Under rating threshold (hideshow)
When you purchase a new building blueprint, it would be nice if it was automatically added to your building screen instead of having to use it from inventory first. - Also, when getting a new road type (paved road for example), it should snap together with dirt road, also I should be able to replace my bridge with paved road.
A bug currently. We removed crafting mats from his stock until you actually unlock the Dwarven Runesmith, but that makes him show up with no items if you've bought everything else he has to offer. Will be fixed!
Under rating threshold (hideshow)
Bug: The travelling merchant has stopped to offer anything. Neither Soft Reset nor using a merchant scroll changes anything. His buy window is always completly empty.
Are you sure? Try unequipping all items and check if your priests, for example, have exactly 1.00 mana regeneration per second or more (they should get +0.1 for each priest tent, and +0.01 for each well).
Under rating threshold (hideshow)
Painfully slow gold grabbing and general game speed, at least at the start. Huge turnoff from continuing on, and I really liked the first one.
We want to improve it! We started slowly buffing gold gain in 1.0b and will continue to do so (just trying to avoid going overboard and suddenly players end up with too much devalued gold that they don't know what to do with).
Thank you for the notice! We will contact the Kongregate team about this. We have it in there because the german law requires it and we are bound to that, too. Other games form germany/eu also does have Terms like the games form Bigpoint.
Under rating threshold (hideshow)
I like almost every aspect of this game.. especially if upgrades go on into infinity.. however, gold accumulation is it's achiles heel.. too slow. Even the eventual multiplier of .1% increase seems to be somewhat of a joke.
Under rating threshold (hideshow)
I feel like you should try to encourage gathering more ancient artifacts over quick runs as right now since the cost is always 10 gold x 1 AA, there no reason to push for 8 hours for maybe a few extra, when you can get hundreds more just doing quick runs every 1-2 hours. Just saying that maybe we should get a incentive to do pushes
Yup, I agree completely. Currently thinking about what would be the best way to go about that. Any suggestions are welcome! (Also preferably posted in the suggestion and issue tracker, reachable via the bug-button on the bottom right in game).
Hi, is it possible that Flash is currently blocked on the page? On Chrome, you can for a puzzle-piece icon in the address bar, if you click it there should be an option to allow it to 'run it this time'. On firefox, something should pop up on the top left of the screen notifying you of blocked plugins or popups, with similar options. The rest of the game doesn't require Flash to run, so that's a common problem players have :)
True, he probably shouldn't appear if he has nothing to sell. What happens is that you've temporarily run out of things to buy. Certain parts of his stock are only unlocked once you've reached certain points in the game (crafting mats when you unlock the Dwarven Runesmith, etc.).
Yup, that's intentional. We want to give players the chance to try at bosses a couple of times(until the global raid cooldown resets) at full HP and mana if they need to regenerate before that, without having to go through (what in MMOs are usually called) 'trash mobs' every time. They are still important for many raids because they're a challenge to overcome if your raideres want to clear a raid in one run (for example in auto raiding), because they have to beat trash + bosses without regenerating.
Under rating threshold (hideshow)
Great game, but needs some balancing tweaks. Gear and skills are vastly more important than level, as once you hit level 50 exp gain drops to next to nothing for the waves you can clear. This is fine in itself, if you had more ways to get gear other than raiding. As it stands, we just clear raids over and over to get the gear we need to progress. Gold is also an issue. With all monsters giving 1 gold, virtually no exp gain, and gear generally only coming from raids, there's no incentive to farm higher level maps. Just farm whatever you can one-hit to rake in gold faster, and hit raids as soon as they're available.
In case you tried logging into Kong while the game was already running, try logging in before and refreshing. This error has popped up a few times and in all cases so far people have gotten access back after refreshing a couple of times at most :)
edit: I just looked at our database and there are two savegames, one of which was recently saved so I assume you have it back?
Under rating threshold (hideshow)
Quest: Defeat all bosses in chamber of Sealer has wrong rewards! We can already build temple of the ancients and mercenary guild way before this raid.
Under rating threshold (hideshow)
I think there is a bug connected with the Witch Raid. When you go there and your army gets "shrunk" by her powers and regardless if you die or kill her, later the view of the game is zoomed-out? Personally I think this is okay but my cause confusion. I'm running on FF, didn't test any other browser.
Ideally it would be good to have the possibility to zoom in/out, even a predefined zoom ability or so.
The view in the base is zoomed out by default, but yes a way to zoom would be a good idea. However you might also observe a bug where raiders sometimes stay shrunken (just visually, their damage isn't reduced) after the Witch's effect is over. That will be fixed.
Under rating threshold (hideshow)
Merchant spawned 2 longer buff duration items, as the second is useless i guess it is a bug. Also new patch reseted merchant items. Last but not least i think there is a bug with how extra stats at next level are calculated, when i am level 50 i should have +120 hp at warriors etc for the next level (51) but the description says 30. I get the expected amount and not what the description says. Very good job with the game, glad it is back!
Yup there's currently a bug where the merchant keeps spawning repeat items of the Ancient Wisdom upgrades if you haven't bought or unlocked them yet. Will be fixed. Also will investigate that leveling bug. Also, weird to hear about that merchant item reset. That should basically just not happen. The next time you observe it, could you open the dev console (f12) and see if it shows any red errors?
Under rating threshold (hideshow)
seems like a good game altho ive been farming for 2 days cant get past the 3rd raid or the lvl12 map i got some buffs my town is half build already cause of the money still cant manage the raid bosses with the AoE attacks T_T
Most important for the third raid is to get your equipment and skill slots filled (oh, if you missed it, you can buy extra equipment slots by buying equipment bags from the market). Other than that I can only encourage the use of consumables, like healing scrolls. They're really powerful for the first time you try to beat bosses.
Under rating threshold (hideshow)
New patch is up guys! When you refresh, make sure that your browser is actually updating (by going to the options menu ingame, there should be '1.0b' at the bottom.
Under rating threshold (hideshow)
I also feel that raids should provide even better more varied loot while the armorsmith and weaponsmith buildings sell basic equipment, it just doesn't feel right that the bosses provide such basic and uninteresting loot. bosses could also drop consumables on top of equipment.
The loot variety really opens up in Burning Cave. The previous raid items are mostly there to introduce players to the various attributes that can be improved by them. Starting in Burning Cave, there is stuff like more rare items, item sets (with set bonuses if you equip multiple of them), artifacts, etc.
Under rating threshold (hideshow)
Great idea, I very much like the concept of "idle" RPG. However, as others have already pointed out, progression is terribly (im)balanced. The Burning cave, Farm lvl 1X, or simply getting from level 55 to 56 already put me through an ordeal, and obtaining a reasonable amount of ancient artifacts to be able to reset is nowhere to be seen. A good idle makes players work for a worthwhile reset, but this is starting to get annoyingly long. Please rebalance the game so that we have a sense of progression!
I think one 'problem' with ancient artifact acquisition is that a decent chunk of it depends on an Ancient Wisdom upgrade that you have to find as a drop from the first boss before you can unlock it. Since a lot of players miss it because of its low drop rate (it is 5% in current patch) we are going to convert it to an upgrade that is immediately available from the point you unlock the Temple of the Ancients, like the Gold and XP upgrades. Together with the gold gain buffs, this should smooth out progression significantly. Keep in mind though that the arduous battle against bosses, where you fight for every % of their HP over many tries until you finally beat them, is the core of the game, so the difficulty is certainly intended.
Implemented that in current patch :) If you're still playing on 1.0 (the version is shown in the options menu), you can update to 1.0a by refreshing. Sometimes browsers are stubborn and cache the game so it doesn't have to download it again, so it may take a couple of F5s before it updates to 1.0a
Under rating threshold (hideshow)
Are raid mobs the only ones that drop more than 1 gold per kill? Or have I just not progressed far enough for the mobs be worth more?
Yup, farm map monsters are supposed to be more for XP farming, but the balance is admittedly a bit off. Anyways, we are significantly buffing overall gold gain in the next patch (which will go live sometime today).
Under rating threshold (hideshow)
So I stopped playing for a while and came back and I discovered what I can only presume is Mob Level Scaling. I'm level 52 and my Raiders can't kill a single mob in the Level 11 Farming area. It regenerates too fast and gradually a single rat is defeating my whole team, this is hilarious. Please, please change this. Level scaling on mobs is terrible IMO. I would highly recommend against it. Please post another update when game is playable...
The mobs have static damage and health at each level, it doesn't scale to your raider's level =) Maybe the naming is confusing but Farm Map level 11 isn't there to indicate that you should be able to farm it easily with level 11 raiders. After farm map level 10 the difficulty ramps up quite a bit, we want players to fight for the (farm map) level ups, and each tenth farm map you are able to reach is a small milestone because you get more Ancient Artifacts from it. That being said balance and progression is a big concern and we're looking to constantly improve it based on player feedback.
Under rating threshold (hideshow)
I played the first game and it was cool, but I don't understand much this game. It doesn't have any proper tutorial :/
Under rating threshold (hideshow)
Well, I don't get offline gains so far. Everytime I start the game I have the same amount of gold as before, the same amount of exp and lvl, and my heroes stand around doing nothing.
Under rating threshold (hideshow)
i don't get it: just bought recipe of weapon smith to build, but there is no such building in the list of buildings to buy
Random 'world' drops are initially extremely rare, but over time you can improve it. For example, there are direct influences, like an upgrade that increases the flat drop chance of those items, or one that lets more monsters spawn on farm maps, which means more kills, which means more drops, as well as indirect influences, like the fact that your raiders get better at slaying stuff faster when you get gear and skills that are good for those tasks :)
Under rating threshold (hideshow)
I dont get it, why publish this as a second game when its just a reskin of the old one? you havent changed anything that could qualify it as a second game
We don't usually respond to these kinds of posts, but I just wanted to ask you to give the game a chance. There are new raids, base building, mercenaries, mages, a new itemization system (including item sets and hundreds of new items for example), overhauled UI (with a bunch of added features), and the existing systems have been expanded and/or changed: Like the way farm maps and soft resetting works, crafting has been changed, new content for the other systems has been introduced, etc., as well as secret stuff we don't talk about. We worked on it for about 18 months by the way.
Under rating threshold (hideshow)
The game is fun up until level 50/farm level 10. Then it is just a grind waiting for the next raid, for a potential drop, or enough gold for an upgrade to soemthing. You could spend days doing this with little to show for it.
Under rating threshold (hideshow)
Seems like there's a massive XP wall at around level 53. I reached 53 fairly quickly but now at 54 it takes forver to reach 55.