There are medals for collecting all the chests, but it doesn't tell you where the chests are. I'm combing two areas for the ones I've missed, and I finally break down and look at the "walkthrough"...and it's useless. Is there anything telling us where all the chests are?
Getting a little tired of the game freezing mid-match. It's only happening during the campaign so far, but I'll be extra-ticked if it happens in multiplayer.
A few comments:
1. There doesn't seem to be a way to restart, only to continue the current game.
2. No bonus for clearing more than 80%.
3. No immortality period. If a light blue ghost is in the respawn corner when you die, it instantly kills you until all your lives are gone.
4. The light blue ghosts can hit and poison your line in progress, even though they can't travel in the space where that line exists (the unfilled area).
@CapAp, can you be more specific? PvP decks, T50 decks, God-killers? I'm still only grinding on Level 3 and occasionally hitting T50, but not facing that problem.
@xxasultxx It counts how many storylines you have completed. There is only one storyline. Until you complete all the red quests, you have not completed any storylines. If it did it differently, it would be revealing the total number of story quests, destroying the mystery. (That's my take, anyway.)
I am now sure there are some errors in the Normal (non-storyline) quest previews. I'll see traits (like Flying) listed in the preview that don't show in the actual mission, or vice-versa. I haven't been able to secure examples, because the missions are gone when I go back to the map, but I am *sure* one of the previews said I was about to face flying Badgermen. I was soooo disappointed when they didn't actually fly.
*Major* Scroll of Forgetting (or something analogous) bug: "...a SMALL amount of experience is lost in the transfer" (emphasis mine). Really? Then how did my 12 levels -- 3900 experience worth -- only yield me 200 experience to redistribute?
I really wish all the units within range would fire at once, or alternate. If I set units such that a monster comes in range of more than one simultaneously, there is some preset order of who fires first. More often than not, that means only one unit fires and gains experience, while the other just sits there. We should be able to order units to stand down, or else the units with less experience should get priority in firing.
@bobthecow: it's not impossible. I'm probably only 1/3 of the way done with the game and I beat it. It's just one of the few boards where you can't be a one-trick pony.
Fun game! Seems to have confused the folks who expected just a basic tower defense game, but that's their loss.
I do wish the terms and effects were more transparent: what is steal, what does debuff do now, which items traits/abilities help you even when that hero isn't selected (like reduced paving costs), how do traits stack (like multiple heroes with reduced paving costs), etc.
Also, hate the one-click sell. I bought a scroll to give me a skill, and it went into my inventory. What's a natural thing to do to try to get it to work? Click on it. Oops, still in the store, it sold it. There goes my money.
Great game, very fun. Just a bit lopsided for people who don't already have all the cards, and multiples at that. Same reason I rarely play physical CCGs. There should be an option for whomever starts the game to force both players to use random cards.