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ctxpcs

13
Posts
A member registered Sep 15, 2020

Recent community posts

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lovin the cultists, can really max out their knowledge and intelligence by using each avatar

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sorry for slow reply. It always occurs when I reload a game. Exiting to the main menu and loading from there fixes it. I wonder if it has something to do with specific gpus, depending on how long it's been an issue for you. I was playing with an intel hd620 igpu. With older builds of your game i never had this issue, but i was using an nvidia dgpu.

Bug, fog of war not being explored, you can see my second here is actually under the fog of war, my cursor is above them https://imgur.com/a/yaBeNJP

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.

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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.

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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.

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

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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?

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

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

whoa that's cool about the movement! how about adding a confirm key for exiting, pressing esc once is a little too easy to do by accident (intending to exit a tab, i killed a few runs this way on accident)

I wanted to let you know I think you're onto something really cool with your game. 

Also a couple notes, I was hoping you could put out the controls in some place easy to find, all i know is shift-click, f5, f9. Is there a way to quickly duplicate an items settings, like the guns or motors? Some items i have no idea what they do to, like the mechanical heart shaped thing that goes in the mech auxillary slot and i assume the other item is a battery of some sort. Also was hoping you could look at improving saves, as loading normally corrupts the game, sometimes visual errors, or breaking the world map (sometimes completely sometimes partially by removing specific zones), and duplicating audio.