Ghosts are really the opposite of Gravitons. While Gravitons pull shots to them even when outside of a towers range, Ghost cannot be targeted even when they are within the towers range. I think that the symmetry would be more compelling if ghosts could be targeted when they were closer than half a tile to the tower. This wouldn't effect the balance much but it would make ghosts more nuanced and interesting than "can't be targeted without a scanner".
I made a level called surg about a week ago, about 20 people played it, it got rated 5/5 so then it disappeared from the new maps and was put in the list of top rated maps. Now it has disappeared from that list too. Do you know what is going on?
I've looked into your map problem and sent you a private IM with the details. For everyone elses benifit, you'll now find the map 'surg' on the highly rated list.
trivial. I was able to solve each in one try. You simply start on a node with an odd number of paths leading to it and you are required to end on the other node with an odd number of paths to it.
Good point! I just assumed that when people pause the game they'd want it to be fully paused. I'll try to change it either with the next update or the one after. I'll move the explanation overlay onto a separate button. :)
@warstrider, I think that I described a slightly different idea than the one I meant to. As you know, when you lift a warrior the map, highlights all the legal tiles it could move to.
However what I am suggesting has nothing to do with this highlighting.
My suggestion is take the 6 tiles around a level 4 warrior (the one with spots on its head) and highlight those 6 tiles to the maximum degree.
the 6 tiles around a level 3 warrior should have a slightly lessor degree of highlighting.
the tiles surrounding a spear warrior or stump should have even less highlighting.
the tiles touching a flag or level 1 mushroom should have to minimum level of highlighting.
and finally the tiles touching nothing unusual of their own color should have no highlighting.
The benefits of this highlighting scheme is that you can instantly see the level of protection every area has by it's level of highlighting, and can therefore shore up a weak section before it catches you by surprise.
What I would like in a new game is for area of influence to be visible on the field. For example the tiles that could be invaded by a level 1 enemy would be colored light blue and the tiles that could only be invaded by a level 2 or higher were a slightly darker blue, and so on. Secondly my two greatest weapons in the game are starving out enemies and using dead mushrooms to cut them to ribbons. It would be nice if I could kill my own units by turning them into dead mushrooms so that starvation was not such a potent weapon.
Thank you for the suggestions. There is a form of coloring when you pick up a guy but I had not considered showing it on the main map. Thanks for the suggestions!
because I don't have control over which creatures get the experience the damage curve becomes like this
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with the creatures in front being much stronger than the creatures in back. This means that if a knight gets past the first few floors the last one is always incapable of doing significant damage because it hasn't had the chance of leveling up.
When I have control over which towers I upgrade I choose to do it in an even way so that I get a fair warning of when my towers are not strong enough.
Whoops, that's clearly not right. Thanks, I'll see about getting a fix in. I'm out of town for the next week so it may be a bit delayed.