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i started a new game cause i started out bad on the first one, and wanted to do thing differently on the second. now if this had been my first play through i would have gave up, the spawn rate of potions in the merchant i thought was bad on my first game. but already at level 51 and have had 1 hp 1 mana 1 green heal. i cant progress because i have to farm the first 3 raids, so that means i cant reset. the hour timer is too long when you can blow through those in 20 mins. and you are left to kill skeletons for the next 40 mins. getting equips that arent doubles of things already equipped would be great as well, since it takes another hour to get any possibilities. there should be something to get people hooked right away, not frustrated cause they cant do anything. but wait, wait, and wait.
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For some reason my priests sometimes don't heal at all, they stand in the raid with full mana and tanks dying. http://puu.sh/rZ2wm/4200cc79a8.png
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Also the 6 piece bonus of tier 2 for free inner combusion on fireballs only applies to one mage, not both, and not on multiple instances of the spell.
We'll look into it and fix it, but this is probably again just a cosmetic error with how the tooltips are generated, so you should be safe with still using those.
edit: Same thing with your past two comments, hopefully.
If the cloud is ticked in the starting screen and you log into the same account on a different machine, you should see it show up. It can take a while to show up, though there should be a green leaf visible somewhere while the saves are being downloaded. Please let us know if this keeps not working, we'll have to investigate the issue then.
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Dear Devs, please keep talking to us! Do you read the Kong Forums? We collected quite a list of minor and more major bugs there! Are you on it?
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Really missing a farm map selection, takes lots of clicks now to get to a lower map after pushing ... also can't change farm maps while in a raid right now.
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@Truepsycho the cost of reset depends on how many artifacts you will get, it goes up and down, if you reset early it can be 100 gold, but you only get 10 artifacts, if you get 170 its going to cost you 1700. just farm gold from map 3, no problem its an idle, not meant to be run through in a day
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If you hold your mouse over the xp bar you can see how much you get next lvl. Sorry for all these bundles from me, I keep remembering shit after I wrote it :P
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Plop86: The amount of xp needed for each lvl after 50 increases, but the stat gain is increased by x4. As an example, a warrior gets 30 hp gain per lvl, but after 50 it's 150 hp. The dmg stays at 1 though.
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The amount of gold to soft-reset is stupid, and it keeps doubling each time.....You want us to die of boredom while farming? Remove it completley or just keep the 1700 cost.
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Is it normal that level 50 > 51 require lot of Xp but bonus from it is just as normal as previous level? Shouldn't it be the same as 51> 52?
Yup, unfortunately this isn't made very clear in the game (there are hints that show up that tell you about it, but nothing else atm), but level 50 is basically supposed to be what would be 'max level' in a typical MMO. We kept leveling in after that because we figured it's more interesting that way, as a kind of 'bonus on top' thing. In return for the slow leveling, each level now gives 4x the stat reward for each raiders that each previous level did.
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Getting raiders stuck at the entrance of the town when they go raiding or farming. The red priest all mass up at the entrance of the town and at least 1 raider (Usually a archer) gets stuck. Everyone waits until at the entrance of the raid for that one hero. Deleting all three of my Red Churches resolved the issue.
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please take a look at the "stay at range" upgrade. after i purchased it, my raiders started getting stuck at the entrance of town. as soon as i deactivate it, they leave town with no issues.
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Ten hours of idling later, my bandit managed to obtain 103 last hits. Received an option to rent bandit with a bow for 1000gold in return. Not sure I want to ever see how many last hits it would take to unlock a bandit that actually uses its mana.
Haha, we're not sure why the bandit has mana either. There are other mercenaries that make quite good use of their mana, but I can't spoil how to get them! The bandit upgrade may seem a bit underwhelming, so I want to mention that the different mercenary types are intentionally designed such that some are better than others (which means their upgraded versions are more significant upgrades than the upgraded versions of worse mercenaries), because they are harder to get in various ways. The bandit is a very basic introductory mercenary, and we wanted the player to easily recognize that another mercenary later on would probably be better, just from the things that mercenary can do, etc., so we kept the bandits power level in check.
You can do this later on via equipment and skills. It's common for late game save games to contain one main tank warrior, an off tank warrior, an offensive warrior, an AOE heal priest and a single target heal priest, etc... Their skills will be different, and for that reason the equipment will usually be different, too (meaning they will look different!). That being said we agree that we can improve in this area.
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On auto raid, one or two of my guys seems to get stuck in town often. So they just sit there waiting. Normally it is an archer.
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Burned Out Seal Warrior equipment has (double click to use). Is this bug or intended? And do all parts of an Item set have equal drop chance? Because War-axe of the sealer has evaded me for long enough now.
The on-use thing with Burned Out Seal is intended, though it's a secret for what purpose! And yeah, the item set items all have equal drop chances. You'll get it eventually!
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Great game! I'm writing up bugs and feedback as I go. What's the best way to get those in your hands? Keep up the good work!
From your posts there I see you already found it, but the github issue tracker (reachable with the button on the bottom right of the screen in game) is the best place, as it's quite optimized for that purpose. For now, just posting it here in the comments or the forum is good enough, too, since we'll eventually read it as well. Might become too crowded in the future, once the game is released to everyone, though.
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Quest: merc bandit must kill 100 enemies... looks half-impossible, since all my heroes have higher dmg, attk spd, survivability. Like chance for him to do last hit is near complete zero.
The quests aren't supposed to be completed quickly (the upgraded versions of mercenaries are quite costly - so more of a lategame thing), but this is still of concern to us, as it disadvantages players who have optimized their raiders for farm map farming (mobs will most likely be dead by the time the bandit reaches them). For now you can work around it quite well by, for example, trying to do the prophecy after a fresh soft reset, but that's probably not optimal.
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I've had two fights with one doge relaxing in the corner http://prnt.sc/cyy7wm A couple of times I also had a raider trying to move from Worm Boss/AOE and he would body pull some trash. It was pretty funny. Maybe add more trash that can be accidentally body pulled at boss fights when raiders run like headless chickens :D
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Hm, I seriously loose faith at Frozen Coast... got all Items from the former Raids... but see still no way to beat the first Boss(es) there to advance in equipment. Got him down 1! time with hevy use of scrolls... but those are depleted now...
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Bought the Command skillbook from the Ancient shop and it said it would add it to my inventory but didn't, please fix.
Might be bugged, but just to make sure I have to ask: Is it possible that you deactivated the upgrade by accident? You can deactivate/activate them after purchase (because there's a limit to how many can be active at the same time), and deactivating one that rewards a skillbook will remove that from the inventory until the upgrade is reactivated.
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One last question I had. Is loot supposed to drop from the farming areas, or at least scrolls and potions (like in the first idle raiders)? Just wondering since I don't seem to be getting any healing items, and having to wait for / and buy 50 healing scrolls to get the "experienced" version of the monk mercenary could easily take weeks or a more than a month based on randomness. Also having the ability to see enemy names would be helpful for when you have to kill x number of a specific enemy.
Yup, both loot and consumables can drop from anything that can die. Consumables are also sold in the Market building in your base. Drop rates may seem low, but it's also possible you just got a bit unfortunate (there is currently no 'bad luck' protection in the game, in case you get super unlucky for too long. We want to add it but there's a lot of other stuff left to do :D). In closed beta players usually got swamped with consumables, so we nerfed the drop rates a little, but not enough that it should never show up or something. Regarding mercenary upgrade prophecies in general: Those are supposed to take quite a while, though not weeks if you're actively trying to go after it. We'll monitor savegames and will adjust it if it ends up taking too long.
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seems like quest rewards from clearing raids for time time dont activate also the same with every 10 farm levels didnt get ancient artifacts from that quest either
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also forgot to mention (and since i kinda just found out), but you unlock (or at least I did) the mercenary guild and temple of the ancients long before you even unlock the chamber of the sealer raid. not sure if its a bug, or if you changed it so that you don't have to do the raid to unlock said buildings (since they are part of the reward for completing the chamber of the sealer raid).
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The quest for the dawn fortress throne room raid quest does say you get the burning cave and a raider upgrade slot. however when/if you unlock it (since you need to get a drop to unlock it) I have it after the burning cave raid in my raid list. Even though it is a tier 1 raid, since it is located after the burning cave in my list of raids, my raiders won't attempt it with "auto raiding then farming" option. So i guess adding a feature to move raids around in our list of raids would fix this (at least the auto raiding issue).
We should probably just sort the list by default, doesn't make much sense to have it any other way. The prophecy rewards for that dungeon in particular are currently bugged, and will be fixed!
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When i start a raid, all raiders come on the map except one mage which is blocked in the base. I have to restart the raid to make it come.
Yeah there's a physics bug currently that makes raiders hit walls where there aren't any, so they get stuck in the base sometimes. Sorry about that, will be fixed in the next patch (which will be released sometime tomorrow probably)!
Until you can out-DPS them, yes. The difficulty jump early on was intended to show players that hitting a wall where you can't progress is something that naturally occurs in the game. You'll stay with the same farm map levels for quite a while as you progress in your current raid tier. But the spike itself may be too big and we may smooth it out in an upcoming patch (not sure if it will make it into the next one).