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So, did anyone ELSE hire the tainted construct because he looked cool? AntonRiver, the tainted construct hero has a thief but I haven't used it yet so I don't know if it steals gold.
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What does armor do, exactly? I know it makes the damage count go down, but how- is it direct correlation- 20 armor removes 20 damage from each hit? or what... Thanks
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game stopped working
maybe its me
but i was playing it a fw hours ago and came back
now it starts the chat shows the it stays black is this happenign to anybody else?
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You can also change a units basic unit as well so if your feeling lucky pick on element but the most reliable way would be to choose an element with a ranged/magic unit and then if you wanted to change them make sure you have other heros that can replace them if you get a unit you didnt want
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Spread this well: 1. Only with the "Gentleman" can you get the full set of Protectomon and Jones tools. 2. Choose a hero based on its basic unit, because element and advanced unit can be changed.
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I just use the Thief unit. The loot is an exceptionaly usefull skill that I always max out. I make over 5k selling the stuff after each quest.All 3 of my heroes use Thieves and gentlemen. I have almost all protectomons.
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Man, the hydra quest is probably one of the best in the game for grinding experience. 5 easy waves for 1100 experience (with my stat boosts)
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Each unit has an icon in the bottom right to symbolize what type of attack it has, but I'll look into adding a textual description on mouse overs.plz anyone tell me how to finish all red quets easily?Can someone tell me how "stealing" works? Do you need a specific unit? I have added various items with "% stealing chance", but nothing happened.
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Here is what each selection does when creating a character: 1) Background Merchant = +1 merchantile Squire = +1 leadership Street Urchin = +1 looting Bard = +1 charm Student = +1 wisdom Forest Dweller + 1 tactics 2) Personal Ideal Sneaky get away = +5 theiving check Protect innocent = +1 life Revenge and Ill do it... = faster faction gains Good Book = +5% quest XP Me Strong... = +1 melee dmg 3) Combat Skill Swordplay = +1 swordplay Spell Slinger = +1 magic use Archery = +1 ranged 4) Reason for Journey Explore new Markets = +1 merchantile Riches = +1 looting Power = +1 tactics Helping others = +1 leadership Destroy Evil = +1 charm Knowledge = +1 wisdom 5) Element The choice gives +1 to corresponding element skill Enjoy and hope this info helps everyone :)Thank you for making your home Kongregate and not ArmorGames.A more in-depth Protectopedia would be nice, like the ones in earlier versions of Protector.
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Can someone tell me how "stealing" works? Do you need a specific unit? I have added various items with "% stealing chance", but nothing happened.
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I just sold a Legendary Meal thing for 750gp, accidentally clicked Menu, loaded the game again and now it's gone, but so's my money. -_- -1 star.
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So easy to get all the Protectomons once you get a hero with scavengers...just play Hold the Gate with a scavenger and go for the item looting. Repeat while raising tatics up, and eventually you'll be able to max out the top (looting improve) tree while going against the devil thing. I got like 5+ Protectomons per wave that way :P Great game!
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one tiny bug: the crossybow protectomon doesnt move when i click on him in the protectomon screen. (i finally have them all! :))) ) and what i wanna say: the hero pics are awesome! some are so cute (Sylvi) that i could fall in love with them though im female, and others like the demonchild look so horrible that they they could make my nightmares. awesome work with the pics! 8D
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Thank for making the waves color clearer thought it would be much better if the strong elemental, flying and absorb status would be easier to notice by maybe making the text of a different color.
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For units, "Speed" is a misleading term because the higher this number is, the slower the unit fires. Please don't call it "Speed", call it "Reload Time" or "Reload". So far, I like this game.
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Finally finished! Really good game. What I did was max Ranged skill on my fire hero, then added +5 ranged items, then cover the last half of the map with cheap crossbowmen for many of the levels since fire isn't a very common strength. Then cover the first half in whatever the exceptions to fire weakness' weakness is. Not very strategic, but it worked for most maps :P
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Isn't there a way we (the fans) could make an elaborate protectopedia? Like a spreadsheet everyone can access and fill in info as they play the game, get new heroes and new units.
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What should be changed... Remove the artifacts that let you change the element of the hero, without them player will be forced to hire new heroes, which will spread a bit the playing field, right now all is needed are 3 heroes and element changing artifacts. I myself am using only 3 heroes that i got at the beginning, with changed basic and adv units, but still. Next thing are creeps waves, why so slow? Add another speed option, if i don't have enough exp on the unit or gold to lvl it up, waiting for the waves to come and go gets annoying very fast. The next thing are the units themselves, there should be more skills to go, right now I am just clicking same things over and over again, which makes it boring after first 2 minutes. Of course can't say there was no work put in the game, of course there was and huge amount at that, but this is just not it. 2/5 and even that is stretched.
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The game is just too easy and gets boring really fast. I know that you wanted to make a game that is long and all, but at one point it all comes to doing everything exactly the same way over and over again. Main flaws: Too easy, too long to stay entertaining.
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(Ah, how many comments I could make...this game is proving far more extensive than the others, to say the least. But right now, I have a particular comment in mind.) You know, The Forgotten Ruins are lovely. Bringing back a Protector location classic! It's a good idea, and I loved that location in the original, because of how many tiles there were. And it seems the monster types were ALSO lifted directly from its predecessors!
...Problem is, in all the other Protector games, you have access to all five elements. Instead of, oh, say, three at a time. Meaning, there is no single element on that map which is always going to be effective. Heck, three elements have absorb waves! Now in the original Protector, not a problem. Just create more of an element that unit is vulnerable to or--if you know that'll backfire later--a neutral unit.
...Not so much for this game. With only three elements, no matter what, I can only cover a fraction of the waves. Extremely annoying, to say the least.