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make the animation for opening packs shorter and faster otherwise its a pretty interesting game also overall It would be way cooler if there were more elements to this game.
Keep playing and you'll see that many more elements unlock as you play and unlock the new expansions, each one pretty much being its own mini idle game. :)
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Plains of war bugs: - there is two cards T2 and T3 with same graphics, so confusing. (T2 Marauder and T3 Sneaky Barrel).
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Is it intentional that not all Items have monster loot bonus? Beer, Meteor, Potion all don't have monster loot boost if used on monsters.
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I have not seen one yet but in the Plains of War, I really hope there are heroes/monsters that can attack diagonally or cleave and hit "adjacent" units. Or Items that affect more than 1 unit too. Could also have some effects between monsters/heroes giving their friends boosts.
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Support items in Planes of War also need to be downgrade-able imo. (Currently could use a shield lvl 2 on a monster, but already have it at lvl 3)
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this game is amazing, it's truly something new i have never experienced before when it comes to idle games or games in general, keep up the great work devs :]
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this game is so simple yet so good. its the sort of thing that makes every idle dev feel stupid for not coming up with it first. very exited to see where this will go.
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PoW: windmill vs tavern boosters. windmill is more common yet gives twice as much bonus than tavern, the magic bonus means a little compensation for the later, but does not matter much. considering the whole i do not think this new realm is well balanced and tested... in little rush you've been to publish it in time, eh?
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PoW, them flying numbers either should be removed or recoded (like Math.round() function), as they are moving up with plenty zeros, fairly annoying... refreshin browser did not help.
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@Elder: How do percentages stack: (100+sum_booster%)/100
For example you have 2 * lvl2 Inn on board, 75% each. Multiplier coming from Inns will be (100+75+75)/100=2.5*
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Ascended. Downgrade works only monsters. Now I cant use the automatically levelled T2 Egg, becouse the unwanted upgrade boosting the monster's health too. So what can I do? Using another card with lower loot%, or spendng 1-2 gem on hero to increase attack by 15.
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@Dev:
"This is a feature people requested. It affects all realms."
Im sorry, but you ascend for boost and diamonds. If all monsters just upgrading automatically, you have to spend your diamonds to downgrade them. Or killing Dead Fish million years long, becouse same lvl hero enough strong to kill that only. Whats the point of the ascension process if you have to spend your reward to keep monsters on lower lvls?
No problem on other realms, but the Plain is a different game, where you need different card lvls.
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@krogo using a similar setup but with 10x ruins, here is my current setup which gets me close to 100K each, my feathers are still about 0.4k more then skulls and flowers, but this seams to be the best production I can get with my current upgrades. Not sure if it helps or not
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Plains of war bugs:
- there is two cards T2 and T3 with same graphics, so confusing. (T2 Marauder and T3 Sneaky Barrel).
- ascend% boost do not working on producers.
- Ascend do not clear cards and resources.
The "ascend not clearing cards" thing is something I've heard from a number of people, but it happens only some % of the time, so I haven't been able to reproduce it. If you, or anyone else, runs into it again, please press F12 and click Console, then PM me any error messages you see there. This will help me find the cause.
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andrewd229: it's possible! like if you use just ruins and death imps then the result will be even but poor performance with. i chose the following formation: every second row full that is 2 in the corners, 3 on the tops and bottoms, 4 on the sides and 6 in the center (4x2 + 6x3 + 2x4 + 3x6) resulting a multiplier of 52, excellent, and 15 creatures can be placed too. choosing every second column full is the same result, simple mirroring. the trick is to put the members of the tier3 trio in the same number and with same multiplier! so one of a kind to the center (6x), one to the top and to the bottom (3x & 3x) and one to the corners (2x), the rest filled with death imps (2x & 4x & 4x). same output, wonderful, but NOT EFFECTIVE, because the imps are lame and the 10x they get is a waste! so i use only the trio "randomly" placed like giving every member 17x, and once in a while i just rotate the corners...
meh! :/
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@krogo, ive tried but it is impossible to get them exact. You have to remember that the ones on the edges are getting 1/3 less bonus because there are less ruins next to each of them. I have a separate setup for each resource also, and every couple of days I have to run them separately to get them evened out
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mouzzon: you can export (and import) your actual data in the settings (top right corner, on the left from the realm list).
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It would be nice, if u could see how much the bonuses affects a card.. Hovering over the card would calculate how much coins a card would generate with a certain boost.. F.eks 10 coins + 100% = 20 coins :))
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underworld question. if i use nightwatch, sharky and gwen on the same level (plus one death imp, but it does not matter by this regard) and with the same multipliers (ruins), absolutely placed with the same rate (each receives 16x + death imp 4x), how can they give slightly different resources per sec? in my case 67.27k / 67.58k / 67.37k. should be exactly the same! how can that be?
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One thing that I prefer in the plains of war dimension is that It is MUCH easier to set up a layout to get multiple resources
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Playing through PoW and with combat the way it is it is a very slow process but I haven't entered into t2 yet. Combat happens every tick until one is dead then another tick to reset the fight. I think the combat should reset on the same tick that it ends and rewards are given because even if you one shot the monster it takes two seconds to get the rewards. I don't think it would be that confusing because the rewards will still pop up to signify a win. If the monster and hero dies you gain nothing which is a bit disappointing but meh. Possibly a partial reward for a tie, then you could add that as a mechanic of a big monster with a lot of loot but huge attack and usually takes out a hero.