Does the patch add even high scores? It would be fun to see how far you can get in endless, but with no high scores i'll just forget. At least add local high scores. Also, do the endless levels differ in monster mix or mechanics, or is it just different backgrounds? Just finished normal difficulty! If anyone needs tips, I bought max # of miners and upgraded gems per mining trip and mining speed through the 1,000 gem upgrades -- i.e. I did not buy the 2,000 upgrades. Here was my upgrade sequence with legendary armor: (1) Dwarfy: his special attack is ranged, accurate and can one shot a lot of things if upgraded. Standard trooper is not as good a candidate for first upgrade because his special attack is harder to use and weaker. (2) Golem: although a superior tank to Dwarfy, he is not 3x more effective. Still, you need more tanks then just Dwarfys, and Golem's special attack is generally better then Dwarfy's because it can hit more then one enemy, so I consider this a good second upgrade to legendary; (3) Basic Trooper: The basic trooper perhaps remains an effective fodder/damage dealer, although there were many levels I did not build any. If it lives to attack the enemy, it perhaps gives more damage for your dollar than other troops (if monsters dont have armor). Since the effect of your armor is unclear, its not clear whether the basic troopers have more health per your dollar then dwarfs or golems, but it seems in practice they do not. They die quick. All in all, there is not a compelling case for upgrading them, EXCEPT that there are certain levels which give you a basic trooper, and one level in the 5th world which gives you a LOT of them. So I think they are perhaps worth upgrading. I would not touch their special attack once in tier 2, save the essence for specials from others; (4) Wizard: Reapers are a pain, they kill melee unless you micro them heavily, and to some extent even if you do. Wizards are useful for them, and I also found them useful on certain bosses. That said, I didnt upgrade them much in tier 2, just adding some health. At random intervals, the tier 2 wizards freeze enemies. Not critical, just a little bonus. I did not use legendary armor on unicorns. They are not good meat shields, and their ranged attack + health are a lot weaker then that of wizards. Unicorns special is better than wizard, but its hard to use because after you charge in, they kill you. I might be missing something. Archers are more cost effective range then wizards, but keeping them alive is just so challenging, they are paper thin. All in all, they generally seem underpowered to me, so I didnt use legendary armor on them. When I did buy them, I didnt feel I got much use from them. Phoenix has the most damaging special and it can kill several units at once, but the price is so darn high you wont build many. I upgraded its health in tier 1, that was about it.
Legendary Difficulty 4-8 Anyone have any tips on getting past 4-8 on legendary difficulty? I am completely clueless on how to win this. I have every legendary armor upgrade and have a fully upgraded golem and special attack dwarf, but no matter what I do I can't seem to win this level. The only thing I can think to do is have my dwarf up there and bomb the troll, but I need him to hold the flank just to keep the wizard alive and there's not enough essence to keep the bombs rolling through the troll's monsterous hit points. By the time I do get up to the troll, my guys are fairly battered and the troll's 300 damage attacks just sort of decimate everyone in no time so just fighting through seems futile. These hero levels seem to be getting nearly impossible in legendary toward the end. Any help would be appreciated, thanks. Edit: Also, I am sure the level where you play the enemy heroes is going to be a murderfest on legendary. It was hard enough on hard difficulty. Any tips on that would be helpful too. I just hid my heroes in one lane, let a crowd build up on the stones, and then used specials to win. I don't think that will work as well in legendary, however.
Hi Druffen. We only had 1 tester beat Legendary and we knew it was going to be a murderfest. I suggest waiting for the update due early next week because you will have much better control over your units. (see list in description) I can suggest trying to get your archer to pass everyone and hit the troll first (since he is the fastest) and then have him run back to the group and meanwhile build up and save your essence.Make sure your essence meter and initial essence is at full max (level 5). You may want to just put it down maybe play some endless modes and earn gems to upgrade the wizards HP. Just some tips but yeah Legendary is brutal. Try unlocking the secret level its super funny. Though nearly impossible until the udpate goes live. (We balanced it better). cheers.
Hey great tips! Let me answer your questions. We are adding scores and leader boards with the gamecenter update coming soon. The endless modes get harder with more frequent enemies and tougher enemies near the end and tougher bosses. The wait it works is you get 1 gem per a kill, and with every minute you last you get a gem bonus. Here is the time breakdown for endless Grass - 10 gems per minute Snow - 20 gems Desert - 30 gems Swamp - 40 gems Volcano - 50 gems So if you have some powerful armor and can last 10 minutes in volcano (hard to do) You will get well over 600 gems. I recommend waiting a couple of days for the big update before playing through hard. It will feel fresh and new! Thanks for the support!
I am the one that posted about difficulty with 2-9. I became so frustrated I removed the game and am starting over. I've played thru to open the first side scroller and Im just playing that over and over as much as I can tolerate in bursts, I think I'm going to do that until the control update. Hopefully that will help and I'll change my strat a bit. I still think a hold down pause and issue commands mode would really be helpful with this game, I get so frustrated trying to give my units commands, I constantly am tapping the wrong unit because they are so close together. Anyway, can you consider an option to make pause a button we could hold down, freezing the action and letting us queue up commands, then release pause letting the action play a bit, then hold it down again to re-issue commands? It'd really help IMHO on those chaotic levels where its just total chaos.
OH! and any improvement in the coming update for command responsiveness for side scrolling levels? Seems my multi-touch iPhone 4 has a single touch capacitive screen on these levels, pressing two buttons at the same time only registers one command (fire, when I pressed both fire+up) for instance, that and sometimes the button tap just does NOT register. GRRRR.
The thing with the tower archer is kind of confusing, I haven't seen him yet (nor a possibility to buy one), but since I could beat all levels so far without him, I'll just wait for the update.
have you thought about an HD release for PC? I have a feeling this would be VERY successful on Steam for 9.99, and something tells me the graphics would look MUCH better at a higher resolution! Please consider it!! i have a feeling the controls are going to be 10x better on PC as well with mouse clicking!!! Glad to see the game keeps on growing
Just wait for the update hopefully tomorrow. You could always buy him in castle upgrade but wait till you see how u like using him. cheers.
Hi, 2-9 can be a bit challenging for people. We brought down the difficulty in the update. Sorry to hear your having a tough time. I think the new control improvements and ability to turn on auto attack for units will be enough, though i like your idea of pausing, it may take away from the frantic action people enjoy about legendary wars. Also I read in your review that you didn't get credit for an In app? This is the first report we got about this. It should not happen since it all goes through Apple. Try turning off the game and erasing from memory, and turning back on and see if you get credited. We put a double check system and tested in app purchasing for 2 weeks to make sure this would never happen. Apple tests this too. Please let me know if you got charged and didn't receive and what were the circumstances. email us and [email protected]. thanks
Looking forward to the update, this game really grew on me. Not to nitpick, but "Hard" is not properly balanced through the first 3 worlds. They are for the most part trivial, joke easy, with pretty much only the armor and invested points that got you through normal.
@Liv Games: No, wasn't me that reported a problem with in-game purchase. I've not made an in-app purchase with this game. @ArtNJ: How is the game so easy for some? Did you endlessly farm gems on the alternate mode games, or level replays?
Normal isnt overly easy -- I had to redo all the levels most people have trouble with and a few others as well. I farmed up maybe 2000 crystal over the course of normal, which isnt a lot considering that is maybe playing the 2 minute mini-game 15 times. My point was that once you go all the way through normal, "hard" is actually easier than "normal" was -- at least through early world 4. Part of it is that you understand the controls by the time you get to "hard" and part of it is that you have more armor, and more crystal coming in.
By the way... my game was bugged. I realized it when i started playing the endless scrolling levels. I noticed that when I ran over an object it would take away 25 health, and do about 1/16th damage, but when I got hit from an arrow for 8 damage it would take about 4/5 of my entire health. Essentially, the zombies (and my archer in this instance) were shooting about 40 arrows at once causing insane damage). After noticing this I went back to the level and realized it wasnt just the arrows, but most damage caused from the enemies was multiplying causing me to die quickly, and in the case of my wizard, die in one hit. I had to restart my phone because the game never closes (which I believe is what caused the memory sink to occur), but once I did it worked normally and 9-10 tries later I successfully beat 4-9. I still think that the level is a bit out of balance for Normal difficulty level, so is every other level where you have 5 guys and no chance to produce anymore. FWIW, my 2 cents.
Unlocking other modes Can't wait to see the updates being rolled out. Do we know when Apple is likely to affix its seal of approval and bring them live on the app store? I also wanted to ask how specifically one can unlock the other modes, i.e. endless defense, side scrolling, and survival game. I replayed some of the early levels and somehow managed to unlock side-scrolling on one of the first stages (can't remember which one it was exactly, maybe the last one with the dragon), but when I replayed a couple of others it didn't unlock anything else. How can I activate the first Survival level, for instance? Thanks.
You have to buy the first level of Survival, but I dont recommend it, its just a mini-game with the mage shooting down the 3 rows. "Endless" is what one would think of as a true survival level, and its therefore fun, so if you have a moonstone burning a hole in your pocket, you could unlock that. Sadly, the free archer level is just as good credits/time spent as either the first endless or survival levels, but you do get more moonstones then you need, so you can easily afford to unlock something. The archer mini-game gets boring, so a little variety is good.
Glad to hear there's a control and 2-9 adjustment update coming - I'm stuck on 2-9 right now. Controls have been frustrating off and on in various levels, not just 2-9. Part of the problem has been units overlapping, but part has also been commands not registering properly. For example, I'll have a unit selected, then tap on a crystal and the unit will move to the upper lane. And in levels involving moving a unit up and down lanes with the up/down arrows, the movement seems slightly delayed (actually that seems to be the case with all lane movement with any level) - and having the buttons really close together doesn't help. Another example - I've had problems in which units won't move lanes when they're attacking. I should be able to move a unit any time, whether it's attacking or not.
We submitted last Tuesday the big control update. (these also include balancing for levels like 2-9, 3-9, 4-8 and 4-9. But best of all the new controls work exactly as they should and then some. We are currently hard at work on Retina which is extremely time consuming but worth it. I will try to post a video with new controls and Retina graphics later this week. If I had to guess I'm guessing the Update 1.2 is going to come in around Wed, and Retina we should submit by the 22nd. You need one moonstone to unlock each mode past the first free ones. Also you need to actually beat the level in the campaign. You will get plenty of moonstones on hard (since you shouldn't have to hire any miners. Use those to unlock modes and earn lots more gems). Hope that helps.
Agreed on 4-9. We basically decreased enemies and gave Wiz more health. Also we have tips in loading screen telling you to upgrade your essence meter which is essential to beat the hero levels. We will look into the bug you mentioned. thanks
Here's the full list of Update 1.2 incase you missed it: -All new Casual option with Ai for heroes (auto attack enemies). -New always visible group command buttons -Tap on any unit type and command all units of that type to attack/defend/retreat/form-up. -Separated lane selection and unit control. This fixes the issues for wrong orders and miss-taps. -Missing gem taps does not register lane change/unit order -Can swipe up and down to lane change a unit. -Backup defense - your units will assist other units in the same lane -Instant response control for sidescrolling levels. -New pulsating lane highlight and lane separation. -Listen to your own music library! -Improved loading time on older devices. (up to 30% faster) -New tips in loading screen. -Redesigned level 3-6 (no more center castle). -Fixed tower archer bug. -Made (2-9,3-9,4-8 and 4-9 easier) Hope that helps. Lots of good stuff!