First click them in the inventory, then click the empty equipment slot in the ability & equipment overview screen (it's the button below the inventory button on the right)
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what's up with the shopkeeper? he randomly comes and leaves, and his prices for the same items are inconsistent. He left just as I got enough money to buy a healing book. Could you include a help button to explain the shopkeeper?
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game seems to freeze constantly, if hero gets stuck game freezes, if secong monster joins fight game freezes. very poorly made
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If I may make a small suggestion: Please align the text. It looks really silly, and the last warrior's is impossible to read.
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game doesn't seem to work at all freezes 1 second in every time might be internet explorer I don't know but it looks neat but wont work
Which version of internet explorer exactly? You can send me a private message with the answer. The game officially only supports the latest versions of all browsers, but I'll see what I can do for earlier versions if you tell me which one :D
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I see you mentioned this is early alpha, and there have been some great suggestions as to things to consider. But I wanted to give my $0.02 as well. First off, the game looks great. It functions very nicely, and that isn't something I see a lot of with Alpha releases. Some things I would love tweaked is the cost of the books is really high compared to how much money you make off of the monsters. Since they are the only thing you can buy it's a bit of a pain. Also, once something is equipped, I can't see the information on it, or remove it. Should there be other things to equip instead, it'd be nice to know which is stronger. As with the money, the experience seems to increase rather slowly as well compared to the cost of leveling up our raiders. All in all, fun game. I'm for sure going to keep playing. Thanks!
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Hate to say it but AI is terrible. Raiders enter map, all move in range of first mob, kill it, move to next mob, previous mob respawns, group gets split as half chases new mobs and other half sits in place killing respawning monsters. Once they get little bit deeper, it's impossible for healed raiders to join group as they have to battle trough respawns, mostly dying trying. Lack of focusing fire on single enemy also hurts. It could be game where you have to make decisions during combat, or at least units under your control should be smarter than lemmings. Also, drop system kind of sucks. It's an idle game, but it requires you to stick around and pay attention if you want any drops?
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One other thing is how people asked for a general store near the base. I'd rather not have that and have it replaced with a workshop which you need to buy from the (future) base upgrades. You can craft weapons and such from materials you get from monsters (would give more reason to use each map). Then maybe also upgradable gear? I'm not asking for general upgrades like "+10% of this stat" which you can put on every item, but actual new weapons. A bit of broken weapon which would get polished into somekind of holy blade of doom?
Whatever you do, it's a really nice game already!
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I've noticed how you made maps with multiple paths. Do you have any plans with it? I'm imagining a redo in the map system where it's more like a branch. Finishing a map unlocks multiple maps sometimes, with a main path and a sidepath which leads to a themed area, like undead, orcs or wolves and have each of those areas have a kind of end with some kind of miniboss. When beaten it unlocks a certain something or whatever you think is right.
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Excellent game at its core, but it needs some improvements and fleshing out. I saw in your dev notes you plan to make base expansion a thing, that's good. I'd also recommend some AI improvments for the different classes, mainly my clerics running up and punching skeletons in the face and getting killed. Have them stick by warriors, instead of initiating fights themselves.
Still, solid groundwork and fun enough already, would just like to see more.
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Love how the game just puts you there and you're supposed to figure things out yourself, much more satisfying than those annoying tutorials.
That's actually at the core of the game. I still want to make the basic mechanics obvious (for example there will be a future tutorial that just shows you to click on "go farming" and that you can view what your raiders are doing with the view farm map button or something like that), but I want to leave most things up to the player to discover. There's already a bunch of stuff in the game some players probably just won't get to see, or at least not until they've played for a long time (but not a lot - the game is fairly light in content right now), and we'll keep adding stuff like this in the future.
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it would be really cool if you can "program" them like in dragon age, example, take a healer and tell him to heal a party member if < 30% hp, or a tank to taunt if monster attacks weak person. I would love this game if you did that,
A system like Dragon Age's tactics system or Final Fantasy 12's gambit system is one of the major features which are planned for future versions. In concrete terms it will probably the first big thing I tackle after base building and expansion is in the game.
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I just wanted to try out the export import deal here, but as I tried to import my game went black, and restarting the game it stops at 94% and gives a black screen. I can't play D:
That's not good! What browser are you using? Also, you should be able to open the developer tools / web console somewhere (for example on firefox and chrome, it's hidden in one of the submenus on the button on the top right), and have it open while the game loads. There you could see errors flashing up in red and tell me what's going wrong.
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Certainly an interesting game, though the raider AI needs a lot of work. Rather than focus on mobs, they seem to split up and you'll wind up with all your 'tanks' fighting one thing while a lone healer runs off to die to a different mob. Also, some form of threat system would be great because, as far as I can tell now, the mobs will keep attacking whoever their first target was until they die, rather than allowing the knights to tank the damage for the healers/archers.
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This is really really fun! Quite a lot of nostalgia from old 8 bit mmos too, can't wait for updates this has a lot of potential :D
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There's literally no reason to farm maps beyond the dead forest because the experience is still 2 per enemy even when you're fighting scorpions and worms, at least until you have the damage to kill goblins quickly in the goblin gardens since it's much smaller. Please do something about that because it's boring as is to have nothing to gain by throwing raiders at harder maps.
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Each map could also have difficulty mode anywhere from easy,med,hard to literally 2x.4x,8x hp,dmg,reward boosts.
\Maybe some long term permanent bonuses for raiders. Like killing a raid boss has a chance to drop something that will give all +50% stats and just make enemies harder so you have to raid to keep progressing
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Base healing also needs to be improved. Also the option to send raiders to battle without having full health. Waiting for everyone to get full hp at this rate is very tedious.
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This game has a lot of potential. I'm going to be honest here, seeing idle in the title made me think this game was going to be the dumbest shit ever, but it's really fun.
I want to see more different types of classes that branch off of the 3 classes.
Could also possibly just take a very long time to load. The game is only about 3 megabytes in size, but maybe Kongregate is experiencing high traffic? I've had the game load for upwards of a minute or so before.
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I am also having great difficulty picking up items on the farm map. Maybe have the adventurers pick up the items if the area is relatively safe, so we can click away the monsters until the adventurers pick them up?
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pitforest, Just to tell you, I logged back in and it saved correctly this time. Don't know what happened the other time, I didn't clear cache or anything like that. Anyway, problem solved for me!
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WTF I finished first dungeon after 9 2348239048 tries and I afked while the boss was being taked down and now theres no one in the dugeon but the drop of the boss was there, and I cant get it. plus the cd is a FUC KING hour so yeah I cant use that item.
I think you were experiencing a bug that has been fixed in the current version. If you refresh the site and load the game again, those kinds of errors shouldn't happen again!
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also, given how little content there is, the fact that it's eating 100% of one of my CPU cores is unacceptable. optimize, optimize, optimize!
Yes, there's still a lot of optimization potential for the game. I think most of the performance is actually burned drawing the UI. It's an active area of work and you will certainly see improvements in future versions.
Actually no! The numbers are the same, but some maps have more farm mobs than others, so if your raiders strong enough to not constantly die, later maps will be more effective and give you more xp and gold! Also, there is other secret stuff related to the different farm maps, which I won't spoil. It's nothing too big at the moment, but especially in future versions there will be big reasons to actually go and visit older farm maps from time to time.
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If you do an updated version, I really hope that we can export our team! I am really enjoying this game considering it is an alpha version but don't want to lose the time invested.
In the current version, I fixed some bugs regarding savegame import and export, and it should now be possible to export and import savely. Click options on the bottom right, then on "export savegame", and it should save a file to your hard drive that is just called "savegame" (or savegame(1), (2), etc. if you had different ones before). You can take that file with you on an USB stick or something, and import it for example at your work PC. Should even work for exporting and importing between different browsers.
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You should add an option to only let your raiders farm as a group to prevent them from going back to the farm one at a time, and maybe a little customization of what types of raiders you can have, say all archers or differently balanced in some way or another. Damage should raise a little bit faster as well, a full party of level tens should be able to handle a dungeon you can enter after the third farming area without the need for items
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The game is pretty cool, but there's a few things that irk me. It looks like the healers prioritize the knights, then the archers, and then other healers. This would be okay if the knights had some kind of taunting ability, but it seems to end up just getting the other healers killed. On that note, there's literally no difference between each of the classes aside from their attack range, and the fact that healers can heal. This makes the knights pretty much useless, since enemies don't change targets and they often spawn near or around your back line. The party then gets split up and you have your knights doing their own thing and targeting what's nearest to them, and the ranged characters picking unique targets from each other.
This also makes the raids ridiculously luck based, where I've had my party only aggro 1 mob at a time, and the healers just focus their heals on who ever is tanking, but I've also had attempts where my characters run around and agro all of the mobs.
Yes, you're completely right! I'm going to make changes to how the classes work in the future to distinguish them from each other a bit more. I'm not sure yet if I will just do something like give warriors higher HP scaling and archers higher damage scaling, or if I'm going to go about it some other way. But I'm certainly going to introduce changes to make them more distinct. Thanks for the feedback! Regarding the second half of your comment: There are already ways in the game to make raids not so completely luck based, but I'm not going to spoil it! :D
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After 15 Mins i was thinking "omg is that nice!!!!"
Coop and GUilde mode and this Game is the best shit ive ever play before!
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i don't know how it happened, but after playing for a bit, i eventually was unable to pick up items that dropped. Was able to fix the issue by refreshing browser.
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You can add an option to up the base to grow up the heal effect or up exp bonus to hero, some npc to buy basic equipment/skill.
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A few questions and a comment. Why do the raiders turn green (not the healing animation) every now and then? Do items dropped by enemies go away, or do they stay until picked up? And one bug. I have noticed that raiders can die and as soon as they spawn back at the base, the healing animation goes off and they get healed. If the mage got the "heal spell" off in enough time to heal them, they shouldn't die.
They turn green when you mouse over the raider stats on the left side on your screen. This way, you can see which raider on the field corresponds to a section of the information on the left. Dropped items stay on the map until you pick them up, or until you restart the game. But there's already stuff planned to give the player a way to automatically pick up items, at a cost... don't want to spoil too much. Regarding the last part, yes that may be a bug, I will look into it!
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Needs some form of control to keep my raiders in a group instead of them wandering around the map alone getting killed.
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Is there a way to scroll down in the raider list, or is the max number of raiders you can have 10? If so, a sell raider button would be nice incase you wanna switch up your setup.
Max number is 10! :) Editing your setup or picking if you want to hire a warrior, priest or archer (instead of having a predefined one) is something I'm thinking about, but I'm unsure about it yet. Having a fixed setup has some advantages (for example, I can design content with that setup in mind - imagine something like an boss that has an enrage that can only be canceled with a specific skill by an archer or something like that).
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When I've purchased all the raiders in the left column, the text no longer lines up and information for the last raider is actually off the screen and unreadable, enjoying the game so far though, keep updating it and I'll keep checking it out!
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Healing should be 10x the attack or level it looks like no matter what lvl they are they heal the same. Which gets very useless when you have thousands of hp
I intended the healing to be improved in other ways, but you're right, my current thinking is that I need to at least increase it somewhat with the level of the priest. Will probably be part of one of the next updates.
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pitforest, I'm playing on safari. I see the export save option and will try to use that before I log out. Like I said, I really like the game a lot and I don't mind losing the save once, just want to get it figured out so it doesn't happen again.
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Notice for all players: Version 0.1b is already uploaded as a preview version, however it seems Kongregate takes a while to put the new updated files to use. As soon as Kongregate is ready I will hit the publish button and you will get to play the new update. Exactly what changed in the update is visible on the changelog page reachable with the "developer log" button on the bottom right.