I have some questions. With the introduction of the new campaign, will we have to also beat that in order to unlock endless, or is endless independent of the new campaign? Perhaps beating this new campaign unlocks a harder endless mode, or something else entirely? Since the original campaign is for levels 0+, and the new campaign is for levels 30+, I am going to speculate that there will be 2 new campaigns after this. One for 50+ and one for 70/80+? Will it be longer, shorter, or the same length as the original? As for the new allies, I'm going to wishfully speculate that they're all new heroes ;3.
The new campaign will be tough... very tough We have some interesting new enemy types that will naturally make things harder, plus the fact that in the new campaign map you can be attacked from a 270 degree radius (as opposed to just the front strip on the first map). We don't have the final mission count yet, but it will be close to, if not the same as the 1st campaign. As for the other stuff, the 2nd campaign will function exactly like the first... complete it to unlock a new endless mode, which will start much harder then the 1st endless mode. Also, the new campaign will only unlock if you've completed most (or all) of the 1st campaign. The new ally units are actually new allies (5 in all) that fill various gaps in the current roster (including wizards that can hurt wraiths, and hunters that only shoot at the longest ranged targets, good for killing catapults and other pesky ranged units) There are also 3 new heroes, in case you missed it before.
Will there be a new co-op for the new endless mode? Or is it to hard to make considering some lower levels will be out of there league? Would love to be able to play co-op on the new endless mode !
Will there be a new co-op for the new endless mode? Or is it to hard to make considering some lower levels will be out of there league? Would love to be able to play co-op on the new endless mode ! Edit: double post thanks to 13 bug pages it has to go through to send a message
This update is going to be amazing. I can't wait for it. I love the fact of a 270 degrees attack. This makes things more interesting.
Hey guys, Heroes and Castles FREE version just hit the app store! This is NOT a "lite" version, but a completely stand alone version in its own right (of course with less content initially available than the paid version - but no pay walls or anything like that). Players with the free version can team up with or fight against those with the full paid version, so if you have any friends who don't like to spend money, please help us spread the word and get them to download the free version! Heroes and Castles Foursaken Media The Undead Horde and their Orc and Goblin allies are at your castle gates, the King is on the brink of death, and only y… Free Buy Now Watch Media DetailsThe Undead Horde and their Orc and Goblin allies are at your castle gates, the King is on the brink of death, and only you stand between the enemy and complete annihilation! Choose one of many powerful heroes, summon an army to fight beside you, and defend your castle in Heroes & Castles, a seamless blend of 3rd person Action-RPG, Strategy, and Castle Defense elements! -----FEATURES----- CASTLE DEFENSE, STRATEGY, AND ACTION-RPG GAMEPLAY! Take to the battlefield in an immersive 3rd person perspective, summon entire armies to fight beside you, and defend your castle to the death! Fight in the middle of a huge battle that you control! UNIQUE, POWERFUL HEROES! Level up, learn new skills and abilities, find randomized Runes and loot, and destroy your enemies with one of many unique heroes! SUMMON HUGE ARMIES TO FIGHT BESIDE YOU! Summon Dwarves, Archers, Pikemen, Giants, Catapults, Mages and much more to aid you in your defense! Watch them battle the enemy right beside you! BUILD AND UPGRADE YOUR CASTLE! Build Towers, upgrade your castle walls, and build buildings to upgrade your units! 2 PLAYER COOPERATIVE MULTIPLAYER! Team up with a random ally or one of your friends and compete in the GameCenter leader boards! TONS OF ENEMIES TO BATTLE! Fight against dozens of enemies on screen at once, from hordes of the Undead, to Orcs, Goblins, Ghouls, Siege Wagons, Trolls, Catapults, Mummies, and more! ADVANCED GRAPHICS AND TONS OF FEATURES! Incredible mobile graphics and lighting, iCloud saving, full iPhone 5 widescreen display support, and much more! ---------- Search for Heroes & Castles on Youtube for awesome gameplay footage! Visit the forums at http://heroesandcastlesforum.com for all your Heroes and Castles questions, answers and discussion! Follow us on Twitter @FoursakenMedia or like us on Facebook for more Heroes & Castles news! Information Seller:Foursaken Media Genre:Action, Strategy Release:Apr 02, 2013 Updated:Aug 27, 2017 Version:2.1 Size:519.4 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal Elixir Well-Known Member Mar 12, 2013 150 0 0 Canada. #4570 Elixir, Apr 3, 2013 Free version: "less content initially..." does that mean all content will eventually be available to players of the free version? McCREE Well-Known Member Aug 26, 2010 837 0 0 #4571 McCREE, Apr 3, 2013 Through IAP Foursaken_Media Well-Known Member Patreon Indie Jan 17, 2010 3,421 30 48 Raleigh, NC http://www.foursakenmedia.com #4572 Foursaken_Media, Apr 3, 2013 I probably phrased that wrong All the content is in the free version that is in the paid version, and will get the same updates that the paid gets... I mean that you just start with less in the free version vs the paid version. Specifically, you only get 1 hero in the free version, while in the paid you get the starting 3. Also one of the new heroes in the next update will be free, but only for the paid version. ruggedland Well-Known Member Oct 11, 2011 350 0 0 #4573 ruggedland, Apr 3, 2013 Nyetek Member Aug 18, 2012 22 0 1 #4574 Nyetek, Apr 3, 2013 I am not sure that the game gets harder per se anyway, once you get to Endless, however I have not reached level 50 yet so perhaps I am missing something. The 'problem' as I see it is that for all the heroes except the paladin, I do best and last longest in Endless mode if I go solo, refrain from building other units altogether and build only gold mines and steel walls. This is already the case for my level 30 to 40 characters and from what others are saying, this trend only becomes more pronounced into the higher levels. The fact that the problem is exacerbated at higher levels suggests that the heroes may be overpowered relative to friendly units (at least at those levels). Another issue that i have noticed is that steel walls also seem overpowered relative to friendly units, such that one will tend to last much longer against the evil hordes just spending one's finite cash on building and replacing steel walls rather than on units to defend those walls. If that is the case, the obvious solution would be to buff both friendly and enemy units while leaving the heroes as they are. Alternatively, walls could be weakened so that players are forced to buy units to defend them (and make all the tactical calculations that that entails). Anyway, this presupposes that the foregoing is considered a problem at all. As Aussi said some people prefer to have the heroes as powerful as possible. I suspect the division is between those who like action games and those who prefer strategy - the latter would probably like friendly units to be of more practical importance than they currently are. In any case, the proposed changes (which sound awesome btw) seem like they might go some way in addressing this by buffing friendly units and I look forward to seeing the outcome. Pre5umptuos Member Feb 18, 2013 20 0 0 #4575 Pre5umptuos, Apr 3, 2013 I totally agree. Flooding the game with new co-op players, while a good idea in itself, will degrade the experience for the more experienced players. Pre5umptuos Member Feb 18, 2013 20 0 0 #4576 Pre5umptuos, Apr 3, 2013 Levelling passed 99 Here's an idea against the current thinking that I thought I'd throw out there. How about allowing heroes to level passed 99, BUT with no added SP or attribute increases as you get to 100+? This would allow players some acknowledgement of the extra effort they've put in, but by not increasing stats (health, armour etc) it doesn't affect the game balance which is the big talking point. Aternatively you could give a token +1 damage increase, but no SP. A level 109 knight would then be little or no different from a level 99 knight, but the extra 10 levels reflects the personal experience of the players. DarkNecros Well-Known Member Feb 18, 2013 166 0 0 #4577 DarkNecros, Apr 3, 2013 Thing is Foursaken has to either code in a endless exp calculating formula OR they have to have a level cap somewhere or the game won't work. If there is a level cap then once you hit that point its the exact same thing, the effort foursaken put into would have become a data waste or would have been better spent on something else. If its an endless code calculator it will eat up more and more space on your device the higher level you are because it would have to keep re-applying the formula and check it and referencing it. Thats all assuming there isnt any added stats after 99, if you gain any kind of stats after 99 then if its a level cap it becomes the same argument as before but your even stronger which is what foursaken wants to avoid. if its endless code then you can endlessly get stronger which has a better chance to break teh game even if you cna handle the data storage. ninjackid Well-Known Member May 27, 2010 9,380 2 38 #4578 ninjackid, Apr 3, 2013 Yay, this thread works for me again! I hadn't been able to enter this thread in a long while due to some weird bug. lockecole7 Well-Known Member Jan 26, 2013 299 0 16 #4579 lockecole7, Apr 3, 2013 Why not just have a matchmaking system that matches similarly leveled heroes together. Foursaken_Media Well-Known Member Patreon Indie Jan 17, 2010 3,421 30 48 Raleigh, NC http://www.foursakenmedia.com #4580 Foursaken_Media, Apr 4, 2013 We would love that, but GameCenter is very limited in what it can do (no sort of dynamic matching or anything). We had a choice to make: allow anyone to match with anyone and ensure they can at least get a game going, or match by bracket, and have the available player pool shrink more and more as you rise up into a new bracket, possibly making it very difficult for upper level players to get games at all. Basically the more brackets you have, the less likely you will be matching up with someone in your bracket... the less brackets you have, the skill variance will be bigger and you've got the problem you've got now. I suppose its less of an issue now that the game has been out for a while and there is a broader user base with more variety in levels and skill. We could do very generalized brackets like level 1-20 and 20+ for at least a very basic sorting system... (You must log in or sign up to post here.) Show Ignored Content Page 229 of 281 < Prev 1 ← 227 228 229 230 231 → 281 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Free version: "less content initially..." does that mean all content will eventually be available to players of the free version?
I probably phrased that wrong All the content is in the free version that is in the paid version, and will get the same updates that the paid gets... I mean that you just start with less in the free version vs the paid version. Specifically, you only get 1 hero in the free version, while in the paid you get the starting 3. Also one of the new heroes in the next update will be free, but only for the paid version.
Nyetek Member Aug 18, 2012 22 0 1 #4574 Nyetek, Apr 3, 2013 I am not sure that the game gets harder per se anyway, once you get to Endless, however I have not reached level 50 yet so perhaps I am missing something. The 'problem' as I see it is that for all the heroes except the paladin, I do best and last longest in Endless mode if I go solo, refrain from building other units altogether and build only gold mines and steel walls. This is already the case for my level 30 to 40 characters and from what others are saying, this trend only becomes more pronounced into the higher levels. The fact that the problem is exacerbated at higher levels suggests that the heroes may be overpowered relative to friendly units (at least at those levels). Another issue that i have noticed is that steel walls also seem overpowered relative to friendly units, such that one will tend to last much longer against the evil hordes just spending one's finite cash on building and replacing steel walls rather than on units to defend those walls. If that is the case, the obvious solution would be to buff both friendly and enemy units while leaving the heroes as they are. Alternatively, walls could be weakened so that players are forced to buy units to defend them (and make all the tactical calculations that that entails). Anyway, this presupposes that the foregoing is considered a problem at all. As Aussi said some people prefer to have the heroes as powerful as possible. I suspect the division is between those who like action games and those who prefer strategy - the latter would probably like friendly units to be of more practical importance than they currently are. In any case, the proposed changes (which sound awesome btw) seem like they might go some way in addressing this by buffing friendly units and I look forward to seeing the outcome. Pre5umptuos Member Feb 18, 2013 20 0 0 #4575 Pre5umptuos, Apr 3, 2013 I totally agree. Flooding the game with new co-op players, while a good idea in itself, will degrade the experience for the more experienced players. Pre5umptuos Member Feb 18, 2013 20 0 0 #4576 Pre5umptuos, Apr 3, 2013 Levelling passed 99 Here's an idea against the current thinking that I thought I'd throw out there. How about allowing heroes to level passed 99, BUT with no added SP or attribute increases as you get to 100+? This would allow players some acknowledgement of the extra effort they've put in, but by not increasing stats (health, armour etc) it doesn't affect the game balance which is the big talking point. Aternatively you could give a token +1 damage increase, but no SP. A level 109 knight would then be little or no different from a level 99 knight, but the extra 10 levels reflects the personal experience of the players. DarkNecros Well-Known Member Feb 18, 2013 166 0 0 #4577 DarkNecros, Apr 3, 2013 Thing is Foursaken has to either code in a endless exp calculating formula OR they have to have a level cap somewhere or the game won't work. If there is a level cap then once you hit that point its the exact same thing, the effort foursaken put into would have become a data waste or would have been better spent on something else. If its an endless code calculator it will eat up more and more space on your device the higher level you are because it would have to keep re-applying the formula and check it and referencing it. Thats all assuming there isnt any added stats after 99, if you gain any kind of stats after 99 then if its a level cap it becomes the same argument as before but your even stronger which is what foursaken wants to avoid. if its endless code then you can endlessly get stronger which has a better chance to break teh game even if you cna handle the data storage. ninjackid Well-Known Member May 27, 2010 9,380 2 38 #4578 ninjackid, Apr 3, 2013 Yay, this thread works for me again! I hadn't been able to enter this thread in a long while due to some weird bug. lockecole7 Well-Known Member Jan 26, 2013 299 0 16 #4579 lockecole7, Apr 3, 2013 Why not just have a matchmaking system that matches similarly leveled heroes together. Foursaken_Media Well-Known Member Patreon Indie Jan 17, 2010 3,421 30 48 Raleigh, NC http://www.foursakenmedia.com #4580 Foursaken_Media, Apr 4, 2013 We would love that, but GameCenter is very limited in what it can do (no sort of dynamic matching or anything). We had a choice to make: allow anyone to match with anyone and ensure they can at least get a game going, or match by bracket, and have the available player pool shrink more and more as you rise up into a new bracket, possibly making it very difficult for upper level players to get games at all. Basically the more brackets you have, the less likely you will be matching up with someone in your bracket... the less brackets you have, the skill variance will be bigger and you've got the problem you've got now. I suppose its less of an issue now that the game has been out for a while and there is a broader user base with more variety in levels and skill. We could do very generalized brackets like level 1-20 and 20+ for at least a very basic sorting system... (You must log in or sign up to post here.) Show Ignored Content Page 229 of 281 < Prev 1 ← 227 228 229 230 231 → 281 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I am not sure that the game gets harder per se anyway, once you get to Endless, however I have not reached level 50 yet so perhaps I am missing something. The 'problem' as I see it is that for all the heroes except the paladin, I do best and last longest in Endless mode if I go solo, refrain from building other units altogether and build only gold mines and steel walls. This is already the case for my level 30 to 40 characters and from what others are saying, this trend only becomes more pronounced into the higher levels. The fact that the problem is exacerbated at higher levels suggests that the heroes may be overpowered relative to friendly units (at least at those levels). Another issue that i have noticed is that steel walls also seem overpowered relative to friendly units, such that one will tend to last much longer against the evil hordes just spending one's finite cash on building and replacing steel walls rather than on units to defend those walls. If that is the case, the obvious solution would be to buff both friendly and enemy units while leaving the heroes as they are. Alternatively, walls could be weakened so that players are forced to buy units to defend them (and make all the tactical calculations that that entails). Anyway, this presupposes that the foregoing is considered a problem at all. As Aussi said some people prefer to have the heroes as powerful as possible. I suspect the division is between those who like action games and those who prefer strategy - the latter would probably like friendly units to be of more practical importance than they currently are. In any case, the proposed changes (which sound awesome btw) seem like they might go some way in addressing this by buffing friendly units and I look forward to seeing the outcome.
I totally agree. Flooding the game with new co-op players, while a good idea in itself, will degrade the experience for the more experienced players.
Levelling passed 99 Here's an idea against the current thinking that I thought I'd throw out there. How about allowing heroes to level passed 99, BUT with no added SP or attribute increases as you get to 100+? This would allow players some acknowledgement of the extra effort they've put in, but by not increasing stats (health, armour etc) it doesn't affect the game balance which is the big talking point. Aternatively you could give a token +1 damage increase, but no SP. A level 109 knight would then be little or no different from a level 99 knight, but the extra 10 levels reflects the personal experience of the players.
Thing is Foursaken has to either code in a endless exp calculating formula OR they have to have a level cap somewhere or the game won't work. If there is a level cap then once you hit that point its the exact same thing, the effort foursaken put into would have become a data waste or would have been better spent on something else. If its an endless code calculator it will eat up more and more space on your device the higher level you are because it would have to keep re-applying the formula and check it and referencing it. Thats all assuming there isnt any added stats after 99, if you gain any kind of stats after 99 then if its a level cap it becomes the same argument as before but your even stronger which is what foursaken wants to avoid. if its endless code then you can endlessly get stronger which has a better chance to break teh game even if you cna handle the data storage.
Yay, this thread works for me again! I hadn't been able to enter this thread in a long while due to some weird bug.
We would love that, but GameCenter is very limited in what it can do (no sort of dynamic matching or anything). We had a choice to make: allow anyone to match with anyone and ensure they can at least get a game going, or match by bracket, and have the available player pool shrink more and more as you rise up into a new bracket, possibly making it very difficult for upper level players to get games at all. Basically the more brackets you have, the less likely you will be matching up with someone in your bracket... the less brackets you have, the skill variance will be bigger and you've got the problem you've got now. I suppose its less of an issue now that the game has been out for a while and there is a broader user base with more variety in levels and skill. We could do very generalized brackets like level 1-20 and 20+ for at least a very basic sorting system...