We just submitted the next update which improves on a lot of important things... we're really excited about seeing the new matchmaking in action! Added local WiFi/Bluetooth multiplayer Significantly improved multiplayer matchmaking Fixed a crash with the iPod setting Fixed some multiplayer sync error Bug fix: Dwarf range now gets buffed accordingly with Dwarven Hut Increased the chance to earn a Rune when playing Endless and Co-op (100% chance after 5 minutes)
I play this all the time and love it. Will you please release on android so I can play on my shield with controls
Excellent! Looking forward to it. Thank you for your continued support of this terrific game. Speaking of which, I hope to see a balancing patch some time. Some units are too expensive for what they do, and need either a lower gold or population cost. (the mages, captains, hunters, and iron helms either need to be tougher or cheaper. And the Arrow Tower and Blacksmith are of dubious value. Also consider some drastic changes to unit costs and speeds? It'd be fun to see a special unit that is only 1 population but very costly in gold (sort of like the opposite of a Peon group). Or a very weak ground unit that is something like: 1 pop, 10 gold, 5 damage, 50 health, and that moves as fast as Dire Wolves. Lastly, two gaps I'd like to filled in the unit roster: a melee unit that stays near the walls instead of wandering the field. And a very fast unit that can quickly chase down strays, and disrupt archers and snipers, and even keep pace with the goblin terrorist sprinters.
Well, in all honesty I think the units you listed are all very good units when used at the right times, in the right combinations, and I'm not convinced there are any glaring balance issues in that regard at least Most you listed are different, by design, being super high offense, low defense; they fit a slot that didn't exist before. Heck, Hunters are borderline OPed imo Wizards are very good solely for their Wraith killing capabilities (but also do some of the most damage in the game), Iron Helms are practically unkillable when upgraded, and Hunters fill an important niche by being able to take down catapults, longbows, and snipers quickly without having to always use your hero. But also keep in mind these units work best in tandem with the proper support. Also the reason there are no "1 population" units is because of performance, unfortunately (already pushing out potentially 75+ units on screen at once). We could probably manage to bump the number of units up quite a bit if we dropped support for lower gen devices, but we're not ready to do that quite yet... and being a competitive multiplayer game also with co-op, its important we keep the game-play consistent across all devices.
I agree that the normal units are balanced appropriately, they all have their purpose in certain situations. However, (IMO) I do think the special units are not created equal and some could use a tweaking...e.g. I love playing as Barbarian, but the Hammerer cost too much to justify using, even with their high damage. Their attack is slow and they die way too fast later on, due to moderate health and no armor. By comparison, I will use units like Treemen and Dreadnoughts throughout the game. Crusader is better too (more health, armor, and attack speed is twice as fast as Hammerer to compensate for lower damage). Just a suggestion, but not a big deal. Foursaken: I know this has been requested before, but if you could let us reset our stats to be able to reallocate the skill points, that would be great. Even if it cost 200 gems or .99, It would be a nice feature. Thank you for your dedication to continue to make this game better and better, I'm sure you have a lot on your plate with the work going into your other games, so it's really appreciated!
Changes One bug that needs fixed is with the hp runes. After you die they no longer work. And I have the hp legendary rune. It used to give 4+ for hp. And not sure which update changed it but it only gives 2+ now. And to weigh in on the rationalizing of units. I feel the easiest way to level the playing field would be to allow players to build all of the buildings. The current system which makes the player choose whether they want good peons/pikemen or have good catapults/cannon towers/blunderbusses/tanks/rifleman/long beards and iron helms. It is just skewed away from the peons/pikemen. On the subject of reassignment of points on heroes. I think it should be on the leveling up system. Just the same as it was up to level 99. When you reached lvl 100 you would not get new points just the ability to move two points around. And I do feel slighted in one way as I bought the game in the first week it came out, And I put alot of points on critical on my paladin. Hitting 100% around lvl 80. From there up I was not benefiting from leveling up like I should have.
Two things with update, One my hunters don't seem to work right now. They fire sometimes but walk back and forth most of the time, And here is a odd one. After the update my formerly lvl 70 engineer is now lvl 99. With all of his stats having gone down except his health. His health did double,
Hmmm, thats weird We didn't really touch anything other than multiplayer match making in this update (apart from a few other minor things)... Looking into it though, thanks. edit: any chance you can give some more info with the hunters - I just updated and am not seeing any sort of strange behavior (ie which campaign, and which level you tried them on). With your hero, was it just your engineer that had its stats and levels altered? Can you give a rough estimate of what some of the stats changed from/to, and what rune was equipped? Thanks! As for the rest, we'll be very interested to hear about the new multiplayer matchmaking, and if people get better, less laggy MP games!
Warrior Bug Could you please recheck the damage armor-piercing enemies like the sword skeletons and the big orcs deal to the Barbarian while his skill Warrior is active? It seems their damage is not reduced by 90%. It is somewhat reduced, but just a little.
Getting a lot of crashes right after a level is complete since the update. Never happened before. Ps -- how the heck do you beat Corte 5?? That one is impossible.
Any tips for Corte stage 6? Picking up the game again and want to beat Corte but man it's hard. Level 56 pally.
Newest version is better than the last, have only seen one sync error in last 30 games or so. However, there is something that has been happening ever since 3.0.3 rolled out..I can be playing a co-op game for 30 or 40 minutes and then the gameplay freezes for about 5 seconds. When gameplay resumes, my partner is dead. There isn't a message saying they disconnected or anything, but this didn't happen on 3.0.2. Seems to happen at random times. iPad 3, graphics set on low.
Also been getting alot of sync errors when ever I play a coop game with a vet involved. Happened basically every time.
If you're still trying, if I remember correctly, that's the one with the bazillion archers? I think it worked when I fought fire with fire. Instead of my usual riflemen, I built a crapload of archers and maybe peons as well, all to try to keep the archers occupied while I tried to go after them and eliminate them as quickly as possible. That worked with my Assassin. It also helped that I have a +150 starting gold rune. I was able to complete Corte at level 42 with that bad boy. I still can't get through all of Hinton with my Paladin though.
Are you getting the "sync error" display, or is it crashing? Sync errors are often really tough to track down - do you happen to remember anything recurring that you or your teammate were doing? Also, we're releasing an update soon which should fix some crashes, the hunter bug, as well as some MAJOR memory optimizations. The majority of time RAM should be nearly cut in half, which should once and for all eliminate RAM crashes on lower gens (fingers crossed), and even fix a few lingering ones in upper gens as well.
The one thing that I remember about the vet related sync problems is that they usually follow the spawning of clockwork defenders.
Currently having issues connecting halfway around the world on co-op, trying to play with my son (who lives in China at the moment, while I'm in north america). His GC invites register, however, when I connect, it tells me "game cannot be found". When he accepts my invites... nothing happens, but my ipad tells me it's connecting, while his says "searching for players". I'm not entirely sure what's happening here. We've also played before update 3.0.5. I will have to try connecting with my cousin's ipad, who also lives in the same city to verify it's not the internet connection/settings (XBL works fine, NAT is open).
Special thank you to Foursaken Media: Coop works again after the last update. I've played two coop matches that had a decent connection whereas between the latest patch and the 'fixing' of multiplayer began I couldn't get any game of even remotely playable speed. Now it looks decent speed and no more disconnects even. Hurrah! Small question, though of little importance. I noticed this ever since I started playing H&C: both of my Coop games lasted 30+ minutes so is there any particular reason why neither myself nor my co-player get credit for it on the leadership boards? Today, for instance, the 'top time' appears to be only 15:42 though I just finished a 36 minute game.
I agree, while many of the special units are very useful, I haven't found a use for hammers to justify their cost.