Bugs?? Hi, my first post here. Bought it since its on sale and been playing daily, reaching LVL29 when beaten Wave 31. I thought Scarwood Keep will be unlocked at Wave 30 since it's not available after taken all other lands by Wave 20. Was it supposed to be unlocked after taking all the lands? Mine is at 97% but at Scribe, it's only 47/50 FM, can you help on this? Another question, Wave 32. I breeze through 21 to 31 without any issue but man, Wave 32 is a shocker. Even with Rune of Grace +60CP and queued +200CP research, building sniper and graybeard early on as suggested early in the thread, I'm still shamed by the ogres. Any guide? Playing as human warrior carrying a big as5 Epic Breaker sword (+36 DMG, +20% CRIT, 15 STA) and Epic Widow Human armor (+219HP, +20% undead bonus damage).
Taunt may work, although i didn't play that wave as Knight yet. What really helps is magic attack as first research, then general's rally. You should try to kill the first 3 enemies with your hero and then run back to the gate, for now the hammer orcs will spawn. That new type of enemy should always be the #1 prority target. You can afford to let them hit the wall 1 time, then you should be able to kill them quickly with your magic attack. Snipers and graybeards are a working strat for that wave. Dwarfen hunter is not needed. He aggros enemies and dies anyways. It may get easier if you build treemen (if available) or shield knights when the first ranged enemies appear. That way the bannermen won't get killed. I beat the wave that way with a level 9 grandmaster, so the knight should be similar. Also my apologies to wstutt. Wave 32 is indeed still harder than others. Must have had a bad day when I replied that day.
^Pretty much it. For knights, Taunt is essential in that wave. Only way to take the new siege orcs off your walls without trading a lot of resources.
Yeah, your rate is horrible lol. But my point is that you shouldn't need to grind excessively or use exploits just to change your character build, especially when character skills are adjusted often. Even if they were never changed, I'd like more room to experiment with different builds.
Couple of notes - GC doesn't allow us to reset leaderboards, so we'll have to make new ones. Want to make sure we're as close to "balance complete" as possible before we do that so we don't have to keep making new ones. I think this next update may be close to spot on. Re: Wave 32, it was supposed to be made easier in the last update, but I accidentally forgot to commit my balance changes so its in fact the same as it was initially, while most levels around it got nerfed. It should be more in line with the other waves in the next update. But yeah, as far as general strategy goes, the savages don't do that much damage to units, so aggro them away from the walls at all costs (even if its just hitting them), and let your snipers/mages/wood elfs do the dirty work. Finally, new update almost finished with some big additions - especially the completely new mp backend, new campaign waves, and the ability to craft specific weapon types. Just have to finish balancing the new waves and we'll be ready to submit! NEW UPDATE Major multiplayer engine overhaul with new, more reliable matchmaking and regional/cross platform servers! New campaign waves! New enemy types Added the ability to craft specific weapon types Increased Mana regen rate for all heroes, allowing heroes to use abilities more often Reduced difficulty of Wave 32 Greatly lowered the rate that enemy strength increases on siege missions Increased the strength of all Towers Added functionality to sell all equipment of a type and rarity (hold the sell button on any equipment to prompt an all sell option for that equipment and rarity type) Added inverse look options Added the ability to unlock units early/permanently from the Master Sergeant Fixed a bug with Grandmasters Cleave ability Fixed a bug where Dwarf Miners would get stuck inside the castle walls Fixed a bug where wall units projectiles were disappearing when attacking very close enemies Fixed a bug with the Mana Save skill in versus Fixed a bug where Redguard units would stutter when grouping up around you Fixed a bug where units would sometimes constantly stutter between choosing targets Added a fix for double fortify exploit in coop mode
Bug report I think the Grandmaster skill Offensive Stance doesn't work properly. At first I thought it didn't work at all, so I equiped a high damage weapon. There was a little difference in damage, but it didn't look like the promised +21% damage. Sword raw damage 119, no other equip bonuses, Normal damage: 133/134 (alternates between those values) Offensive Stance damage: 138/139 Looks more like +5 damage, not +21%.
This update looks big and nice! Congrats to our brothers! Does cross plattform servers mean android and iOS playing together?
Yep Hopefully once HC2 free comes out, between the iOS paid, Android paid, and iOS free versions there should be a better mp community. The regional servers should basically make mp performance much better as well.
Not at this time... because there are SO many rewards between the different heroes, I don't think there are enough slots to even have all of them.
Or an evil campaign with evil heroes and their own evil class trees filled with evil skills bound to do great evil.
Guys a quick question. I haven't played the first one, should I play it first or just jump right into this one?
Somebody has mentioned this before I think, but it's still not fixed and not in the patch list: Axe damage on runes not working. I still have an Epic rune from the first patch that gives +20 axe damage and 10% unit discount. Both stats work, Now I found a Legendary rune, +25 axe damage and 12% crit, but when I replace the old rune, the hero damage is 20 points lower.
Not really. There's only a brief mention of Hinton (the castle which you defend in the first game) and the Emperor (who was the king of castle Hinton), but yea... that's it. You can read the "story" of the first game here.