Adobe is working on fixes for their issues with the latest version of Flash. You can read more here: https://bugbase.adobe.com/index.cfm?event=bug&id=4127476
Please please please tell me that there's a talent on the way to "buy all available skills", it's getting awfully tiring clicking through each one of those icons when you get to lvl 50+ with just Pam and then have to buy 6 chars at once :P
As per the AMA on reddit last week, yes, we will be adding a "Buy All Skills" talent. https://www.reddit.com/r/incremental_games/comments/4554a8/im_the_game_director_of_crusaders_of_the_lost/
I have to agree with tcu1, nerfing the eye and then having the nerve to try to tell us that we get "gold too!" is just downright insulting. And on top of that the amount of gold it gives is useless. I get more gold from the guys my heroes kill in the time it takes me to collect the useless rain of gold on my screen.
I think the ability CD cap needs to be adjusted to account for character abilities/gear above the 50% max. I have 50% from horns (as most anyone playing for a bit does) and so the CD abilities like Thalia's and the gear like Kaine's seem wasted and detract terribly from the usefulness of those chars and the versatility of the game.
One thing that has kind of bothered me for a while now is that ability cooldown is capped at 50%, which is completely understandable, however you continue to get horns and cornucopias in chests. Nothing is more disappointing than opening an elusive jeweled chest only to get a flowered cornucopia as your rare item once your CD is over 50%.
Also, given how quickly you get research later on, yet how tediously annoying it is to re-upgrade 12 different mines individually, the game actually gets progressively more boring. Was a fun little game at first but without some serious UI changes and balancing, it's just another "meh" idle game.
Sooo... the mineral vacuum doesn't generate any revenue unless it ticks off in whatever mine you have active. Really, that needs to be fixed as I don't plan on clicking around my mines waiting for the most valuable tool to complete. And since none of the income is shared that means sitting on 1 mine for upgrades and the rest just play boring catch up.
Yay! Got my first epic gear and it's Natalie's guantlets (+200% dps)! Apparently RNG just hates me on jeweled chest upgrades. Seriously though, you guys did it again! Love BW2 and Shards, this is a great venture into the idle game genre. Thanks again Codename!
Love it Codename! Played all your games and this is a great venture into idle. It does, however, seem to me that Jason and Thalia's attract abilities seem useless since a well built team tries not to get hit since even 1 loss is too much. I'd love to see them become a monster spawn rate increase/decrease. Could allow people to specialize a bit more against different lvl mobs.
Love this game and the devs for all the effort being put in. As someone who has reset a bunch of times I came across a minor nuisance. If I idly run past floor 20 without completing Anger I lose all the helium I might have gained from those floors had I completed them after unlocking helium. Easy fix might be to make helium a given value based on what map it is, not from where you started.
To Metonymia, wood becomes very important once you get shield block. Don't get me wrong, food is very useful too, but in the grand scheme of things the usefulness of the 3 resources is pretty well balanced. Also, you can hire and fire trimps as basically 0 cost as long as they're not trainers or explorers.
Perhaps nerf the damage output of the priestesses in favor of a boost to heal or a regen ability. Forcing that damage into other classes I think would balance it better.
I love this new patch! This game is quickly becoming one of the best "idle" games. I leave idle in quotes because I love that you try to keep a little interactive play in the game. The new gear and chars give it so much more diversity that I'd like to see it be a bit harder towards end game. Right now a party of only high priestesses throws a wall of damage and healing so thick you can taste it.
Oh! And one more thing. Maybe a slight randomized variable in casting. Refreshed and now both my archers are casting entangle at the exact same time on the same enemy. Great if I was trying to kill some kind of boss, but aggravatingly wasted against mobs.
I'd like to suggest that the taunt skill has its cooldown time as part of its level upgrade. With only a handful of heroes, even the new AI upgrades can't compensate for the long cd. A tank isn't really a "tank" unless he takes the hits. Often he isn't the target of spawns as he might be halfway across the screen and even if he gets to them quick enough (i.e. have enough dumped in agility) he agros too infrequently to prevent the mobs from shredding the others.
I've been playing this game since day one, spend some real money on it too. I loved it, favorite idle game I'd played... until now. The ridiculous nerf of profit (bug or not) has made the game completely unplayable. 2 days in, not even close to the next manager, sitting praying I get a +port/lab from vortex just so maybe it'll only take another 2 days to get x3 scale economy when my inspections are immensely in favor of production sector. Laughable really. I wish I could bounce my market buys right about now...
While I appreciate the offline gain idea, it's current implementation is basically useless. It says I get $42.45m and 46 mana shards per hour of offline time. Yet I get $2.83m PER SECOND online and killing just one ogre gives me 30 shards with a 13.5% drop chance. That means I'm killing roughly 11 enemies an hour offline? Do that in about a minute online. As you posted earlier you nerfed the xp gains to make up for offline gains, but they're so bad that they might as well not be there. Please increase the online xp gains as this game became nearly unplayable both online and off now.
Love all the new changes in 1.0. Keep up the great work! My two cents is I'd love to see an additional stat in the equipment popups next to the cost that showed the cost per stat, aka metal/atk or def. Can be a little of a pain to figure out which ones have the best value.
Great game so far and loving all the improvements that have already been made but I would like to see either more monsters or at least a greater level of scalability with their difficulty. 5 levels isn't enough to keep them competitive for very long. Even with the nice addition of the hell hounds your team gets over leveled very quickly.
Adobe is working on fixes for their issues with the latest version of Flash. You can read more here: https://bugbase.adobe.com/index.cfm?event=bug&id=4127476