The music used is licensed from shockwave-sound.com so it could very well be used in many other projects. (Except the winter theme, that was custom made for the game)
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I think playing on a higher difficulty should unlock cards that would be unlocked on lower difficulties. All in all a brilliant expansion to the castle wars series though!
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having a wall is almost pointless, at the moment i can only see 1 card that can use wall as a advantage. If you would do it like so that if the attack would do dmg more than you have wall the rest is nullified, then the wall would actually be worth thinking bout. Now i just mass my dmg for direct castle dmg.
Huh why the rude comment, a huge portion of modern browser games are clones of games made in the past but with new features and tweaks. Not sure if you bothered to read the description but the fact that it’s based on the Arcomage concept is already stated there. Btw there has all ready been a handful Arcomage clones over the last decade so i guess you’ve been waiting in vain. (Armor Wars by ArmorGames just to mention 1)
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Game is okay, but I really don't see the strategy in it. I feel like I'm just playing whatever card I happen to be able to afford at the time without any real decision-making involved.
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I think I found a bug with the AI, when the AI has a lot of resources, they just keep discarding, even if they had enough to play the card.
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I've played two campaign missions. I find the "menu" odd. When clicking on a next level I wish I had more details than nothing. Did I misclick to a hard level? Is there a difference in the opponent's start? My knowledge is always greater than less.
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Finally! Woohoo! A sequel! Great new layout, although I do wish there was indication of a enemy being closer to ruin like the old one. ´fire, village etc.´ still a 5/5 from me.
Newer installations of Firefox blocks Plugins by default, this could be your problem.
https://helpx.adobe.com/flash-player/kb/enabling-flash-player-firefox.html
if this was not the problem please send me a Shout or PM
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Killcam000, the full rush deck is counter by rush deck+walls (fence, guard, large wall, magic wall).
After, if you take let's say at least 10 of these wall, you will have chance to beat any rush deck, even if you play with 5 builders/recruits/mages.
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The main meta of this game seems to be rushing your opponent to death. No resource building or anything. Just spamming cheap attack cards until your opponent dies. It's impossible to counter, especially with the Giant Snowball card. It's absurdly cheap for the damage it does.
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WARNING! If you are using keyboard shortcuts, use 12345678.
If you use 1234QWER, and try to discard card 6 (W) using Ctrl, your webpage will close.
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I haven't tried multiplayer as it still appears to be on beta version, but awesome game (other than the achievement bugs). My current rating is 4 stars, which will go up to 5 once the bugs are fixed. Also I think that the hidden achievements shouldn't be hidden. I mean, there are no secrets or easter eggs in the game, so I don't see a reason why "bring your opponent down to -30" should be visible but "win by less than 5" should be hidden; it's basically the same type of achievement in both cases.
Multi-player is perfectly playable and i should probably remove the Beta text, its just hat i have not confirmed that my latest fixes works, it was (that is if i have manage to fix it) an odd bug happening once every 30 games or so and only for some player.
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Oh and now I've lost the hard difficulty badge, as it reverted to 92%, so I would have to start yet another campaign >.> I don't think I'm going to do that...
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Further to my previous comment: I now have 100% on all 4 difficulties after starting over and beating the hard difficulty again, but the achievement for all difficulties is still at a low percentage, as it only counts my current campaign. This is a separate bug (in addition to percentages not registering properly). If someone does 4 different campaigns and beats a different difficulty in each then they will get the first 4 badges but the fifth one will be at 25%. It shouldn't work that way; the last badge should reflect the largest percentage reached for each difficulty across campaigns.
It should be fixed now, sorry it took so long, been a busy week. if you have multiple campaign saves load the one that you completed everything with and go to achievement scene, all your missing achievements should be there.
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Point and click at WAHT?
Are there actually ANY instructions related to this game?
I point. I click. I have no idea what these things do.
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The completion percentages on the achievements page sometimes don't match the actual completion percentages. I got 100% on all difficulties in one campaign but the hard difficulty wouldn't register. I've started a new campaign, now my new "best" in hard difficulty is my current percentage, that doesn't look right either. On another note, the description of Curse could be clearer (list specifically what "everything" is, to make clear that it's really "everything" - some redundancy helps sometimes). Also, I went to have a look at multiplayer and when I navigated back to single player the buttons wouldn't work any more so I had to refresh the page. Just these few things to fix, then the game will be badge-worthy imho.
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So the AI on Easy and Casual will just never use attack cards if I have a spell shield up. At first I thought they were just throwing away expensive attacks to save weapons, but then the AI threw away a bow attack when I had my shield up instead of paying the 1 weapon cost. May want to look into that.
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Should i increase the cost for Ram Attack to 5 bricks & 5 weapons (currently its 4 + 4)
Use the + button to vote for this change and – button to vote against.
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I am not sure if this is going to work but I’ll give it a try none the less.
Should I change the cost of the Cure Card to 18 of each resource (currently its 20)?
Use the + button to vote for this change and – button to vote against.
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Well. For that I am sorry. Last thing we need is someone trying to hack people through a gaming site we've all been using for so long. I was very sad to even think you would do something like that. I played the first castle like 5000 times. I was happy to see this one. Thank you for educating me.
I guess we both could have tackled the situation in a better way, but it’s all in the past now, let’s look forward and see if we can’t find new ways making Castle wars better instead :)
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@7461964 : for me, curse is fine at 15. There is many counter for example remove weapons for don't let one ressource at 15, you are sensitive to remove ressources who are a great card when used totally, and the other can rush you just after the curse if he have enough ressources.
But it's gamebreaker when the game is really long.
And if the card is counter, you generally have loose one or two turn with discards.
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We need a 'concede' button : with a meta rush/late game, when late game won, it's pointless for the other player to play with only 1 builder, 1 mage, and 1 recruit.
I guess a surrender button could appear when certain criteria are met, I just don’t want it to be available from the beginning. It’s been a problem in the past; some people would abuse it making dummy accounts to lose/surrender with against their main account so they could gain better stats/rating.
I am still experimenting with it, 15 of each resource was too low, maybe 20 is too high, perhaps somewhere between the two is a better choice. The thing was that bribe cards where to expensive compared to curse. 2 bribe cards would cost you 44 resources while curse would only cost you 45 resources and do a lot more damage.
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5 hidden achievements: win within 5 castle level difference, win by both going pass 100 and destroy opponent, go over 150 wall (trump will be proud), steal more than 50 resource, get all other achievements
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"Congratulation you won"...I love this game but some proofreading would have made this 11/10. Guess I'll have to settle for 10/10. Always enjoyed this series.