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Is it normal that level 50 > 51 require lot of Xp but bonus from it is just as normal as previous level? Shouldn't it be the same as 51> 52?
Yup, unfortunately this isn't made very clear in the game (there are hints that show up that tell you about it, but nothing else atm), but level 50 is basically supposed to be what would be 'max level' in a typical MMO. We kept leveling in after that because we figured it's more interesting that way, as a kind of 'bonus on top' thing. In return for the slow leveling, each level now gives 4x the stat reward for each raiders that each previous level did.
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Getting raiders stuck at the entrance of the town when they go raiding or farming. The red priest all mass up at the entrance of the town and at least 1 raider (Usually a archer) gets stuck. Everyone waits until at the entrance of the raid for that one hero. Deleting all three of my Red Churches resolved the issue.
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please take a look at the "stay at range" upgrade. after i purchased it, my raiders started getting stuck at the entrance of town. as soon as i deactivate it, they leave town with no issues.
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Ten hours of idling later, my bandit managed to obtain 103 last hits. Received an option to rent bandit with a bow for 1000gold in return. Not sure I want to ever see how many last hits it would take to unlock a bandit that actually uses its mana.
Haha, we're not sure why the bandit has mana either. There are other mercenaries that make quite good use of their mana, but I can't spoil how to get them! The bandit upgrade may seem a bit underwhelming, so I want to mention that the different mercenary types are intentionally designed such that some are better than others (which means their upgraded versions are more significant upgrades than the upgraded versions of worse mercenaries), because they are harder to get in various ways. The bandit is a very basic introductory mercenary, and we wanted the player to easily recognize that another mercenary later on would probably be better, just from the things that mercenary can do, etc., so we kept the bandits power level in check.
You can do this later on via equipment and skills. It's common for late game save games to contain one main tank warrior, an off tank warrior, an offensive warrior, an AOE heal priest and a single target heal priest, etc... Their skills will be different, and for that reason the equipment will usually be different, too (meaning they will look different!). That being said we agree that we can improve in this area.
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On auto raid, one or two of my guys seems to get stuck in town often. So they just sit there waiting. Normally it is an archer.
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Burned Out Seal Warrior equipment has (double click to use). Is this bug or intended? And do all parts of an Item set have equal drop chance? Because War-axe of the sealer has evaded me for long enough now.
The on-use thing with Burned Out Seal is intended, though it's a secret for what purpose! And yeah, the item set items all have equal drop chances. You'll get it eventually!
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Great game! I'm writing up bugs and feedback as I go. What's the best way to get those in your hands? Keep up the good work!
From your posts there I see you already found it, but the github issue tracker (reachable with the button on the bottom right of the screen in game) is the best place, as it's quite optimized for that purpose. For now, just posting it here in the comments or the forum is good enough, too, since we'll eventually read it as well. Might become too crowded in the future, once the game is released to everyone, though.
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Quest: merc bandit must kill 100 enemies... looks half-impossible, since all my heroes have higher dmg, attk spd, survivability. Like chance for him to do last hit is near complete zero.
The quests aren't supposed to be completed quickly (the upgraded versions of mercenaries are quite costly - so more of a lategame thing), but this is still of concern to us, as it disadvantages players who have optimized their raiders for farm map farming (mobs will most likely be dead by the time the bandit reaches them). For now you can work around it quite well by, for example, trying to do the prophecy after a fresh soft reset, but that's probably not optimal.
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I've had two fights with one doge relaxing in the corner http://prnt.sc/cyy7wm A couple of times I also had a raider trying to move from Worm Boss/AOE and he would body pull some trash. It was pretty funny. Maybe add more trash that can be accidentally body pulled at boss fights when raiders run like headless chickens :D
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Hm, I seriously loose faith at Frozen Coast... got all Items from the former Raids... but see still no way to beat the first Boss(es) there to advance in equipment. Got him down 1! time with hevy use of scrolls... but those are depleted now...
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Bought the Command skillbook from the Ancient shop and it said it would add it to my inventory but didn't, please fix.
Might be bugged, but just to make sure I have to ask: Is it possible that you deactivated the upgrade by accident? You can deactivate/activate them after purchase (because there's a limit to how many can be active at the same time), and deactivating one that rewards a skillbook will remove that from the inventory until the upgrade is reactivated.
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One last question I had. Is loot supposed to drop from the farming areas, or at least scrolls and potions (like in the first idle raiders)? Just wondering since I don't seem to be getting any healing items, and having to wait for / and buy 50 healing scrolls to get the "experienced" version of the monk mercenary could easily take weeks or a more than a month based on randomness. Also having the ability to see enemy names would be helpful for when you have to kill x number of a specific enemy.
Yup, both loot and consumables can drop from anything that can die. Consumables are also sold in the Market building in your base. Drop rates may seem low, but it's also possible you just got a bit unfortunate (there is currently no 'bad luck' protection in the game, in case you get super unlucky for too long. We want to add it but there's a lot of other stuff left to do :D). In closed beta players usually got swamped with consumables, so we nerfed the drop rates a little, but not enough that it should never show up or something. Regarding mercenary upgrade prophecies in general: Those are supposed to take quite a while, though not weeks if you're actively trying to go after it. We'll monitor savegames and will adjust it if it ends up taking too long.
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seems like quest rewards from clearing raids for time time dont activate also the same with every 10 farm levels didnt get ancient artifacts from that quest either
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also forgot to mention (and since i kinda just found out), but you unlock (or at least I did) the mercenary guild and temple of the ancients long before you even unlock the chamber of the sealer raid. not sure if its a bug, or if you changed it so that you don't have to do the raid to unlock said buildings (since they are part of the reward for completing the chamber of the sealer raid).
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The quest for the dawn fortress throne room raid quest does say you get the burning cave and a raider upgrade slot. however when/if you unlock it (since you need to get a drop to unlock it) I have it after the burning cave raid in my raid list. Even though it is a tier 1 raid, since it is located after the burning cave in my list of raids, my raiders won't attempt it with "auto raiding then farming" option. So i guess adding a feature to move raids around in our list of raids would fix this (at least the auto raiding issue).
We should probably just sort the list by default, doesn't make much sense to have it any other way. The prophecy rewards for that dungeon in particular are currently bugged, and will be fixed!
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When i start a raid, all raiders come on the map except one mage which is blocked in the base. I have to restart the raid to make it come.
Yeah there's a physics bug currently that makes raiders hit walls where there aren't any, so they get stuck in the base sometimes. Sorry about that, will be fixed in the next patch (which will be released sometime tomorrow probably)!
Until you can out-DPS them, yes. The difficulty jump early on was intended to show players that hitting a wall where you can't progress is something that naturally occurs in the game. You'll stay with the same farm map levels for quite a while as you progress in your current raid tier. But the spike itself may be too big and we may smooth it out in an upcoming patch (not sure if it will make it into the next one).
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How was one supposed to receive the "Skillbook of Sacred Rite Recipe"? Is it an inventory item or is the recipe automatically uploaded to the Runesmith?
Having completed Extract Materials, I received no itemized recipe and my Runesmith only offers Luck, Weapons/Armor research, Quickness, and Blessing.
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Skill Priority seems to reset on reload. Also being unable to move buildings or fix the entrance is quite annoying. Looks like a good sequel besides those 2 bugs though :D
Whoops. The skill priority list resetting thing happens as a fail safe if something goes wrong while loading.Sending you a PM. Also, we'll introduce a workaround to moving buildings by refunding costs for buildings when you delete them (for now), and the bug with the entrance is being looked into.
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When the popup appears that says you have a visitor (vendor) at the base, clicking on it always moves the view of the base so you can't see the visitor. Since we know the visitor should always be near the bottom of the screen, can't you leave it alone if it's showing the visitor already?
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i bought out the mechant of mana pots before last reset, having used them, and reset, not restocking them. is this a bug?
No, the restocks happen periodically (for the Scholar's Tower, too) - right now it's every 45 minutes. The spawned items are also randomly selected from a pre-defined list. It can include equipment sometimes (even very rare items!) if you're very lucky.
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my first savegame disappeared so i created another one. Received update notification and the old save reappeared. So i played on old one since it was more advanced. And today this save is gone again but the second one is still here :(
Sorry this is happening - rest assured your savegame should never disappear as it's safely stored on our servers. But sometimes something during transmission can go wrong, and there are probably still a couple of bugs left in the code that deal with these errors. We'll look into it. As you already discovered, a work-around until then is to try and refresh the game periodically, also waiting a couple of seconds (30 as a maximum should be enough) to make sure the client has has enough time to actually download the save could work.
This bug is fixed internally, but it will be a couple of hours yet before we can upload the patch. The save game is actually not corrupted, what happens is that some responses from the game servers are too slow sometimes, and while loading the savegame the code crashes, so the game thinks the savegame is corrupted. It's not true, just a kind of catch-all assumption we show the player when something goes wrong while loading the game. One workaround until then is to wait maybe 5-10 seconds before trying to load the savegame (after you have already arrived at the starting screen). Sorry about that!
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great game compared to the first one although it would be nice to be able to move your buildings after you have bought them especially since at beginning of game you have no idea how many buildings you unlock fast
Yes, that would make sense. Implementing a move feature would take some time and we have a lot of stuff left to do already, as a work-around we'll probably refund the price of a building once you delete it.
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Agree with bloody941. Didn't get the 110 Artifacts. Not directly, not as claimable and not after softreset. Please look into that ;) And: Great game. The start seems a bit hard, but once one is geard up a bit it is lots of fun again!
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Defeat all bosses in Dawn Fortress throne room is supposed to give a reward of +1 active mercenary; Yet it doesn't work i'm still 1/1 active
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i can hardly read the prophecy or other text bubbles, if there is important information it should be easy for players to see.
Can you tell us what display resolution you play with? We've spent a long time trying to optimize text for small screens, but there's probably some work left to do.
As far as I know Kongregate creates chat channels for games selectively, maybe they'll create one for us after the game is officially released. As far as I know we have no power over it!
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The prophecy i'm having trouble completing because of monster names, is for the mercenary upgrade (bandit kills ruthless nobles)
Yeah, I figured. Those are on farm map levels 10-14 (the guys with the top hats). We'll change the quest to be more clear about where to find those guys.
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Edit note to my previous post about soldiers getting stuck in base map. Solved the problem by destroying the Red Church
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so... i did not get my 110 artifacts when i reached farm lvl 10. Now ive finished the throne room, and didnt get my extra upgrade slot. Also beating the throne room did not unlock the next raid (burning cave) like it said it should.
The artifacts aren't unlocked until you soft reset. The other thing is probably a bug in the prophecy system though. Dawn Fortress is an optional (secret) raid, it's not supposed to unlock Burning Cave, and it's not supposed to give you a new upgrade slot. Our prophecy description system probably made the connection in error, we'll fix it. Oh, do you even have access to Gardens of Eternity yet? I hope nothing went wrong with unlocking that (after beating the previous raid, Witch Woods), because that one is needed to unlock Burning Cave.
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Game plays much smoother when you move your cursor out of frame. Another game I played had the same issue, I am searching for it to see if they figured out a fix.
Is it always slow when the mouse is in the frame, or just sometimes? Just for testing purposes, does it help when you restart your browser completely? Or when the only thing that runs is the game in a single tab? We've had reports like this in the past, and often they were caused by the browser slowing down when they've been running for a long time, or when they've been restored after your computer was in rest mode, and things like that.
I will PM you and ask for some details. You should definitely get points with your first soft reset, it's not possible in the game to unlock that building without having some 'locked' Ancient Artifacts first. So this might just be a bug. Also the cost for upgrades should be shown when you mouse-over any raider upgrade or Ancient Wisdom upgrade.