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(+1)

Really digging this!  Any chance you'll add some battle sounds?  Just feels a little off with the lil' guys going at each other and no clashing metal, roars, or screams in pain (or triumph)..

(+1)

It is actually in the works, although I can't promise anything about it. There's a very high amount of attacks per second, especially in larger battles, so even more important than the sounds themselves is the sound control system that makes sure there's not just constant noise. But the plan is certainly that the battles will sound very differently in the future

Hi ! There is this bug with the 1.1.2. When I play in french, and in any game, when i clic on a obelisk, the game crashes. Thx u

(+2)

Sounds like you need Asterix...

I'll check this out as soon as possible, thanks!

Hi all, just wanted to mention that the current build is v 1.1.2. Version 0 had a bug that did not allow you to re-enter boats once exited. Version 1 fixed this, but introduced problems with save-file compatibility and the tutorial. So now we're at v 1.1.2.

Apologies for any inconvenience.

(+2)

I do not speak English well, so I just added a screenshot with an error, the window with information crawls out of the screen.

thanks! That's very silly and will have to be fixed

Nice game! Keep up good work. Some feedback:

1. I want hotkey to End Turn (it was 'E' in Homm 3)

2. It would be great if unit tooltips on the left appear when you hover over them on battlefield before battle (not only on initiative tracker like now)

3. AI behaviour is very strange - Impossible hero just ran around my hero and city

Overall great game! Looking forward for updates and Steam version.

Thank you!

1. End turn hotkey is Shift+Enter. Since there's no "are you sure you want to end your turn, it had to be a two-key combo.

2. This is a good idea! I'll see if I can do that.

3. AI is a continual work in progress and fluctuates greatly between being clever and very silly. But! Though it was "impossible" for you, the enemy hero might have seen your hero including town defense benefits as challenging and thought there were better things to be done. The AI is better at attacking than at eliminating, which has become very clear when we do AI versus AI maps.

Yea it's more likely that the AI was just being silly :P

Thanks for reply! There is more:

- You can make path in fog of war if you see part of the structure/enemy.

- There is significant shift in difficulty between 'Easy' and 'Normal', idk maybe I'm bad at the game or some units/heroes are much more powerful.

- Maybe add 'Exit to menu' button when you are victorious?

(+1)

yea, the difficulty settings used to only relate to autocombat losses and amount of starting resources. But this wasn't enough, easy was still too difficult. Since v1, easy difficulty has also reduced AI unit growth by 75%, I think it is. So it quite artificially is easy while the later difficulties are all quite fair

Nevermind, still managed to save/load AI, he is still pretty stupid on Normal. Having a blast playing your game!

Hi, i'm from in france and it's impossible for buy this game.

I'm waiting it's coming in steam but after i trying the demo i no want waiting more ;). If there is possibility to buy the game for me please tell me.

hi - I don't know why you wouldn't be able to buy the game, I can promise you plenty of French-people have done so without issue. Can you tell me more about the problem?

It's the billing that doesn't work. The link is impossible to find.
(+1)

I've sent you something on your Discord. Please check there.

Hi there, Great game I just bought it and started playing yesterday.

Few bugs when I press "Start Battle" and the game crashes (has happened twice so far) and I did not save the game.

Also I lost the game once and it came up with a Victory screen (with the graph) and then when I exited that screen it came up with a Defeat screen.

I'll reply to this if I can find any other issues.

Cheers,

James

hey, thanks! I'm quite worried about the crash when you press start battle. Did any error message pop up?

(also, even if you don't save the game, the game still does autosaves every turn)

Also think I'll take a look at the win game code. Maybe it thinks you've won if there's just one player left, whether that is you or the enemy.

Thank you for the feedback, this is how I'll be able to make the game even better!

No worries! It crashed twice again today but not when I pressed "Start Battle" it seems to be just random. No error message or anything.

One thing that would be a good addition is if you lose your base to one of the enemies, you should be able to hire units (maybe a building). I just find it impossible to bounce back after losing my base.

Cheers,


Skirmish Mode: Pressing "Start"

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(1 edit) (+1)

This is a fantastic game, I'm having a blast playing it! What's the purpose of hiring another hero vs just building up your main hero's army? I can't figure out a way to combine both hero's together. I guess you can cover more ground with two hero's going in opposite directions.

There are two camps when it comes to hero hiring. Personally I feel there are very few times where it makes sense to split your army - so people like me just use number two hero to explore and ferry troops. But I know a lot of people disagree and use two heroes efficiently.

In v 1.1 you could use one hero to conquer land and another to conquer the seas :D

That's what I'm doing, main hero with huge army to conquer and the other hero to grab treasure and resources.

An awesome game with frequent bug fixes and a dev open to feedback. This game has become my go to casual strategy game.

Hi, amazing game :D
Are there any plans to bring this game to steam?

(+2)

There are! Once itch v1 is ready, I'll move on to Steam v1 launch. A lot of preparations are done already.

(+1)

That's amazing :D
Can't wait for a steam release ;)

Also. Do you have any plans in regards to the price of the steam version?

(+1)

For both steam and itch io, v1 release will bring a higher price (probably around 8-10$), but for the week after release, there'll be a sale so you'll still have time to pick it up for the current price

(+1)

Just curious, if I buy it on itch will I get a Steam key?

(+1)

Just purchased the game and eagerly awaiting for a Steam key. Thanks.

(1 edit)

Great game ! It reminds me of old memories ! Very well done, no bug encountered for the moment. I wish you great success for this game (game discovered  in the French magazine "Canard PC", june 2021)

thanks! I ordered a copy of the magazine, can't wait to receive it! And there'll probably be a French translation before release! :D

(1 edit)

hamlets are still bugged. https://imgur.com/a/F5S2bfd

The copse was a required upgrade otherwise it wouldn't be possible to get the tavern or the elves. This makes the hill dwarves a terrible choice, tavern should not be blocked to them.

hi, I guess it's a bit weird of a system, but if you build the dwarves, it will also unlock the tavern. Basically building one dwelling in an exclusive pair will also clear requirements of the other one! You're right, if that weren't the case, it'd suck. I wonder how I can explain the mechanic better tho...

oh ok, I think the way to do it would be either drawing a line from both to the tavern, or by having both not have lines anywhere, maybe positioned next to each other with an OR symbol between. games coming along well, seems more balanced. I did notice some bugs with the digging quests, they can keep going forever while being in the same general location, I had one hero successfully digging every 2 turns for maybe 16 turns in a row until the dig site bugged to a undiggable location.

I played some more and I kinda miss an auto-resolve feature. The battles take a really long time once thousands of units start fighting (which is kinda easy to do playing Wild). Letting the monsters run gives full xp, but doesn't trigger demonology even though there's xp to sacrifice (and yeah fighting would risk losing units even if infirmary +tent brings them back even though losses are unlikely if you have a strong army.)

Even if an auto-resolve ruled somewhat unfavorably in my disfavor I'd still love to have the option to do it if I'm attacking a fort where there's no way I'd lose and to trigger victory skills like diplomacy or demonology when running wouldn't do that. Sure I could fight, but I'd lose a lot of real-world time doing that so I don't really want to.

(+1)

There's an option for only using Auto-combat, but I don't think that's exactly what you mean. I'll consider adding a third option to the "units flee before your army"  that forces autocombat for that fight only

(2 edits) (+1)

No, I mean an actual calulation that skips having to do the fight yourself entirely, even if it was in auto (as that would still require me to sit through the entire fight happening in real time which can easily take 3-4 minutes even if there's literally 1 monster I'm fighting and I don't want to do that if I don't have to). As it is the only work around I found was to put the game to windowed and alt-tab to do something else while the fight is happening. The game slow downs to a crawl when I fight. I have 600 units on the screen and they keep getting replaced when killed with reinforcements. That puts the game at 2-5 FPS easy. Maybe I'd consider it for an important fight, but when I'm attacking a fort with just 20-30 units then I don't need to pay attention and tab out. The game doesn't keep running when I alt-tab out when in fullscreen which was an unpleasant surprise. The game is advertised as being faster than homm, but that's not really the case. The real time fights with end-game armies take longer than fights in turn-based combat would in homm. Maybe it's faster and less brain melting in the early game, but I've managed to get a high-level druid to summon 120 sprites in one fight and it's a slog.

I'm not a game dev, but I don't think this feature would be so hard to implement. Just calculate the numerical strenght of the armies. Inflict predicted losses on all sides. Move on. There, the fight is over. Homm3 has that feature and it even lets you replay a fight if the auto-calc isn't to your liking. It's a great feature.

(2 edits) (+1)

That's what autocombat is tho. It calculates expected losses and skips the battle. Also triggers necromancy etc.

As mentioned, I think I'll make it automatically offer that as an option in the "units flee before your army" window.

(+2)

Huh. I thought it was something completely different. My bad. There was no tooltip or tutorial about this so I didn't get that.

Please implement a setting to speed up movement on the world map. It's really slow right now.

Also please add a button to cycle to units with unspent movement, like an 'n' or something. I beg you. This is badly needed. The UI gets so borked on certain scales. My units hide behind the minimap and I can't use certain regiments unless I hunt them down on the map manually and not through UI.

This is a very promising game, and even the free version is great. I'll definitely buy the full thing once the 1.0 version comes out. At least if some UI improvements are made.

Image

I'm currently reworking UI. I'll add movement speed option to my feature list (others have asked for it too). And the 'N' for next unit and 'M' can be added. Um, I didn't originally implement those sorts of keyboard shortcuts because the game wasn't really meant for big campaigns, but I'll do what I can to support it.

Thanks for the feedback :D

No problem. I am a strategy game afficionado and when you get comfortable with a game to replay it over and over then speed of executing actions is pretty important so that you don't waste time and get to the actual gameplay. The unit problem comes from the fact that I recruit a hero every single week even if I don't need them and use unit chains to pick up resources to not waste movement points. Honestly this game feels like a blend of Homm 3, 4, and 5.

One question: How do you put units in the conscription center? I can take them out, but not put them back in.

(1 edit)

um, I'll have to check if it's bugged, but if it isn't, a slot to drop them into should appear when you're dragging an unit from your army. There actually are several UI elements that work the same - I should probably update all of them to show the empty slot even when you're not dragging a unit

EDIT: The N and M keys will be added in tomorrow's update. Also joined by B which cycles backwards compared to N

(1 edit)

There's no slot to drop them into except the usual to create a new regiment when a hero is next to the town. While no hero is in town I can only see garrison and army. When I switch there's nothing. Only when I get conscripts can I right click them to remove them.

EDIT: Correction, it only borks and doesn't work when the UI scale is too high. Except I need to get the scale below 100% to even see the option to. I normally play on 141% because that's what auto-scale does and it looks the best. Honestly I think the UI doesn't properly scale. If the UI scaling was reworked to work on a standard laptop wide-screen resolution then it would be much better. As it is I had to also reduce the scale so that I could read the message that says I can change the town for 5k gold and 10 wood and ore. If I didn't scale down the UI I would never be able to read this and I had to squint to read the small letters anyway.

um, can you send me a screenshot? Are you somehow playing in 141% scale and without the mini-town screen?

Is there a way to replay the tutorial?

Yeah, a secret one! If you hold shift while pressing new game on the main menu, it'll prompt the tutorial question again :)

(+1)

I really enjoy this game. The developer also reacts fast if there are any problems.

where do I go to report crashes and errors in the game do you have a discord???

I do have a discord, which is linked on the game page and in the main menu of the game. But don't worry! I'm also taking your bug report here :)

Would you happen to know of something special taking place when the crash happened? During combat, perhaps at the end of combat?

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Is there anywhere the list of things that plan to be done in next updates in the future?

There is no official todo list for the dev.

ok. i just wanted to know which direction this project goes

right now, everything is focused on the v1 release, and I'm trying to restrict myself from adding more features (though sometimes I slip and add stuff like local multiplayer as I did this week). This means focus on bug fixes, balancing, polish and quality of life changes. There's more feature stuff slated for after v1, but I take it one step as a time.

1) As for me, no option over controll the battle accept use magic. It is not obvious for me how can i influe the flow of the battle. I see one option "Order", but i do not understand what it does and seem's like it does not give me enouph possibility to... master the battle.

2) The Graphic is nice but units tiles is too tiny in the battle and some of them hard to distinct. Also don't understand much of what happening during the battle. What the units doing, what features they are using. Looks like a mess i can't put any control.

3) Computer AI need further improves. I hope it is in "to-do list".

Hi Sanuich, responding to both your comments.

1) The order system is pretty flexible and does give a lot of control, especially if you use the option shift and 1-9 keys - but the battle is supposed to be somewhat chaotic and hands-off to some extent.

2) Unit abilities are explained in the tooltips when you mouse over them. Another good way to experiment and get to know them is through the Duels gamemode, where everything is a bit more controlled.

3) AI is currently being improved, and in the next update it will be slightly more sophisticated.

4) There isn't really a list since it's currently a one-man venture. But I can tell you that for the next couple of weeks until v1 release, it's just polish polish polish, building out features already in the game, explaining things better, etc. For v1, there'll be a new faction (already implemented but in balance testing before being released)

1) could you explain what SHIFT + 1-9 does?
2) the information is very basic and sometimes does't give any vision on a mechanic. I don't say it is bad just a bit confusing is it as should be or game is just unfinished.


Wish you earn a lot of money with this project! It is realy interesting and original

This tooltip should appear whenever you give an order. Shift makes the selection area smaller, while the number keys can make you give orders to just specific types of units.

You're right, the descriptions are pretty short. I'll have a think if there's a way to make them more, ahem, intuitive.

Thanks again! :D

1) Diplomacy Lv1 = + 75 fairies

2) Diplomacy can hire gnomes removed from the game!

3) It is necessary to limit the army to 7-8 slots. 

Otherwise, the enemy comes to you with 16-20 slots.

(+2)

hi, can you explain what you mean by #2? What gnomes, and how have they been removed from the game?

(+1)

I see no issue with 16-20 slot armies though. It's not Heroes of Might and Magic, having more unit slots doesn't give you an actual advantage - what matters is the general unit count. I do think that the game would benefit from some kind of advantage to restrict the amount of factions in a given army. Not sure what would do the trick.

(+1)

agree! this feature is very fresh, make sence and  interesting and it is more important then lazy noob comfort

(-4)

Remove:

1. Stray heroes (there is no sense from them)

2. The regime of "siege" among the heroes

(let it be a button to reach the location)

3. All (weekly) creatures from external dwellings.

 REMOVE THEM!!! Also, do not miss the move

4. Picture of the change of week. Hit it already.

Well, you don't need her. The eyes are only young.

---

Make AI a smarter computer to at least capture mines!!!

(1 edit) (+1)

My first battle (Hero Elf vs Gargoyles).

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(1 edit)

thanks HootHoot! I'll have a fix for this, another crash bug and an experience point bug up before the end of the day.

It's strange, others have played for hours and hours without a crash. Guess that's how bugs are sometimes.

and again (every battle hero elf summoner)

and Cyclizing the sound of the first move (green) opponent. That's a very unpleasant sound.

yup, that needs a fix too. Welp. Got a good list of bugs to fix when I get home

I figured out the bug! It's related to using auto battle before entering any other battle. Should've guessed ;)

Anyway, fix for this and a couple other bugs going up quite soon, check for v0982

i have to ask... what is the weapon of the gremlins? is like a magic rifle prototype?

(+2)

it's a long iron barrel with an enchanted stone pellet (same material as gargoyles and golems use) as bullet, using sulphur as gunpowder. The Arcane faction is quite far ahead, technologically - they've even achieved a science of magic!

 :0 wow thanks for answer

(4 edits)

1. The problem with the dark mini-map (fog of war appears) when loading the save.

2. The enemy army never escapes when turned auto-battle. Why?

3. I really want to see the button to dismiss the hero and the button to dissolve the army (at the Hero). Often you stupidly hire 2-3 heroes at the beginning of the game, just to put together an initial army. And you don't need those heroes at all. They are superfluous, and they cannot be fired in any way.

4. The change of day window is really annoying. Well, I don't want to see him (many times in a row) and so every move. It really works on nerves. It's pixel, unpleasant, and it can't get rid of it. Disgusting, causes a desire to close and remove the game for good. I don't know how you got the idea to create it? And the main question, why?

5. The problem with the Computer, namely the Heroes of the opponent - they are dumb and do not collect resources on the map (even if they are near their castle). The computer doesn't even capture the shaft. He bluntly immediately goes to war, without resources and immediately loses.

6. Balance is a separate story. The same flying Griffins are 100 times more useful than the weaker and slower Wonders from the neighboring castle, hitting with splash. Why not make Imba Castle - Cyclops? There would be at least some benefit from them and they would not have reached the forefront.

7. I don't quite understand the idea of an arena where you fight against your own army? Why!!!

And such incomprehensible ideas (like random weekly artifacts - full) Sanctuary of creatures (hiring 3 where happens - why?)... And so on.

Let's talk about problems.

1. Very small and poorly distinguishable font. I repeat this for some time. He's terrible as on the menu itself, especially with a pseudo shadow. So in the game itself, the scale is standard.

2. Problems with scale have not been solved! Step aside > 119% and the settings panel disappears in the game selection menu itself! WTF

When opening the window of the city castle, he completely overlaps the panel with resources.

3. Fullscreen is constantly reset (when the game collapses, or when changing the window to add sound or climb in the browser)

4. Why doesn't the game shut down the sound when you force it down? I don't understand!

5. It is long ago to switch to the 64bit version of the game or to make two versions at once, 32bit and 64bit. Modern Win10 supports 32bit only in emulation mode. Very disappointing when your game slows down.

6. And last, he noticed the problem - when a wandering neutral (wandering army) hero enters the battle, the game flies out with a mistake (if this happens on my way). On the move of the enemy, the move does not end blunt.

7. The counter of the new day, which is shown at each new move, is still very angry. Remove this ugly misunderstanding for good.

8. There is not enough button in the castle - to buy the entire army at once. The buttons are to transfer the entire army from the garrison of the castle, to the Hero. And the buttons are to transfer the entire army of one Hero, the second Hero.

9. Camp (5x5) did not even use - some nonsense. Because of the bug with stray armies, the game became inoperable. Constantly flies out!!! And yes, vagrant armies too strong, very much!!! Straight kapets like... In total

Hi HootHoot, glad to see you're still around! :)

1) Erm, somewhere specific this is a problem? I've been going around fixing the worst issues one by one. Not sure what you're referring to here.

2) Hehe, that's actually on purpose. There's supposed to be a lot more than just that thing - to make the game function well at all scales will take several versions of all UI panels and switching between them at different scales. You found one at 120%. That's also where the mini castle screen activates.

3) I've never heard of this! Thanks for bringing it to my attention - unfortunately it might be an engine problem.

4) When exactly does this happen? It's a bug for sure.

5) Um. This is a bit awkward. There totally is just a setting to make the game run in 64 bit. Not sure how big a difference this will make. I feel it makes the game a bit faster? So that's nice. I guess I'll just be releasing 64 bit versions from now on. It's a bit strange it wasn't just the default setting. Thanks a lot! :D

6) There are some bugs with the new v097 update which I am fixing bit by bit. Just an hour ago, I uploaded v0972. I think this might be solved now. 

7) It's angry? What do you mean? You don't like it? It takes too long, or?

8) Thanks for those suggestions!

9) Yeah, I have no idea how often the camps will be useful. They might be a very niche thing. But it was a popular suggestion and I thought I'd give it a chance. Of course, it gives a bad impression with the bugs (which should be fixed now in v0972).

You're meant to be able to take out the first roaming armies around late week 2. They don't really do as much as one would think, only engaging in combat under very specific circumstances - and have limited movement range. Still, I'm looking for feedback to tune that part of the game.

Thanks for your feedback :D

Me gusto mucho tu juego saludos desde argentina.

gracias desde Dinamarca!

(+1)

Play it a few hours, really love it so I've buy it,
I play on Linux (so on wine in this case), any plan for a Linux Build ?
If you want advice, or testing I'll be happy to help.

(+1)

thanks! I might take you up on that. The engine I am using should be able to export for Ubuntu, and the only thing that's keeping me is that the game is still in very high octane development for just the one platform, and I'll be waiting for after v1 release to look more at other platforms. Also that compiling for Ubuntu rn crashes and it'll take me a while to figure out why.

So I might take you up on that testing offer once I get there :)

I've just update my profile to add my email,  don't hesitate to contact me when you'll be porting on Linux :)

May I suggest you, if you really plan to release cross-platform version one day, to release a test version « asap » just for feedback.
I'm mostly a Windows user but when I release my first game I remember doing the same thing you did (waiting a solid v1 and then release build for Linux & Mac OS ...even buy a Mac for this purpose...). That's when I received aggressive comments from users of other OS because I wasn't using certain audio or video drivers. I then found myself in a tricky situation where these users were commenting negatively on a game that worked very well, but only on Windows. Bringing unnecessary stress to the bug-fixing post RC phase.
Today, this may no more be the case with commercial engines, emulation & more robust cross-platform driver support, but I thought that this experience might be useful to you.

Deleted 2 years ago
(1 edit)

trapped spawn bug https://imgur.com/a/bIgjef9 
second image shows a resource without defense, not sure if this is supposed to happen.

yeah, the mapgen changes seem to have made the likelihood of barred paths increase at least tenfold. I'll have a look and try a fix or two. The unprotected mine is fine - since v095, there's a small chance of that occuring on purpose

(1 edit)

I'd like to recommend removing the resource cost on upgrading to a village. I don't really see how why the village upgrade is so costly at this stage, more than the next level, but the high rock/wood cost can completely eliminate the ability to build troops if you can't find enough of these resources, or alternatively eliminate a kingdoms ability to generate wealth, I just beat a game where one of the last AI kingdoms still hadn't gotten a village, meaning they basically had no income the entire game.

Hi! I'm doing like impressions on various indie games and I put online video about you game. I think it's fun and have great potential to have it's own big community. I hope thanks to my vid somebody will check your game! But sadly I'm, very small, but still there are some chances :D

(1 edit)

hi hi, thanks for covering my game! I'll be looking forward to hearing your thoughts tomorrow :)

About coverage, I'm always grateful for more eyeballs! Also because I've always loved watching LPs and first looks - and it's fun to see it now be about my work hehe. 

About community, you should join our discord! We're almost already a big community :D

I will do! My GF is fan of HoMM series and she had fun watching this game too so probably she will test it by herself :)

Is there a chance for custom map sizes? The biggest available are way too small for me, especially in terms of neutral castles :D Custom layouts would be nice too, although I guess this would be more complicated.

really? Too small?

Er, I'll add it to the list of suggestions. It might be easier to do with some reworks that are planned for later in development (to do with other features). Those other features *may* just be the custom layouts you're thinking of

Let's see! No promises! Thanks for playing my game and for your feedback :)

(1 edit)

i really enjoy this game, is so addictive, could someone give me some tips for the patience map please? 

sorry for the bad english im colombian :p

(+1)

there's a lot of ways to play the game

on big maps, being aggressive early is good! Don't let the IA settle everything!

 how do we get the latest updated version? Is there a way to get automatic updates once we download the game?

hi Sandy - I also saw your other comment btw - the newest version is accessible on itch io - there are prereleases in my discord server (link on itch io page), but they're unstable prereleases and I usually do an update within 24 hours of the prerelease

There should be a way to automatically update the game using the itch io app, but I don't use it myself so I cannot tell you how that works

Thanks for response.

Hello, I have this problem: 


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hi there! I've been having a lot of trouble with this bug today. I do not know what causes it, and it only appears on some systems. There's a link at the bottom of the itch.io page to an earlier version without this bug.

Please excuse the inconvenience

Did you play in Spanish or English and did reloading a save in another language help?

I really want to try this game out but it crashes every time I open the town screen. 

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Variable Index [22] out of range [0]

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gml_Script_build_get_desc (line -1)

gml_Script_draw_buildgrid

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

I have been told about this exact problem, and have tested for it myself, but it only happens to some users and I am not one of them, so I can't figure out why it happens. 

There's a link to an older version at the bottom of the itch io page with an older version in which this problem does not exist, which you can use until I figure out the problem.

good luck and sorry for the inconvenience

I've had similiar problems with gamemaker and fatal errors showing up for some users but not others. Can't remember how I fixed it tho.

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 Hi, I am a complete newbie. I have played on all three given races on the "easy" setting. I have used a small map as recommended by some posters here. I use a scouting hero with my main hero who is full of troops. HOWEVER, I NEVER, EVER win this game. The computer players usually come with at least one hero who has an impossible number of troops.  Yes, I do use summons to post summoned troops at the back of any attacking army too. So, I am at a loss. How can I beat this game. I am quite frustrated.
I do suggest that at the "easy" level, the computer becomes more handicapped in both production and in fights.  It would be nice if we can also handicap the computer players in the setting.
Two more things,  First,it is very hard to see how many resources are needed or still needed to finish a building. It would be nice if you can increase the font showing the needed resources.
Secondly, many times we can see a message that a building "can be built" when it can't be built. I think this needs fixing.

Hi, I want to say the game is amazing, but I encountered a bug, whenever I go to the castle and try to build something, in the exact moment I open that window, the game crashes. I do not know if is because I didn´t installed it properly or if it is a sort of bug. Otherwise, the game is very fun!

hey, thank you for playing the game! I've found out that the v086 build I released yesterday was a bit unstable, I'll fix it as soon as I can. Until then, there's a temporary link to an older version at the bottom of the page.

Good luck whether you wait or try the older version

really fun, I definitely prefer it over HOM because of the fast paced battles. Will buy this. Are you bringing it to steam?

I'm a bit unclear about how unit placement works, often it seem like i can only put out small numbers of units on the battlefield, lots are kept in reserve, i get the impression this is to keep the battle processing at a fast pace? but It'd be nice if there was some choice in the unit composition.
also having more specs/details on the spells and abilities would be nice

You are limited in how much gold value you can bring into active battle. This improves performance but it also helps with balancing and makes the battles a bit more tactical.

I do see the performance issues, it definitely gets laggy at about 90 units per army, i think you could solve this by combining units, maybe 3x for large battles. Btw the Friars seem to be a bit overpowered, when an army consistently has about ~30 or so on the field they are a bit too capable of support, i think this would be best resolved by reducing their spawn by ~30%.  
I like how you added variety to the building tree, it'd be cool to see that expanded more.  
I did come across one bug i think, you see the pixies cannot be built, I believe it was excluded due to building the tavern, which really is a critical building for a first castle, this left this castle quite weak early on. https://imgur.com/a/zA0XI1Y

Hi ctxpcs! Thanks for your bug report - I see now that if you start with minimum town development as wild and purchase either dwarves or satyr before pixies, the pixies are errantly excluded. This will be fixed.

I've been battling lag in battles just as well as I have been battling too many units giving a more chaotic and less interesting to follow and less possible to order around battle scene. I once did a poll, where the reserve system won out as the most popular option. The one about unit stacking was quite unpopular though it was my personal favourite. Reserves helped, but people often talk about the two other methods. Perhaps one of them will be called upon one day.

You are correct, Friars currently stand out at 66% winrate and will thus be continually nerfed until they fall in line.

Thank you for playing and for giving feedback! I hope you'll follow the development of the game as it continues on.

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Thanks for making such a fun game. I just finished a playthough on the largest map with every faction. So i had a few more minor bugs to point out. 

There was one time where I had my knight diagonally positioned on the left to access my castle for recruitment, on the AI's turn they moved to the point diagonally to the right of the castle port, when I accessed the castle, my knight was no longer in the bottom slot, so I couldn't reinforce the knight further, or get the knight to be defended in the castle walls.    

I suspect you're already familiar, but in rare situations sometimes there are issues with the large battles ending. I had a necromancer in a castle who was able to rez skeletons consistently enough that he managed to destroy all of the enemy units, but all of his original units had died, this resulted in the battle being declared a victory, however the knight was dead, and the castle was lost, and the AI lost their knight as well.   In a similar situation I red was battling blue, my original units were dead, some spawns were still alive, and somehow i had some units that were not my race (i dont know how i acquired them during battle), the blue bar for the AI, spread horizontally across the screen farther than its supposed to, but defeat was not called for 5-10 min, my surviving spawned units did not die, and the enemy units seemed to dance, and occasionaly there were attacks and explosions but i don't think they were directed at my summons.  

Minor bug, I had the terrain randomizer on, the neutral border unit was passable diagonally early allowing for an early second castle, I've noticed the AI take advantage of this several times, I think the easiest solution would be to increase the unit area of attack on the border units.  

On my play on the biggest map, actually I expected to lose, the AI had a much more powerful army than me about 3 times as many units and more castles. However it made many mistakes. I noticed after the borders are down the AI stops ever attacking neutral units, it makes sense they are mostly a waste of units at that point. But it also meant they stopped attacking the neutral border units and did not perceive threats there, so they left their rear castles defenseless, further as I attacked those castles one by one, they did not defensively attack me, they focused on attacking me from only one front. Then as I had more and more castles I had more knights, I always have 1-2 per castle, The AI did not do this, mostly having less knights than castles.  It resulted in them not capturing resource points. I regularly controlled resource points in enemy lands for weeks without the AI bothering to capture them.


Regarding the unit stacking, I wonder if it would be reasonable for you to make it and other performance tweaks like max units on the map options that the players can pick in order to eliminate lag or have insane battles as they like.   

Also with the premium edition I had several crashes in a play through, all draw errors, i lost the screenshot.

Btw, my favorite unit is the beholder, do you have the stats for those win rates public somewhere?

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very good cant wait to see what comes of this game, will purchase when able too! been looking for something to fill that HOMMvoid and this does it in a fresh way end game is very fun keep up the good work!! EDit: i bought it!

hope you'll like it! If you do, come and join us in the Hero's Hour discord channel. There's a lot of strategies to discover

The discord link on this page is not working on my end.

thanks for notifying me, it has now been replaced: https://discord.gg/AHVr5r3PPY

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Hello,

I just tried out your game - what a great piece of art! I do feel like its a bit 'static' at times. I tend to go for ore quarries and such just so that i can have the adorable looking carts move resources on the map.

Other than that, it has bought me atleast 2 hours of enjoyment as of now.

Anyhow - I had a questin, i'm not really understanding the 'treasure' messages. I just now had a message about a tomb of an old king that was built between a 'harpys nest' and 'the graveyard'. I've found both these structures however there is alot of land between those. I don't see something like a 'dig spot'. I don't assume that i should now proceed to dig each plot - but how can i find the spot where i should dig exactly?

hi there! There's now a button over by your end turn thing where you can read the clue, and a greyed one that says dig for treasure! Once you arrive within 3 tiles (that's 5x5 = 25 tiles), it'll light up!

With the "between X and Y" it's trying to find the structures most linearly opposed, so it might in fact be somewhere on the line between them. There's usually also some third bit of info

Good luck treasure hunting! You'll get the hang of it

And thanks for playing my little game :3

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