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.
Under rating threshold (hideshow)
The gold earning rate seems a bit lacking. Especially by farm level 10+. I can spend an hour grinding there at a slow rate for a few gold, or go bacck to level 1 or 2 and get it at a slightly(only slightly) faster rate, since my heroes can 1 hit mobs there.
Low gold earnings rate is a common complaint (while early in beta players actually felt like there was too much, which is why it was nerfed to its current state). I think it's a good idea to raise it, look forward to soon-ish patches :)
Under rating threshold (hideshow)
ok, the way wizards choose their target is even worse than the other version of this game..please make it so that the party focuses on 1 mob so wizards dont waste their damage on creeps that regen before they attack again!
If you want to guarantee focus firing, there's a special skill you can unlock for that via the Raider Upgrades (need to unlock soft resetting for that first, though) :)
We checked the database and your save is... safe! It's still there. If it doesn't show up on the starting screen, try to make sure you're logged in before you load the game (so after you're logged in, refreshing should work. We observed Flash causing some issues in that regard). In general other players usually have gotten it to show up after reloading once or twice.
Under rating threshold (hideshow)
For some reasons the equipment for the 2nd and the 3rd warrior switch every now and then. I'm sorting characters by class, I have the game on raid and farm.
Thanks for the report, I'll investigate it. Though just to be sure: When you sort, the slots in the equipment screen move places, too. Though they shouldn't keep switching around when you're not actively changing the sort type.
Under rating threshold (hideshow)
Thanks for the building refunds! Trying to build the prettiest town is now a viable activity and I think it adds quite a bit to the game.
On that note, reducing building duplicates in favour of upgraded buildings would probably make for a better aesthetic compared to 5 churches and 20 smithies. Then again, many tents around a fire look nice, so I'm not 100% sure.
What I am sure about would be a nice update for later: you've put quite a bit of work into nicely detailed individual maps, so how about clickable secrets hidden in them?
Yup that's a nice idea, and a common request, too :) I think it would also give players motivation to try and reach really high farm levels, if they know that a certain secret only spawns on farm map level [x], or certain stuff only starts appearing once you've completed the farm map rotation at least once (they start form the beginning, with increased difficulty, once you reach the end. Though there are a lot, 60+, so it will take a while to reach that point!)
Under rating threshold (hideshow)
I wish I could see when heroes get kicked out of my current screen. Maybe change opacity or grey them out when they aren't in your zone?
Under rating threshold (hideshow)
I feel all the duplicate buildings are annoying and cause a good bit of clutter, a suggestion would be to reduce the number of buildings that provide boosts to 1 each and instead have their own shop menu to purchase upgrades. the tents could also be replaced with perhaps guild buildings for each class that you can purchase class upgrades in.
Thank you for your suggestions. In case you're the one who posted this on github also, we read all of those, just a bit swamped at the moment so hardly time to reply to all of them :D Rest assured the suggestion got through to our devs. By the way, you'll be glad to hear that (already) moving forward we're not planning to continue with adding buildings where you have to build many to get random stat boosts. We're mostly going to use buildings to house new game features, whether they be UI stuff like the skill priority list or actual gameplay features.
Under rating threshold (hideshow)
Game doesn't start. Loading screen climbs to 99%, then flash player goes black. Firefox v51.0 , flash is enabled, javascript is enabled, adblocker turned off. "warning: folder targetDummynot found, and no fitting files in links to other entities" "Warning: spriter file basic_humanoid/items/torso/torso_lightLeatherarmorBlack.pngnot found in spriter project file"
The warnings shouldn't be a problem (we have them too in our internal dev version, they are actually false negatives), but thanks for opening the console and looking, that information is extremely helpful when trying to solve cases like this. Have you tried loading the game without (any) extensions active? Other uses have reported that they mess with the loading process sometimes. Otherwise, your machine seems to support WebGL fine, otherwise you probably wouldn't see the loading dragon sign and percentage. Mhm...
Under rating threshold (hideshow)
This is a pretty great improvement, I like it!
Suggestion: Could we get a bit of information about what a building does before buying the blueprint? As of now we're spending the money blindly.
Do you see a cloud with a red X on it when you start the game? That means that for whatever reason you can't reach the API servers. Some users have reported somethign similar but it worked after refreshing a couple of times, and the cloudsave showed back up. Sorry this happened.
By default the efreet just buffs enemies on the farm map that it's on. Without spoiling anything, maybe there's a way to get the efreet to buff your raiders instead?
Really? We're very pleased to hear that. The game actually draws a lot more stuff on the screen in general, and there's more AI and related things going on in the background compared to the original Idle Raiders, but we spent a lot of time on optimizing the rendering and other stuff in the game. It's far from perfect but it seems like it was worth the work :)
Yup, don't know why other games don't do it but we are required to by law. For example, the privacy policy shows in detail what kind of data is sent to our servers. If you care about that kind of thing it's important that you can directly consent to it or choose not to, and know how we use your data, instead of having the process hidden for you, etc.
Under rating threshold (hideshow)
I'm glad this is still strongly in the same spirit of the previous version. I've dropped a lot of idle games for revamping, but this is still very comfy ^^. Thanks for the hard work~
Moving buildings is a common request. We'll see what we can do about that. I think until we get a proper solution, a relatively simple fix would be to refund building costs when you destroy them, no? We wanted to do that in beta already but got swamped with bug fixing and more urgent issues.
Yup that is unfortunately a bug with the tutorial system, I think it wants to point at the priest's head on the main screen, but when you're in the building screen, it accidentally points it at the same position just on that screen. I think all the tutorials have bugs where you can provoce something like that happening. Unfortunate oversight, will be fixed, sorry :) edit: Also, all of these should be fixable by reloading the game once.
It's supposed to be a bit of a block until you get better gear. In general you won't advance farm maps instantly, instead your raiders have to improve a bit every time in order to make it. In return every tenth farm map you beat you will get valuable claimable ancient artifacts. The first time you can get to map 20 is a big milestone!
Under rating threshold (hideshow)
Characters need to be able to pass through buildings in camp. Wasted five minutes with them doing nothing, waiting for a warrior that had gotten hung up on a corner formed by two buildings.
Under rating threshold (hideshow)
Would also be cool if we could build on top of the dirt/gravel roads. (the sett pavement is still missing, I sent an email)
Alex: I think with this option there would be problems with the layers of the map and the destroybuilding function (and it was not intended), but I will ask the lead-designer.
We've got the mail, we will look into it. Thanks for your patience.