Crusaders of the Lost Idols

Crusaders of the Lost Idols Dev Tracker




30 Jul

Post

Welcome Crusaders!

Due to technical difficulties, instead of inking a colouring sheet on stream yesterday, we ended up teasing a future Langley skin.

So this week is a colouring catch-up week! You can submit a new colouring of any previous sheet on ...

Read more External link →
Comment

Thank you for all the submissions this week. We'll keep trying for the idol buff with next's collection!


29 Jul

Comment

Originally posted by VerbingWeirdsLang

Thanks!

With how the tier levels work now - setting the difficulty level before starting an objective, sometimes when you're in a rush, you pick the one with the bonus you want and hit Start Objective. But then you realize you meant to go up a difficulty level for more points/coins/idols but it's too late! Your Crusaders are warping past area 100 and beyond!

So I was hoping there was a way to change the difficulty level after starting an objective and keep the map's bonus. Hope I explained it a little better.

Actually, if you could save the difficulty level for each individual Dungeon map that would be fantastic!

I don't see us letting players change difficulties while in the objective already, but I'll add the per objective request to the list.

Comment

Originally posted by DoctorNovakaine

I think that having a bulk merge option would also be a good idea, because it can significantly reduce clutter in the inventory screen and for people like me who don't slot below level 4, I'd like to have all those at hand rather than having to do the math on all the lower runes.

I don't think it would be difficult to implement - some kind of two-level slider with one being the target level and the other being the number to merge. There's a function like that for a gem merge in an idle game called Idling To Rule The Gods, it makes merging a literal breeze there. If you want me to show you what it looks like, I can take a couple screenshots - the game's UI is pretty basic but all you'd need to see is the concept.

We've done that kind of system in Bush Whacker 2 for merging the various gem currencies we have, so we know what it looks like.

It came up on stream that there's some more inventory management requests behind the merging as well, so we'll revisit it in future.

Comment

Originally posted by delacroix157

i mean if we have auto claim missions

when i start 5m ep mission and afk for 1h , when i comeback that mission is done and there is a new mission to do too , save me a few clicks and 5 or more min

Ah, gotcha. Thanks for clarifying. :)

Comment

Originally posted by whydyoulietomezorak

Thank you!! I never played mobile so it must have been a fever dream or something but it would be nice to have!

Agreed. :)

Comment

It's still working for me.

It won't update the tooltip you see when hovering Kaine himself as the effect is either met or not (at least 1 supernatural crusader) vs a count of x number of y taggged Crusaders in the formation.

It will only update the buff amount in the buff bubble tooltip when Imani is buffing Kaine.

Comment

Originally posted by tarque

Hi Erica. Thanks for the tier 6 chests. :)

A question: Would it be possible to disable some animations in the game - when you have seen them 1e3 times already, you just frantically click-click-click in order to get to the next page...
I'm referring to the process of completing missions, and the reset-the-world-animation. Just a configuration option for immediately showing the results and skipping all those animations would be great.

One more thing: I'm constantly annoyed by the game's tendency to show the small popup with details on crusaders and buttons for runes and skins when I just move my mouse. Can this be only displayed when *clicking* on a crusader icon?

And it would be very helpful to be able to actually see all the current effects on a crusader. The small disks around its head are being redrawn far too often, so it's hard to even point at one of those before they vanish and are redrawn. The effects coming from legendary items are sometimes not...

Read more

Hi tarque,

You're welcome for the chests codes. :)

I'll add your vote to the skip option for the mission completion and the reset the world animations.

It's there on hovering the portrait just to make it easy for quick comparisons between Crusaders. If we made it show on click, then there would still be a tooltip telling you to click the portrait to see the information.

Changing out the buff bubbles is something that is on my personal wishlist, so that might happen sooner than later just to make testing the new Crusaders easier. We'll see.

The game is still technically made in Flash sooo...I believe the start button is there so that you start the game when you're actually there and can see your offline progress gains before the messages time out, but the real reason is probably something we'd need a time machine to extract, lol. I'll add it to the request list to look into.

Cheers!

Comment

Originally posted by Glum-Prune-1392

This would actually be very useful, as would an exit application button in the game. When this is played over Steam Link it is virtually impossible to close the game and because the virtual keyboard for some reason doesnt have cursors we cannot do a ctrl-anything combination to navigate around.

Ps thanks for the codes and Happy Anniversary :)

You're welcome for the codes!

Like a button in the Options menu or something, that is just an Exit button?

Comment

Originally posted by emilking91

Hey Erika

I feel like in the past month we have seen new changes to the way the game has been developing: first ever seat change and a rare acknowledgement from CNE staff who no longer working on the game. My question will be a deep hitting one:
There is currently a lot of debate regarding game developers and their understanding in terms of the player base desires, What do you place at highest importance: the design or the feedback?

I hope that you don't get discouraged when there is feedback regarding the way certain things are designed, personally I do enjoy your creativity in designing abilities (aside from RNG) I just feel that player feedback might help when it comes to fine tuning these abilities.

Hi emilking91,

Well, the feedback is up there, or else we wouldn't have the official forums or host the reddit Q&As or the livestreams to interact with the community.

Though sometimes I do get attached to a design, so then the feedback hurts a little, and that's a bit hard to deal with at the time, but we keep soldiering on.

We do tweak things based on player feedback, as noted by moving Qadir and various other Crusader changes in the past. It may take some time depending on the change though, if it's a change that makes sense to do.

Comment

Originally posted by PinkOddish

Well, gotta get my comment in for the raffle too.

On an unrelated note, I appreciate how the Zuczek rebalance was handled. Targeted the problematic parts at the higher end so that she was still good at the lower ends.

Glad the Zuczek rebalance can still help with power across all player types. :)

Comment

Originally posted by StrangeYeah

I wonder how many people who have never asked a question or made a comment will do so now.

Recently there was a comment about the cool name of Tiernan's skin, and I just wanted to make the observation that a lot of the writing in CotLI is of a very high standard. I particularly like the descriptions of the gear. Favourites include: the Glimmering Golden Extinguisher of Infinite Foam; the Pristine Scrying Orb of the Lost Dragon Kingdoms and the Ornamental Golden Anchor of the HMS Victory. There are a great many others, too. It's one of the more subtle pleasures of the game.

Could there be a crusader who has a Mist-Obscured Crystal of Densely Entangled Circuitry which can then be upgraded to a Warp Speed Omnimeter of Sentient Wobbling? Just a thought ...

Thanks also, Erika and all at Codename, for a great game. In the eighteen months I've been playing CotLI, it has changed and grown many times, and always for the better. It's the most "meta" game I've ever pla...

Read more

Hi StrangeYeah,

Definitely some new reddit accounts getting caught by the auto-mod. I probably should have turned that off, lol.

I will pass it along to the various hands that have named things in the game over the years. There's definitely some creative pieces in there for sure.

Thanks for the suggestions on speeding up the challenge store golden items, I'll add it to our request list to look into.

We do want to sell more golden epics than just the one occasional flash sale. Maybe an assorted pack would be the way to go.

Cheers!

Comment

Originally posted by dimitrius5naj

Erica, hello!
I congratulate you on your 6th anniversary and 250th "conversation"! I am glad that I was able to make a positive contribution to the development of the game, and I will try to make further rationalization proposals! I hope for the further development of the game, the tenth campaign, making the game easier for those who cannot spend more than 3-4 hours in a row behind it (especially in terms of launching and ending missions) and that it will be just as interesting, beautiful and giving new and interesting goals!
And thanks for the chest!
PS. Can you get the exact number (open chests, items and other things, the number of which is measured in six-digit numbers) as soon as possible?)

Hi dimitrius5naj,

You're welcome for the chests.

Definitely a big thank you to the community for making this game possible over the years. :)

I know Kevin always approached the stats screen with some trepidation, but maybe Wilson will find it less intimidating. We'll see how soon it gets looked at.

Comment

Originally posted by LunarOtome

Thanks for the code, and here's hoping for the raffle o/

I've come back after a long long time within the past 2ish months, and naturally, I'm missing a ton of crusaders. Would there be any consideration to tweaking recruitment mission cooldowns? Like based on how many crusaders you're missing, it'll decrease. Or perhaps if you're missing t1 crusaders, the cooldown will be shorter than if you're missing t4.

Has there also been any looking into autoprogression in stages while offline? It's a very individual problem, but the computer I run on is pretty old and cannot handle running CotLI and another online game at the same time, so my progress in other games has stagnated hard while I hyperfixate on this one.

You're welcome for the code. :)

It's come up before to have the missions be more frequent or something, but the events happen every 3 weeks, so getting the Crusaders can happen pretty quickly. I'll note the request. :)

Unfortunately the game wasn't really designed with offline progress in mind, other than the gold/XP/event currency accrual when the game is closed. Given most players' power comes from Crusader upgrades, which would need to accounted for to make offline progress feel like progress, it's just too big a project to undertake at this point in its lifetime.

Comment

Originally posted by CaptainChaotica

Hi everybody at CNE! I'm a long-time player who tends to come back every now and again. Six years, huh? I knew it'd been a while but I wasn't sure exactly how many. Guys, get this, when I started, THERE WEREN'T EVEN _IDOLS_ YET! Crusaders of the Lost Idols had truly lost them. XD Then things like skills, enchantment points, crafting, rubies, the dungeons and of course events were put in over time. I was BARELY able to participate enough in the very first event (the Carnival one) to get the two (Tier 1) Crusaders, but I did it...

If I were to ask for anything in this game, the main thing is OFFLINE PROGRESS--I kinda hate that the game has to be running for my characters to, y'know, _move_. Also, it's an idle game, running in the background is kinda what it's supposed to do. But other than that, it seems to be pretty good so far! Otherwise, I wouldn't've stuck around for six years. :)

Hi CaptainChaotica,

Did you really start when it was alpha testing with tshirts? That's a long time indeed!

Otherwise the game did launch with Idols, just no Talents until a little while in, among tonnes of other features that were added slowly over that first year.

Unfortunately the game wasn't really designed with offline progress in mind, other than the gold/XP/event currency accrual when the game is closed. Given most players power comes from Crusader upgrades, which would need to accounted for to make offline progress feel like progress, it's just too big a project to undertake at this point in its lifetime.

Comment

Originally posted by pie3636

Hi Erika, Congrats on the 6th birthday! I haven't interacted with the community much and I didn't always play COTLI very actively, but I've been playing it on and off for a long time.

It's been really great to see the QoL improvements over the years as well as all the new features - some of the early mechanics were definitely a bit rough.

I don't have much to add, any suggestions that come to mind have probably already been mentioned quite a lot in here. So here's to hoping you guys manage to keep developing this game for a long time !

Hi pie3636,

That is definitely a long time indeed! And a lot of growth and change to check in on over the years. Thank you for sticking with us. :D

Cheers!

Comment

Originally posted by lanigironUyreV

For missions, the mechanism to pick the Crusaders most suitable is great for the EP missions in that it weights the options to best match & lowest EP.

For the gold missions, the Crusaders that I typically want is the reverse of the low EP ones - low EP is generally are that way because they are used in formations, either as DPS or speed formations.

What would be nice is a button to swap the low/high EP portion of the selection while keeping the best attribute match portion - basically current state for EP missions, then the ability to swap the selector to still get 100% but prefer the highest EP Crusaders.

Yeah, definitely only a helpful sort in some situations.

The toggle for the EP sort is something we'd like to add, which led us to discussing the dialog that popped up with additional filter options which we hope to return to at some point. Thanks for the nudge!

Comment

Originally posted by Doctor_Arkeville

I know a few others have said this, but I really do appreciate how Qadir and Zuczek were adjusted based on the feedback.

I did have an idea that might be easy to implement. The gold missions are considered as mostly useful just for getting Mission Impossible credit. What if the additional gold from missions rune was modified to add Enchantment Points to the reward. It could scale up a bit and make gold missions and the runes to boost them potentially desired instead of maligned.

Yup, the community feedback for Qadir and Zuczek was quite helpful, and the changes made sense.

One day, Gold Missions may be beloved. I'll add your idea to the improve gold missions request on our list and we'll see what happens. :)

Comment

Originally posted by iain_sam

Thanks for the chests. Happy 6th anniversary

You're welcome for the chests! Cheers!