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Bug Report: Disabling Grand Master Tournaments when unlocked is Bugged, When you complete the Master Tournament, The exclamation mark is still on the Tournaments button even when it says "Tournaments Complete" - Also, loading from a save also re-enables Grand Master Tournaments.
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8 years lataer, and still good and running. Just don't use the game guide from Google Docs (it's set to public access and is a total mess -_-)
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(4.1) QoL Request C: Please add a profile section or a settings option, maybe requiring awards unlocks or lineage upgrades, to save rival master skill-allocation between schools - they already save between runs within-school so why not between schools? (4.2) QoL Request D: Relatedly, please add an (unlockable) option to auto-allocate all three masters’ mastery skills according to "Active Profile's Template" when I swap out any rival master, so I don't have to manually do it 3 times every time. Thanks, sincerely, a braindead assault-stance user.
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(3.1) QoL Request A: Please add a setting to disable the popups like "Can't spar until the current fight has ended" and "You Can't Replace a Rival Master at the end of a fight" - I'm not trying to cheese and swap masters turn by turn like in year 1. The setting would just make the button not work but alleviate the obnoxious popup punishing me for pressing the spar or hire button 0.1 seconds too early. Either that, or have the setting make the popup go away on its own when the fight ends. Maybe it can be part of "Fight Reset Warnings: Off" which currently does not address this problem. (3.2) QoL Request B: Relatedly, please add a setting to disable the rank-up popup.
Thx for the suggestions. I should be able to add a setting to disable the Rank pop-ups. Not sure if I can completely disable the other pop-ups, but I'll look into it
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Feedback about recent changes: (1) I appreciated you adding the HQ training room, a weapon, and a trait to help with familiarity, which previously bottlenecked every school because it didn't scale with anything except highest level ever. Now, the only non-scaling "bottleneck" left are advisor skills, though they are for super-long runs anyway. (2) I appreciated the proper scaling in the new area. Even with my beefed up master levels, beating up Diaz only got me so far. In my current super-long run, I spent weeks maxing out some advisors and have been grinding against the razor's edge. I relied on lucky wins to get to training level 1915 and barely inched to level 1810 with secret training. Today's update hits and, using the new Genius trait, I already got to level 1810 at training level 1842, so it should now take fewer weeks to get to level 2000.
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Because of my very old graphics card i got the error : "Your browser does not support graphics API "WebGL 2" which is required for this content", but it still a great game.
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Greg Jr., renowned swordmaster and combat specialist when the player's info bar turns blue https://tinyurl.com/3n5f2bye
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i think there might be some issues with profiles not activating correctly. i've noticed this most with uniforms (the training room familiarity bonus levels applying to weapons not in my uniform) and hybrid skills (the templates in the hybrid menu not matching the templates in the profiles menu)
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please add more visuals for armor and swords. like, with every familiarity unlock you get the option to upgrade to new vanity for that weapon or armor.
another idea I have is being able to fight other peoples disciples of the same level. like an arena of some sort with certain rewards.
lastly, a cool feature that would be that in order to promote a disciple to master, you have to duel and win against the master you are trying to replace. I think that would be dope
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Broooooo. I keep checking daily for updates :) This game has me hooked since too long ago, and now I just want to know what Tovrick comes up with. Pleeeease come back soon ma dude, this game is in the top 50 games of all times, and every new update is just making it better.
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Honestly, the game is pretty good but i think, that it needs more variety as new armors, weapons etc. But the rest, its pretty fine.
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Replaying this game after having abandoned it for one or two years, and it's still at least the second best idle game I've ever played (second to NGU Idle), really great work, especially considering how long this game's existed and yet is still being updated, that's seriously impressive. I'd also like to point out a minor bug with scroll queueing (what a weird word): The second research queue (and likely the third and fourth if they exist, idk, I'm pretty far from unlocking everything in the new town system) does not move boxes up once the first one is finished (i.e. it'll finish one queued item, and then move on to the next, but the queue itself will not move up, so you have to manually drag the first box to the back of the queue. An additional improvement I'd like to propose is queueing multiple levels in one box, I would like it to tell me how much time it'll take in total for the levels I designate (given that I've unlocked level options in Auto-Research for the Religion Lineage).
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There is a bug in game: whenever I disarm an opponent while their stamina is green or yellow, my disciple freezes and looses the fight. Otherwise, great great game.
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Please be weary that the game has been updated to a new version of unity. If you are experiencing any issues then please report them to the sword fight Discord.
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I think I've been having a glitch where when i can buy a skill for Free/0 skill points, the Mastery tab says i have 900 unspent points. It goes away after I buy the free skill though
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Amazing game, it will be nice that the character and the enemy have like 6 diferent standing spots, so while they fight they are moving a little. The postion spot may can infuence hit% for example making longer swords and/or one handed styles reach more (aka less hit penality for distances). This will add the figh more movement and a lot of more variability (e.g. some bonus for attack or defense in certain spots, bonus for standing in the same spot for X actions, dodging forces moving, bonus for moving after a combo, moving following the enemy moves, evading the enemy moving further to ensure more range, etc. Heavier armors and shields would impede more movement, etc.)... just an idea, as i know that the developer whould have a LOT of work doing something like that. Anyways it's a great game and i encourage the creator to keep on working on it as the way he/she wants
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@LEIFG66 yea, its basically guaranteed crit strikes every hit: lots of wounds, lots of dmg and pretty much the only way to deal with high level haunted armors in the campaign, unfortunately it's other stats kinda suck, so it's really only useful when you're decently overleveled. also, do you guys know whats the best campaign map for farming? (i mean like, which gives the highest base idle BP?).