Rather disappointing to learn that Ally switch A on can only be used as a true/false check, not to get pointers to the specific allies who have A set to on. Was hoping to use it as a way of not wasting time and mana casting buffs on allies who won't benefit from them.
A way of importing / exporting command sets so you can share with other players or easily copy from one hero to another who wants duplicate commands would be useful.
@Nilloe: You can use a switch, if you've unlocked that command. Command 1: Multi-trigger, Self mana > 50%, self buff not Momentum; Turn A on, continue. Command 2: Multi-trigger, Enemy is alive, switch A on (self); Turn A off and use skill, Charge.
Would be nice if there was an additional level of command option for ally / enemy hp: "highest" and "lowest", returning the one ally or enemy respectively who has the most or least hp remaining.
I wish university Investment timers counted offline... irritating to need to leave the game open not for any real gameplay, but just so it counts down from 2 hours.
The new masonry buildings massively overshot requirements; went from being a week-long afk-farm to get town level 15, to now being only a handful of minutes to get to level 20.
Is there a reason why riftgate is only working up to about wave 31800? If I set it to a much higher wave than that, I just get started at wave 1 instead.
Has anyone figured out how Super Compression works? I finished the research; as far as I can tell there's no new button, just the old Compression option which isn't compressing any more than basic Enemy Compression did.
What's the point of some towers having 2 base damage and others having 8, if it just becomes 202 vs 208 or 4002 vs 4008 once you've got a half-decent number of damage prestige upgrades?
Hideaway does not need a buff. I wouldn't *object* to one (hey, free boost!)... but they're already one of the 7 useful late-run cards for Underworld. Their bit of additional feathers helps balance out the gap between the flame and feather production if you go with Oasis-Gwen. They don't need to be exactly as good as wagons, because feather production and flame production are not identical elsewhere.
@gruenbambus - for tree production, try 4x meat, 4x investor imp, 4x pipe, 4x investor imp (investor dogs might become better depending on your upgrade levels). For metal production, cataclysm-2x hood-cataclysm, 4x death knight, 4x hood, 4x death knight.
@Nightmare: Actually, I like the Underworld balance. Try not having a dedicated flame and dedicated feather build; go with Oasis, Gwen, Hideaway, and a couple missionaries. It'll farm feathers *slightly* slower than a feather-only build, but in exchange you get flame just as fast so it completely saves any time you might spend on that. Then you just need a skull-farming build (I think after Jar of Death it's the simple, brain-dead 1x Dead Fish, 12x fishery, 12x Iron Cat approach) and you're golden.
Contrary to Ascension info text, card upgrades did NOT reset to level 1 for me. Started out with some level 4 and 5 cards, which made rebuilding pretty quick.
By my best estimate, once you've hit the optimal layout and upgraded cards until it's no longer cost effective you'd need around 3 weeks of 24/7 afk-farming to reach the 10B of each required for the "coming soon" expansion. I hope that high price is just a placeholder to keep people from unlocking it too early.
@finris1 It's not as simple as "armor is worse." Armor applies per attack, while healing applies per round - so with 5 or 6 enemies, it's 25-30 prevented by armor vs 20 healed. Armor also splits prestige less (5 vs 20 becomes 5x5 vs 20x4, becomes 5x5x5 vs 20x4x4, etc.). The high-enemy-number groups are the highest-damage overall anyways; that's the ones that challenge the tank the most. At most going with double-cleric plus tank gets you one floor further - if that - at the cost of slower kills and slower xp farming. Worth doing if you're on floor 24 trying to get to floor 25, that's about it.
I really want to like this game; it's a fun idea and has some nice mechanics. But I swear I spend more time waiting on the server loading stuff than actually playing.
Thank you for telling us about the server delay. Most players don't suffer from this, and our servers are not overloaded. Yet there are people complaining about it, so we'd like to figure out what's going on. Could you please help us by answering these questions?
- What exactly are you seeing/doing when you are forced to wait?
- Does it happen consistently, or just sometimes?
- What machine/device are you using?
- When you are experiencing problems, could you do an Internet speed test and tell us what your connection speed is?
Something weird going on with offline gain calculations. Screenshot: https://imgur.com/ObPNjiw Note that despite integrated circuit supposedly being 17% efficient (and steel 3%), it has over 20 cycles worth of steel stored up but is short on integrated circuits. This is after letting it run in offline mode for about half a day. It seems to move at a more correct rate while online though.
It basically increases the strength of compression by about 50%