You're correct in that Yen isn't how it's pronounced in japanese. (En), but Yen is the appropriate english spelling at this point, there's nothing wrong with it, even officially localized japanese games use it.
Interesting, I'd have to see how it functions in practice but the new UI looks like it'll be servicible and give a good bit more information on how the stats work.
One minor thing: In that preview for the new UI. Deffensive is wrong, should be defensive, one f. Hehehe.
(Also can't believe I somehow missed that you have forums up. If I see anything else I think is a bug I'll uh, actually report them there where I should have been apparently.)
Oh and fairly major balance thing. Personally I love that it works that way as it's super useful buuuut. The momentum traits skill cooldown reduction per basic attack seems to be functioning off of... per hit. Including hits from skills. Like the ultimate. And the arrow rain. And the pushback whirlwind. Considering the tooltip I doubt that was intended even if it makes it reaaaaaally useful. Should probably correct the tooltip or how it functions.
We intended it to work on everything as long as you're hitting the enemy. Traits are currently under a major rework. We'll keep most of the old traits and make them simpler. On top of this, we'll be adding more of them. Stay tuned :)
Neat, thanks for responding to my previous posts. Another thought, in your UI design are there any plans to add tooltips or help documentation or something detailing the exact mechanics for the skills? Damage multiplication, cooldown without using it, number of shots, etc?
We're adding more information and tooltips to the UI. There will be hover tooltips for the next version. We've redesigned a lot of the UI elements as well, here's a sample of the incoming stats window for v0.5.0. Please note that it's still a work in progress and it's still subject to change. https://imgur.com/z1dpH2u Let us know what you think!
Other ideas: An option to make anima gained in a round visible on the field without going into the anima menu.
An option to make stat points available to spend visible in more than single digits without going into the stats menu.
Thanks for the suggestion! We're actually reworking parts of the main HUD, so anima will always be displayed. We'll think about the stats. Update: The HUD has been reworked in v0.5.0
Oh also, I seem to get the issue with being stuck on the first round unmoving. It seems to be triggered by going into the anima menu (and possible spending, not sure) before firing at least one arrow. Refreshing the game fixes it but, probably something to take a look at and fix.
Thanks for the report! We do have this issue currently tracked, currently, it happens when you open any UI while transitioning, before an area starts, though we do not have a 100% success rate and trying it out.
If you queue up the first or third skill to fire in between stages they miss spectacularly and are wasted except for sometimes the last hit of the first skill). It'd be nice if the game knew to fire them a little later so that there are targets for them to hit.
Because the cost to speed troop training or quests with hellstones is based on completion time. And x25 speed completes it 25 times faster and is thus more efficient in hellstones. (But less efficient in crystalin)
1. An energy system is a good way to completely alienate a significant sum of players.
2. Will it be possible to change avatars in the future and pick male/female etc?
Also,
Admittedly the following is more of a personal irritation and isn't a bug, plus quite a few people probably wouldn't consider it a problem, but..
While they are certainly beatable, the hordes mechanic concerning exploding and damaging buildings during the fight is incredibly annoying to play against, seeing as if they manage to destroy the building during defense efforts and it's your only one, it's pretty much over for you, even if you have a pair of squads easily capable of holding them off for 10+ minutes, your repairs will be constantly sabotaged during defense efforts, until eventually you're killed off, or you're forced to send one squad out to defend farther away while one works, which STILL kills off one of your squads and makes it even more stupidly impossible. It's frustrating and generally not particularly fun to think you have a chance, and then be under siege for a good 5-10 minutes, even if it is admittedly a rare case.
Interesting game, fun enough but it has a few problems that could stand to be looked into. For one, squads don't seem to understand orders to "retreat" but instead continue attacking a building and any enemies that come out of it, even if they were just defending their own building and came across the enemy while I was trying to... you know, rebuild the one they were defending after taking it over so I could actually use it :/
Oops =p I already reported it to the dev who wrote it. Thanks for noticing! I'll read your bug report.