I've definitely noticed a significant amount of crashes since updating to 1.5.9. I played for about 3 hours since updating and I've had 4 separate seemingly unrelated crashes without any error messages (Different weeks, army compositions, etc.)
That said I just wanted to let you know in case you weren't aware already(I'm sure you're already working on it :) and you rock for making this game! I loved that one game we all remember from back in the day and the graphics/battle system changeup really make this game additctive for my girlfriend and I. My favorite faction is Tide, I love the Axlotls' sprites - keep up the awesome creative work!
Ye, the messageless crash seems to be rearing its head. It should really only happen if you play with the Low RAM mode toggled on in the options, though.
I hope I'll get it fixed one day...
hey, that's so great to hear! I'm super proud of the Lotlians (axolotls) and the rest of Tide since I drew all of those myself. Thank you for your kind words, and for giving my game a chance :D
Well the game itself is awesome.. but as an fanatic of pixels - I am crying seeing pixels being resizesed that do not fit other elements of the game. I can understand UI has 2x scale and the game based on the zoom, but.. come'on heroes and walls and not the same size :/
intentional or not intentional. heroes of might and magic made the connection better. it makes a difference on sprites like 32x32 and 8x8 and sprites with 256x256 and 128x128, with bigger sprites the difference between them is not so eye itching.
but the game is well made. I am just talking about the eye itching sprite resulution connection x)
This is very different from person to person. Some might also take offense at rotating and squeezing the sprites. I hope your eyes will eventually adjust and stop itching - nobody deserves itchy eyes :P
Just bought the game because I thought it looked cool. Crashed halfway through the tutorial. I've restarted my computer, restarted the launcher, restarted the game, and it will crash whenever I try to load the tutorial or the autosave from my attempt to play the tutorial the first time.
It appears that I'm able to start a new game, but I'm unable to finish the tutorial. I would really like to finish the tutorial.
The last update 1.5.9 is lot buggier than previous one. It crashed multiple times when loads the battle screen. And items are also bugged. Items with +Call wild beasts and +Summon elementals. It doesn't show skill in hero menu and also do not apply above skills on battlefield, like previous version. Beasts and summons do not spawn. Please fix it. I really like the game and don't want to switch to previous version.
Tried the free demo. Don't know if this has yet to be pointed out but some parts within the Tutorial stage have inaccessible areas. It reads as having no path, e.g. the one with the bear and lamp as well as some resources surrounded by mountains .
Aside from that, this game looks to be a promising neat little project, though bugs here and there still as stated by the others already. But it is a work in progress early in design and work stage.
Edit: Some tool tips seems to be missing as well. Like the upgrades for the town upgrades for the golems and Icy Sculptors to their next tier. Not game breaking but I just thought to put it out there. Also, is there any explanation on where to find the stats of the Ice gen that the Icy Sculptors make to compare them with the stats of the golems to see which is better aside from just guessing? I couldn't find anything like it and Golems seems to be way better stats wise flat. Doesn't help that the Icy Sculptors are not ranged but melee with those measly Hp and unknown stats of body guards, Idk.
Hi there everyone! There's been a lot of buzz here recently and I've been unable to keep up with everything. I'll be going backwards and answering the most important questions. Thank you for your patience; it's been a mad couple of weeks, but of course in the best way possible!
Oh, and welcome to everyone who's new to Hero's Hour game and community. We're glad to have you <3
Hello Kalolof, I saw a great review about your game and decided to purchase it as it looked mad fun! Since I never played the game I thought to try the tutorial and died while in a fight. After the battle I didn't know what to do since I did not see a way to get the main character back nor could I purchase more troops. So I closed the game. I reopened it and clicked on the 'Tutorial' button to restart the tutorial and the game froze for a second or so and crashed with the following crash log:
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_worldgen:
Push :: Execution Error - Variable Index [-1] out of range [12] - -5.MOBID(100038,-1)
at gml_Script_unit_cost
############################################################################################
gml_Script_unit_cost (line -1)
gml_Script_army_value
gml_Script_army_value_corrected
gml_Script_M_interactgrid
gml_Script_scan_world
gml_Script_load_postprocessing
gml_Script_load_game
gml_Object_obj_worldgen_Create_0
No matter what I did the game constantly crashed whenever I'd try to load up the tutorial. So I attempted to delete the game and re-extracted which led to the same error you see above. I also attempted redownloading the game however the same exact issue happened? So I'm not sure what could be going on? Would you be able to help?
I think I could, honestly. Something happened to corrupt your tutorial save - and it's not actually kept in the zip folder, it's kept in C:/users/username/appdata/local/hero_s_hour/saves. If you delete it there, you should be able to return
Though, honestly, the tutorial is OK but not necessary if you're already aware of how the game plays.
Hi! Someone copypasted your project with what I can only assume (I obviously haven't even tried downloading it) is a virus, seeing as I received a Discord Message randomly from a hacked account with them asking to be beta-testers.
Update1.5.8 the A.I does NOT use the land paths to get to your base they ONLY take the nearest port to them to get there. This can cost the bot the game and is boring because they spend a lot of there turns sailing back and forth to your land from the far away ports even if the only thing between u and them is a simple road gate and u are basically touching . THE AI NEEDS TO BE AWARE OF THESE GATES AND PORTALS MORE. while they are sailing around i found it vary easy to take the hometowns of these bots on every difficulty quickly ending the games i was playing iv also noticed the AI has almost no understanding of defence and just buys every upgrade avalable to them in there town in order they appear in the menu xD they need to be a lot more aware of the simplest ways to reach u and your land such as going trough a land gate by force or using a portal i have had games where weeks go buy and the bot on challenging just sits in his lands doing almost nothing but still spawns huge army's out of nowhere with almost no income or resources please make them better alow them to conqure the lands around them better and make them less of a pirate norscan AI who love the ocean only and fear the land and its landlubber contents because really these pirate AI blow hard and are of no challenge i want an AI thats gonna come knocking down everyhting i just captured and connect his land to mine in an effort to bleed me dry of income not a bot that spawns 5 armys from nothing after a few weeks go by because he was porgramed to lol
I've also been thinking about the boat problem and my temporary fix was to generate custom maps without ports. It is not perfect and wont solve the other problems you mentioned, but at least the AI wont spend the entire game boating. In my limited experience, the AI also sorted itself out a bit, the game's pacing felt a bit more natural and I even had an AI eliminate another AI.
Hi. great game, very fun. I'm really looking forward to the release of the game in steam and the addition of the Russian language. I hope you won't have to wait too long
It's a bit late so maybe you have solved this already but personally I use the Itch launcher (downloadable from the itch.io front page, the button says "download app") which works like a scaled down Steam and asks if you want to update before launching.
If you feel that you already have way too many launchers I think you have to redownload the updated game, which you can do from your library page on itch.io (via the arrow next to your profile name in the top right corner). There might be a more elegant solution but I'm onestly not that familiar with this site.
I've been spending the last two weeks basically just bug fixing. Now, at v 1.5.9, it's almost stable. But yea, I'll continue until v2 is done to improve stability for certain.
I just started a game with a single player in it just to get a feel for some things I felt I was often skipping when focused on winning. Immediately on start up the game declares me winner and gives me all the victory related achievements (no extra heroes, no magic, the speed run ones etc.) and I don't really think this is intended.
I get that it will always be possible to cheese achievements in games with as customizable setups as this and I don't think that is much of a problem in general, but the game should probably check if there were any defeated opponents before it declares victory.
Getting the any% achievement from a 0 sec game is pretty funny though.
Fantastically fun little game. sunk many hours already into this game. Warning though to any you play without a beastly machine, large maps will crush your machine (beastly or not) when you zoom out. Also, large battles will be mostly okay until a specific spell is cast which bounces around units. the calculations for that bouncing affect are so hard on the PC that I often cannot complete the battles. 500+ units on the field and extreme velocities do not mix well. otherwise, 10/10 game. having an absolute blast and recommend this to anyone who is considering it.
Just had a 2nd crash fairly late into a game... No error was shown, my pc (and I've just recently got it, so not too shabby) just crashed. Had to restart. Nonetheless, I'll keep on playing (haven't restarted since).
That's probably because you're playing on High RAM mode. You can toggle it off in options, but for some users and some maps, it leads to lower stability.
I absolutely love the game. Really, really well done. Very ambitious project. I can see myself playing this for a long time. Couple of things: it's frustrating when you start a session and the enemy AI gets hung up on their turn. The "loading bar" with the matching color of the team gets stuck at the first two ticks, it seems. Also I just had my first stack overflow - I tried to bless the Decay "Ultimate" Unit -> Lifebane. The game got noticably slower from there (on the battlefield) and crashed soon after. Again, thanks for making the game and I'd purchase it again.
This was an issue fixed in v 1.5.3 and v 1.5.5. I hope at least.
Also, thank you for the info about the spell cast slowing things down. I wonder what that could be. I'm getting reports of 1 gig of data sometimes being allocated and I have no clue what causes it. I WANT TO KNOW :(
Is there a way to split units on the reservation panel before the battle starts? Say I have 40 archers and I want to take 20 to put them on the frontline.
If I buy the game here, will I get a steam key when it releases on steam? I want to support it but I'm scared the updates will happen on steam and I won't have that version
The developer stated that he wants to try to get everyone a steam key once it releases there. Click through the development log here a bit. I think he even has written this in one of the recent ones. Otherwise, get on the developer's official discord channel with the rest of us, we are a welcoming bunch and the developer is quite active there.
Loving the game so far, my biggest issue is sometimes a ton of the units in my army just disappear, not from losing them in the fight, they just go poof. Haven't found a pattern yet, but it has happened 3 times so far.
Love this game, great work. Played for a few hours and had some comments/questions.
1. It seems a bit hard.. i lost playing the tutorial, that's never a good sign. (1.5.4)
1a. I had some crashes and switched to 1.5.7 which hasn't crashed for me yet.
2. I think you are using the old Warcraft I/II RTS style of unit generation where the AI just generates units rather than building them up like the player? From my understanding this means the player has to use a strategy of rushing the enemy because the enemy will keep generating units to attack which wears the player down. I'd prefer a slower approach but it seems like on week 7 the AI always sends down a hero with a doom stack with the rating of "near impossible".
2a. If your main army is say 2 "steps" away from your castle, the enemy army can just go around your army and seize it. This is a bit annoying.
2b. I'm not sure what the strategy for garrisoning a castle should be.. if i leave a hero there, they don't get experience and then don't seem useful to defend when the AI comes calling.
2c. Perhaps to change the player experience, you can have the AI prioritize attacking the players armies rather than seizing castles and buildings even though this is suboptimal for the AI it will be far less annoying to the player.
2d. I had perhaps an odd bug? I had two hero units with armies standing next to my castle, one hero was like level 4 with small number of units, the other hero was level 12 and had a sizeable army (like 3-4x). The enemy AI attacked my weaker hero was engaged and died quickly. Then immediate my other hero had to fight but he had no army at all, just him? So it seems my major army just disappeared.
3. I don't understand the combat "sizing"... I think some guide or explanation in the tutorial is needed. It seems to be some kind of power rating? Like if i fight a trivial enemy, i might only be allowed to field a single unit and the rest in reserves. However, in the "near impossible" fights, I still seem to be forced to put half my army in reserve? if the fight is hopeless, i'm not understanding why i can't field my whole army? Like should i put only high level units in my army so if forced to only field half they are really powerful?
3a. Maybe some general guidance on fielding armies is needed. I have no idea if i should go for as many units as i can, remove weaker units to field only elite units, etc.
I can give you an answer on 3, straight from the FAQ section on the developer's discord:
"How does the reserve system work?
You can field X gold value of units at any given time. At the start of combat, you can bring X, and when you've lost half of X, you can bring in half of X as reinforcements. X is 10k gold value as base. On top of this, X is increased by 10% of the gold value of YOUR army and 10% of the gold value of the ENEMY army. So if you both have 15k gold value armies, the reserve limit is 13k (10k + 10% of 30k). This number is SYMMETRICAL for both armies. Finally, Tactics and Oligarchy can increase or decrease this number ASSYMETRICALLY."
That might explain why you can't field more units, even when facing a "near impossible" army. You can counter that as stated with "Tactics". And, of course, your hero's stats determine the stats of your troops if I am not mistaken. So if a Lvl 5 hero faces a Lvl 15 hero with gear, that might be the reason why it is still "near impossible".
Edit: Join the discord, the developer is a cool guy. He tends to respond pretty quickly to your feedback and/or bug reports there.
Error (probably a rounding error) shown here, depicts 130/130 unit value in field, but I am still forced to <SEND BACK TO RESERVES> to return 1 point back.
for some reason the button can show up if the enemy army got placed with wrong rounding ending up with one too much, you might notice your lineup not changing while the enemy loses a unit
Been playing a lot and enjoying the game could easily see myself putting in hundreds to thousands of hours into it. a few questions for you though: 1. Is there ever a plan to add a multiplayer mode that is not hotseat before the steam release? I feel like that could make or break the games initial hype. 2. Do you plan to keep making more tribes even after a full release? or just balancing out the existing ones? both?
Really liking the game so far and looking forward to where youe are taking it!
Some minor requests regarding map generation: Would it be possible to add an option to adjust the amount of water on maps? Secondly, it doesn't seem to be possible to add portal connections when creating node maps. That would be neat too. It would also be nice if nodes could be defined as being completely walled off, mainly from the sea to say, only allow access via a portal.
I get that you have a lot on the table and that the map generator takes low priority, but just some things that came to mind that would be nice.
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Will those who buy the game here also receive a steam key upon release? :)
Yeah, but only if you buy before steam release
This happens when I try to open the tutorial. I'm using v1.5.9 (downloaded today 2021-09-18 13:46 GMT)
__________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_worldgen:
Push :: Execution Error - Variable Index [-1] out of range [12] - -5.MOBID(100038,-1)
at gml_Script_unit_cost
############################################################################################
gml_Script_unit_cost (line -1)
gml_Script_army_value
gml_Script_army_value_corrected
gml_Script_M_interactgrid
gml_Script_load_postprocessing
gml_Script_load_game
gml_Object_obj_worldgen_Create_0
This should be fixed in v1.6+, thanks for the notice though!
Hi, would just like to check about the conversion of town as my game always crashes when i select that option with this:
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
Variable Index [7] out of range [7]
at gml_Script_dobuild
############################################################################################
gml_Script_dobuild (line -1)
gml_Script_convert_town
gml_Script_castlescreen
gml_Object_obj_con_Draw_64
Do advice thank you.
Hi, ive been trying to reproduce this, but am unable to. What faction did you convert into, and what was it to start?
Hi, trying to convert lament to arcane in the great sea (3 factions and 1 neutral)
Do we have to bought the game again on Steam?
It was mentioned that he hopes to provide Steamkeys to people who purchase here next year when he released to Steam.
great , thx for this information :D
I've definitely noticed a significant amount of crashes since updating to 1.5.9. I played for about 3 hours since updating and I've had 4 separate seemingly unrelated crashes without any error messages (Different weeks, army compositions, etc.)
That said I just wanted to let you know in case you weren't aware already(I'm sure you're already working on it :) and you rock for making this game! I loved that one game we all remember from back in the day and the graphics/battle system changeup really make this game additctive for my girlfriend and I. My favorite faction is Tide, I love the Axlotls' sprites - keep up the awesome creative work!
Ye, the messageless crash seems to be rearing its head. It should really only happen if you play with the Low RAM mode toggled on in the options, though.
I hope I'll get it fixed one day...
hey, that's so great to hear! I'm super proud of the Lotlians (axolotls) and the rest of Tide since I drew all of those myself. Thank you for your kind words, and for giving my game a chance :D
Well the game itself is awesome.. but as an fanatic of pixels - I am crying seeing pixels being resizesed that do not fit other elements of the game. I can understand UI has 2x scale and the game based on the zoom, but.. come'on heroes and walls and not the same size :/
umm that is 100% intentional... just like the main game of inspiration ( heroes of might and magic )
intentional or not intentional. heroes of might and magic made the connection better. it makes a difference on sprites like 32x32 and 8x8 and sprites with 256x256 and 128x128, with bigger sprites the difference between them is not so eye itching.
but the game is well made. I am just talking about the eye itching sprite resulution connection x)
This is very different from person to person. Some might also take offense at rotating and squeezing the sprites. I hope your eyes will eventually adjust and stop itching - nobody deserves itchy eyes :P
This game is awesome, gives me some good nostalgia
if I buy this here will I get the steam key for free
Just bought the game because I thought it looked cool. Crashed halfway through the tutorial. I've restarted my computer, restarted the launcher, restarted the game, and it will crash whenever I try to load the tutorial or the autosave from my attempt to play the tutorial the first time.
It appears that I'm able to start a new game, but I'm unable to finish the tutorial. I would really like to finish the tutorial.
This is a v 1.5.9 error that prompted me to do a complete save file overhaul. Sorry for the issue as long as it lasted
No worries, these things happen over the course of development. Aside from that one issue, I was able to play the game just fine otherwise.
1.5.9 keep crashing in Windows without any error message.
The last update 1.5.9 is lot buggier than previous one. It crashed multiple times when loads the battle screen. And items are also bugged. Items with +Call wild beasts and +Summon elementals. It doesn't show skill in hero menu and also do not apply above skills on battlefield, like previous version. Beasts and summons do not spawn. Please fix it. I really like the game and don't want to switch to previous version.
Tried the free demo. Don't know if this has yet to be pointed out but some parts within the Tutorial stage have inaccessible areas. It reads as having no path, e.g. the one with the bear and lamp as well as some resources surrounded by mountains .
Aside from that, this game looks to be a promising neat little project, though bugs here and there still as stated by the others already. But it is a work in progress early in design and work stage.
Edit: Some tool tips seems to be missing as well. Like the upgrades for the town upgrades for the golems and Icy Sculptors to their next tier. Not game breaking but I just thought to put it out there. Also, is there any explanation on where to find the stats of the Ice gen that the Icy Sculptors make to compare them with the stats of the golems to see which is better aside from just guessing? I couldn't find anything like it and Golems seems to be way better stats wise flat. Doesn't help that the Icy Sculptors are not ranged but melee with those measly Hp and unknown stats of body guards, Idk.
I wish that there was a Mac version, I want to play it too!
Hi! will we get non hotseat mutliplayer aswell? wouldn't mind to pay more for that option to be implemented as a dlc for example.
Hi there everyone! There's been a lot of buzz here recently and I've been unable to keep up with everything. I'll be going backwards and answering the most important questions. Thank you for your patience; it's been a mad couple of weeks, but of course in the best way possible!
Oh, and welcome to everyone who's new to Hero's Hour game and community. We're glad to have you <3
Don't be stressed, you should take a break when you need too. I hope your able to get everything done that you want to.
Any plans for a Mac port?
parallels desktop work, but a Mac port pls
There are plans but no date yet!
okay! It'd be great - looks like the sort of game I'd enjoy playing on my laptop.
um, no plans for this. I don't even know what this is??
Hello Kalolof, I saw a great review about your game and decided to purchase it as it looked mad fun! Since I never played the game I thought to try the tutorial and died while in a fight. After the battle I didn't know what to do since I did not see a way to get the main character back nor could I purchase more troops. So I closed the game. I reopened it and clicked on the 'Tutorial' button to restart the tutorial and the game froze for a second or so and crashed with the following crash log:
No matter what I did the game constantly crashed whenever I'd try to load up the tutorial. So I attempted to delete the game and re-extracted which led to the same error you see above. I also attempted redownloading the game however the same exact issue happened? So I'm not sure what could be going on? Would you be able to help?
I think I could, honestly. Something happened to corrupt your tutorial save - and it's not actually kept in the zip folder, it's kept in C:/users/username/appdata/local/hero_s_hour/saves. If you delete it there, you should be able to return
Though, honestly, the tutorial is OK but not necessary if you're already aware of how the game plays.
Good luck and sorry for the issue!
Thank You @ThingOnItsOwn you rock! I'll also make sure to get it on Steam when it comes out. The game is awesome!
Hi! Someone copypasted your project with what I can only assume (I obviously haven't even tried downloading it) is a virus, seeing as I received a Discord Message randomly from a hacked account with them asking to be beta-testers.
https://herosdevs.itch.io/heros-hour
Yea, I'm also aware of another similar clone. They seem to both be reported and taken offline.
Update1.5.8 the A.I does NOT use the land paths to get to your base they ONLY take the nearest port to them to get there. This can cost the bot the game and is boring because they spend a lot of there turns sailing back and forth to your land from the far away ports even if the only thing between u and them is a simple road gate and u are basically touching . THE AI NEEDS TO BE AWARE OF THESE GATES AND PORTALS MORE. while they are sailing around i found it vary easy to take the hometowns of these bots on every difficulty quickly ending the games i was playing iv also noticed the AI has almost no understanding of defence and just buys every upgrade avalable to them in there town in order they appear in the menu xD they need to be a lot more aware of the simplest ways to reach u and your land such as going trough a land gate by force or using a portal i have had games where weeks go buy and the bot on challenging just sits in his lands doing almost nothing but still spawns huge army's out of nowhere with almost no income or resources please make them better alow them to conqure the lands around them better and make them less of a pirate norscan AI who love the ocean only and fear the land and its landlubber contents because really these pirate AI blow hard and are of no challenge i want an AI thats gonna come knocking down everyhting i just captured and connect his land to mine in an effort to bleed me dry of income not a bot that spawns 5 armys from nothing after a few weeks go by because he was porgramed to lol
I've also been thinking about the boat problem and my temporary fix was to generate custom maps without ports. It is not perfect and wont solve the other problems you mentioned, but at least the AI wont spend the entire game boating. In my limited experience, the AI also sorted itself out a bit, the game's pacing felt a bit more natural and I even had an AI eliminate another AI.
I totally agree. The AI is quite random in how it approaches the maps. I'll try to improve on this.
I hope the same! Russian is one of the most important languages to get it translated into right now, and by "one of the most", I mean "the most"
how do i update my game version? thank you
It's a bit late so maybe you have solved this already but personally I use the Itch launcher (downloadable from the itch.io front page, the button says "download app") which works like a scaled down Steam and asks if you want to update before launching.
If you feel that you already have way too many launchers I think you have to redownload the updated game, which you can do from your library page on itch.io (via the arrow next to your profile name in the top right corner). There might be a more elegant solution but I'm onestly not that familiar with this site.
thank you for helping people in my absence Kalolof <3
Its a good game but there are many bugs and glitches, I suggest you go into the games code and do some polish. Besides that it’s an amazing game.
I've been spending the last two weeks basically just bug fixing. Now, at v 1.5.9, it's almost stable. But yea, I'll continue until v2 is done to improve stability for certain.
Goodluck on fixing the bugs! Can't wait to see it!
Hey, I can't load my save, here's the crash log :
ERROR in
action number 1
of Create Event
for object obj_worldgen:
instance_create_depth argument 3 incorrect type (string) expecting a Number (YYGI32)
at gml_Script_load_game
############################################################################################
gml_Script_load_game (line -1)
gml_Object_obj_worldgen_Create_0
I'm playing on the demo version, on a big map.
Yes, I'm seeing a couple of these save corruption issues. I'll keep an eye out for whatever causes them.
I just started a game with a single player in it just to get a feel for some things I felt I was often skipping when focused on winning. Immediately on start up the game declares me winner and gives me all the victory related achievements (no extra heroes, no magic, the speed run ones etc.) and I don't really think this is intended.
I get that it will always be possible to cheese achievements in games with as customizable setups as this and I don't think that is much of a problem in general, but the game should probably check if there were any defeated opponents before it declares victory.
Getting the any% achievement from a 0 sec game is pretty funny though.
wat o.o
Fantastically fun little game. sunk many hours already into this game. Warning though to any you play without a beastly machine, large maps will crush your machine (beastly or not) when you zoom out. Also, large battles will be mostly okay until a specific spell is cast which bounces around units. the calculations for that bouncing affect are so hard on the PC that I often cannot complete the battles. 500+ units on the field and extreme velocities do not mix well. otherwise, 10/10 game. having an absolute blast and recommend this to anyone who is considering it.
there's currently a Low RAM mode but it's not as stable as it should be. Look forward to this being improved in the coming month
Just wanted to say love the game. I already put way too many hours into this. And i only played 3 games.
<3
Occurred after winning a battle for a gate.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
array_get argument 2 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Script_heroscreen
############################################################################################
gml_Script_heroscreen (line -1)
gml_Object_obj_con_Draw_64
I'll be looking out for this, but I don't quite know how to approach it tbh
Lovely game. Having a ton of fun exploring it, and will be following its progress closely!
Amazing game!
Why isn't there a kickstarter campaign for it to further expand the game? I'll donate! :)
There's more than enough money atm, but thank you for your concern! Really, it's time more than money that's a limit.
Just had a 2nd crash fairly late into a game... No error was shown, my pc (and I've just recently got it, so not too shabby) just crashed. Had to restart. Nonetheless, I'll keep on playing (haven't restarted since).
That's probably because you're playing on High RAM mode. You can toggle it off in options, but for some users and some maps, it leads to lower stability.
I absolutely love the game. Really, really well done. Very ambitious project. I can see myself playing this for a long time. Couple of things: it's frustrating when you start a session and the enemy AI gets hung up on their turn. The "loading bar" with the matching color of the team gets stuck at the first two ticks, it seems. Also I just had my first stack overflow - I tried to bless the Decay "Ultimate" Unit -> Lifebane. The game got noticably slower from there (on the battlefield) and crashed soon after. Again, thanks for making the game and I'd purchase it again.
This was an issue fixed in v 1.5.3 and v 1.5.5. I hope at least.
Also, thank you for the info about the spell cast slowing things down. I wonder what that could be. I'm getting reports of 1 gig of data sometimes being allocated and I have no clue what causes it. I WANT TO KNOW :(
Is there a way to split units on the reservation panel before the battle starts? Say I have 40 archers and I want to take 20 to put them on the frontline.
"SHIFT" click splits stacks and "CTRL" click takes one unit of the stack
thank you for helping out!
No problem dude, its an amazing game and I cant get enough of it! Keep up the great work.
Hey hey! Game keeps crashing straight after startup. Here is the log:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_unit:
DoAdd :: Execution Error
at gml_Script_play_actionsound
############################################################################################
gml_Script_play_actionsound (line -1)
gml_Script_play_actionsound
gml_Script_play_unitsound
gml_Object_obj_unit_Step_0
have you extracted the game correctly from the zip? Or have you maybe removed the exe from its folder?
I thought I had, so I extracted it again and it now works. Thanks!
If I buy the game here, will I get a steam key when it releases on steam? I want to support it but I'm scared the updates will happen on steam and I won't have that version
The developer stated that he wants to try to get everyone a steam key once it releases there. Click through the development log here a bit. I think he even has written this in one of the recent ones. Otherwise, get on the developer's official discord channel with the rest of us, we are a welcoming bunch and the developer is quite active there.
thank you for helping spread the word!!
Loving the game so far, my biggest issue is sometimes a ton of the units in my army just disappear, not from losing them in the fight, they just go poof. Haven't found a pattern yet, but it has happened 3 times so far.
wat
Do let me know if you can reproduce this with saving/loading or similar. I want to know!
Love this game, great work. Played for a few hours and had some comments/questions.
1. It seems a bit hard.. i lost playing the tutorial, that's never a good sign. (1.5.4)
1a. I had some crashes and switched to 1.5.7 which hasn't crashed for me yet.
2. I think you are using the old Warcraft I/II RTS style of unit generation where the AI just generates units rather than building them up like the player? From my understanding this means the player has to use a strategy of rushing the enemy because the enemy will keep generating units to attack which wears the player down. I'd prefer a slower approach but it seems like on week 7 the AI always sends down a hero with a doom stack with the rating of "near impossible".
2a. If your main army is say 2 "steps" away from your castle, the enemy army can just go around your army and seize it. This is a bit annoying.
2b. I'm not sure what the strategy for garrisoning a castle should be.. if i leave a hero there, they don't get experience and then don't seem useful to defend when the AI comes calling.
2c. Perhaps to change the player experience, you can have the AI prioritize attacking the players armies rather than seizing castles and buildings even though this is suboptimal for the AI it will be far less annoying to the player.
2d. I had perhaps an odd bug? I had two hero units with armies standing next to my castle, one hero was like level 4 with small number of units, the other hero was level 12 and had a sizeable army (like 3-4x). The enemy AI attacked my weaker hero was engaged and died quickly. Then immediate my other hero had to fight but he had no army at all, just him? So it seems my major army just disappeared.
3. I don't understand the combat "sizing"... I think some guide or explanation in the tutorial is needed. It seems to be some kind of power rating? Like if i fight a trivial enemy, i might only be allowed to field a single unit and the rest in reserves. However, in the "near impossible" fights, I still seem to be forced to put half my army in reserve? if the fight is hopeless, i'm not understanding why i can't field my whole army? Like should i put only high level units in my army so if forced to only field half they are really powerful?
3a. Maybe some general guidance on fielding armies is needed. I have no idea if i should go for as many units as i can, remove weaker units to field only elite units, etc.
My current is to somehow make it past week 7.
I can give you an answer on 3, straight from the FAQ section on the developer's discord:
"How does the reserve system work?
You can field X gold value of units at any given time. At the start of combat, you can bring X, and when you've lost half of X, you can bring in half of X as reinforcements. X is 10k gold value as base. On top of this, X is increased by 10% of the gold value of YOUR army and 10% of the gold value of the ENEMY army. So if you both have 15k gold value armies, the reserve limit is 13k (10k + 10% of 30k). This number is SYMMETRICAL for both armies. Finally, Tactics and Oligarchy can increase or decrease this number ASSYMETRICALLY."
That might explain why you can't field more units, even when facing a "near impossible" army. You can counter that as stated with "Tactics". And, of course, your hero's stats determine the stats of your troops if I am not mistaken. So if a Lvl 5 hero faces a Lvl 15 hero with gear, that might be the reason why it is still "near impossible".
Edit: Join the discord, the developer is a cool guy. He tends to respond pretty quickly to your feedback and/or bug reports there.
Error (probably a rounding error) shown here, depicts 130/130 unit value in field, but I am still forced to <SEND BACK TO RESERVES> to return 1 point back.
for some reason the button can show up if the enemy army got placed with wrong rounding ending up with one too much, you might notice your lineup not changing while the enemy loses a unit
In this instance it removed one of my units taking me to 129
Been playing a lot and enjoying the game could easily see myself putting in hundreds to thousands of hours into it.
a few questions for you though:
1. Is there ever a plan to add a multiplayer mode that is not hotseat before the steam release? I feel like that could make or break the games initial hype.
2. Do you plan to keep making more tribes even after a full release? or just balancing out the existing ones? both?
Really liking the game so far and looking forward to where youe are taking it!
Some minor requests regarding map generation: Would it be possible to add an option to adjust the amount of water on maps? Secondly, it doesn't seem to be possible to add portal connections when creating node maps. That would be neat too. It would also be nice if nodes could be defined as being completely walled off, mainly from the sea to say, only allow access via a portal.
I get that you have a lot on the table and that the map generator takes low priority, but just some things that came to mind that would be nice.