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Its unclear, not explained well how cost and income is calculated resulting in the income we get.
Another thing is, that we seem to have a stronger food bonus in coop than in solo. Starting with about 54 food in coop but only like 15 in solo.
Clarify bonuses and differences, otherwise we dont know where its coming from.
And that vagueness causes speculation from our side, like "do we have shared food?", trying to find a reason to whats going on.
The game doesnt do a good job about telling whats going on and whats coming from where.
We had a wave coming from the most east of the map, prepared there to defend, the wave then ran around to the north, then to the north west and appeared in the south west, having nearly circled the map by 3/4th.
Like, whats going on? In that sense the Watchtower isnt useful anyway, but even if, it makes it a bit stupid to prepare. I dont mind when i have 3 defense chokepoints in the east and enemies spawn in the east, that i have to guess which of the 3 will be attacked, but to have the wave go somewhere else is dumb.
Also it seems like enemies from the waves get stuck and never arrive.
I personally would also prefer, if the waves were less linear in their path. This might sound contradictive, but i rather mean that they spread more in their width, so they might cover more of the frontline.
As of now it seems like they focus on one specific path and wont branch off a tiny bit.
We had a defense with 3 gates directly next to each other (like just 3 tiles away), but the wave focussed on the most right gate, never touching the middle or left side of that wall.
Its so dead set on the path, that it will just blob at that point instead of seeking an alternative entrance.
I wished the enemy wave had actual pathfinding to a degree and wasnt so much on rails.
The on rails part seems to be what causes the above mentioned problem, as it sticks to the path so much, that it ignores obvious entrances or weaknesses.
Would like to see more biomes with their own twists.
Players share one Keep (host player faction model) and only player 1 can upgrade it.
The rest stays the same.
Higher difficulties wield stronger and more items, lower difficulties wield far less and weaker ones.
Allows you to purchase special units for money only at increased gold upkeep, maybe even a group of units.
Could be expanded to offer more services like allowing to purchase items for heros or temporary buffs.
I would make that:
38.) Matchmaking for coop, to find random players to play with.
As instability and lagging UI interactions as well as sucking up commands are an issue, it would be good to add a warning when players want to delete either large quantities of something or highly valuable assets.
So when i have like 20 houses selected and press "delete/sell", the game should ask me "Are you sure?" because this is a really uncommon action a player would do.
This regulary ♥♥♥♥♥ up our sessions in late game and these bugs need to be fixed, but even fixed its a good QoL feature to prevent major mistakes.
The only option is to "crash" close the game to prevent autosaving.
Many games do this and it allows us to load a save we want, which is basically a way for us to work around technical issues in the game.
I was hosting and during the final wave the game built up an easily 1 minute (!) or more delay between what happens on my screen (again im hosting) and my teammates screen.
Weirdly though, not for everything going on. Stuff like me creating a beacon on the minimap or notifications on units being killed etc were delayed by minute or so, but stuff like my teammate building something wasnt delayed.
Other gameplay related things were delayed (like where enemies were) other things like the Darkness wasnt.
Same goes for QoL on the Bazaar selling or buying. It could be faster, more streamlined and potentially automated to a degree.