Crusaders of the Lost Idols

Crusaders of the Lost Idols Dev Tracker




09 Jun

Comment

Originally posted by LC125

Hi Erika,

Hope you and the team are doing well!

Just wanted to say that I appreciate all y'all do. I have been playing 3 and a half years and I appreciate all the updates and stuff. The dungeons keep getting more fun :).

On the chest opening..I still remember opening one at a time lol!!

Thanks!!

Hi LC125,

We are doing well, thank you!

I'll pass the Crusaders praise along. We're glad you're enjoying it.

Yeah, the days before any multi-open of the chests was rough.

Cheers!

Comment

Originally posted by Gourou666

Hi Erika,

Thanks for the chest. Please add my vote to the quick chest opening request. Please add my vote to the quick rune merging request.

And two more requests. As we need to reach area 17,500 in the new season, it takes 50-60 minutes sprint, plus 1,000-1,200 areas per hour with decent formations. In order to reach area 17,500, we need to spend 11-12h. It is therefore difficult to do two runs a day. Please add my vote to the sprint increase request.

It would also be nice to be able to "break" some runes of higher level. In a similar way as the legendaries, by getting some runes level 1 back.

Hi Gourou666,

You're welcome for the chests.

I'll add your votes to both those items.

12 hours for 17,500 is neat, given area 15,000 was 10-12 hours last season. I'll note down the vote for more speed.

That's why there's all the warning messages when merging Runes: they are not meant to be broken apart. It's not a feature we're planning on adding.

Comment

Originally posted by briantellectual

I’ve been getting an error since this morning when trying to load CotLI on Steam saying to check with the developer to see if it’s compatible with macOS Sierra 10.12.6. I uninstalled and reinstalled and am still getting the error. Is this a known issue?

Steam's latest patch notes mention their update broke launching games on OS 10.12.

If you update Steam, are you still unable to load the game?


08 Jun

Comment

Originally posted by Croq360

So, if I understand "season agnostic" correctly, does that mean we are going to have to unlock higher difficulties (including unlocking difficulty 2) every season going forward?

Yeah, it would mean unlocking the difficulty levels each season if we do that.

Comment

Originally posted by via_119

Hi Erika!

Thanks for the christmas jeweled chests! :)

If it's possible, I would like to also vote on decreasing the dungeon coins needed to buy older season's rewards. It seems impossible for me to catch up with them.

Greetings,
Via

Hi Via,

You're welcome for the chests.

Decreasing the cost of the older season rewards is something I'll discuss with the team for season 5. Thanks for the vote!

Cheers. :)

Comment

Originally posted by VerbingWeirdsLang

Thank you for the chests! And Merry mid-way Christmas?

Request to have a favorited Crusaders category in the Rune menu, please?
I'm also all for combining multiple Runes faster similar to the rune system in Bush Whacker 2.

You're welcome for the chests. :)

Like, you mark the Crusader as your favourite, for showing in a favourite filter on the rune screen?

I'll add your vote to the item on the list for quicker rune merging. :)

Comment

Originally posted by dimitrius5naj

On the second point.

To understand how many points I have now - I have to see what level I have now (level 5), find out how much is needed to gain it (7500), and add the number of points on the indicator below (1600 with a small change).

I would really like that, in addition to indicating the difference between the two levels, there would be a general indicator that would show that I have a total of 9100 Dungeon points.

Did I clearly describe my idea?

Thanks for clarifying. I'll add it to our QoL list and we'll see if there's room on the dungeon dialog for it.

Comment

Originally posted by navilapiano

I believe some of the dungeons have different ratio of kill 25 to drop 25, which makes some dungeon objectives take longer than others. It would be nice if all the dungeon objectives had the same ratio of kill 25 to drop 25.

Ah, that request. Yeah, it's on our nice to have list that we'll get back to at some point, for the dungeon objectives.

Comment

Originally posted by ManInTheBox42

Erika,

I managed to gain access to dungeons just in time for this dungeon season and even got the pass. So now I got 20 runic chests and my main issue isn't as much merging, but finding out which crusader can be upgraded with what. Perhaps little up arrows next to the rune that can be upgraded and/or a small level indicator in it or next to it? I am (not yet?) very interested in upgrading the fourth slot typically and usually prioritise the 5th rune if unlocked. So being able to filter on "has upgrade for slot X" would also be an interesting feature I think.

Hi ManInTheBox42,

So implement something like the crafting dialog, that flags a Crusader as having a rune itself equipped that can be upgraded based on your current rune inventory?

Or just that the Crusader doesn't have a rune in that specific slot yet, so that counts as an upgrade?

Comment

Originally posted by GeorgeSmith50

Hi Erika,

Would you consider a talent for sprinting on challenges, even if only to 1,500 as in free plays or the Dungeons? 

Hi GeorgeSmith50,

Adding some sort of speed for challenges is something I'm poking at in my designing of the challenge changes update.

Comment

Originally posted by billyjoe99

Just a small request, on the reset screen can we have the number of points won in its full format rather than the exponential format, so 12345 rather than 1.23e4

Hmm, yeah, this is the first season with points from objectives over 10,000. I'll add it to the QoL list to look at having it show all digits rather than switching over.

Comment

Originally posted by dimitrius5naj

Well, and one more thing.

Not sure if this is a bug. But after I put the Marshmello dragon in the formation, the mission rewards for gold are no longer adequately issued. That is, for a minute of downtime, I receive conditionally 1 * 1e1100, and missions for 10 minutes of gold give me 1 * 1e1075.

Gold from missions, silver chests and time warps, like offline progress, doesn't take into account various active skills that would be in flux while running the formula.

So yeah, depending on where you are in the game and who is in your formation, the gold from those various sources would be less than from a monster kill.

Hence the various community requests to get rid of or vastly improve gold missions.

Comment

Originally posted by Dutalus

Hello, I wish we could do something with the gold left in our purse when we reset the world.

Hi Dutalus,

Since gold is so easily acquired, we don't really plan on having any other uses for it aside from leveling up the Crusaders, though you never can tell.

Did you have any ideas for using the leftover gold?

Comment

Originally posted by Croq360

Thanks for the early (or maybe late) Christmas present! :)

A question/suggestion that came up on Discord is can the filter where it shows "Crusaders with Level 2+ Legendaries" be adjusted so that we can choose the level we want to filter to? Many of us are using the Legendary Hoards talent, to maximize the effect. As a result, pretty much every crusader has their legendary levels at 2+ (or even higher).

The result of this is that it's extremely difficult to find out which crusaders have gear over level 4 (for example). So that you can disenchant/move legendary levels around.

Having it be more interactive would be great.

Something like, change label to "Crusaders with Higher Level Legendaries". Then when you get to that view, offer a dropdown box where you can select your filter level.

You're welcome for the Christmas chests. :)

Adding the extra filters for more level X + to the crafting screen is sitting on the QoL list, just waiting for some spare time, as well as a stat for total legendary levels itself. Hopefully soon!

Comment

Originally posted by TheRealMcradden

With the increased number of Crusaders now available and each having multiple skills that can work off of each other, is there a way to implement a search feature to search for certain abilities or tags?

While it's fine to check the wiki or ask the community, it would be nice to have some sort of in-game log handy as well. :)

An in-game Crusader list with a search function would definitely be a cool addition. I'll add your vote to the item on our suggestion list and we'll see what happens. :)

Comment

Originally posted by gragatrim

I know near the end of last season we asked if you could change the kill/drop rate for some dungeon maps that had far more drop rate areas(making them much slower to run) than others. Any chance you've been able to think more about standardizing all dungeons so running different maps won't impact our run times?

Any news on Garnet's 5th rune? I know it's up next after the event, but do you at least know what how you want it to affect the warp yet?

Looking forward to the next event and loving the dungeon season so far!

Changing the area quests on the dungeons was on the nice to have list, but wasn't something we were going to delay the start of season 4 to do. It's on the QoL list for when there's time.

I know what I want the rune to do. We'll see what happens when we work on it.

Glad you're enjoying the season! :)

Comment

Originally posted by AerichV

Erika. We want that 5th rune. Surely Wilson doesn't need months.

No, he doesn't need months. There's just been other priorities.

Coming soon!

Comment

Originally posted by CADragon

Hi Erika!

I've never made a suggestion before, so exciting! What about the ability to craft multiple runes at once? Or like a "combine all" similar to the "buy all" buttons?

Hi CADragon,

Welcome to the Q&A! We are planning on adding faster rune merging as our next major QoL update. :)

Comment

Originally posted by xyzzex

Why are you making game more and more difficult? At this rate players w/o want to dig deeply into game are so deep in *something* that they don't wanna play it. Atm only handful of players have deep enough knowledge and rest follow with what they do as best as they can.

Cotli is supposed to be idle game not spend hrs and hrs punching numbers to see if option y is better than option x or is option z (mix with x and y) better than either of those.

The game is about formation crafting, and some players do enjoy the puzzle.

And it is possible to just earn enough power to brute force through some of the things that seem "difficult."

What are you considering difficult? The dungeon season can be completed with Sprint runs for points with the points bonus on, or if you have the power, by doing the higher difficulty level dungeon objectives with the idol bonus.

Comment

Originally posted by RabbiZucker

Hi!

Really enjoy the new dungeon season :), is there a way to add indication in the objective selection menu for which objectives we reached 10k for which difficulty level?

We them both to open the third, but I can't remember in which ones I reached 10k and on which difficulty level.

Hi,

If you've met the unlock requirements, then the difficulty level toggle will let you move to the next difficulty.

As far as I understand it, since difficulty level 2 had a lower area goal in the beginning, and that code was never commented out, if players had already cleared that area in a previous season then difficulty 2 would already have been unlocked, even though the goal is now area 10,000.

That's something we're going to make season agnostic for season 5.