it was more that they'd come in handy, not hey look, we do it!. woke up on the wrong side of the bed huh?
it makes it much easier to arrange brawls/ see when / if people are on (the offline/online indicator dosn't seem to update regularly)
ohh no, zombie fauna, ohh they all ahve wallets! *slowly feeds cash into his gas-guzzleing truck* a chain-gun! yesssssss (plants mnies under his indestructo-truck) mwa haha! *fixes his truck and drives off* hrm... if all those animals had wallets in him then hte next city over must be in rough shape *vroooommmm*
love hoy my hero's slashing animation lasts jsut long enough for my army to get ahead of him and get slaughtered.... what happened to the revenge waves? they used to be my favorite part.. was like ohh crap! fireball! fireball!
i get what yer saying amn, but if you up initiative then you'll always go first, i recently used jsut my hero to see how far i can get, so far on my 2nsd continent, just breaking into gob war 2
guys need to relax and read, sick of missing ? try hitting them in the back or a side, not head on, and raise morale. "double turns" are actually then going 2nd in 1 round then first in another (altered by initiative) my 1 big issue is losing because i ran out of turns on turn 24/25 a turn implies that i actually get to make movements, etc.
wow seriously? took me literally a min to beat, no skill involved etc etc, kinda makes me wonder if you threw it out there just to have a dev symbol next to ur name
my bad, thought limit was 7. i still think something should be done about the chaining, 18 straight turns is still bad and most of the elements cant get by it
dimensional shields are overpowered.. people can play em chained for 21 turns of immortality, which is wring... i think either limit the number of them in the deck or dropo it down to 2 turns not 3, would change the turns they can be invulnerable from 21 to 14, which is MUCH better