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would be good if phenix (and other minions) kill enemies^(1/2) shows also how many enemies and if this is dps or when fight, im confused
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I just got to the orcs a little bit ago and I'm having difficulties telling the difference between mud and blood (red-green colorblind). It's not that big of a deal, but it would be nice if you made them slightly different shapes when you happen to have some spare time.
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how did archers and hydra works? wasn't they were suppose to work like human's trebuchets? the enemy doesnt reduced on numbers during countdown to 0
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It would be nice (I'm still beggining so I don't know if it will happen) if as you build your structures the scenary of the kingdom improves with it
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Elves have a bug. It says it uses fruit to miltyply sapling and glaves production, meanwhile it's actually using seeds.
Buildings that increase the production of other buildings also increase their consumption, effectively multiplying how many of those buildings you have. So increasing glade production will also increase the consumption of seeds. e.g. if you have 50 glades and 5 gatherings set to 'Cultivate', you will use 300 seeds and produce 300 saplings per tick.
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Some way of reducing the timer between fights would be nice. Not 'early' early, but starting somewhere in the middle of elves might be a good place. Not just saying that 'because' I'm currently mid-elf neither. ;}
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Combat, and Trade Posts could really do with a better UI, cycling through so many different options feels really clunky.
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i meant the normal attacks of ^1/2 pale when you unlock stuff that does dmg per second. and also paladins are just plain not worth upgrading if they only give 1 more might more than knight
I agree on both counts. Paladins will be buffed at some point. As for towers/ents, remember that their effect can be multiplied by strongholds/chapels. Also, eventually I will add more ways to get achievement points, which will allow you to significantly reduce the fight cooldown, therefore making things that do damage every second relatively weaker.
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if you killed e.g. 1 million demons. 1 million should be unlock on all enemies and not have to spend 20 mins to reach 1million on other battles
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@thickmilkshake Ents don't kill per second, they only attack when they can win - basically they add sqrt(enemyCount) to the number of archers you have, so you'll still need Hives or Druids to get the count low enough your Ents and Archers can win.
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With buildings that multiply production (such as the Shrine for Orcs), production is still multiplied even if you don't have the required resources. Example: I have 3 Shrines, 0 blood but my mud production is still multiplied by 3.
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100 trebuchet kills the square root of enemies*100. so when u fight 10000 enemies it kills 10000. so yes all. but when u fight 1.000.000 enemies it kills only 100.000 enemies. so the higher number of enemies the less % of them that gets killed and so acctualy trebuchet gets worse with time.
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@aloe111 it's the square root of a number. 90000^1/2 is 300. As in 300*300 is 90000. (needed my gf to clear that one up for me:P)
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what exactly does it mean when you say it kills enemies^1/2. I assuming it means when you fight 10000, 100 will die. so when you have 100 trebuchet does it mean all enemies die?
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For offline gains u could use double rewards from battle to not mess up resource production. Could start with double rewards for 1 fight every 1 min offline and option to improve it once u add more achivement points.
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Awesome game. Most underrated idle game on kong, and I have played a lot:) It's a shame it got overlooked, hope u find a way to attract some new rating players. Really a lot of room for expansions and improvement, can’t wait for future updates. On top of my head, a better achievement system where u can see your spend points without having to start a new game and with non-warfare achievements. But u were prolly already planning that so the other thing is making all enemy numbers equal. It’s really annoying when scrolling between enemies that the numbers keeps jumping. It adds nothing to the game and is confusing when choosing the right enemy to fight. It should be always like when u are at 1.0e6, and every enemy number is same if u unlocked them all. (except before unlocking all enemies of course)
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I really like the thinking behind this game. Good job dev I look forward to either improvements here or a new game that's even better!
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Can you add another race? dwarves that work with a lot of stone and in the mountains, burning trees to make smelt different ores to make weapons and pickaxes to dig more stone and ores
Yes I will be adding more races. I don't have a ton of time at the moment and I have several other updates I'd like to do so the next race might not be done for a couple of weeks.
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Would it be a huge imbalance to remove the 1-level-at-a-time increment for increasing combat levels per resource? That is a determining factor for me from this being an idle game and a huge time sink.
Okay I'll do something about this. I'm thinking of making it so that the enemy levels unlocked is the same for all enemy types, so that defeating the top enemy of any type will unlock the next level for all enemy types, as well as adding an 'auto+' option that automatically sets the enemy level to max.
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Offline play is still driving me nuts! :) Could you consider an independent resource gathering mechanism for offline? Maybe a separate skill line? Take offline combat off the table completely, maybe? It would obviously be a reduced rate, or at least something we could spend achievement points toward or something?
Yeah I'm thinking offline gains should be something you can unlock with achievement points. The only problem is finding a simple algorithm for calculating offline gains that doesn't make certain buildings/resources either overpowered or nearly useless.
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I'd love to see a way to advance enemies automatically. Like, even with an auto-clicker I can't beat harder and harder enemies since increasing enemy level turns off Auto. I just want a way to scale up and earn Achievement Points while idle.
Hmm... the only problem with that would be if someone set it to auto-advance when the max level enemy is really easy, then come back half an hour later and find that all their soldiers have died. Or perhaps it should only fight when expected losses are 0?
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Thanks for the great game, just started a new game the first time.
I have two suggestions:
1.) I would like to see more info on the production balances. Maybe in the top row, or as an additional tooltip. Something like "Food +23 ( Farms +(16*2), Forrest -5, Homestead -1)".
2.) When a building uses two resources and the second resource is not available (or not in the necessary quantity), the first resource is nonetheless fully used. I think this should be changed. I give you an example:
Let's say a production building uses 2 resources A and 2 resources B to produce 2 products C. A is produced 2 times, while B is produced only 1 time, and there is no leftover stock. Then either C should not be produced at all until there are 2A and 2B stocked in the inventory, or the production of C should be throttled to 1A+1B=1C. The result would be the same, but in the first case you would get 2C 0C 2C 0C in each second, while in the second case it would be 1C 1C 1C 1C.
Buildings that use two resources should only be using either resource if it has both of them. e.g. if you have 2 blacksmiths producing, you have lots of wood but no iron and are producing 1 iron per tick, you should be using 1 iron and 1 wood and produce 1 weapon per tick. What buildings don't work like that?
Caravans transfer resources from the humans to one of the other races. They only transfer one type of resource at once, to one other race. So if you're sending a resource to the elves, the orcs won't be gaining anything from the caravans.
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Actually, several of the algorithms are now broken. I switch to produce archer bonus with elves, but it doesn't increase the archer gains. They gain only at the rate of the base (no additive bonus applied from switching)
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Something happened and my attacks (for humans) stopped. The timer is 0, I switched to the lowest possible attack which is food, level 1 attack. My anticipated losses are 1. I have 25K might and plenty of peasants. It occasionally switches back on, then stops again. Can you explain the dynamics of this?
Do you have soldiers? If you have at least as many soldiers as the expected losses, you should be able to fight. Perhaps you have more castles than barracks which are using up all your soldiers by making them into knights?
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I love this game! It took me forever to finish it my first time (I also didn't know about achievement points until I was done), but I always wanted to keep going! I'd love to see a new race, maybe the Dwarves? I also noticed that during certain stages of each race (begging for all of them) the resource gain was very slow. also, there's a bug with some of the eleven resource displays, though the actual gain per building seems to be working perfectly. I can't wait for more!
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i have a bug where i am unable to switch enemies with the elves, after defeating the phoenix once. i have tried restarting and clicking through many things to see if i locked it by accident.
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On further testing, it seems it just doesn't register phoenixes for the "Largest Army Defeated" stat. They still count towards the total, though.
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On my achievements, the "Largest Army Defeated" stat seems to be capped at 1.0e7. My elves have defeated the 5.0e8 phoenixes, but it still isn't updating.
Thanks! A new version will be up shortly with this bug fixed. It's just a display bug when viewing the elf achievements, if you started a new game you would get the extra achievement point.
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Would be nice to have a better way to choose what to buy/sell at the market, so we don't have to scroll through everything. Otherwise, awesome game!
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So I New Gamed for the first time, bought some perks, and I'm enjoying it a lot, but... I don't remember what the perks do. Can we have some screen to see what we bought with the achievement points?
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@Veterum Could just be Edge's fault, I've had weirder things happen using it so far, but I hit continue, and it brought me to a brand new game
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Two bugs with the new version:
My homesteads are producing * 20 what they should (and use up the food). And I'm not buffing them mit Monasteries. 99 homesteads => 1980 output (unbuffed). And Goldmines don't use any food.
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Also Paladins need a buffs. They are basically Missionarys which weaken your trebuchets (which arent too strong anyway but the point still stands). Yeah they strengthen your might but thats such a minor improvement the building costs are outclassed by monasteries by far. There are actually lots of minor balance changes you should do.I also got some general ideas for new races (including buildings while keeping uniqueness). If you are intrested I will try to message them to you somewhere in the future (currently working a lot though which is why I play Idle games atm in the first place).
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For balancing purposes we need something to stop Ogres from killing our precious Goblins cause as it is right now they downright suck.
Keep in mind that ogres are applied after champions, and they only kill as many of your own orcs as it takes to kill all the enemies, so having more ogres will never increase your losses. That being said, I think they are a bit weak now, although there are a couple achievement rewards that make them more useful.