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I'd like to see Blood Lust reset its duration each time that Primal Rage triggers. It doesn't seem to make sense. If triggering the initial skill resets its duration, why wouldn't it reset the other duration?
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Arcane Bombardment says cost to execute is 18 mana. But the text on it says that the skill increases cost of magic missile by 20.
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So my first thought when my mage charged in with the tanks (warriors) was, "Why do you do this to me?" Then I found out apparently the mage tanks better than my actual tanks.
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I think mages need a bit more base mana regen, or cheaper spells/good regen items ... they're completely useless while farming, and while raiding they just do nothing by the time you reach the end
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These raiders doesn't listen when you tell them to go back to base and heal, they go and stand in corners or get stuck between stuff and get killed instead.
Could you send it to us via email? We can probably fix it pretty quickly. Just in case Patch 14 didn't fix it. Email address is social __at__ pitforest.de
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Instead of having 1 dmg click that's useless after farm lvl 3, how about upgrading it in the ancient shop with 10 click dmg per upgrade?
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Anyone else have the problem when setting it to auto raid and they get stuck at the door of the raid and you can see one of the raiders kinda twitching in place but they never start the raid?
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is it just me or do raiders start and stay resting when you don't get into game for a while? if so that's kind of annoying
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I'd like to see the red priestesses search out chars that are low on hp, and even more so, mp. It seems too randomized when you go back to rest whether a priestess is close enough to top off the mages mp with Energy Heal
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I have both my hail of arrow skillbooks enchanted with reduced cooldown 10%. For some reason, 1 of them is always about 4-5 sec slower on being ready for use again.
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mercenaries seem so under powered for what they cost it would be nice if we could maybe get specific gear for them too, to at least give them a boost
The ones most players have access to right now are intentionally on the weaker side. There are other, more powerful mercenaries in the game! But you have to find them, and we don't like spoiling things like that :) Also, we'll introduce mercenary-related Ancient Wisdom upgrades in the future that increase their usefulness.
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Is it just me or is it impossible to get the bandit to upgrade? The chances of him getting the last hit on a noble is near 0 when you factor in the amount of damage other units are doing and the regen of enemies.
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I found out the issue, the path finding isnt good enought so i kinda block their way back on how i place my building.
Oh, all right. Could you send us the savegame (social __at__ pitforest.de) with your building placements? Would make it easier for us to reproduce the issue and fix it!
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Oh well they got stuck on any auto raid now :( have to use sleep then auto again to make then go but next raid is stuck again :(
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i get stuck on the map Garden of Ethernity when i use the automatique Raid. Seems that some guys dont want to get into the raid so they just wait at the start not moving doing nothing hours after hours :( really not funny i lost days of farming b ecause of that :(
Have you idled a long time, like, several days before you restarted the game the last time? There was an issue with the previous version in the game that was fixed in the patch on friday. Hope it's better now!
Not yet, to-do list is kind of full. As a first step, we'll add a full refund of the building price when you delete a building, so you can remove and rebuild it again. Actual moving is coming in a later patch, no ETA for now.
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Some items equipped ruin my characters turning them into NaN values of HP (i assume negative) and then they act all funky. I can kill any boss with enough time just by leaving them attacking since he can't kill them either. Once this happens, i can't make my character normal again by equipping non bugged items.
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Entwicklerantwort von pitforest
Thanks for answering. So the savegame stored in the cloud is always there. The savegames in local storage are sometimes missing (or old?). If that is the case then we are currently working on fixing this.
Will watch this a bit closer from now on, but yes, it seems so. Thank you for the answer and continued improvements of this great game!
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Tried it again, wanted to give you screenshots on Forum. But Firefox crashed on 7th reload :/ . 8th reload brought my savegame... server has a diffrent timestamp then my local time by the way (daylight-savings in Germany). But the problem occured before.
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Entwicklerantwort von pitforest
Sorry for the inconvenience. Do you use cloud or local storage for your savegames?
I used both. i.E. a cloudsave named "Cloud" (without autosaving, I activate it manualy to secure drops after I lost some) and a local save, named local, with autosaveoption. Used to have a 3rd save named Tuarin. Now once I reload when my game slows down, I get a random set of saves... "Cloud/Tuarin", Cloud/local", "Cloud/Tuarin/local" etc. The problem is, this are not allways the latest saves, but sometimes 2 or 3 days ols ones (at least for the local ones I can confirm this). Refreshing over and over again seems to rotate through the aviable savegames, until I see my lastest local autosave
Thanks for answering. So the savegame stored in the cloud is always there. The savegames in local storage are sometimes missing (or old?). If that is the case then we are currently working on fixing this.
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Savegame-Lotto: Everytime I reload the tab I get another set of savegames on start. Luckily so far my latest savegame showed up after 5-10 tries
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Attack damage is not scaling well in the later raids/farm maps. I've cleared Ravaged Abode several times & up to farm level 56 and only guy I have that is able to do any noticable damage is the 1 archer I have with a 2000% crit damage item. Mages could be decent but once they run out of mana they are pretty useless for dps as their mana regen is way too low even with good items.
That's a balancing issue and we'll fix that. Also, is it possible you got unlucky with Scholar's Tower skillbook spawns? Warriors have something similar to the Archer skill you mentioned, and Mages have some options for lower mana cost spells (in return for a bit lower damage).
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I'd like to see the option to move stuff around in your base instead of just destroying and repaying to create. A few poorly placed buildings early on now tends to block raiders from moving to the maps and the only option is to spend a ton of gold to fix the problem.
Sorry, the game is definitely supposed to run in the background when you're tabbed out. Can you confirm this broke for you with the recent patch (i.e. you're sure it worked before)? As a workaround, putting the tab in its own window seems to work on most browsers, until we can fix the issue.
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for some reason hail of arrows never procs on the final boss of frozen coast. even though there are 3 bosses and it is first priority it still refuses to cast.
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is there any way to fix that if for instance your mages fire a shot as something is dying so it doesnt actually hit the target it doesnt use up their fire ball cus it happens alot then youve gotta wait for the cooldown when it didnt do anything the first time
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It's not progressing when the game is not in the active tab. even the dungeon timer freezes. Was it like that right from the start?
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When priests have the prayer skillbook, and if the prayer skill gets put as 1st usable skill, they will sometimes get stuck not healing!
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Did some testing with mage fireballs and the tier 2 raid set. While having the set equipped and then putting fireballs on mages, the fireballs do not get buffed by the set. While having the fireballs equiped and completing the set afterwards, they do get buffed by the set. Also did in game testing whether it was just tooltips error, turns out it's not!
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i hadnt checked my buildings in a bit and realized i could reset with temple of ancients, still think items should be a little easier to buy, though.