NOboz

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  • in reply to: Merge #715
    NOboz
    Moderator

    Just like you would merge any other mergeable item: You need to have the Forge built in Kingdom then you go in the Castle build screen and select a stack of 3 of same tier Garrison in the Inventory and activate the merge from the merge button on top of the screen, be sure you removed from your castle and put them into the inventory if necessary to do so (i.e. you had 2 in inventory and 1 was put into current castle). About gold we’ll add more ways to earn it later on

    in reply to: Merge #543
    NOboz
    Moderator

    Yep Shield upgrades are on our To Do list as well and most likely will do them after garrison upgrades. Garrison Tier 2 & Tier 3 are pretty much 99% done but there’s still some kinks to work out: https://twitter.com/i/status/1268499819766702081

    • This reply was modified 3 years, 11 months ago by NOboz.
    in reply to: The Game #541
    NOboz
    Moderator

    With Orders you can change weapon behavior in battle. Just select any weapon from your castle then select orders, and you can choose what that weapon will prefer to attack. For example: if you’re having trouble with your weapons targeting troops and that causing all sorts of problems for you then you can choose to make that weapon totally ignore troops. We’re looking to expand this feature to interiors (with context specific settings of course) and also fixing the fact that it’s function is explained in-game poorly or rather not at all 😅

    Purpose of “grain” (we call it internally spirit, before that we called it battle points) is to transform it in battles to treasure points, at better rate for winning composition. It’s simultaneously making the battle more exciting and treasure more rewarding, no?

    • This reply was modified 3 years, 11 months ago by NOboz.
    in reply to: The Game #537
    NOboz
    Moderator

    Takes it’s time to make a game Kevin! We’re a relatively small team doing our darn best. We have recently picked up the pace which I’m glad about, doing updates on average every 2 weeks or so. Next update will be later this week, adding a requested feature to use in-game gold for buying bits and pieces. What would you like to see added next?

    in reply to: Merge #530
    NOboz
    Moderator

    Hi Demon!

    Yep we basically have the graphics already for troop upgrades just need to be implemented in systems and adjust the values etc. Past months we’ve been working on upgrades for kingdom which has been a huge undertaking but it’s luckily coming closer to something we can release (finally will be able to level up power score!)

    in reply to: Merge #527
    NOboz
    Moderator

    Yee like I said atm the chain link is kinda only useful to make sure your heavy top doesn’t tip over if lower part gets destroyed. Well if you figure out some creative use would love to see it as well :-)) Hope you will be playing when we get to add the PvP in; will be interesting to see if you can then still keep 18/20 win rate against other players! Btw if you have good ideas for new pieces let me know we got tons of ideas for sure but more never hurts.

    in reply to: Best Durn Castle #526
    NOboz
    Moderator

    Post photos?

    in reply to: Merge #521
    NOboz
    Moderator

    Hi kevininmaui!

    Thanks for the feedback!

    Merge is when you take three of the same item (such as 3 wood rooms, or 3 ballistae for example) and you create one of tier higher from them. Currently you can access it when you selected the item you want to use in merge, then click on the merge icon in the top right corner of the item info panel. If that’s not visible for you make sure you have the latest game version from android google play store or apple iOS app store!

    Chain link icons indicate that there is a connection between the materials. One way to use this is if you have heavier materials to the top side and want to make sure your building doesn’t fall over if the lower side gets destroyed.

    Any ideas how to add “umph” factor? 🙂

    in reply to: Introduce missions? #504
    NOboz
    Moderator

    Hi kimpievikie!

    Thanks for the great feedback. Glad you’re enjoying Siege Castles!

    There’s a couple of reasons why there was longer time between this patch and last but hopefully we can pick up the pace going forward.. we definitely want to do more updates faster. Thank you for bearing with us.

    We like the mission suggestion a lot! There are plans for achievements that sort of fill the same function, but would be persistent. Having randomized objectives like you outlined to complement the persistent achievements sounds perfect. Instead of mission specific points though I would add that to the gold which will be the basic game resource you earn by playing or maybe that’s exactly what you meant also. Then there will be randomized selection of items ever day for purchase with gold, which you could get in variety of ways like battles, achievements, missions etc. making it easier to gear towards specific castle strategy. I would prefer to keep items to one resource (gold) at this point just to limit the amount of different resources we need to add. So the basic idea for progression looks like that: experience(XP)→ Power Score(levels) and gold → items. That way it can all scale nicely hand-in-hand with playtime.

    Maybe later on we can do some seasonal events with missions for event specific points that will have exclusive unlocks? I really do fancy your idea for new unlock only coming from missions but we need to be a bit careful at this point to not do too many different resources 😅

    in reply to: Potential updates #472
    NOboz
    Moderator

    Hello Deven31!

    Thank you so much for the feedback and your kind words! We really appreciate it and are happy that you enjoy our game!

    About friendly fire: We know this issue currently and it’s because the AI is calculating what is the more immediate threat and actually you can observe sometimes the AI will then choose that it’s hopeless to try kill the troops and instead it starts to bombard the enemy king’s room to try to finish game faster than the troops can kill yours. Your suggestion is a very interesting solution to choose the weapons priorities in building screen — huge thanks for that. It’s actually something to consider and we may very well end up implementing exactly that. There’s couple of options we were toying with regarding this. One is refining the AI to do more intelligent choices, other is giving player agency in auto battle (choose targets in combat) however the problem with adding control to auto battle is.. well.. then it ceases to be “auto” battle.. 😀 The idea of training your AI is something we are considering also; that would be choosing your parameters to upgrade, adjust etc. Very possible to do because that’s how we already determine personality for enemy AI (there’s about dozen values to adjust for that we can give player access to).

    Building slots: If you mean you can have for example 3 different castles saved at same time yep, will be there eventually. Weapons are currently hard capped at 5 but this will change as soon as we implement our “power score” -system, then we most likely just remove any hard cap and power score will be the only limiting factor about things you can put in castle. The basic idea there is that every material, every weapon and every interior will have their associated cost and you will need to make decisions what you will value more — harder material or more weapons? More troops or more spells? At that point there’s no need to have any hard caps besides the power score itself (and of course total grid size but that should be fringe case), but we can still maintain good balance and do a fair matchmaking.

    Weapon upgrades is also coming very soon, we already have graphics for tier 2 ballista, catapult, trebuchet and cannon, as well as tier 2 troops. They will be upgraded same way as you can make better materials (merge 3x tier 1 -> 1x tier 2)

Viewing 10 posts - 91 through 100 (of 100 total)