Hi, sorry I don't quite understand. When you successfully life leech a monster, a green number appears over your hero to show how much HP was leeched. Are you observing a different effect?
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@YYZ I may have found the problem.... I turned off particles to lower cpu usage and now that I've turned it back on, they are doing damage again
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@YYZ He isn't 1 shotting them all, they are doing the animations, just the only damage going through is from the warrior for some reason
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Would be nice to have some upgrade for the tap damage because as it is it become irrelevant after level 40 or something.
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I would like an option either in the shop or in the option panel to reduce the time between spawn of monster which is around 2 seconds now. If i kill a monster in 1 second, it reduce considerably the amount i can win in an hour to have a respawn of 2 seconds.
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There a strange bug with boss attack speed, farmed up 65 boss and for some reason all other boss become crazy fast, couldn't even not farm boss 50. refrsh browser fixed it
Hmm, I'm not seeing this happening and not quite sure if I intepreted 'hit by any mobs' correctly. If you don't mind including some details, you could message me a screenshot or file a bug report with attached screenshot or a detail of your warrior's stats, when this occured, if the enemy moves at all but deals no damage, or if the enemy moves and the damage numbers appear, but your characters' HP remains the same. It might occur if your defense is too high but the damage numbers should always still indicate damage (unless you hid it in the options) and the enemy should still move and attack :O It would help to know your HP regen, max HP, defense and as compared to the enemy damage to see if this is a bug or just your character being Overpowered :)
Is your warrior 1 shotting the monster? Do they literally do no damage when their projectiles hit the enemy (any damage numbers?) or are they just completely not shooting at all and standing there without any projectiles being fired? If the warrior is killing the enemy too quickly the other characters may not have time to react and shoot.
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I just did a little test. The amount of gold and XP you get while away with the auto pause on isn't even close to what you get with it active. At least not for bosses. I'm stuck at boss 55 atm, so I decided to test. It takes about 23 seconds to kill him and I get 2,206 exp and 911k gold. i then timed it, so after pausing the game for a full 30 seconds I got 71 exp and 149k gold. It's better to leave this game in it's own window, that doesn't seem to slow it down like when it's in another tab, so you can get your full rewards.
Generally it is better to leave the game open in a small part of your screen as calculations in offline progress rewards are usually less and cannot accurately simulate the actual combat system while active, which is why auto pause is disabled by default. However, revamping the offline progress is something on my to do list, to solve the issue in the long run.
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For English is not good people, please in a bulleted list like the main points of the important part of a long conversation.
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Lolz...feel kind of like an ass. Got all the way to level 100 before I realized you have to click the button to the left of the skills window to advance your class. I was totally waiting for it to happen via storyline...Pretty decent game, thus far. I'm just about to pass 100 for the first go, and you guys have got 4/5 stars for general awesomeness. Good job :D
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I guess another way to deal with resurrect is just have it be a global buff with duration that lasts the recast time and let it stack once. Is this how it works now? no way to tell. Give the party members a cross/whatever icon when the buff is up. Again, really nice game.
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Autocast on skills like resurrect are worse than merely useless, as they just cast without any context to what is happening, like a party member dies. Please only auto cast skills when needed please! Great game!
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One of the achievements is to kill 10 million monsters. Unless there's a multi-kill feature I haven't seen, no one will ever get it, so you're just locking a 20% gold gain bonus in front of us for no reason, and making it impossible to 100% the game
Sorry about that, I'm still balancing the late game, I will likely rebalance the achievements since I agree, the numbers look way too high! I wouldn't mind if some numbers/rewards for those achievements are suggested. As long as they aren't too easy I really am open to suggestions :)
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in "offline" mode, it doesn't grind the wave you are currently on, so i basically can't farm bosses for xp while i am trying to use my laptop to watch anime, which is a bit of a pain :c for the most part though it is pretty interesting so far :3
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There was definitely a glitch causing enemies to attack faster. Reloading fixed it. I noticed it after I killed the clone-rogue in the caves.
Thanks for providing the info, a few people have pointed this out but I have been unable to determine the cause. I will check out if the rogue-clone causes it. Would appreciate more details if anybody has any.
No, you do not lose any skills. You retain all the skills you have unlocked, their skill levels, and ability to autocast (if you have bought them). I will add this to the description for class advancement. Thanks for your input!
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Ok, more thorough testing i found the problem to why priest (and thief) deal no dmg, I can't believe this is a thing but if you cut off draw projectile, their dmg is gone, if its on, their dmg comes back.
Hmm, this should not be happening, but I will disable the draw projectile toggle in the next update till there is a fix! Sorry for the inconvenience. Meanwhile, please play with draw projectiles enabled.
Haha. Well on a serious note, I will be adding WebPlayer support so browsers that support it will be able to run the WebPlayer version should the WebGL fail to load.
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Yes btw for all of you down voting, i know he said earlier in the comments that it said fix, but its not, i double checked to make sure i not being an idiot and yes, have refreshed.
hi, which powers are that? For the idle x1.25 gold or exp upgrades, you have to be idling (not clicking the monster/heroes for 5 seconds activates idle mode). You can tell if idle mode is on. If you have the Idle Gold upgrade, then the gold text will be yellow. If not, it will be white.
Sorry I didn't quite understand. All skills (active attacks, buffs, etc) are shown in the same skill tray. If you could provide some details it would help me to understand the issue better to improve your experience :)
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So, been playing for awhile now, few things that caught my attention: Run in background not checked! No loading screen, instead a black screen. Strike skill overlap the normal attack on warrior so only 1 deals damage.
Hi, yes casting strike will override normal attack. You can use this to your advantage. After the warrior normal attacks and the monster is still alive, you can immediately cast Strike without delay so you can "double attack".
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I would love to have an option to lower or mute the SFX/sound because it is quite loud on my headphones and it startles me when I'm distracted by other things. Otherwise, I like the game and hope that it continues to thrive.
Have you checked out the settings panel? There is a slider to adjust the volume control. (If you have unlocked the shop, it will be in the same menu as the shop as a button on the left), if not, there is a gear icon at the bottom left to open up the settings panel.
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so 23rd tip came up again. yes i read like a hundred of them. yes i have no life. need a way to make it say the actual number of tips bought.
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2/5 cause the "gotta keep it focused or you get low gold/exp" is annoying. Do you really want us to believe that out of the hundred unity idle games only yours "is not under your or unity control" to fix the issue?
Hi, from what I understand, WebGL technology is aimed at removing plugins and NPAPI support. Most browsers also cap the frame rate of apps/games that are not focused so that unused tabs do not eat up your computer's resources. See: https://www.reddit.com/r/TimeClickers/comments/32scir/game_not_progressing_while_out_of_focus/ and http://answers.unity3d.com/questions/1155163/simple-web-sockets-for-unity-webgl-not-working-in.html Even if the game is running in the background, browsers may not allow it to run at full FPS. Perhaps I could upload a Unity WebPlayer version to see if it resolves your issue. However in the long term, I intend to make offline progress be as rewarding as real-time playing and give "offline progress" as a new currency called Time Capsules. This way it would not matter if the browser is not in focused.
Hi please retry on Firefox (updated version please) and if your game is still not loading, please try playing on the web player version instead: http://bit.ly/20ZVTl4.
Hi please retry and if that does not work, try using Firefox (updated version please) and if your game is still not loading, please try playing on the web player version instead: http://bit.ly/20ZVTl4.
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The balance seems a bit skewed towards boss damage. Beginning at 20, it looks like you just grind the previous boss until your warrior has enough HP/regen to not get 1-2 shot, blow through the next 4 levels immediately, rinse and repeat. Also, why does my warrior have less HP than my priest at the same level?
Hi, yes the boss is meant to be strong. However, I think we executed incorrectly and did not emphasize the bosses correctly. It was meant for mobs to be farmed for gold to gain upgrades which in turn allow us to fight the bosses. Then when at bosses, we are supposed to use different skills to fight bosses actively, like in a traditional game, maybe we can resurrect, rollover skills for cooldown etc. However, I think at some point we made grinding at monsters so worthless because gold just isn't worth as much as EXP, but EXP does eventually fall off when skills max out. So yes, the balance is problematic sorry :(