February 16, 2014 18:18 (almost 2 years ago)
Hi Mighty Players,
We hear you.
I’ll post my answers in a single thread instead of posting in the multitude of threads already opened, I think it will be more efficient. I’ll try to cover all main issues being discussed over the forums during the last few days. If I forgot something, I’m pretty sure you’ll gently let me know ;).
We do games because we love creating innovative and entertaining experiences for players. So we’re affected when we see a part of our audience upset about changes we’re making to the game. However, we believe the current phase, which might bring uncomfortable changes for some of you, is a necessary step to reach our ideal for the game. We want to give you the ultimate hack n’ slash sandbox game, where attacking other players castles is a fun and surprising adventure to get what you need, to build your own unique castle.
Let me share a bit what’s in our minds regarding the next updates.
In the upcoming days…
A new patch will bring the following fixes and tweaks:
Aggro rings inverted movements and affected creatures issues will be fixed.
Some creatures AI bug fixes and improvements (details in upcoming patch notes).
Support creatures will be able to follow other creatures near or across traps.
Shield duration will be bring back to a normal value (the very short duration was a side effect bug).
Attack ticket system fixes. Some creatures (notably in boss rooms) seem to attack even without an attack ticket. This issue is under investigation (hopefully will be fixed before next patch). Having a lot of creatures packed in the same room is not supposed to be that efficient.
Crown amount for attacking lower/higher level castles will be adjusted. We’re giving too many crowns when a higher level attacker defeat a lower level castle (we’ll have a better risk Vs reward balance).
Slightly more defense points will be given in the lower levels of the castle in order to build better defense sooner in the progression.
Traps will be tweaked to be slightly more efficient.
In the upcoming weeks and months…
Beside general balancing and other features, next updates will bring:
Castle ‘Back to published version’ feature. This will allow you to revert your castle to its latest validated version if you did some changes/tests and want to ‘undo’ them.
Other players will be able to validate your castle (conditions and rewards will be discussed later).
Decorative and breakable objects to place in your castle.
A 5 sec timer freeze in attack, when you break a gold or life force mine (compensating for the required time to collect the loot from mines).
‘Scout’ creatures, allowing you to link creatures together to create a group than can be aggro at the same time (in this case, you’ll be able to create a group of creatures outside aggro rings boundaries).
Heroes will be able to have sort of ‘trap control’ abilities (in order to be able to temporarily neutralize a trap, a group of traps or to trigger them with a ‘decoy’).
Creatures Spawning: preventing the ‘massive mob spam’ (and help with performance issues as well:)). I won’t go in to much details now (I can get back to it a bit later if you wish) but basically your castle will be able to spawn a maximum of creatures at the same time. When reaching that limit, no more creatures can be spawned unless a creature dies (it’s not 1 for 1, but related to creatures defense points cost). As a defender, you’ll have to take that into account in your defense strategy to maximize creatures efficiency (without being able to spawn 300 defense point in the same room at once).
And finally, the most important feature we want to roll out, progressively, during the followings updates is the crafting. Beside being able to craft gear and weapons, you’ll be able to craft traps and creatures from ingredients collected in attack.
This system will ensure more variety in castles content (ingredients will drop randomly, so all defenders will not have the same), and let you create even more customized defenses. Ingredients you’ll use to craft/upgrade your creatures (or traps) will have an impact on their stats/behaviors.
For instance (we’re talking design intention here, the final result may vary depending on implementation observations), using a specific ingredient could make a creature immune to fire, which will allow you to use this creature in conjunction with fire type traps to create a more efficient defense setup, but relatively uncommon, due to ingredients rarity.
I hope this gives you helpful insights on where we want to bring the game in the next months…
Cheers.last edited: February 17, 2014 16:50 (almost 2 years ago)