Good news is that I just found, and spent the morning fixing, a case where the memory usage would spike as you went out of a level, back to the main map. So that one's fixed, and next I'll be doing the mirror image, when you go *from* the map *to* the active game. That should (I hope!) fix 95% of the crash bugs that are out there.
With a couple small tweaks I think you would deserve a 5 actually. Its been a long time since Ive enjoyed any tower defense game this much. (Think Warcraft III lol)
Oh, man, Mike and I were working back at Blizzard in those days. We were on the Diablo team rather than Warcraft, but of course the whole company acted as a "strike team" for balance. Some of the early builds were absolutely hilarious as the scripting system would go bonkers, or the balance would be off. It was totally fun even back in pre-alpha, but in a very crazy way!
I like all of Blizzard, but my love was always for Blizzard North (based up in San Mateo, near San Francisco) rather than the main Blizzard (based down in Irvine, near Los Angeles). BN, responsible for the Diablo games, was always a smaller company, and I loved the culture there. The main Blizzard ... mainly, it's just so *huge* these days. Makes it harder to feel a connection, and also adds to the red tape, I think.
The battle master achievement, do I need to clear just one stage/level or a whole section? If just a single level, i have done novice, normal and master but didn't get the achievment. And also, any help with teddys picnic map at masters level? Cant seem to find the best tower starting position. Thanks!
I think you have to do it without losing 1 life? I remember getting the acheivement early on and I wasnt even trying. Just one stage/level/map if I recall
I feel like someone was telling us that there's a bug with that: that the first time you do it, it doesn't recognize it ... it's just the one scenario, though, you're right. if it shows as you completing it in each difficulty mode, try one more time (on any mode) and see if it trigger then. Meanwhile, if that turns out to be a bug, we'll get it added to the list of things to fix for the next patch!
I can't get the battle master achievement either and I can't get past the 4th map. Everytime I start it it will crash out. Disappointed as I can't continue...
Card Border Just wondering, the cards have different border colors. Any explanation to these? I see grey, brown, green and purple so far.
Offensive deck Tricket, Can you put up a quick guide on how to play multiplayer and making offensive deck? I keep having it say the deck is not valid.
It's like the card rarity rating it goes 1-White 2-Green 3-Orange 4-Purple 5-Gold They usually have better effects the better the rarity. From what I've figured from playing you need at least 15 cards in your offence deck for it to be valid. Other than that just fill it up with what ever you think will be good. Maybe the dev can explain further if there's a strategy to making an offence deck.
Creeper's Gonna Creep and Looping Back are hard, even on normal! I have tons of bonus stuff for archers, range, speed, reload, cost for the first 6, but there are just so many enemies...not sure there is time to get explosive arrows set up, or that it would make a difference if I could...I do have a normal dragon cannon and an orange tri-cannon. I have every lvl 4 magic tower i think, and the dark archers and crystal archers. I haven't yet tried some of these. Have an orange lvl 4 barracks which is pretty good.
Yeah, that's not good at all. I'm hoping the crashes on the phone version are all due to memory issues, because I've been fixing those yesterday and hope to get a less memory-intensive patch out. Also, we're never specifically supposed to suggest this, but .. if you close some other running apps (especially any other big games, or Safari), that might help. Again, Apple says I can never say that officially, though, so consider it just a vague suggestion...
Thanks for that! Yes, exactly that on color -- from white as a "plain vanilla, boring card," up to gold with, "probably insane boosts." Sorry for the lack of details on the offensive deck building. Right now, there are just two main restrictions: # of cards (can't been too low or too high) and total deck "cost," which I think maxes out at 5,000. It mainly does that because if you put up a deck with, say, 8 cards of little creatures, the game won't be able to figure out a good way to make that assault a level. So it wants to make sure it has a good enough pool of cards to try to construct a reasonable attack. Sorry that's not explained anywhere -- I'll try to make at least a pop-up of "Not enough cards!" or "Too high deck cost!" or whatever, to make that more obvious.
Oh, that does sound like a nice L4 barracks. And yeah, Looping Back is actually supposed to be marked as a "Prestiege Level," meaning it's intended to be designed for once you have an awesome deck. In the next patch, it'll show up as a flaming pile of skulls, to help make that obvious. Oh, for explosive arrows, there's one card that'll give that ability to any of your archer towers, from L1 on. If you buy the ability at L1, it'll carry forward through any tower upgrades. Not sure if that'd help at all.
I get the feeling we'll be doing balancing work (hopefully not just nerfing!) for ages with this game, especially as we add the new monsters and levels. Do let us know when any of them seem out of whack, since sometimes we just lose track of a specific monster or card's settings, and don't notice!
I honestly feel the mage line is out of whack. The build cost is so I high I do not even consider using them on any stage.