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i cant change the element of one of the heroes. instead of the item being destroyed it just goes into the equipped items
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"No save found, start a new game now." What!!! so the past 2 hours of my life wasted and i t didn't even save. I hate my life.
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helloevery: Having your unit selection being permanent is a feature of the entire Protector series. It is what makes the game unique. I don't think it is giong to be taken out.
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Good game, I am enjoying it greatly. one little bug, though. Often when I switch heroes the program does not update what is available for purchase properly. So if one advanced hero costs 90 gp and another costs 99, if you only had 95 it would not update to show the 90 cost one was available for purchase, or it would say the 99 cost one was (resulting in a negative gp value if you purchase it). This goes away once you gain gold from killing a monster, but can be annoying when you are fighting a big monster and want to get that last guy on the field but can't because it says you don't have enough when you do.
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Can you please do some sort of update that highlights absorb waves, like make those waves outlined in both the map and the actual playing (especially the map) since those are the only waves that cause issues later on? I think a lot of us would appreciate it a LOT.
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the only thing you should worry about is strength+absorb waves, if there are any. Otherwise, get a hero that has an archer with consecration and just pwn. For some reason the hero with trainees is the best if you put all your personal skills into "Magic use" and hero's into "Magic" and then "Elemental", have him carry highest +magic/+elemental equipment, along with element change if necessary, while your other heroes carry +loot, -pave, +lives stuff that's hero-independent. +steal is useless while you have no units that can steal.
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Meh every time ive played this game i get stuck with ONE hero that i actually use , and a million of the same dud heroes i don't want.
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mollila, why is it too powerful? It doesn't have an excessively high attack stat, or high range, so doesn't that make it weaker than other ranged units?
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It's hard scanning before every match for the elemental Strength & Weakness plus flying/not information from the little square icons. This slower more complicated process takes away from the fun of the earlier series of this game.
I'll also note that the Alchemist basic unit feels like cheating and too powerful: it has the same strong stats like a 1 range melee unit, but can attach also flyers.
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Energymages needs a nerf, played against a full "str: energy" map, and used energymages throughout it and it was no problem :)
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easy solve to the whole wisdom thing. USE ITEMS WITH IT. if you have items that use wisdom you dont have to waste skill points on a skill that obviously no one seems to care for and get the exp boost all the same