KRA Human Campaign

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Re: KRA Human Campaign

by AerisDraco » Tue Feb 16, 2016 3:50 am

I updated it. They're unique now.
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Re: KRA Human Campaign

by Ninja » Tue Feb 16, 2016 3:59 am

AerisDraco wrote:I updated it. They're unique now.


I'm just gonna' say it now, but I'll go into detail tomorrow. Cutler is massively, ridiculously OP; especially for such a low-cost hero.
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Re: KRA Human Campaign

by AerisDraco » Tue Feb 16, 2016 1:21 pm

That's what I thought. I'll work on it.
Balance patch: nurf all dat initializing.
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Re: KRA Human Campaign

by AerisDraco » Mon Feb 29, 2016 8:37 pm

Update 2.3.0:
Level 9, Darkoak Swamp, is ready.
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Re: KRA Human Campaign

by The Kingmaker » Mon Feb 29, 2016 10:03 pm

I really like the enemy transformation, and the Anaconda, while not extremely new or staggering, is an interesting taste of the good things to come :D

I like the barracks, however they seem a little weak on the damage side (although the attack slow is flawless) and... while they have a cool design.. it isn't something that immediately sprang to mind like paladins or forest keepers, but overall I like them.

I liked the treetop and I like the swamp. The settings are new, fresh and really interesting, and the only nitpick I have is some kind of interactivity would be really appreciated.
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Re: KRA Human Campaign

by AerisDraco » Mon Feb 29, 2016 10:14 pm

Thanks!
(I'll buff damage a little)
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Re: KRA Human Campaign

by Ninja » Mon Feb 29, 2016 11:01 pm

The design of this level is gorgeous, easily the best so far. And it's practically made of my favorite color! :D

D.E.C.K. is an interesting addition to the tower roster so far, and it seems quite reliable for tanking when its situational abilities aren't useful. However, their damage is worse than that of Templars, as is their HP. Increase one of those two things drastically. (Preferably their damage.)

How is the Boomerang half of Whiperang a passive? They aren't always throwing them out, are they? Dirty Strike is certainly a good ability, and helps their tanking. I like their third ability quite a lot. All in all, well done on the tower.

The new enemy's ability is cool, and I like that you can either choose to sacrifice units to it to slow it down or just run from it. Also, I love its death animation!

Typo alert: The Anaconda's tips state that if a D.E.C. Knight is eaten, then that would be problematical.
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Re: KRA Human Campaign

by Big Bad Bug » Mon Feb 29, 2016 11:17 pm

At first, I didn't like the barracks, but they grew on me and now I think they're very well-designed. I was looking for some type of purpose to them, but soon realised that they are supposed to be versatile warriors who can counter most enemy types, which is a really cool and useful foundation for barracks. :hero:
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Re: KRA Human Campaign

by AerisDraco » Mon Feb 29, 2016 11:24 pm

@Ninja:
-Maybe. But I feel as if their stats are good. Remember the basic attack strikes twice, so damage is more so 10-20. I'm shying away from increasing it further, as it would be superior to the Gunslingers, the damage barracks.
-They're two sides of the same coin. In essence, they both add a ranged attack, however each attack has a special bonus.
-Cool.
-Not a typo, because saying D.E.C.K. Knight is wrong, as DECK stands for Denas' Expeditionary Corps of Knights. Therefore, to refer in singular would be Denas' Expeditionary Corps Knight. (Or perhaps an apostrophe after Corps, I'm unsure)

@BBB:
-Cool.
-Any thoughts on level(s) 8?
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Re: KRA Human Campaign

by Ninja » Mon Feb 29, 2016 11:41 pm

AerisDraco wrote:@Ninja:
-Maybe. But I feel as if their stats are good. Remember the basic attack strikes twice, so damage is more so 10-20. I'm shying away from increasing it further, as it would be superior to the Gunslingers, the damage barracks.


Not really, when you consider Large Cartridge of the Gunslingers. (In fact, now that I look back, they may need a slight damage buff too, if they're to be the damage barracks.)
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Re: KRA Human Campaign

by Big Bad Bug » Tue Mar 01, 2016 12:24 am

AerisDraco wrote:Any thoughts on level(s) 8?


Nothing that Ninja hasn't already said. I also concur with him about the damage of the barracks unless you plan on making them tankier. Think about how many enemies are fast and also powerful. The troops will need all of their strength to hold them back, so they'd be UP not to get more damage and/or health, especially since the game is relatively equal to Frontiers and Origins in terms of balance.
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Re: KRA Human Campaign

by AerisDraco » Tue Mar 01, 2016 1:09 am

Buffed damage of both Barracks.
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Re: KRA Human Campaign

by Ninja » Tue Mar 01, 2016 1:14 am

Good. Veeeery good.
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Re: KRA Human Campaign

by AerisDraco » Tue Mar 01, 2016 2:46 am

Any thoughts on ze Gnome Shop items? (Response on appropriate page please)
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Re: KRA Human Campaign

by Ninja » Tue Mar 01, 2016 3:33 am

AerisDraco wrote:Any thoughts on ze Gnome Shop items? (Response on appropriate page please)


I shall post my thoughts concerning those on the morrow. :)
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Re: KRA Human Campaign

by AerisDraco » Mon Mar 21, 2016 2:07 am

It's technically Monday in some parts of the world.

So, Update 2.3.2:
-Retroactively switched the unlock levels of the God Spells and RoF (L1 & L2)
-Updated the tower and enemy menu sections.
-Added the Upgrades and God Altar Levels

(Gnome Shop?) (Main Hub)
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Re: KRA Human Campaign

by AerisDraco » Mon Mar 28, 2016 12:25 am

Welp, time for the next update.
Yes, I know that I should be adding upgrades for the elves, but I spent too much time playing Civ V this week, so, yeah...

Update 2.4.0
Added Level 10, Ruins of Old.

Again, thoughts on Gnome Shop and the Human Upgrades?
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Re: KRA Human Campaign

by Ook ook » Mon Mar 28, 2016 12:36 am

The new level is cool
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Re: KRA Human Campaign

by Sinque Productions » Wed Mar 30, 2016 6:12 am

Amazing! But aren't KR and KRF both human campaigns?

EDIT: Oh I see, I got confused never mind.
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Re: KRA Human Campaign

by AerisDraco » Mon Jun 06, 2016 10:41 am

Necro!
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