Been a week and hours spent . Haven't made it past level 7 ... My first attempt I made it to level 7 my 500th atrempt made it to level 7. What the hell. Why don't the bonuses stack after each death. This is crazy!
Thankfully patch will fix your issues. There's a few people who ran into that problem. FM: you continue to amaze! Love the feel of the game... Bullets flying everywhere truly makes it feel like a war zone. Thanks for making amazing stuff and keeping up with us here on the forums! Sounds like good changes coming, and we can talk balance more after patch MG suggestion: lower the crit dmg multiplier and raise the base damage. It's a machine gun not a sniper rifle, so IMO it should feel and behave like one. 2-4x crit dmg is plenty! when you release patch notes, can you explain how the perks will work? There's still some obfuscation going on (unintentional I'm sure), and since you stated you don't want people optimizing (picking one unit over another), I can only assume you want perks roughly balanced too. For example, if 75% machine gun dmg is truly added on after the general "everything" multiplier, then it's light years better than a 25% to everything perk, since that one gets tossed directly into the "everything" bonus you get on regeneration. i.e. The 50% to everything perk is completely useless and maybe the individual dmg ones are ok? Dunno, it's super hard to tell :/
Hey jayg, bonuses should stack, assuming you can pass on to the next generation. I made it well passed that within an hour or so... Id almost recommend a reset and try playing from scratch. Maybe save to iCloud and reset the data? Not sure, but could you restore from iCloud after if it doesn't work out? Either way, if you're stuck without being able to pass on to next gen, I'd say reset. You can get to lvl 10+ pretty fast.
You are doing so massively wrong, I can't even think of what it is. I got to level 35 approx 15 gen. Follwo tutorial, upgrade your units. You should get to about level 10 even with the weakest of units. Its not an autolevel game - there is some user input required. Give the mice some armor, increase yourmachine gun out put. Dying at level 7, is that even possible???
He's continuing but he can't pass on to new generation, it sounds like. He's missed something, for sure. I can't imagine a reset would hurt at this point. FM: I ran into what might be causing some of the one hit kills. I suspected it for a while and it turned out to happen just a bit ago to me: some sort of heavy artillery was hidden behind a giant boar for me. I saw the warning, cleared everything, panicked because all I saw was boar left (fairly far off fighting troops), looked EVERYWHERE else and couldn't find anything, and died a few seconds later. whatever it was had 10-15s to charge up on me through the boar. Not sure if boar pathed in front of it to get to melee troops or they started stacked. Oh, and I had a surplus on what is recommended health/armor, per usual for me.
Hello, I made an account here just to talk about War tortoise. I love this game. The environments, enemies, and weapons are all awesome. I'm a strategy guy so I like to see lots of upgrade options. What's available is good, but in future updates, to hold true to the idea of having your own play style, there could possibly be two options for each tier of support troop, and by choosing one, the other option becomes unavailable, but each serves a distinct purpose. Alongside that, having an option of troop placement and target priorities would be awesome. Right now a lot of deaths occur from all my units locking onto a boar or such, while enemies jump onto me. But these are just my personal taste for a more interactive game. Another Idea would be to add another section of items to buy - "Tortoise defense". Health and defense would move to this category, but stuff like an electric fence that stuns or knocks back enemies and/or health regeneration + other stats could be added. These would provide an extra element of strategy other than just buying from two options when you see a shell about to hit you. Maybe auto full health at start of each level could be reduced to a healed fixed amount, so regen would be important. My only real issue with this game is the quick loss of value in perks. I'm almost to the point of not getting up early to get the free ones and play because all the damage perks add up to 5-10% of the global damage boost, which completely takes out the customizability of the gameplay. My solution might seem ridiculous, but If the work was put into it, I believe it would make people like perks other than range and % money increases. My idea is to remove global damage increase and instead have a multiplier after each generation put on your perks. The increasing perks can still allow the game to scale exponentially like global damage does. (Base perk %) X (multiplication factor) where the multiplication factor is added to with each new generation, adding larger amounts the farther you went just like global damage. Range and %income can just stay as their base. This system means every perk is super valuable and not just "another 25% in my already 3500%" but is instead multiplied to make a much larger difference. Eventually something needs to be done to speed up the first 1/3 - 1/2 of the game that is absolutely not fun. Possibly every 5 waves you pass, you get to skip 1 wave from the beginning levels onwards. So at level 40 max you start at level 9 wave 1. Not a perfect system for later levels but you get the point. Non important ideas: Having a way to target snipers and one-shot troops that are behind a large troop. Whenever this happens I automatically lose unless that one unit is luckily targeted by all my support troops. Flax cannon against air troops spikes or things that can be permanently placed places on the map that do damage when enemies stand on them. Sorry this post was long, I know the team is working hard, most of these ideas are for fun or player retention, but aren't bug fixes or anything of the such.
Anyone got a pic of what a level 10 upgrade looks like. Is it worth it to get the 3 level 10 upgrades for 15 tokens over getting 7 random perks
So which one is better, double money or double damage? @Rk550 I guess so, they wouldn't be in the shop if they were worse
3x level 10 perks is definitely a better choice over the smaller perks. Especially if you have the 'double perk choice' activated. I've never, and never would, buy the cheaper perks. On the other hand I've bought the 3x level 10 perks at least 5 times now. They are of supremely superior quality. Of course, this is all just my opinion and what worked for me. I'm sure others would possibly disagree.
I am thinking about how is tier of a 2-token-perk generated, if it is based on your best level, the 15 lvl3 tokens would be good only earlier and I am not sure how will it work after the update, maybe FM will answer this
Are you going to the Next Generation? At around level 6-8 you basically have to go to the Next Generation to continue further! Just to clarify, I said that all Perks (in theory) are balanced, so you wont get any advantage picking one over the other - just a matter of preference and play style. As for perks, they all add up with eachother and then apply as a multiplier on the damage of the unit it affects... simple as that. +75% MG damage adds up with +150% damage to everything to give the MG a +225% damage bonus (or, a x3.25 multiplier). None of the perks multiply on eachother, as that would quickly create some crazy numbers. However, this is also why newly generated perks lose effectiveness as you continue on in the game (which we'll be changing). We're reworking damage a bit in the next update so that the high damage things won't do quite as much damage. Actually we already have a lot of these ideas on our list of potentials! We do plan on introducing some interesting new support units and fortifications in the future. We also mulled over that perk multiplier idea as well. The problem is that will promote rapid fire next genning, as the effectiveness of a perk MULTIPLIER would be HUGE... so any multiplier would be worth the next genning instantly - especially if you have a lot of perks already (ie, the more perks you have, the better it will be to rapid fire next gen). It also means we'd have to greatly increase the exponential curve of the enemies to compensate, which would take another few weeks of re-balancing. Not sure if you saw, but we are scaling new perks based on your current level to help alleviate that very problem. The scaling will be significant.
But there is already a reason for fast firing regenerations. I immediately try as fast as possible to regen the 50 times to unlock the support units. Even if I can't afford them. Billy
Is there a way to turn off the auto continue and auto generation? I put my machine on auto battle and I come back and a whole new game has started. It used to be that I had to tap and then have a choice or what I wanted to do. Even when I play manually, if I die, once timer counts down that would let me start at the current wave level 1, I am automatically taken to the next generation if my level would have supported it, rather than let me try and get higher levels and pay the penalty of having to wait. I can't find anything in options and seem to have most things turned off. Thanks for any help Ugggghhhh. REALLY annoying. I am on manual - i die - i dont even touch the screen, and I am auto next generation. Bug?? Even worse, feature???
suggestion: make unit unlocks (a) regen 25x or (b) get to level 60, whichever comes first. that way we're rewarded for trying to push, instead of trying to reset a whole bunch of times early on. honestly the latter support units are so powerful that it's hard to progress without them, so i stopped trying. what this did is put me in a multi-day state of limbo where i realize the best route to progression is to do the same content over and over and reset as soon as possible (spend starter money to blast through early levels and hope i die 15-20 levels in) problem with this is the incentive program atm (get support units earlier) pushes people towards a rather boring and unrewarding way to play. giving me the option to unlock at certain level points would eliminate the need for me to needlessly reset a bunch of times, if i feel ambitious enough to challenge myself by pushing forward.
Howitzer Aoe perk Does the howitzer Aoe perk affect only the primary weapon howitzer or any howitzer (upgraded weapons and howitzer beetles)?
all individual perks seem to be pretty well separated out. 99% sure they're two separate perks, and ones that up beetle stats would be labeled "Howitzer Beetles" and not just "Howitzer" There's also "+dmg to all secondary", but that's a different beast entirely. And I STILL don't get how the perks interact with the "Damage to Everything" perk from regenning. From what FM said, my +140% dmg to machine gun is getting added to my +6181% dmg to everything for a whopping +6321% dmg to machine guns, which imo makes the machine gun perks next to useless considering how big the Dmg to Everything perk gets, and how quickly. I still don't see the point in anything but range, money earned (NOT money started with, since that's also useless compared to what you get for a single reset), and possibly a health upgrade or something.
Love the game But i gotta say, an autocollector for the mining is desparatley needed. There is really no way to truly do an idle build, because we have ti keep clicking every few seconds to pick up the money from mining. Once this get autocollecotr uogrades, it will be perfect
i'd speak against that personally. there's not much point in ACTIVE play if you take out mining. you don't NEED it atm (kills net plenty of money to advance normally... i just skip putting money into mining when i'm gonna do idle play/quick reset)
Please fix auto regeneration. I die, i auto "next generate " without any chance before being to continue in the same generation!?
Try dying on level 1 and unselecting the autoregen. Then continue after the short timer and play normally. Dunno if it'll work but try it!