The slimes only come from the bottom, so maybe try putting your fighters at the beginning of that route? Put anything else towards the middle, so it can hit both routes. Other than the slimes, you don't need to hit anything early.
Weapons, armour, and helmets can have +rage to hero (look for things with 'brutal' in the name), I don't know if accessories can.
Thanks, do you know if all items can have all/any prefix/suffix? Or are some weapon or armour etc exclusive?
Of course, should have added in previous response. The EXP is just as much a reward for the longer you stay alive in the war than just killing a bazillion enemies on Exstended, though that helps. But the math again takes into account your current reputation, level and a list of other factors The Spoil of War is actually randomly generated from a set of modifiers pertaining to your reputation. So you have just as big a chance of getting the same item on the last map, as the first, if your reputation is the same. Note: Spoil of War will be changed from update v1.1 - You will then only get 1 Spoil of War item (but higher value) out of 8 battles (random average).
Just try checking the shop after every battle (or you could buy the Library item that makes the shop reset every time you click on it, if you've gotten far enough). It shouldn't take long to find something.
Do I not get a perfect score if I sell a guild during the level? I didn't see that anywhere in the game description or manual, but I just finished a level without letting an enemy through and did not get the full stars. This was Earthmaw on Heroic. What are the conditions for getting "perfect" on a map?
I deleted it by accident... Well I think all my progress will be lost... But the strange thing the game doesn't appear on AppStore ... Is it only me who can't find it on AppStore?
Works better if you use a URL shortener to obfuscate. Also, maybe the devs (who seem to read this) can take note and add it to the manual.
Janefive is referring to the bit about selling a guild affecting the perfect score, not how (i.e. a walk-through) to score a level perfect. Some of you guys need to stop attacking people and actually read posts.
I think the guild selling penalty is too severe. I mean why is there even a sell option then if the manual makes selling guilds seem like the worst thing you could do in a game? It's even written in capital letters. Maybe just let it decrease your score, but not automatically make it impossible to get the highest star rating the moment you touch the sell button? Actually in all other tower defense games, I don't even see how selling towers are a bad thing to do, sometimes it's even required for strategies. The resell value is already less so you're penalized there.
True - but I guess it wasn't obvious that that is a requirement for Perfect Stars. I can still get perfect stars without rating the game, right? That's the next "basic rule of play". Thanks for your response.
Played some more - I'm some way through the campaign on Casual, and I've been replaying some early levels to try and four-star them. I do like the game; at the very least it's a great example of a solid tower defense game with a lot of busywork for people who like that kind of thing. But my criticisms... in some ways they seem like less of a problem than I'd first thought, in some ways more. There's never anything outright stopping you from moving forward, but the number of little things that feel like pandering to the core audience for the genre just mean the whole thing falls some way short of a 'masterpiece' for me. The whole crystal golems/similar enemies thing... it's by no means a game breaker, not even close, but "Oh, hey, just let those guys through, you'll never beat them until you've cleared the game and/or ground up a good few levels" simply doesn't feel like good design to me. Yes, I know people like to search the manual to see what they should be doing and replay the levels endlessly and so on and so forth: I'm still not comfortable with it and it just feels like padding out the game. I don't call having maybe fifteen seconds to realise I made a mistake and can't get a perfect rating "strategising"; I don't call quitting out, looking up the answer and restarting "strategising". And on casual so far (up to "Deepweb", I think?) nothing else bar getting four stars needs any real strategy, despite what the manual says. Strategising is my Dragon's Dogma playthrough, getting jumped by a mini-boss in the middle of nowhere and listening to my AI allies tell me what is or isn't working against it and formulating a plan based on their advice, looking at my inventory and trying to work out whether I can win with what I packed for the trip or if I should be running for my life. I am still enjoying the game a lot - I'm just brainfarting, I guess. It's very good, IMO, more than worth the asking price. I'm impressed with the presentation, the UI's a pleasure to use bar one or two small nitpicks and it's still entertaining enough chipping away at the levels. But I'm not seeing anything to convince me it's that different from your standard TD. Other games in the genre have used levelling up and skill trees, other games have used a lone hero, and the verticality just seems to be a standard top-down map with the art flipped ninety degrees - other games have had multiple paths, warp holes, enemies that don't use the paths and head straight for the goal and so on, so what does pretending the action's heading up or down get you? (Of course, I haven't finished the campaign yet, so maybe I just haven't twigged to this one.) Braid. (God, I hate Braid. Sorry, mister Blow, I think you're a tremendously talented man, but your storytelling's flatly not worth breaking my brain over to get the "proper" ending to your game. But anyway.)
I'm confused. Yes, a side-view is functionally equivalent to a top-down view (with two exceptions that I know of, see below). It gives players a different experience because they see the game world different, but they could see it as top-down and essentially play it the same. Is there a problem here somewhere? Are you offering criticism? * Exception 1: In DC I, units moved slower going uphill than going downhill. I assume this is the same in DC II, although I haven't checked that closely. * Exception 2: A unit falling off a cliff and landing below makes a lot more sense, thematically, than a unit warping from one spot to another on a map. It feels less arbitrary. Many players will likely appreciate this. Also, falling has the expected consequences: a) When non-ninja units fall, they take damage; b) When a large golem falls, it destroys whatever it lands on (e.g., your guild). That took me by surprise the first time.
Logically, ranged units firing down should get a significant increase in effectiveness, and firing up should get a significant decrease. And melee units battling down a slope should also get an increase, while melee units battling up should get a decrease. I have no idea if effects like this are incorporated into the game.