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after tier up with new release i am not earning any orange cubes and it doesnt look like my bonuses from the labratory are present. i cant make it past wave 5 on easy. even without any workshop i should be able to get much farther than that with my lab bonuses.
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Playing on insane: the base enemy health is 1e33 times higher than my base damage (GY=1e33) and their attack is more than my max health squared. Why am I still alive?
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"An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
too much recursion". Anyone know how to fix this problem?
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Message for the dev: "Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings."
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Great idler, it's rare to see the concept of bonus "start-over" money be implemented in a way that's intuitive for early AND late game. I have a few moderate quality of life suggestions if I may:
1) An option to see effective health against a certain type of enemy, i.e. 99% fire resistance + some universal resistance + damage reduction/block/absorb etc. mathing out to say you have XX health vs. fire and you recieve YY less damage from fire enemies.
2) An option to set game speed to 1x during boss-waves specifically, to help with the current interpoling issue as well as give us an extra few seconds to comprehend what's going across the screen should we so choose.
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Will there ever be another use to the red cubes, I have an overabundance of them now that aren't being used. The factory is fully upgraded and I just have this pile of red cubes, is there gonna be another use to them eventually?
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There should be option to see dps( damage per second) or dpm( damage per minute) based on every factor such as elemental
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Fortify should increase your maximum hit points based on the a percentage of the damaged received not by an absolute number. That way, it's useful after the first few rounds.
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Hey, what about a small "Bestiary" explaining the behavior of the different enemies? I think it might be useful. Or a way to know it at least, even if it is not ingame, put it in the description or something!
Hey, thats the perfect name for an in-game enemy-wiki. I really like the idea. I think I will add a "Bestiary" to the statistics building and rename it to "Statistics & Info". EDIT: I added the first draft of the bestiary in the latest version. I am going to increase the content in each of the next upcoming updates.
That's a great suggestion. I already implemented it in the latest dev-build. ;) EDIT: Added it in the latest update (simply use your scroll wheel to zoom out). :)
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Actually, another idea I had pertained to the automatic upgrades. It would be cool if there was an unlockable option (perhaps purchased with ultimate cubes) to either have them be applied evenly (like with the one feature in Transport Defender), or to be able to unlock the ability to turn auto upgrades on or off for certain items. (Example, say you wanted to disable everything in Offensive from auto-upgrading except for attack, crit value and execution factor. You would have a checkbox next to each upgrade, but could only disable auto upgrades for as many different items at one time as you had unlocked in the HQ). Could add more control and depth to build crafting for various missions, pushing high scores, optimizing runs, etc. :D
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Just a quick comment on an error I noticed in the current dev build. I unlocked New Bounds in the HQ, and could upgrade it during a round, but it was still locked in the workshop. I had not unlocked the other two T4 skills, so not sure if it's a sequential issue or something else. Mission mode looks like it's going to be fun though! :D
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Knockback shouldn't push things out of the Tower's range. It gets really slow and boring when I raise offensive chance %, because air goes up and level progression slows to a crawl.
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Maybe change the air element. It really stalls your progression. Perhaps toss the enemy cube to the same spot on the other side of the map, keeping it in attack range? Thanks for a great game.
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my savefile always resets to a certain point - i can play using the export/import-system, but offline progress won't work
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Small balancing issue: normal abs resistance is weaker than elemental abs resistance. Therefore purification is sometimes not desired, especially since (on medium) the elemental abs resistance is more than the enemy attack and the normal abs resistance is not.
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As you pretty much need the upgrades open all the time, would be nice to have the window positioned in such a way you can still see the battle
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I really like the game.
My small suggestion would consider the utility card. I miss a skill which gives a chance to receive an Ultimate skill every wave.
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Defense is worthless. upgraded all limited defense structures and got high numbers on /inf ones and still die on first hit.
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When you click on an attacker it should tell you how much damage it will actually do to your tower (based on resistances, block, ect.)
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As @lavawing said, having repeatable researches on the second screen is kinda annoying. I propose that completed researches will be moved from wherever they are before completion to a spot after all available researches. This way relevant researches will be on the front page and completed researches will be at the end.
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It's on my favorites, but has anyone noticed that the upgrades in run skip PY? they go from TY to EY... (intentional?)
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When the enemies fly up so high it becomes a 3D game. :) I'm not sure what makes it 'fly', maybe the knockback, should limit it to one bounce or stay on the ground, with a maximum cap of distance away from the tower for faster gameplay. :D
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At around hard level 300, damage becomes meaningless, as all damage is done via dark ability + elemental resistance. Levels slow to a crawl, as enemies spend most of their time offscreen.
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It seems that the enemy release rate on hard significantly slows around wave 280, so it'lll say there are 80 enemies, but only 1 or 2 will come out at a time, making the game go much slower and it becomes very boring to sit and look at the cubes march in 1 on by 1. Not sure if this is a glitch or it is intended.
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Em. May i ask something? Maybe an option to turn off particles, To reduce lag that some users "may" get from the Insane Amount of "missiles" That the tower fires?
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@fried1409 How __I__ understand it is it's another chance to crit after a successful crit, so it's a chance to REALLY crit the enemy, example (again as I understand it) assuming 100 base damage per shot, 100percent base crit chance, and 25percent super crit and a x100 crit multiplier - when you hit the mob, you have a 75percent chance of getting 100base x 100crit = 10k, and a 25percent chance of getting 100base x100crit x100 crit = 1M