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41) Health bars button should be a toggle, not a hold-down.
42) Setting the Wood Walls alight is extremely underwhelming (nowhere near worth using). That said, with some tweaks, I think this could be a super fun mechanic. Instead of the Walls having the ability, make the research for Tar. You pay to coat the Walls in Tar and then any source of Fire sets it ablaze, along with any Tarred Wall adjacent to it. This would combine well with Fire Sconces adding fire to adjacent units/towers.
Together, it would mean you could build a large trap of Tarred Wall and have Archers/etc. target one piece and set the whole thing aflame when the enemy is all over the Wall. Goes without saying that the Fire should do at least double the current DPS and the Walls should last about twice as long. You should be paying for multiple kills per segment (and a spectacular show). As it is, you're lucky if a flaming Wall kills anything at all. These changes would make it both useful and fun, ala Stronghold Tar pits. Separate thread on this: https://steamcommunity.com/app/1426450/discussions/2/3180111158756569756/
I'd also love to see other such trap mechanics to make defense more dynamic, providing many strategies and tactics to try out, which prolongs interest in the game.
43) Wave can officially “end” before Giant is killed, which can take a while sometimes.
44) Can we make Huts and Farms cover the same area? It's a pain in the ass trying to replace the former with the latter. In fact, they should also be upgradable, instead of having to be replaced.
45) Hard to tell what a tower/unit is targeting. Would be helpful if selected units/towers would highlight their target/s in red/yellow.
46) Would be nice if building progress were shown in the selection panel, so you can see how far along a hot-keyed building (like Workshop) is without going to it.
47) Selecting enemies should display stats. *Edit: Fixed! Yay!*
48) Iron Mines taking Iron to upgrade is... not great.
49) Treasury is underwhelming. More efficient to build Houses in gaps between Farms than to concentrate them for a Treasury. Needs a boost.
50) Can't really see water on the map, which makes it hard to find good fishing spots and determine pathing. Make it a more vibrant blue. In fact, can't distinguish much of anything. Make the coloring more distinctive in general, please.
51) Would be helpful to be able to queue commands for more actions, like Siege Mode, Hold Position, etc.
52) Siege units' usefulness is heavily limited by the difficulty of getting them to efficiently use their attacks, as a group. Ideally, it would be good for them to have both a hold fire command and target ground command. That way, you could tell them to target in front of the walls, or whatever, and release them from hold fire piecemeal, so they stagger their shots.
53) Sabotage skill has very underwhelming effect. I was expecting serious fireworks, like spraying napalm all around it and a huge explosion. What I got was... I don't even know. It was literally not noticeable. Definitely not a viable choice, currently.
54) Sale price of buildings should be proportional to remaining HP. Right now, you can sell defenses, right before they die, for as much as you could sell them at full health. This creates a bad state of optimal play, where you are incentivized to micro-sell defenses.
55) While you don't want the player to be able to place a Defense and sell it for full price after using it, it's also not fun to lose half a building's value for having placed it slightly wrong.
A good compromise would be to keep the sale price at 100% for 5 seconds after placement, then decrease it to 50%, and exclude Defenses from this rule (as you don't want people plopping down Walls and Towers to use them for a few seconds and then delete them for free). This way, misplacing normal buildings would be no big deal, but selling can't be abused.
56) Putting all resource production on the same timer would be helpful. Very confusing, especially for newer players, when you're waiting to place a building and you hear the Gold tick over, so you think you're ready, but you're actually limited by some other resource, and then you have to take precious time investigating what the limiting factor is.
I'd suggest a global resource tick. Building the first gatherer for a resource could just give you the income on the next global tick, and income amounts proportionally adjusted, to keep current income rates the same.
57) Could we change the number of icons in the selection row to 10? 11 is just harder to deal with.
58) Flamers would be super useful for dealing with swarms of enemies when clearing the map, except that they die too easily to Lobbers and Boomers. It might be good to have a behavior option for them to stay with the ranged units, where it can push back any swarms that get close while the Crossbows deal with bigger threats.
59) Needs to be easier to see Giant's health.
60) Sentinels say they have 1.2 Armor, compared to everyone else's 1. Sure seems like they have a lot more than 20% extra armor; and, as they should, since, ya know... they're covered in armor. Is the tooltip wrong or does Armor work strangely?
61) I don't know how demanding that steam effect on the timepiece is but it doesn't seem to be adding anything. If the load is at all significant, I'd advise cutting it, given the game is resource-intense.
62) Minor issue, but the Scoring of modifiers seems screwy. The lowest is the Fog, but this is arguably the most punishing, as it dramatically slows your expansion, which is the crux of the game. I noticed Heroless (please give this a better name, btw) adds less Score than Mortal Coil, which makes little sense. With Mortal Coil, you can use your Hero early on, then just leave him safely in your base, which just makes it a partial Heroless.
*Edit* 62.5) Retreat Rally Point for Units. You want your units to retreat a bit when their HP gets low, until they heal up, then return to the fight. This is very tedious micro, and often can't be done in No-Pause runs. Add a rally point to units. Once set, the unit will automatically retreat to the rally point when their health drops below 25%. They will not respond to commands given to their control group while in this recovery state; only if selected manually. Once fully recovered, they return to their previous location (probably on attack command). This would go a long way to making melee more viable, make them far more pleasant to use, and allow the player to focus more on tactics and strategy.
63) After surviving each wave, a new Hero emerges from the battle, or a unit is upgraded to Elite. This would make the game a lot more exciting and dynamic. As you get more units, you start to split off multiple groups. This way, each group can have a leader. Separate thread on this: https://steamcommunity.com/app/1426450/discussions/2/3180111158756532995/
64) Units/Towers adjacent to a Fire Sconce get Fire added to their attacks.
Separate thread on this: https://steamcommunity.com/app/1426450/discussions/2/3180111158756569756/
65) Add ladder/stairs and let units mount Stone/Braced Walls and travel along their length. Range of these units (aside from melee) would be increased by 1 but they would be vulnerable to enemy Javelin Throwers.
There could also be a new enemy that scales the walls, which would give good reason to have a few melee up there as well.
Ladder could be tier 1, with slow transit. Stairs can be tier 2, allowing multiple units fast travel.
It would also be super cool if you could use this to put units on top of elevated rock formations.
66) Let units continue leveling, beyond just Emboldening. Levels can give Horror immunity, Damage, Move speed, Fire Rate, AoE, etc. It would be rewarding to see units that you keep alive become increasingly powerful. It would also create extra tension to continue keeping them alive. Then you can choose those to place in towers and take down the Giants, or make elite hit squads, etc. It gives the player something besides the hero to get attached to; helps build a story. It would also give more purpose to Edwin's XP boost. Separate thread on this: https://steamcommunity.com/app/1426450/discussions/2/3180111158756578553/
67) Archer Towers should add 1/2/3 (for tiers 1/2/3) more range to garrisoned units.
Bugs
1) Consistent crash that happens randomly during a run and then happens at the same point in the run, regardless of reloads. Seems to be fixed by restarting PC, though it obviously still needs to be fixed.
2) Units sometimes stop responding to player completely, especially Hero, for anywhere between a few seconds to permanent. Sometimes they mill around, moving aimlessly like they're mingling at a party.
3) Autosaves not working on Nightmare difficulty. They just don't show up.
4) Saves sometimes don't show up.
5) Sometimes loads a new run extremely slowly (like 1 minute). If tabbed out during that time, units cannot be selected.
6) If production building has no outlet, it continues to show unit production but nothing comes out.
7) Farms/Huts don't always show when placing a building will reduce their food production (if only by 1)
8) Edwin provides XP bonus before he unlocks the skill (level 1).
9) Income from mines varies based on where you place it, even between positions where the radius encloses all the mineral tiles. This is not intuitive. All that should matter is that the radius covers the tiles.
10) When a building is placed on the destination of a unit, the unit stops, rather than re-routing.
11) *This one is fixed! Yay!* Catapults will move while sieged, if given move command immediately after unsiege command.
Like
1) Smart targeting by units to avoid overkill.
2) No illogical noise mechanic, unlike TAB.
3) No restrictions on placing buildings next to each other, unlike TAB.
4) Getting to see wave paths before the final stand.
5) Having a hero.
6) Unit skill tree (though needs balancing).
7) Targeting priorities for Unit Towers.
8) Custom Modifiers, like the Rift, Fog, and Malice, significantly changing the gameplay.
9) Being able to build anywhere you can see, unlike TAB.
10) Enemy remaining counter.
11) Unit counter, by type, in top left.
12) Elites dropping special resources.
13) Mines can be built on top of minerals, unlike TAB.
14) Farms show when placing building will reduce production.
That's it! It's finally over! Hope it helps. This could become something very special, distinct and even better than TAB. Looking forward to what you do with it.
The cone of the ability and its range and damage scales with level. Once you reach level 10, you can put Edwin in front of a wave and single handedly clean the horde in front of you up to 50 or 60 enemies.
It works exactly as the Aelis' Guards ability, being much stronger the more you level up your hero. It is a insanely powerful ability, Im actually surprissed people does not complain of being OP.
The rule should just be that you can keep the sale price at 100% till the building is finished (as well as being able to traverse it).
The issue is that you can cheese everything with Crossbowmen, and you don't get them so late on, so Elites have cero challenge once you get Crossbowmen, and some are impossible to beat before them.
Melee units need some serious rebalance. And crossbowmen need some tuning, like for example requiring direct LoS to shoot. Which could help to make archers more viable if givin them more range and the ability to use fire arrows (instead of it being an upgrade for all range units, you could unlock unit upgrades via research to make early units not useless), and shoot above walls.
To make Elites more interesting, some of them should be faster and prioritice ranged units. also they need to deal less damage and melee units need to be far more resilient in general. Different Elites (and different enemy units) should require different optimal strategies.
Now the one counter for all enemy units is crossbowmen.
That works too.
Yes. Right now, Elites must be cheesed with Towers and/or Walls, which is not ideal. They should be hard fights, requiring micro or overwhelming force, not exploits. I wouldn't say the Giant is zero challenge with Crossbows, though. He can easily kill droves of them, if you're not careful.
This should be the goal.
Look forward to your feedback feedback ;)
Additional Issue: Farms are supposed to show you when placing a building on farmland will reduce Food output, but sometimes it doesn't; seems like when the reduction is only 1.
Issue/Sugg 1 - Wave Pathing
Curious, which wave(s) are you referring to having this trouble (you mentioned 'hours of time')? The only time I've personally found this challenging is with the first wave (depending on the map) - 'worst case scenario's being that there were 2-3 potential entrances to my base so I had to be ready to build at each entrance when they spawned. To help bide me some time, I would place lone T1 walls in a breadcrumb trail and light them on fire to delay the wave so that my defences/walls could finish building.
I haven't had this trouble so far on later waves (perhaps just luck), after exploring the map, I find it relatively easy to identify(sometimes only partially) the route they will take - and will either set up defences at a choke point close to my base or close to the crystal, depending where I 'know' they will go through.
I generally don't mind not having a clear indication of which path they will take (until the cloud appears) - I would perhaps say if there were to be a clear indicator, that it's restricted to easier modes of play. I'm all for game difficulties actively reflecting their name essentially :D
Not discounting your experiences ^^ As you've repeat-completed Nightmare, safe to say there's merit to your p.o.v
Issue/Sugg 2 - Stone/Iron Resourcing
The occasional shortage of stone/iron is alright to overcome on Veteran/Horrific, but I agree it can spell defeat on Nightmare if the lack of resources holds you back too long. A slight increase in resources within the starting radius would be ideal.
Issue/Sugg 7 - Grid View
Personally I'm fine without a gridview - perhaps due to having played Starcraft & AoE, I'm used to moving structures I'm about to place, around - so I can see if there is an 'extra tile' that units will be able to path through or not.
But perhaps implementing the grid view as they do with walls - where it perhaps shows 1 tile out from the structure you want to place, could be good.
Issue/Sugg 8 - Final Stand Path
I like the idea of a 'marred path' after literally thousands of nightmares have walked the terrain. Personally I haven't forgotten a path they've taken yet, but I like this idea. Adds a lil something-something to the game.
Issue/Sugg 40 - Health bar Toggle/Hold
They should have the option for both yea. Games with these options, (e.g. crouching in a FPS) - I always bind & use the hold down version. Just how I've learned to play really.
I've enjoyed this mechanic during the first wave - as it helps delay the nightmares if I need a tiny bit more time to build my defences, while thinning them out (particularly on Nightmare). But yea it becomes pretty redundant later on, especially since it cannot be used on T2/3 walls..
Issue/Sugg 54 - Building Sale Price
Agreed. I'm guilty of selling buildings at their sale value right before death.. The cost of repair should be subtracted from their sale value..
Issue/Sugg 55 - Incorrect building placement
Yea, couldn't hurt to have a e.g. ~15s cooldown on building placement before the resale value is reduced.
Issue/Sugg 56 - Resource Timers
Yea it has been mildly annoying to e.g. be maxed out on gold, waiting for just a little bit more of another resource.. Obviously if it's gold I have an abundance of I'd perhaps just build more houses while I wait but yea.
Just two of my own things I'd be interested to see happen:
Just my thoughts :D
I agree with literally every point made on here, and especially your earlier points really strike a nerve with me.
Losing to RNG on the higher difficulties through no fault of your own is just rubbish, Its been some time since I played the game simply due to the very high percentage of games on nightmare difficulty where RNG ruins my game and simply makes me not interested in playing.
Unfortunately it seems the devs really aren't that interested in listening to their community on the forums... which is disappointing when you see player engagement like what you have just demonstrated.
Wave direction has been an issue bought up again and again and again for months and months now and it STILL has not been addressed.
Just add in another difficulty modifier to have direction shown for christ-sake at least that means I wouldn't lose to RNG and could actually enjoy the game, even if it meant having a slightly lower end game score.
Really feeling like it's still tethered to mimicking that game but that the unique changes being added are throwing the whole formula out of whack. Specifically the economy side of the game as I'm finding you need a much greater roving army rather than static defenders to fend off enemies due to your units being more on level with the enemy, however upkeep costs actually being higher. Misdirection of waves, cripplingly slow move speeds for your heavy units all become quite frustrating later on as a result because your more precious handful of troops feel less able to redeploy!
More elite troops for that heroic vibe or fielding genuine armies would be nice.