Crusaders of the Lost Idols

Crusaders of the Lost Idols Dev Tracker




03 Aug

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Originally posted by Bcadren

/u/CNEErika: Brushed on this in the last livestream; here's the draft.

Thanks for posting. :)

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Originally posted by Azar-yah

Should be working now.

Yup, looks cool!


01 Aug


30 Jul

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Originally posted by Azar-yah

Hmm, giving me an access denied when I try to click the link. :/

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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 ...

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


29 Jul

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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.

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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.

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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. :)

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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. :)

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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.

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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...

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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!

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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?

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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.

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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. :)