Zoythrus

Zoythrus



27 Aug

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Originally posted by Strict_Kangaroo_8277

Okay cool I’m glad I’m not alone

Servers aren't down for me, so check again

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You get all of the tribes and skins for free on Arcade, but it also gets slower updates

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The text might be an oversight, but yes, it can only be used on flooded tiles

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Originally posted by BigSloppyJoeKindaGuy

I wonder if they do that to nerf the road based population? That would be so dumb because they already achieved that to an overkill degree with the increased price 😑

I promise you that none of the tribes have any modifications to village density.

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Originally posted by ExpressTension0112

will there be any transparency regarding the issue? i don’t think you guys are unaware, but i also don’t think there’s been any information given as far as the error is concerned

Here's what I can say - it's a very complicated issue working through the labyrinth of server backend.

We know that you might not think that we're doing anything about it, but I promise you that we are.

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Originally posted by ExpressTension0112

My device is jailbroken and I get everything for free. If you have a jailbroken device I would highly recommend doing this as well. Why pay for something when it’s half assed? The devs still refuse to comment on this issue and EVERYTHING else on my phone works perfectly fine so I know it’s directly related to the game. If you have questions feel free to pm me. I don’t expect this post to be well liked, but the devs should really fix this issue and then maybe I’ll think about actually supporting them

We do what we can. This issue is far bigger than you might think it is.


26 Aug

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Originally posted by fyre04

Unfortunate.

u/EconomyWoodpecker117 is wrong. I can move things over to a new account for you. Just send me a DM.

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Originally posted by tengeriallati

Does Midjiwan check this subreddit? Or should I just send them an email and beg them to patch this stuff cause it feels like they overnerfed these features. I feel like they could at least reduce the training cost of sharks down to 5 and change their starting cities resources to be more in line with their aquatic features. Also, why do they have two different kinds of farms? I’d rather they just have aqua farms and be able to use regular farms when they come upon them. Honestly I feel like this whole update could’ve used another two weeks of development.

I think Sharks *were* 5 at one point, but we made them more expensive due to demands by beta testers.

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Originally posted by Random_Violins

  • Economy takes too long to get going
  • Everything's far down the tech tree
  • jelli and shark are weak and no match for bombers, rammers and giants
  • Terraforming is slow
  • Trident chain killing is worse than knight, because it doesn't move, meaning you can't take out a whole chain of catapults.

I like Aquarion but it's just too weak. Good on archipelago, that's about it. Disappointing update.

So, I can say that points 3, 4, and 5 are intentional and were things that Midjiwan actively wanted them to do.

He wants "modern navies" to outpace Aquarion units, as Aquarion is meant to have a faster foothold on the oceans and hopefully coast on that.

He wants terraforming to be slow, so that they don't feel like "Water Polaris". Flooding is "a nifty thing they can do", not a core gameplay mechanic

He wants Tridentions to be weaker than they were before the update. You should *NOT* be able to spam Tridentions and win like you could before. We changed their role to "mop-up crew" so they'd synergize better with the other units.

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Originally posted by tengeriallati

Does Midjiwan check this subreddit? Or should I just send them an email and beg them to patch this stuff cause it feels like they overnerfed these features. I feel like they could at least reduce the training cost of sharks down to 5 and change their starting cities resources to be more in line with their aquatic features. Also, why do they have two different kinds of farms? I’d rather they just have aqua farms and be able to use regular farms when they come upon them. Honestly I feel like this whole update could’ve used another two weeks of development.

I do read these


22 Aug

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Cursed

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Originally posted by ConstantStatistician

Have any idea how small these battalions are? A few hundred troops? Maybe a thousand? 

Read more

We haven't released any sort of numbers, so I can't answer that question.

Sorry.

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Originally posted by ConstantStatistician

So the same unit from different tribes is identical only for gameplay purposes? I'd imagine that lorewise, certain tribes with higher populations, training, equipment, and so on would have higher quality and more effective troops overall. For example, Oumaji seems more equestrian than other tribes, meaning their riders should be better. 

Well, yes, but the ones who give quality training and equipment tend to have smaller battalions (since they're expensive), so it all evens out.

Or, in other words, yes, it's 100% for gameplay purposes and the lore was written afterwards. :P


21 Aug

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Originally posted by Accurate-Basket2517

Oh so for example an imperius warrior unit consists of ten individuals but a Quetzali one consists of thirty since they are trash?

Maybe not that extreme, but something like that

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Originally posted by kjustec

And just to add, defenders were not pointless before, they were the best troops to use for ships, since they had 15 health and cost only 3 coins.

We made the change to Swordsmen so that Defenders would also be useful on land.

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Originally posted by Accurate-Basket2517

Does health then also resemble unit count?

Not quite.

Battalion numbers vary between tribes. The health is a rough indicator of "fighting ability". A combo of troops, supplies, morale, casualties, etc

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Well....one unit represents a battalion, so if they got names, they wouldn't be personal names


20 Aug

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Originally posted by Zealousideal-Bus-526

Woah you’ve got a nice voice, I had no clue.

Thank you!

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Are you suggesting we sue for misuse of our IP? :P