Recent posts by celticalder on Kongregate

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Topic: Cry Havoc / [Dev] Bug/Issue Report

Bug: When you are actively upgrading a unit, if you click on another unit and bring up the stat window. Hit upgrade again, you will get the Speed up message ( You are currently upgrading XXX. Speed this up) The issue is instead of the unit you are upgrading the message will be for the unit you clicked on. For example, your active upgrade is a Fury, you click on a Dark Op Tank and hit upgrade on it, you will get the message “You are currently upgrading Dark Op Tank. Speed this up” instead of it being “You are currently upgrading Fury. Speed this up” I have not experimented with volt coins speeding it up to see if it upgrades one over the other.

 
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Topic: Cry Havoc / [Dev] Bug/Issue Report

Life or Death (Russia) 8 has some issues pertaining to a single unit. There are two Unique Units in the fight the Vargas Pod which you see earlier, and a tank looking unit that has armor and cover and camo, the tool tip doesn’t really pop up for this unit, When it does you can’t enlarge it. The small tool tip says it has 0 attack and 0 defense. It blows up in a single hit, but remains as a ghost unit dealing 8 damage an attack, each hit on that spot shows a blowing up animation. Level can not be beaten until this is fixed

Edit: Ghost unit killed after 48+ damage. Russia complete.

 
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Topic: Cry Havoc / [Dev] Bug/Issue Report

This actually got me upset enough to step away from the game for a bit: I clicked on my level 2 Trident (active in squad) to see how many salvage points I needed to upgrade to the next level. I clicked on Forward Scout to finish getting the salvage points I need. Forward Scout stat window popped up. I hit salvage, confirmation pop, I confirmed. Upon my Horror, it Salvaged my Trident and not said forward scout

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Originally posted by M4598:

kinda prefer for the prizes to change in championship. Getting third bow i already have for some time, not bringing any enthusiasm in me.)))

Also, maybe with rising the level of any spell in any dominion will raise the effect of each spell, and as a thing to counter it, maybe also will lower the resistance to the dominion it is weak to?

I know what you mean, tournament really holds no lasting gameplay (at least for me) Without Tourney being a motivator to stay, the content wears out quickly. A lot of work needs to be done with dominion abilities, a lot of repeats of buffs/debuffs (effects)throughout the dominions without any change to strategy. What I would almost like to see done (possibly quite far down the road, sooner would be better) Each Dominion to have a clear purpose to me, I.E Terra dominion focuses on damage, Luna focuses on debuffs, Sol is healing (perhaps damage effect leeches), and Etera are buffs. Along with Effects rising as the rank climbs (I want a weakness like I get hit with, some 400 points of attack gone.) Turn duration to rise, and stamina cost to slightly decrease. (Not sure on Stamina, but makes “Caster” gear the best IMO)

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Changelog Build 112

While I appreciate the Keys, that were given. I really enjoy the changes overall, good fit.

Is there any chance, you will compensate players on spent hero points. The difference between the current cost and previous cost is HUNDREDS, I’d appreciate the response, either way. Just really bummed by the costs now.

For Example: to get rank 3 in first ability in a dominion it cost 60 hero points previously, now it only costs 20. It only multiplies from there, to get rank 2 in my 3rd ability it use to cost 80 now it costs 50

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

It would be nice, to see the quest rewards, before doing a quest, sometimes things just don’t pan out as well.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Just goofing off and doing some of the quests, going back getting stars and diamonds. 36 diamond pair of boots to finish a quest, got a pretty nice pair of 19 boots from it. However, next quest, unholy rod at 556 diamonds, are you serious? I hope it gives a level 30 weapon for buying it. I won’t finish this quest until I am sure of the rewards and bonuses for quests.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA] KEYS - A strategic Guide

I am curious as to what you project will happen with Keys. From a player standpoint, as you have explained it. It looks like another thing to spend diamonds on to progress through the game.

Are you planning on eliminating energy, and that is the purpose of the current key system? If that is the case, then is Energy drop on non boss enemies going to be replaced with a greater chance of a hero point drop?

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Bug reporting

Not sure if this is a bug or an intended mechanic: I’ve had several fights, where I changed my dominion to be strong against opposing enemies dominions. Sometimes they will cast an ability outside of their dominion, that ability should be strong against the dominion I am currently in, but it does not crit.

For Example: I am fighting a Luna dominion enemy, I cast and change to terra dominion. Said Luna enemy casts spectral claw, from the etere dominion, it should crit against me, but it doesn’t. Is this intended, and should enemies dominion change as well?

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Just a small thing, Quest for stage 30, I believe it’s kill boss (Behemot Dark Priest) but then it says complete chapter 31 (quest is finished with 30)

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Just a little something from me personally, that I think I would like to see changed. Crit % is chance to crit enemies, but if you play dominions correctly the crit % is a moot point in my opinion. I would like to see the crit % be turned into extra crit damage rather than chance.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Personally, for me. One of the most important aspect of a game like this, especially in the early phases, is an active development team. I appreciate the responses.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Bug reporting

aye, but I think the prizes may be set in the league “ranks” As leagues continue to climb so will the rewards. Could be an oversight who knows.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

I wouldn’t say Hero Points are necessarily balanced currently with the energy system as it is. It takes a hero 65ish hero points being at level 7 to unlock the next skill in the dominion. It takes about 235ish per dominion to unlock the next skill there. While the 65ish is a moot point, with the star system (just have to spend energy to get 5 stars which equals about 60 hero points total) The rest adds up, not mentioning the upgrade system of buildings which is about 35 the first time I believe and about 60 the second time. Skill wise, Hero Points are a pay to win system, until energy is possibly rehashed, which makes farming for them a little easier.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

dyno, I’ve noticed the stamina issue as well. However I use Puck as a companion, and it seems like I never run out of stamina. I’ve even tried to run it down using normal attacks. With no luck, perhaps one of us has a bug.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Bug reporting

It was a fire pendant, but what I think happened, is you were promoted into the upper league, who’s reward is the bow. seeing the few players there you probably placed and got the reward. Same happened for me. Tournament is a joke anyways as it stands, not really any competition and it’s easy to play. 1 horde token is an easy 10k on the easy horde, you just have to decide if you want to spend the time or not.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Feedbacks and Suggestions

Stamina increasing as skill rank increases, really limits the usefulness of upgrading skills. At level 7 people can gain access to the second skill in the dominions, an average cost of 820ish. Decent gear individuals are probably only at 1700 stamina, meaning you can really use the skill once at rank one, before needing to rest. As the rank increases and stamina climbs, it makes it even harder to successfully use the skills and change dominions easily.

 
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Topic: Kongregate Multiplayer Games / [Ashtaria] [BETA]Important news about Ashtaria (energy question inside)

Thank you for the update Matteo, I understand the players frustration with the Energy. I’ll share my personal opinions, and that is what they are.

1. Energy re-balance: I think this would most likely be the second option preferred by most players, as they will be able to play more without waiting. However, I feel from the game that being able to “speed” through the easy combat, that the star system in place would be a little skewered, “not to mention the item farming.”Not to mention the ease of leveling a companion. Also, I could see frustration arising, from a dominion being unavailable to players while being learned, and they have all this energy. A better option to 4 though.

2. Energy for gold: If there is an energy system, I always feel like this should be in place. Another opportunity to spend gold, it doesn’t have to be a huge recovery item, but enough that players can get a little. The free players will have a harder time, keeping their gear up to standard though if they continue to buy energy though.

3. Online time: I time my energy use, as I work, it’s partly of the appeal of these type of games. I particularly am not a fan of this idea. It means those who have the time, can potentially out level the rest of the players. It takes away from a "turn’ style game. (If you have someone taking a single action once an hour, and another who has the time and takes 2-3 in an hour, it’s a huge setback)

4. Energy Removal: While I want to shout “YES!” to this idea, I think the current game play mechanics could be heavily skewered by the ease of combat. (Horde is a totally different aspect and doesn’t apply to energy) Play easy levels, farm gold and eq, get diamonds via star system. Upgrade equipment move on, rinse and repeat. I’m not sure if this is the way to fix it persay, but it could be a long term fix, if combat becomes more difficult and the star rating systems for levels are changed, as well as the chest items ( not sure, maybe first time through have an epic, rest of the times have lower tiered items.) or epics will be farmed easily. Also the companion system could need to be adjusted as well, to implement the increase of combat tiers. Also, who wants to play when a dominion is completely unavailable to them while learning an ability in it. It would have to be adjusted as well.

 
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Topic: Kongregate Multiplayer Games / [Cradle of Magic] trying to buy runes

Buying Runes, only to have the transaction go through, but be left without runes. Spending money for nothing for the most part. Customer service is poor

 
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Topic: Kongregate Multiplayer Games / [Cradle of Magic] trying to buy runes

I to have the same problem, it is very disappointing. My in game ID is Marsali

 
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Topic: Kongregate Multiplayer Games / [WarMage Battlegrounds] General Strategy and Tips

well now, that didn’t quite format like I wanted it to, oh well, you get the gist of it.

 
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Topic: Kongregate Multiplayer Games / [WarMage Battlegrounds] General Strategy and Tips

This is via Titania, not my work. It’s a very well written post on the main site forums, and thought I would share it here.

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Pre-Battle

Strategy in this game begins well before the fight even starts. You need to pick what units you’re going to use, in what amounts, and in what turn order.

Most strategies involve using a variety of units. A common practice is to have units that are great at earning morale, and units that are great at using the earned morale. The best way to earn morale is through damaging attacks. Other ways are through healing, which is effective, but also means your enemy is earning more morale than you. (Healing isn’t as effective as damaging).

I recommend having 1-2 base attackers, 1-2 tanks/off-attackers, and 1-2 morale/supports. The default set up is a great example of this. The defender is a great tank, doing passing attack damage to any who approach him, and retaliating for even more morale potential. The warrior is a poor attacker, but has decent morale potential. The ice mage is good at ranged attack and able to stay a safe distance away. The cleric can retaliate and heal. The wind walker doesn’t retaliate, but has nice aoe morale attacks. You don’t have an amazing generator, but all of them have decent potential. Meaning that even if you lose a stack, you’re not ruined.

Which brings us to the next point, you have the option of how many units you want in each stack, up to a certain limit with a limited number of points overall. The two extremes being spreading the points evenly, or putting more points towards certain unit types. Usually players put more points to their ‘favorite’ powerful units. However, these are easier to counter. Once you destroy the units supporting that large stack, or even use spells to take out the large stack, that player is in a rough spot. With your units spread evenly, you don’t have the instantaneous potential of the overtly large stack. Nor do any of your stacks have that kind of survivability, but it allows you to remain flexible to the changing situation.

A key probably with smaller stacks however, is that they’re easier to destroy. Especially with aoe attacks. Meaning one large stack of 50 units may lose 10 units to a particular aoe. But 2 stacks of 25 units will lost 10 each, for a total of 20. This means that if you go for a more even spread, you have to be more aware of such attacks.

Finally, picking what order your units take turns in is important. Whoever goes first will be the left most unit in your action bar. Click and drag them around to change the order. Think about how the fields are set up, and who plays what role to pick who goes first. Putting your healer first wouldn’t be as effective as having the tank or damage dealer take their turn first.

Spell selection is another key part of your strategy. There’s a huge selection of spells, and it’s best to discover more about them before making your decision. In general, I’d suggest picking spells that compliment your army build, or makes up for your weaknesses. For instance, if your army is relatively weak to close range combat, get some crevasses or rockwall to stop people from getting too close. If you want to keep your units safe from ranged attackers, try to cover of night. Other useful spells are clear skies and clear ground. For offensive spells, look at the general cost of the spell, the area it covers, and what it’s effective against.

Scrolls are just as useful as spells, and only one scroll or spell can be used a turn. While used less than spells, a single scroll can turn the game around.

Artifacts are another pre-battle concern. These are semi-rare items, but make a huge difference. While you’re allowed to bring a limited number to battle, you want to bring artifacts that compliment your units. Such as bringing minotaur artifacts to boost your minotaur units. Keep in mind that a 15% hp boost to mino units does not affect other types of units. Most artifacts are for a single race type. While others are for everyone. Such as a mana boost, morale boost, or magic pendants.

Battle Setup

So you’ve gone through all of that, and into your first fight. Before slapping that ready button, take a look around. You’ll notice several colored hexes. These are locations you move your units to at the start. Click the unit then click the spot to move them to. You can even swap spots with your units by click one then the other. This does not change the turn order.

In most cases, your more defensive units should be on the front lines defending your squishier units. These should also be the ones trying to block the enemy from getting around as well as trying to control key points like mana pools. Keep portals in mind when considering how and where the enemy can attack from.

Normally you want your units close but spread out so as to avoid being aoe’d. It’s a common practice for experienced players to rush in and generate large amounts of morale before dropping a powerful aoe morale skill. By keeping your units spread out, you can avoid taking more damage than necessary.

The Battle

This is where all the interesting things happen. At the start of the battle, it’s a good practice to look at your opponents set up. This includes their troops, the turn order, their placement, their spells and artifacts. This will help you plan on how to move and progress. Remember that unless your units can fly, they cannot pass through each other. You can use this same concept to physically block enemies from getting around.

Another way to make things go better is to know about the enemy units. If you’re unsure about something you see, hover your mouse over the unit or double click them. This opens up or shows crucial information about the unit. Such as their movement, their hp, their stack size, and if they have passing or retaliation attacks.

When attacking, it’s best to aim for units that don’t hit you back. It’s also a good idea to avoid approaching units with a passing attack. This will keep the damage you take from getting too high. Remember that the enemy is probably thinking the same thing and will generally aim for your weaker units. Placement of your units is key in this respect.

When attacking units, keep in mind their resistances and vulnerabilities. Most units have both of different types. Using attacks or spells of their vulnerabilities will do more damage, while using types their resistant too will be less effective. A unit in defense will have a slight increase to all resistance types. For example a human unit generally has 0 vulnerabilities and resistances. When that unit defends, they gain a 15% resistance to water, fire, earth, air, life, death, slash, pierce, and crush. If your unit can’t be used effectively for any other action, it speeds the game up to defend, and keeps them a bit safer. This is also a good technique for keeping a weaker stack from taking retaliation damage if you don’t want to keep a certain hex. Such as a mana pool or blocking a choke point.

The best weapon you have is experience. Play lots of games against the computer and humans to gain a better understanding of what works and what doesn’t, and adjust your strategies to how you see fit. You can’t win everything, and you’ll always learn more from losing a match than winning one.

Quick Tips and Tricks for those that don’t like reading

*Keep your units far enough apart to avoid aoe damaging spells and skills.
*Attack weaker units that do not retaliate, and avoid units with passing attacks (unless attacking from a range).
*Mana pools are very helpful, but not always worth dying over.
*Try to use attacks and spells your enemy units are vulnerable to.
*Place your units in a such a way that the enemy has trouble reaching your squishier units and avoiding passing/retaliation attacks.
*If you see large stacks of strong units, bunny is an effective yet expensive spell for negating them.
*Effective use of morale usually decides the outcome of a match.