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Stopsignal
description.txt ---
Game developer, animator
Tired
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discord: Stopsignal#2168
I do not use it much, but just in case!

Age 24, creature

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Y:λ:X:.X:.Y<:: Y<:.//λ:<::

//:<:.//:{://:Y>:.

Joined on 1/17/12

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Comments

New quest added! Beat the new build of necrochess without taking damage.

Hah, good luck! It might be easier o:

Also - summoner upgrade doesn't work, imps still spawn 1/1 at 1st level

god dammit lol

Okay, the Royalist change seems to me like it makes them real annoying. Previously a 2lvl Thrower could take out a Royalist. A single 2level Thrower was a good enough unit to hold a line at earlier stages. Now it will die without even killing a Royalist, and there can be a lot of them mid-game. Like 2-3 on each line. This makes Throwers useless after 3-4 turns, you can as well sell them. Same for Archers - in previous version triggering a Royalist was not fatal in mid-game, 1 damage was tolerable. Now 2 damage can take down an entire unit. Even for Stickys, they receive 2 damage from bottle and then they die the next attack. If you don't have a shield, it's useless. Nurses aren't much of a help becaut they don't heal ranged damage. To me it seems like this Royalist upgrade makes mittelspiel real tough or really dependent on luck - wether you face pack of Royalists or not. Or it encourage to sell ranged units for melee and summoning units. I used to sell archers before, but usually did it in the endgame, to reduce randomness when you have access to 3-4 bones units. Now it seems making 3lvl archers and throwers will be meaningless in most cases, it's much better to just buy melee/summon instead.

Interesting! I can see the thrower problem (though the archer one depends on their positioning i guess? They can still kill 2 people before going down if they aren't killed before)

What would you suggest? I am thinking of either nerfing 1 damage from the bottle, or nerfing 1 life from the royalist. They still need to be efficient, they are the tier 2 enemy, and i think one of those two could be enough!

Sharing impressions (maybe not very structured)

With royalists boosted and archers nerfed the game became harder IMHO.
The game claims to be updated but details lead to outdated itch.io description.
Replace item mechanic is never explained (like how bats remove shields!?, or shields remove bows).
Spawns (like rats) do not spawn forward after beating the unit - it's weird that extra spawn is dismissed when there is clearly a place for it.
New art shows pike skeleton with a shield - but shield must be bought separately.
Is there a deep meaning behind 3rd level succubuses? Can they charm the king or his sons?

@Stopsignal Yes, I understand they are supposed to be dangerous. Maybe nerfing 1 life? That will make it possible to at least exchange one for one with throwers, or counter with summoning skeleton even without a bard