Under rating threshold (hideshow)
Turn off the 'cursor to side to move camera'. Every minute or so I'm having to flip it back to where I want to focus on. Genuinely stopped playing because of it. It got very, very annoying quite quickly.
Under rating threshold (hideshow)
As you can see here: http://imgur.com/x0CZSII more than half of my workers are stuck like that, and they never change paths, nor I can make them move with the pheromone cloud. Some even ended up in the middle of the wall, one or two runs ago, I don't even know how that happened. I am running V1.72 on Chrome.
Under rating threshold (hideshow)
I'm sorry, but there's no way anyone can get "overwhelmed" by being able to more rapidly and comfortably select walls to dig, mostly because the AI of the workers is so bad that they are almost always running around doing nothng. Not only that, but, have you played the 1st "sub-level" of the 2nd level? Not being able to dig on sub-levels means that almost all workers get stuck trying to go directly to the entrance and being fooled by the trail that they are setting themselves, and will never try to go around walls. This means that you can't even lure them to follow you by using the pheromone cloud.
I insist, it'd be nice to have a more practical way to select walls to dig, that can be turned off by default if someone really wants that for whatever reason, and it'd be nice too, to be able to dig on sub-levels, or you should do something with the AI of workers so they don't get stuck against walls for all eternity.
Well that's just what I've been factually reported, I'm trying to take everything into consideration. About the level you mentioned, this looks like a pathfinding bug, this should have been fixed, but this level is a bit different, so I'll have a look, thanks for the detailed report !
About the ability to dig several wall portions, I'll think about it in the sequel since I'll redo the GUI and the menus, how items work, and the levels.
EDIT: I made some tests in the sublevel you mentioned, but workers walked around the walls as they should. Can you confirm me you are playing a version later than 1.7, or that still occurs for you ?
Sorry. I guess that this problems will definitely stop from happening when I'll stop updating the game. If this happen, just retry a bit later, or play the game on another game portal where it works just fine.
Under rating threshold (hideshow)
1.72 and still not able to release game updates. there are plenty other html5 games which doesn't have any kind of update issues .. it's just a guess .. but maybe it depends on the developer ;) check http://www.kongregate.com/games/pitforest/idle-raiders .. no issues so far ..
Under rating threshold (hideshow)
How i can restart my Colony? Already killed the Subimago with the special thing, and when i want to use the "new generation" upgrade, nothing happens
Hello, you need the rival queen's head in order to buy this upgrade, that is not the same as the big rival Imago's jewel. When you got this jewel, this should open a new hole where you can find the rival queen.
Under rating threshold (hideshow)
theres also a desync bug or something. i see items (legs/meat/venom) move on different parts of the map where i dont have any workers "attatched" to it. so its like floating around.
Under rating threshold (hideshow)
last update said you fixed the "mute" bug. before i didnt have a problem with the sound. now i cant mute it even after the fix. and the game also started to lagg. i have to wait like 3-5 seconds before the game react on me pushing on the upgrade button or going thru a hole. so could you make a "mute" button inside the game and not only in the menu so were able to turn it off while playing. cause GOD those sounds are annoying. also the lagg issue. i had 130 workers at a point when the lag started. so i started over "got to x4" and even with a brand new game it still lags.
This mute bug appeared in 1.71, and has beeen fixed with 1.72, so I guess you are playing 1.71. Kongregate sometimes takes a lot of time to publish HTLM5 updates. I see that you have the floating resources bug, too, so that mean that your game is not up to date. When 1.72 will be published, just restart a new game, and reload the page and your problems should be fixed.
Under rating threshold (hideshow)
It'd be nice to have a way to kind of "paint" what we want the larvas to dig, something like being able to activate the "dig mode" and be able to hold the left/right click and drag and everything it touches it marks as "diggable".
Hello, thanks for feedback, some players suggested the contrary: because they felt a bit overwhelmed by the ability to dig without restriction they felt it would be better to limit the number of diggable wall (with an upgrade to raise it), so I' don't know what to think about it.
Under rating threshold (hideshow)
*quote*Hmm I'm not sure to understand, can you clarify "dig permanent tracks" ?*quote* the maps are made of squares. if you made a "building" to dig a trench the larvae could follow in one direction so you didnt have to depend soo much on the track thingy thats already there it would be awesome. right now you can click the track tool and drag mouse. with a "basic" one way trench in each direction you would remove some of the annoying dragging 24/7. cause if you dont 90% of your workers ends up doing nothing.
Hello. Make sure you're playing version 1.71.
If your browser is not accepting third party coookies, then make sure to use the "load" button at menu screen. If you haven't started over and saved, then you should find yesterday's save back by clicking on "load". If your browser is accepting coookies (or not blocking localstorage), then you should see "continue" instead of "start". If your browser is blocking cookies, LocalStorage and WebStorage then the game cannot be saved.
Under rating threshold (hideshow)
aaaand it would be hell nice if you could order workers to dig permanent tracks/guidelines for matter. cause when you have digged a little bit out most of your workers is doing nothing.
Under rating threshold (hideshow)
would also like to have an option (checkmark) to check if you want to see legs, acid, stuff like that on the main "building" tab when underground. and i dont know if its intentional but. ive placed 6 "medium" spawns on start world/map. then placed 2 on 2nd map. but the 6 medium aint respawning when im on 2nd map. i have to go back and forth just to get them to spawn. seems a bit annoying as the drop down list shows u have em but yet they aint respawning. i think they should tbh.
Hello, thanks for suggestions, about the fighters not spawning, it may happen with save file before 1.4. If you begined your game before this version, and played on a saved game from this version you may have this issue. I recommand you start a new game with a new fresh save file.
Under rating threshold (hideshow)
would be nice if you made a tool to delete walls/mark walls for deleting. make a 3x3 and 9x9 grid that marks all walls in the area or so. cause double tapping every single wall is irritating xD
Under rating threshold (hideshow)
Why is there an invisible wall of chitin preventing my drones from infiltrating the spider's nest in the corner of the fourth hunting zone?
An invisible wall of chitin ? Can you send me screenshots ?
Are sure sure that the enter is just not blocked by the corpse of the spider, and your workers have to get all the resources from it before being able to pass ?
Under rating threshold (hideshow)
the larvae workers do not collect any matter from the walls and they do not attack walls with an x.i hope you can fix this :)
Hello. THis has already been suggested. I'll copy my answer for clarification;
The problem with upgrading trail's durability, is that all trails are not good trails, and like with IRL ants bad trails (the one that do not lead to anything anymore) have to be erased as fast as possible, while good path leading to useful work is renewed by new trails. It's a balance, that would be broken if trails were more durable.
Under rating threshold (hideshow)
Can nest upgrades be a little more powerful... like maybe 3-4 added workers per upgrade? and maybe 2 ea for the others?
Under rating threshold (hideshow)
Yes that's one of Kong's issues when updating HTML5 games. There is nothing more I can do for the moment (Kongregate's support and devs are already aware of this).
Under rating threshold (hideshow)
ill give this game a 3 star rating because it is OK but could be a lot better with some work im glad you didn't pull the stupid move and put in a pay kred option for resources
Under rating threshold (hideshow)
The game still does not load, same error as before. Will review one more time in ~ 24 hours if the game still does not load my 1 * will become perm.
Yes that's one of Kong's issues when updating HTML5 games. There is nothing more I can do for the moment (Kongregate's support and devs are already aware of this). 1.71 that fixes save loading issues has already been uploaded 2 days ago, but it seems that the published version is still 1.7, so we just have to wait.
Under rating threshold (hideshow)
[3]
+ new enemy:
Wasp - killed bigger units serve as incubator for her offspring (unprocessed body). Swarm?
Hornet - bigger, more agresive version (not on same map!). Swarm?
Honey bee - defend with poison, carry extra food, stored honey (and or wax - material) close. Swarm?
Bumble bee - bigger, tougher, dont use poison, alone or few in swarm.
Spider (with sticky webs) - catched unit can be saved (by touch of friendly unit). Solitary.
Ant lion ...
Thank you, there are some very interesting suggestions (some are just a different approach of the things I plan for the sequel). I don't know yet how much of these planned things will be in final version, that's a lot of work for a 1 man team, but I'll certainly come back to this list at some moment and use it as a todo.
Under rating threshold (hideshow)
[2]
+ ability&research:
Funghi gardens - open option, buildable, research yeld (and for max and min keepers - harvesters (assigned drones) - under min, garden will spoil; max for maximum food yeld)
Feromones research (durable paths, speed creating by returning drones with cargo)
"too old to die" - dying unit (larva) blast enemy with glue (from termites, paralyzed, some damage) OR acid (from ants, harm, slow down and interrupt their attack)
Hunting camp - waypoint (local storehouse) for gathering nearby resources (from ants)
Ant mandible mutation - able to carry more than one piece of leg/chitin/poison
Multi egg laying mutation (2 or more eggs, ie. larvaes in one time)
Fast development life cycle - first subimago from larva, second from first (ability to have unit or shorten bith time).
Aphid shepperd - open option, each larva can bring aphid on plant on map - another source of food ("honeydew"), research increase amount of food (yeld) and speed of grow up to max.
Under rating threshold (hideshow)
[1]
Please ToDo (humble request):
2 point setting ways (after win - my elbow hurts!)
Destructible walls in last two scenarios (subimago, queen)
Recall subimagos after battle (hidden/not present units don't consume CPU resources, so improve speed of game).
Some stats on ending like killed, harvested, lost.
Show food (meat) on corpses + can harvest own dead units (on start or research option "canibalize"?).
mimimap (direct acces to 1st map - main base, at this moment needed to be here for replenishing subimagos)
coundown for lairs - rebirthing subimagos.
Hi !
Your save is not lost but the new loader failed to load it ( because of browser cookies preferences), so if you don't start again, you'll find your save back, just wait for Kong to publish version 1.71 that fixes the thing (+ adds a load button if you're experiencing any other problems with the "continue" button because of cookie restrictions).
Under rating threshold (hideshow)
bug in pathfinding - drones stuck in middle of wall sides and on corners. when they return with cargo (legs, chitin) in level with subimago (before queen)
Under rating threshold (hideshow)
for a sequel, could it be possible to select the resources that can be harvested ? example : only the shiny ones, that way the blobs would stay on the map trying to find one even if it dont exist, and wont stop for every small ants on the way ...
This looks like a problem with Kong failing to load the new files after an update (even game files and preloader failed to load), I think we'll have to deal with that, unfortunately. These kinds of problems are fixed by themselves if you come back a bit later.
Under rating threshold (hideshow)
it would be nice if the game kept running in the background instead of having to have it in the forefront in order for anything to happen. Makes it a little hard to truly idle with it.
Hello. this seems to be impossible on some browsers depending on settings with the game engine I use. You can keep the game on running by opening it in a new windows (instead of a new tab) and NOT minimizing it. Some tweaks in your browsser can also fix the problem once for all (for other games you're playing with the same problem), you should google that !
Under rating threshold (hideshow)
still a great game! a good update would be if the trails stayed on for longer or an upgrade that lets this. GREAT GAME!!
Hello ! The problem with upgrading trail's durability, is that all trails are not good trails, and like with IRL ants bad trails (the one that do not lead to anything anymore) have to be erased as fast as possible, while good path leading to useful work is renewed by new trails. It's a balance, that would be broken if trails were more durable.
Under rating threshold (hideshow)
How about an option for the harvester larvae to be able to select the closest to farthest or vice versa on what to start harvesting.
Under rating threshold (hideshow)
How do you get more matter once you run out of walls? Im half way through and it seems im running out quite quickly
The same with food. I keep finding myself stuck saying on a level killing ants for hours for food.
Hello. You say that you're farming ants so I'll assume you're still on first map. There are several maps, one of them has a lot of matter (more than 200k).
Under rating threshold (hideshow)
What is the original gestation time for new "not ants"? Because I got the impression that the gestation upgrade does not reduce but increases the gestation time by 1 second.
Under rating threshold (hideshow)
Fun little game, it reminds me a lot of Sim Ant, where the goal was to expand your nest and dominate the garden and every room in a house, and when you won the house was put for sale, I think. Maybe think of something in that way. Different enviroments with different challenges, and the ultimate goal could be to destroy the rival "not ant" queen in every location, with a "portal" to each new area after a certain goal is reached.
The sequel I'm planning will be close to something like that. For the house level, this was planned for this version, but since I'm not very good at art, I delayed it. Maybe for the sequel if I find an art collaborator.
Under rating threshold (hideshow)
By upgrade amounts I just mean value. I can upgrade attack and click a guy to see what it went up, but for like movement, I have no idea what the value is I'm increasing.
Under rating threshold (hideshow)
Alright, this is getting ridiculous. The title screen just gets skipped entirely now, and every time I try to go back to it (even just to see what the game version is - which, when I last looked, was NOT what it was supposed to be), the whole game just freezes.
Hello, yes this may happens when I update the game and Kong's cache is not up to date. There's nothing to do but to wait that it fixes itself with time (when Kong clear their version cache). It can take a day. Latest ploaded version is 1.65, but it seems that the files on server are still on 1.61, so we have to wait. Sorry about that. Kong's support has been contacted, but they seem to already be aware of the issue.
Under rating threshold (hideshow)
Auto-dig walls would be nice. Also for end game ideas, maybe something like rival colonies that build up and expand, could even have something where they send waves up through holes in the ground. Maybe a new kind of unit that focuses on laying down trails or the cloud thing maybe. Also maybe a new unit like a worm that continually creates new walls. It would also be nice the see the stats and upgraded amounts on the upgrade screen. Great game!
Thank you ! And congratulations for beating the game. :) I hope most of these suggested features to be in the sequel with same engine but more units, better levels, more upgrades, more buildings, etc...
By "upgraded amounts" do you mean the cumulative upgrade level ?
Hello ! Thanks for playing. I've decided not to add a FF button as this game is close to an idle game and virtual pet, but I'll guess I'll add more upgrades that speed up the game in a sequel.
Under rating threshold (hideshow)
I think we need a better scrolling method. Using the mouse is kind of annoying. Would it be possible to add the wasd keys as an alternative map movement option?
Hi ! I contacted Kong's dev support a week ago, but no solution has been found. I'm now in contact with Kong's developers, so let's hope this will be fixed.