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@TheFinn70: It's true that, using standard strategy, Logistics will seldom save as much money as tactics. However if the percentages were reversed as you described, it would make spamming cheap advanced units at 30g a piece (35 logistics skill with items) the mode of the game, rendering basic units more or less obsolete.
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The unit with the highest possible damage boost is the Hillhome Huscarl - two upgrade paths for power. The five basic upgrades bring + 150%, then 30 - 30 - 75 either way.
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Great game, but it does have a few issues.
1. 'over time' effects (like bleed, slow, etc) are too often pointless to train - the greater the range of the unit, the WORSE it is to train because the units only fire at the creep furthest along. Player needs to be able to pick either standard targetting and 'debuff targetting' - aiming for the creep furthest along *that doesn't already have that debuff*.
2. Logistics reduces the cost of *placing* units by 1%/level.. Leadership reduces the cost to *upgrade* units by 2%/level. You could reverse those percentages and Leadership would still save you more money on most levels than Logistics.
3. Let us see a unit's skill tree without having to place one on the map. The unit mouseover on the hero screen (and the hero hire screen) should show the skills available to the units.
Again, I DO really like the game, but it's not quite 'finished'.
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Other issues include:
- The inability to see a unit's upgrade path until you have actually purchased the hero, started a quest, and placed one of the units. This is terrible.
- Lack of explanation for what certain special abilities do. What the heck does "Absorb" do? What is "Consecration"? etc.
- It would be nice if clicking on one of the left-hand menu items on the map-screen automatically closed whatever screen you were currently on rather than being disabled until you closed the screen you are currently on.
Just some constructive criticism. :)
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There are some irritating UI issues with this game that prevent it from being perfect:
1. On the main map, it's difficult to tell which quests are done which which are not. This, coupled with the fact that quest locations are random, means a lot of time is wasted mousing-over an increasing number of little flags to figure out what to do next.
2. On the unit upgrade screen, it's difficult to tell apart which upgrades you have and which you can immediately select from. This makes it harder for first time players to figure out what to do on that screen.
3. The most often desired action when clicking on a unit is to purchase upgrades, not to look at statistics. The upgrade screen should always be the first screen shown when you click on a unit who has upgrades available.
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Units that can do the Hydra grind on their own (with a decent hero) - Hamlar Augment, Tyrian Crossbow. Both will have over a 100 damage (HA: 149, TC: 120).
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Oh, and it wiped out my save, not sure why. It's no big deal, as I love the game, and play on different computers. Just gives me a chance to play more!
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Good game! The only thing that annoyes me is the inventory. I'm a collector. Doesn't sell stuff too much, because it can come handy. So it would be nice, to have a filter that enables you to see only artefacts with the choosen ability. Or even an enhanced filter, where you can select multiple attributes. :)
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Could use a turbo speed button for when you completely overwhelm the foes, gets a bit tedious even when it's an instakill.
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ThEHiPpE, that's a bug in the engine they've been using all along. Long sessions give bonus damage for no clear reason. Just quit and reopen and the extra damage will go away, if you don't like bug exploitation.
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so I placed out two of the same units, the first one I placed out had no upgrades and hit 152's, the second one i placed out was fully upgraded with strength bonuses and hit 48.. Why does this happen?
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All this game needs now is a map preview so you can see what units/heroes to bring, and MORE music tracks, I like the music, I just wish there were more tracks to listen to because they get boring after a while. Also, maybe a few more background pictures on maps. They already look good as is, but maybe more pictures would be nice. 5/5
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tbh i found this game really straightforward, its great fun to play but i find you can basically win every level just by places lots of archers of different elements
also, there are too many flying creeps, it makes it hardly worthwhile to use melee units in most missions
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i now have all the badges except for the critical hits badge. how do we get that one? do we have to use a special person or something?
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i have been playing this game a lot and it is great fun, ... but i still haven't figured out how to get any critical hits. any suggestions?
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The scouting reports for a level are too difficult to read in their current format. Can scouting reports be presented in a table, instead? Possibly as a dedicated popup window? Each row would represent a wave, and there would be columns for "Wave #, Str, Weak, Fly, Fast, Absorb, Regen". This would help greatly.
Also, would it be possible to preview the map as part of the scouting report, BEFORE one accepts a mission? The choice of which hero and equipment to bring does rely heavily upon knowing how many tiles the player might want to pave. Thank you in advance.
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@atomic_apple: in the 'Skills' tab on the level choosing stage. There are some stats there, and if you have enough EXP, you can choose a skill to level up. Leadership lets you have more heroes
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Also: I would be happy to see the "speed up" button have 2 or 3 more levels of speed above what it has now. I find I rarely need to build units in combat, and sometimes the hordes of monsters are just marching to their death too slowly for my tastes.
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When in combat, a unit's stats should be visible without the player having to build the unit. If I have only 25gp and need to choose which unit to place, I should be able to see their damage and attack speed.
Also: can the escape key please cancel out of screens so that we didn't have to left click the "X" every time for every window (especially the unit level up window)? It would be really handy.
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Anyone notice that a high enough Logistics skill can result in having advanced units costing less than 75 gold, but still unable to purchase at the start of a round?
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Nice game, but there should be a bit more variation. Now the best way to win is to use something as generic as possible so it will hit everything. I would like to see more differences between units and elements. Also it gets a bit easy later in the game when your hero has some good xp. Then you can just use that one with a element switch.
Oh, and a continuous mode would be fun. So you can just let it run for a while after your defence is killing everything easely
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Absolutely great game, if you need experience points for your heroes, play The Great Hydra (Storyline Quest) again and again. Only 5 waves and much experience!
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Is it a glitch or on purpose that you can't get the paving below 18gp? Mine should technically be -12, but it just stays at 18 for some reason??
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The only problem I had with the game is the awkward difficulty progression it finds itself in. At first I found myself extremely frustrated for simply not being able to deal enough damage to the waves. Then after a couple level ups from a single hero carrying trainee/archwizard the game was pretty much over. Nothing could even pass throu the starting point. After getting 5 perfects in a row I just got bored really.
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Speed and range are everything. The Reaver is awesome (especially with kills added as damage), I also like the archer (to kill flying things with massive damage) and augmentor.
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zomg, would everyone shut up about selling units? some defense games let you sell units, others make you think a little harder. live with it!
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I really wish all the units within range would fire at once, or alternate. If I set units such that a monster comes in range of more than one simultaneously, there is some preset order of who fires first. More often than not, that means only one unit fires and gains experience, while the other just sits there. We should be able to order units to stand down, or else the units with less experience should get priority in firing.
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hey i found mispelling in protoctopedia on the first page it says "expertly wroted & finely detailed" wroted is not a word.
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I agree with the fellows below. A sell option would be nice, especially on levels with 50% enemies weak to fire, but the boss absorbs it.