Haha! When I first released the elves, their final enemy was the dwarves, intending to make the dwarves the 4th race. Now there are five races and still no dwarves :P. They will come eventually though!
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so, unless something was changed and I didn't notice, I have nothing to complain about except for the fact that I'm eager for the next update and it seems to be continuously pushed back. I don't usually ask things like this, but is there something wrong with the code that's making it take longer than expected or something? Whatever it is, I hope you post the updated version soon so I can start playing it!
Sorry for taking so long! Mostly I just ended up not having as much time as I thought I would. The new race also has more buildings with more complex interactions than the elves and undead, so it took longer to code and debug. It's up now though, so clear your cache and let me know what you think! :D
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I am in love with this game so far! Thanks for the updates and being active with your fan base!! Now, just a minor thing i'd like to see. If possible, being able to see what is happening "at the end of battle" for most of the undead would be very beneficial. Most of the things that i am investing in - have no "viewable" value. Being able to see the fights unfold in a play by play, or maybe an end of battle log would be incredibly helpful to figuring out which resource, tomb, sepulchre, abomination, mummy, etc is actually doing for the fight. Thanks again and can't wait for more!
The next update I'm planning will be to redo a bunch of the tooltips to give more information. The new race has more complex interactions between buildings and the tooltips just aren't sufficient anymore.
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Looking forward to that new race. Guessing there was a lot more to update then originally thought? No worries! You are doing a great job so far. Just wish I knew the first damned thing about making games so I could offer to help out honestly.
Sorry about the long wait! I've actually just finished it, I'll just do some final testing and it should be up in an hour or so! EDIT: Or... 3 hours :P It's up now though!
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Meat production of Dungeons "Execute" doesnt scale with Dragons "Guars". "Cannibalism 2" and "The Best Defense unlocked". More Orcs are consumed but no additional meat is produced.
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I love how the races interact after you enter a new game and spend perks. I'd like to see more content related to interactivity between races, possibly challenge runs with a required goal to unlock additional perks or a reason to reset more often. Maybe achievement points for most enemies killed in the first 4 hours.
There will be more interaction between races in future. And I love the idea of challenge runs! I'm not quite sure what the reward for them would be though. If they gave achievement points, there would have to be breakpoints for each point, but it would be nice to have a reward for every extra enemy killed. Maybe something like, each enemy killed increases battle reward by (1/1,000,000). Or enemies killed during challenge runs count 1000x for the 'total enemies killed' achievement.
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You mentioned starting on the next race, how's that coming? No rush, just curious if you'd be willing to give us a sneak preview or hint about them. :P
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Ok it is working, it's just not noticeable for most of the other races. But it makes a difference for hhumans since they don't have many abilities ot lower enemy numbers
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@Embarec I never use Apocalyps myself due to it's use of books, and I can't find it again (a bug maybe?) but if I remember correctly, I think it killed 1 enemy per conclave. I also haven't used the achievement perk yet because I don't have enough points. try disabling attack units on one of the other races (I suggest Elf) to see how much it's actually doing
If you have the 'Acid Rain' reward but not 'Armageddon', then Apocalypse is disabled, because in that case Pray for Rain is just a better version of Apocalypse.
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Has anyone been able to test if Apocalypse works? I can't actually tell if it does or not. With the bonus that has it affect all races that is, it doesn't seem to... do anything for anyone else. I have 13 conclaves, so if that's too few to be noticeable that's probably all it is.
It does work. It's hard to tell with orcs and elves because catapults and druids usually kill a lot faster, but if you turn trebuchets off for the humans you can see that the enemies will go down if you're using apocalypse with the Armageddon reward. Just make sure you have both acolytes and books, because with Armageddon it will use both.
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@madhatter... they are red until you "unlock" them with achievement points. If you have any available and do a new game (which is where you have reduced fight timer), all you have to do is click one of the red options and it will toggle it green for 1 achievement point.
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So I actually don't understand how to unlock most of the rewards. Like I've got 33 achievement points for elves and nearly all the rewards are still red for me, so I just have battle reward bonus and fight timer reduction. Are there specific things you have to do to unlock the rewards / get access to things like "Vegetative Reproduction"?
When you start a new game there will be a screen where you can buy all the achievement rewards. Just click on the rewards (or the +/- sign, for rewards with multiple tiers) to buy them. Each reward costs 1 achievement point.
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really like the game! The interactions between races are cool, and it's really motivating to build up every faction. You had some REALLY nice ideas there, dev!, and I appreciate the amount of updates.
One thing this game seems to lack is some kind of endgame content, though. When I get to the final opponent with every race, there is nothing left to do for me.
I'm glad you like it :). I'm still in the process of adding content, at the moment I'm working on the next race. For now, the only 'goal' after you've unlocked everything is to get as many achievement points as you can.
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Something is wrong with the Lumber Mills. Costs are 5e6 wood and 1e6 iron yet i cant buy a new upgrade havin 1e7 wood and 7e6 iron.
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How often is the game saved, and is it possible for us to have manual save method? Or is it that I don't know how to save manually..?
Also, is there any way to include optional tool tips like stat, showing how +/- per sec is calculated (affected by what, etc), or full functions of a resource (e.g. dmg/sec against enemy, etc)? For one, I am wondering what does mummy do.. Limbs are another, although I did realise it can be used to dmg the enemies.. Anything else?
The tutorial is very short and explains how saving works. At some point I'll get around to improving the tool tips, as they've become inadequate as I've added more complex interactions. Mummies are only used by pyramids' 'Curse' function, and limbs are only used by abominations' 'Consume'.
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This game looks so crappy from it's profile pic I almost passed up on it. But so far, it looks solid. I tried to break it with negative food production, but that still lets you carry on with the game and correct it later, which is only a good sign.
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Small visual bug, if you have Conclaves to Sacrifice and Obelisks to Study, then the Acolyte consumption goes to -1, even if much more of it is being consumed
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I noticed something, and while I'm not complaining about it, I'm curious as to how it happened, and whether it's a glitch or not. As I usually do, I made 100 necromancers, but later on noticed that the number had raised to 143. looking again now, the number had raised to 175, and somehow raised to 177 as I was watching. I have no idea what caused this, but I'd like to know so I could figure out how it's happening. I have no acolytes and my obelisk is not set to make necromancers
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I started a new game earlier, and just now finished, and I have to say I'm VERY happy with the new update! however, though the Undead are no longer under powered, I find they stick out from the rest as being almost solely battle-based, instead of being resource based as the others are. Yes, having another race support them allows a way around battling constantly for resources, but I'd like it if the Undead relied less on gaining resources through non-production means. Also, I love the thieves guild, but late game it seems rather useless in comparison, especially due to it's resource-gain. Other than that, I'm looking forward to new races!
Glad to hear it :). The undead are that way because I try to make each race have somewhat unique gameplay. If they stand out from the other races without being unbalanced, then in my opinion that's a good thing! Although, it will harder to make each race unique as I keep adding more. I am planning to buff the thieves guild, as it does seem a bit weak for a building that requires achievement points. I'm hoping to get started on the next race tomorrow, so it should be done within the next week :).
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Perhaps do something like what some other idle games are doing and give a bonus from being offline when you get back, like a production boost for a short while or "Faster ticks" so that it's sped up on return? Personally i prefer true offline progress but it would be better then nothing if that winds up being easier.
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Ok, I'm not getting enough numbers to work out how the math in the undead fights works out. Facing 2.19e5 enemies at t=0s, so my handful of kills-per-second units aren't a factor, and I have 1e5 ghosts + 25,685 abomination limbs should = 1.25e5 units killed in a fight, then the rest would go to the skeletons, for a loss of about 94,000 units. Instead it estimates ~15k units lost. Even if I add in my after-battle skeleton production of ~9,144, I shouldn't be close to 15k. If I turn abominations to Attach mode, the numbers make sense (read: ghosts are contributing what they say they should) I'm just really confused how the abominations are making such a significantly larger impact than I thought they would on the numbers.
How many abominations do you have? All building abilities are multiplied by the number of buildings you have: so if you have 3 abominations set to 'Consume', each limb will kill 3 enemies in battle.
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Actually question, and sorry if it's been mentioned, but will offline progress eventually be a thing? For some reason this tends to crash if I try to leave it overnight.
I do intend to add offline progress at some point, but I haven't quite figured out how it will work. It's too complicated to just do all the calculations as if the game had been left running, so I have to find some simpler algorithm which doesn't make certain buildings/resources either overpowered or useless. It may also require achievement points.
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undeads have some inconsistency when new resources open. one of buildings unlocked conclave and conclave started tracking acolytes. its a guess since i cant test it myself :)
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Despite the triple post (razzin frazzin no edit button) here is a related screenshot: http://prntscr.com/chrcwg <-- note the Conclave is unlocked, and I have Acolytes, yet my maximum enemy army size is 1500.
Thanks, I finally figured out that bug! It happens the first time you open the game after resetting. It will be fixed when the next update comes out. (Which might not be until the weekend, as I've been quite busy this week.)
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actually, come to look again... it's not just the enemy types that got lost when i updated, it reverted to max enemy count 320. Having to work my way back up from there, where the other races even a new game doesn't seem to clear the max enemy count.
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Hmm... Just had to re-unlock Undead enemies again. Don't know if it had to do with an update or not. Unrelated, I don't think the Conclave ability was always called "Pray for Rain"
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I kind of wish there was more support between races (like the caravan), I love the aspect of each race working individually but also in some way supporting the others
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I'll be honest, I hope that we get more races. That's probably my favorite part of the game, swapping between the races, and how there's "bleed through" between the factions with certain abilities, like the human trading or orcish alliance or live capture on elves.
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I think you could separate the highest army size to each enemy again, it'll be far less of a chore now with the fight max army toggle. And it gives players another thing to think about/work at. You could then set achievement points for each enemy size beaten as well as the totals.
I've also wondered if achievement points could be spent to have costs rise a little less steeply.
I'm still enjoying the game and looking forward to your updates.
I don't think I'll separate the max army size again, I simplified a bunch of code to change it and I don't feel like reversing that any time soon. The game does keep track of the total enemies killed of each type though, so I can make separate achievements for that.
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I had to reunlock undead enemies when I reloaded after the update, but not since then. So probably something in the last update reset things.
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Alright, anyone else having a glitch where, if you go offline, when you come back you have to re-unlock all the levels of enemies to face all over again? It seems to be mainly happening with undead, at least for me. Great game though otherwise, love how active your being with new content too.
Hmm... someone else said that the undead levels got reset when they started a new game, but I haven't been able to reproduce it or find a potential cause.
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@JacobL65, yes it does, it basically divides your losses by obelisks+1, so with 3 obelisks your expected losses are 1/4. to reach 0 losses is zero difference with obelisk on or off (tested by toggling).
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I love the new race. I can tell the buildings are balanced around getting the battle timer down since so many buildings proc on battle. I can't work out how to get achievement points, though. Also, a lot of the buildings seem outright useless even considering the battle timer being shorter. Namely tombs. There doesn't seem to be a point where the tombs really help at all compared to necropolis, unless the battle timer is down to like.. 1.
I LOVE the new enemy menu. great job on that. 10/10 polish. quality of life fixes like that go a LONG way.
More interaction between races would be great. Or just more races. Honestly, man, just keep making more content/polish. this is a great take on idle games and it's so nice to see games in the genre not just reuse the same mechanics.
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I encourage everyone playing this to fivestar this game. Games that get over 4 stars earn more money. Reward the dev for his efforts.
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...of course, as soon as I commented, the orc selection icon came unstuck, seems to be working fine now. Maybe because I finally unlocked wolves with the humans?
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Just came back to the game after taking a break for a while. It seems the orcs are bugged. I'm pretty early in the game, and it seems I am unable to switch enemies. I'm able to fight up to 5000 boars, and the icon for Orc enemies is there, but clicking on it does nothing. I'm able to switch targets with humans and elves fine.