Must have been a wedding party got eaten by Zed, right in the house of god. Bride, groom, the proud parents, even a flower girl, all torn to pieces. I'll never forget that image. (+5 to morale) <--- yep sounds like it was a cheerful party alright.
need to show us ALL the requirements, I hate working toward some kind of bonus and then to find out its a damn CASH only feature. Why waste our time like that? Better yet, allow normal player the option to turn off all the CASH bonus on the skill/build tree.
the backpack gold upgrade isnt worth getting once it start costing 27000 to get. You still gain about 2500-3k a round no matter if you kill boss or massive charge.
need to add space below the window pane (or wherever you are shooting out from) so that you can move the mouse pointer right down to the edge of the window. Right now once I moved my mouse too far down it move out of the screen and I lose control of the aimer. Add some room below so we can get those last shots in.
can we have hover over tool tip for action points, hull, cargo upgrades? As a new player I have no idea of their significance. To be able to strategize the players need to be informed about what's available. Also, I notice a system of focusing on attacking crew or hull specifically. If the combat screen doesn't display these stats then how do we know when its good to use anti crew cannon balls vs anti hull cannon balls? This seem to be a simplified version of the pirate/merchant MMO games. But in those games to attack sail meant you cripple the ship so you can catch it because it was too fast and can escape your ship. To attack crew mean you take out crews of ships that has few crew and that cripples their firing time. Armor piercers take out armored ships. That has strategies, while this simplified version offer the options for those types of attack, but I have yet to see when its beneficial to use any other attack than the normal one.
!@#@!$@#%Q$%Q$ killed the damn turtle while a whole horde of skeletons walked by! and i had no way of telling the soldiers to stop rushing over to the already almost dead turtle.
one suggestion, after the effort to take one of those big guys down, is it too much to ask to have a cheer sound effect? I mean surely it must mean something to the defenders to see that happening right? Not sure if you can throw in a 1-2 seconds "morale" buff as well for troops after one of the giants has fallen.
what biguglyorc there said x100, please give them the ability to stop running pass the rushing enemies and against the big golems. Those you can spare the time to fight after you have your troops "hold" the line against the Rushing enemies. If you are going to have this rushing mechanic, please give us a counter mechanic and not this AI atm that auto attack the bosses. I have suggested before a Rally point or Hold position button to have them not run off.
I cheered when they actually climbed up and fought the massive golems. I hope you would consider adding a "rally point" feature to the soldier towers. That way we can have them back off from the golem to help out with the Rushing enemies if needed. Right now as soon as golems walked by, all my troops goes up on it while the rest ran through. Ghosts seems too overpowered as almost nothing can hurt them. When combined in a rush, its a lost cause every time.
@ cowboyrobot: I think the strategy is in juggling the lines to get the best troop to face the ones they are strongest against. But I do agree that it is bottlenecking your troop variety into a preset rail. (or you could grind it out and try the more powerful units)
having a bunch of new servers are great and all, but if you won't allow people to migrate their character into the server of their timezone, what's the point? you expect an account that is invested with cash be dropped just like that?
the achievements need to be accessible at upgrade time so we know what to go for next. Hovering mouse over the achievement should tell you how to get it, not like now.
this game is pretty fun, a larger staging area would be nice. Larger maps so you can have actual ambushes and flanks. Perhaps concealed areas like woods for enemy or your own ambushes. Give units passive abilities that you can train (not active please, since there isn't a pause button and in the frantic fight you dont want to have to select each one to spam their abilities)
The fight with the dragon was a little disappointing consider how easy it was, casualty was in the ridiculous hordes of bees that came after at my archers. Very funny writing, lampooning all those cliche medieval story lines.
you should change the color of the upgrade icons a bit so that you can tell just from a glance if you have enough gold to upgrade it or not. Right now you have to click on it to see if you have enough gold or not.
can we get a Revenge mode? as in come back and play the stage you can't beat with full upgrades that you get so far instead of restricting to just the level's limits? It can be frustrating as hell to not beat a level.
preset actions in town that does not change no matter how many days means i can never avoid that pick pocket and is forced to expose to him when i have 0 gold on hand? That need to be randomize please. At least have it change after a day. I have tested this and the same sequence of event will happen over and over despite me upgrade the chance to gain good event.