WTF? Also, can't wait for the new level! I'm thinking a pool or piano now. All the bugs in Bug Heroes are real, including Assassin bu- gaah!
New heroes will only be IAP. However, we aren't going to nickel and dime people... we know a lot of games have IAP just for the sake of "cheating" their customers and making some extra dough, but we actually want to encourage people to get ours and feel like they got a good deal -- so it'll be very fairly priced. We're looking at hero packs, with multiple heroes and levels per pack for $1 And we're really trying to work to make sure those who DONT want to buy the IAP are still getting plenty of support... We'll release at least release 2-4 levels as free content updates (quite possibly many more), and the new enemies add a HUGE factor as well. This new level in the next update for example will have 5 new enemy types and a new level hazard.
3 Machine Guns and 1 Magnifier. Also, I can't find any info on Vampire Bugs. I was curious what they look like.
The national wildlife foundation says that Vampire bugs are also called "wekiu bugs", and are found only on the tops of dormant volcanos in Hawaii. More info about wekiu bugs can be found here: http://home.honolulu.hawaii.edu/~pine/Phil100/wekiubug.htm And here's a pic for you:
Thanks K! Lol, looks just like the one in game! I think its safe to say we took some creative liberties in enemy design...
YES! We just found the cause and this will be fixed in the next update Thanks again for reporting this one.
No problem! I am happy this was enough info , I couldn't quite remember what happened the first time this occurred, but I was playing while lying in bed and soon as it happened I got up and went to my computer to detail it as much as possible.
BTW, I think the 2nd score in Kitchen (Hard) is suspicious. I reached round 75 and completed 23 quests, and my score is 207860, and he's 205565 at round 50. How many quests could he possibly have completed to get to that score at round 50? Not to mention that the player isn't anywhere on any of the other maps' highscore lists.
If he accepted all maximum honor quests and got them back to back, he would have at least 30,000 points extra. So it's possible but extremely unlikely. Also, I'm at round 70 on kitchen easy. Any tips?
Not sure what kinda tips you want, but at that point I just lure slugs and cockroaches into the defenses' range by walking on the edge south of the base, whack maggots, grubs and ants with the wrench, use entrench to push back scorpions and centipedes, and use some of my cooldowns in tight situations, my favorite being Warrior Gauntlet + Colossus; invulnerability + stun allows you to make best use of Colossus, and crush large groups of bugs.
We'll look into it. Basically if the score is POSSIBLE, we allow it... I know its not full proof, but its the best we can do until the next update comes out with the encryption -- note that if anyone tampers with any game files after this next update, it will cause them to lose all their data (not intentionally... its a byproduct of the heightened security)... so don't try it! I'll run the math and see if this guy could be legit... Also, good news Its looking more and more like we'll submit the update sometime in the next day or two! We just spent all day implementing the new level and enemies, and to be honest, its my personal favorite yet... have a lot of play testing to do tonight though...
Ooh, thanks a ton for telling me! I poke around in all my games' files and I would have lost everything. Also, I just encountered a glitch: After reaching round 94, some of the text in the game turned into cool blocks. I exited the app and will reopen it in the morning to see if it's the bug is still there.
It's definitely the case. If you lure them back to your base and rely on MG range, you are effectively confining yourself to a very small movement range and letting bug reinforcements cut you off at the bottleneck while poison pools build up on all sides of you, limiting your range of movement further. Best to take the fight to them and stay mobile, avoiding almost all the damage and moving the combat bugs (the ones that don't go after your food) away so that your guns can focus on the grubs. I never use assassin bomb. Beetle's smash ability is probably the best way to go for dealing with the queen ant. If you can't use that, than the spider's straight-line slash cutting attack is probably a good alternative. You want something that takes her out ASAP. I personally find assassin bomb to take far too long in almost all situations. BTW, just died. Submitting score and writing a guide....
Gogo long post SO CLOSE...yet so far. Would have gotten farther, but this game is all about split-second decisions, and I finally made the wrong one: I dance and weave my way to the grub launcher in the crack, only to be assaulted by a million combat fleas while my CDs are down. I teleport out of the crack (leet ant skills - teleportation through a window) and resolve to take out the launcher as it reaches the entrance. Except I am surrounded by slugs. I switch out plasma with ant hole and make it back to my base, in lieu of dying. MISTAKE. I should have just let my guys die. CDs were only a few seconds away, and I had 20k+ to spend on reviving them. Noob mistake....in the beginning, it's important to avoid death. Once you have nothing else to buy, that becomes much less the case. Gah. Anyhow, I didn't take out that grub launcher in time. Another one spawned right next to my base - had to focus on it. And that's all she wrote. STRATS: This was the very first play-through on my new ipod, so I don't have the magnifier / firecracker etc. I had to earn all the in-game purchases as I played. That means I didn't have the full arsenal available until somewhere like level 70 (i think). That means you all can do this regardless of what you've already unlocked. Starting: Arguably the pace you set at the start is the most important. There will be a LOT of switching. I spent most of my time "moving" as spider, and focused on speed upgrades. Mass grubs or fleas caused me to switch to beetle on ARRIVAL. (run to them as spider to get there faster, switch to beetle for attack, switch back to spider to dodge bullets and get out). Sometimes, with incoming machine gun fleas, I'd switch to beetle if I was in the middle of getting hit. As he regens, it can be handy to have him absorb damage. Ant was used in between waves to just fire blindly in a straight line (while strafing, ofc) down the first big turn in front of your base. No other purpose at the start really than to rack up maybe a free kill and some exp while you wait for the next wave. Upgrades at very-beggining (Bug levels 1-8) I like getting spider speed (at least 4 points) and getting spider blades to take on the larger grubs fast. I get beetle armor (huge regen isn't neccessary this early in the game, but armor is amazing) and *if you have everything else mentioned here* his big stick. I like putting points into ant speed (incredibly essential to dodge ranged attackers while issuing your own bombardment, and in the future when using howitzer while avoiding scorps) and getting teleport. Teleport is probably the single most important ability in the game, and the one you'll use the most. Just not right now. === Early quests === The basic rule of thumb is to not accept any quest that you must complete in less than 4ish minutes unless it's a one-off. What I mean by that: Finding all the coin respawn stuff takes an awful lot of traveling, leaving your base exposed, backtracking, and avoiding spawns. Meanwhile, finding pillbugs and using 1 of a huge number of abilities (beetle rush-tackle ability, spider execute...hell, if you are a daredevil, ant teleport onto the scroll and instant switch to beetle gauntlet (invincible + delayed pushback burst) to pop those bugs away) is infinitely easier and faster. I accept the 10 minute coin quests if the field is relatively barren of enemies at the moment and spider speed is buffed. Knowing where the coins spawn (which Forsaken has asked us not to reveal) helps - develop a "check path." Use shortcuts. I like to zoom out with teleport instead of walking all the way to a place I know it spawns in. If I have to go inside the crack to search, I almost always teleport or ant hole out to save time (juggling teleport and ant hole in the same slot is CRITICAL to survive in higher levels, and often feels like cheating). Never accept an ant queen quest. Ever. Never accept grub launcher quests. Never accept any "mastery" quest that requires you to use something for more than 5 minutes (I don't recall if those even exist). Never accept a dont feed your hero quest unless your bugs are at high-to-full health and you are adept at dodging and switching (ant life support ability helps here). Quests to jump on: Pill bug history scroll quests (use 1 of a myriad abilities to knock them away easy exp) Giant Armor ant: the only issue is killing him in time. Blow your cooldowns on this guy, and you should be fine. The reward is worth it. Giant roaches: cakewalk. Stay mobile. Use of spiders time-slowing ability is invaluable, but really, easy quest if you stay mobile (teleport to stun them and get in melee is also suggested) The minute-and-a-half mastery quests: Basically a test of your dodge skills. Its great if you have some abilities ready to use to keep your base alive. Beetle with earthquake + gauntlet can last a VERY long time, as can ant with teleport / ant hole. Spider needs speed to stay alive. Use execute a lot on clumped bugs preferably while they are hugging an edge and you are intersecting at 90 degrees, facing the edge, with them in between you and it. It pushes tons of them off. The same can be done with teleport, if you teleport on the other side of fleas to knock them off the edge. Quests to think about: Vampire bugs: (can you do it in time?) Giant Slug: (slugs are deceptively dangerous giant ones even more so. Another cooldown spamming event before the floor is covered in poison) Bug combinations: (are you fast enough / do you have enough cooldowns / is the field clear enough to take out those gunner fleas without incurring huge health damage?) 10 coin search: Fast enough? The money reward is huge, so prioritize this one. Only attempt if you know the coin spawn positions. Abuse teleport zoom-out searching. Slaves: so many slave quests, but the general rule is to avoid the 10-slave quests, nail the 1-slave quests (think of it like a pill bug quest just blow a cooldown and get out), and consider the 5slave quests based on how far you are. I know I forgot a ton, but moving on . [Continued in next post]
Continued Mid-game. Mid to late game I have a pretty awesome strat- I get burrow mines and use them on every available cooldown. Not offensively. Not even defensively yet. Instead, I plaster them around my base. A few on the left, a few directly in front of my base (as close as possible you dont want them blowing up any earlier than absolutely necessary) and a ton on the right-hand side and the area between the front of my actual physical base and the right hand side. The ones on the right-hand side are critical- they take care of incoming butterflies so I dont have to babysit my base and that vulnerable side. The ones at the front take care of wayward centipedes / Scorpions that make it past the MGs (I use 3 mgs and a zapper. I couldnt use better guns if I wanted to, as the rest werent unlocked and bug bomb / sniper dont cut it). When you find yourself against the ropes, out of cooldowns, and beset by scorpions, running back to your base basically takes care of it. Now, this is not without its opportunity cost ant will basically be sacrificing one of his crucial ability slots to dedicate solely to a defensive structure, but if you use your CDs wisely, you shouldnt be in a position where that ends the game for you. You can survive just fine with one less ability slot for ant through the midgame and it makes your transition to the endgame that much easier. Mid-game abilities: Beetle gauntlet / earthquake / knockdown-rushy thing (crucial move not only for stunning/killing large groups of bugs, but it is beetles best mobility move, allowing him to stop time and get out of a blocked off or dangerous area. Must-have move.) To be honest, beetles last slot is much less compelling. I dont like his gargantuan form, as it makes him move far too slowly. His shockwaves ability is great for knocking smaller bugs off ledges and disrupting ranged attackers, so I usually go with it, but to be honest none of the moves really makes a fully convincing argument for his fourth slot. Spider: Web (crucial place it right at the 90degree right-angle, right before the turn to your base. It bottle necks everything right at the start of your turret range, and allows you to use aoe abilities to knock things off the ledge) Executioner (crucial low-cooldown aoe + damage pushback. Works great on small bugs for insant kills / ledge-knockoffs and on big bugs to get them away from you and your base. I even use it on centipedes to buy myself more time). Poison (necessary later on against spiders) Master Assassin whatever that thing is that slows down time. Yeah, that thing. Get it. Awesome but less-useful moves: Assassin cut. Assassin bomb. Iron Hood. [*protip: You can equip iron hood and just never use it, juggling it out for an ability like execute that has a fast cooldown and switching back to a passive iron hood the second it is up again but this was more micromanagement than I wanted to get into.] Probably the most advanced technique in bug heroes I can think of is to Force it to be night with spider ability right BEFORE a devastating wave so that it becomes day when the wave arrives, leaving them at the mercy of your magnifyers. Since I didnt have magnifyers and dont know the timings, I didnt dare do it. Caution is advised. ANT: Teleport / Ant hole (juggle them ant hole when far away and you need to get back to your base, teleport for offensive / defensive pushback, stun and item recon. You should be using teleport 95% of the time. Mines explained this Life support when I have about 30 mines, they see diminishing returns. I switch to life support to pad my hero health, only switching back to mines when some errant baby spiders blow up part of my minefield (NEVER go back to your base when you have baby spiders on you they will jump off and ruin tons of your hard work. Use spider poison or wait for them to jump off before rushing / teleporting back to base to drop off food). Plasma Cannon: not the best ability damage-wise, but its low cooldown makes it fantastic, as ant will be switching out his abilities constantly. It provides possible knockback / ledge-knockoff for groups of small enemies and does a fair amount of damage as well. Mini-turrets: I used these in the early/mid game as ant, next to the spider web, to take care of incoming bugs (make sure they are in range of your base so they can hit the ones that spawn from the top-left) while I was away. Good investment for early-mid game, but useless in the late game. Better base-guns: Amazing ability, but only as useful as your turret defense is. I didnt pick this up until mid game, because I spent most of my money upgrading my heroes, and almost nothing on turrets till mid. Since turret kills dont provide exp, its always better to have spider execute 3 or so bugs than to let the turrets take them down so make your bugs killing machines before you make those turrets amazing END GAME: Well, the endgame strategy really doesnt change that much. Ant now has teleport, better base guns, plasma and howitzer. [You still juggle teleport with ant hole when leading a ton of scorpions away from your base, then holing all the way back to your base. Imagine their anger!] Some people like using entrench with ant, as it works fantastic with lucky shot at keeping things at bay. This is fine (temporarily) during mid-late transition. But after that, howitzer / plasma are much better. You need to stay mobile late-game, and even though you can teleport while entrenched and switch out to other bugs, howitzer is a much better choice once you have full speed/lucky shot. You can always teleport forward to stun the scorps and then run back away. Beetle has gauntlet, knockdown bull rush thingy, earthquake and X. The fourth ability really doesnt matter much. Spider has execute, poison (kills baby spiders, slows enemies, and [I think?] removes their armor. If the armor part is true, that makes it deadly in combo with base MGs. Spider also has web and that slow-down time superior assassin thing. Assassin cut is an AMAZING damage and mobility move, but spider has great mobility already and the cooldown is just too long to justify it. Say no to assassin bomb. In a nutshell: Get the angle to knock things of ledges whenever possible. Go for speed with ant and spider, armor for beetle, then switch to lucky shot for ant, assassination for spider and regen for beetle. Abuse low-cooldown-time abilities whenever possible. Use the terrain to your advantage create chokepoints in which to engage bugs using your aoe abilities. Some moves (beetle charge, ant teleport) can be both offensive AND allow you to escape problem areas. Figure out how to best use them. Go after grub launchers first. [Queen ants, too]. Slugs second. Everything else is tertiary. Dont freak out when scorpions arrive. Use webs / teleports / stuns and knockbacks to slow them down while they are in turret range. Then lead them away from your base and ant-hole back, to start the cycle over. -Dont be afraid to let a hero die when you have a ton of money. Gaaah TLDR: Teleport is awesome.