cne_kevin

cne_kevin



13 Nov

Comment

Hey, I happened to try this earlier! Downloading and extracting the .zip version, then running

wine "Crusaders of the Lost Idols.exe"

in its directory seemed to work just fine. It seemed plenty stable, but admittedly I only let it run for half an hour or so.


05 May

Comment

Originally posted by Azar-yah

RE: Changes in how the game saves.

If i need to close my browser or reload for any reason, are there any actions that force a save - or event in-game that i can wait for and be sure it's saved. I tried a couple things, but ended up losing progress and changes in formation i'd made with a reload so was just wondering.

Closing the game, whether that's clicking the X on steam, or navigating away in a browser, will pause a moment and prompt the game to save immediately. I suspect that closing the browser completely won't allow this, so I would close the Crusaders tab before closing the browser, if possible.

I'll dig more into the limits that various browsers might impose on saving in this way.

And in general, most meaningful actions (moving Crusaders, leveling them, buying upgrades, beating areas, bunch of others) will prompt the game to save within a couple minutes. I have some ideas to have it save more aggressively in these situations without spamming the server as it did previously.

For now, if the saving on close isn't working for you, I'd move a Crusader around and wait for the "Saved!" popup. Sorry for rambling!


05 Mar

Comment

Originally posted by Hehulk

Hey Kevin

Couple of questions regarding click damage. With the fifth task master now taking up more screen space and the columns of buffs also eating space, actually using the sniper talent buff is getting very difficult.

Any chance this could be changed to either apply automatically, apply with x number of TMs on the field or just allow it to register through the buffs and TMs?

Sniper needs some re-thinking in general, but having it apply automatically with X taskmasters is a good idea.

And those buffs have taken up too much room for too long. I've been meaning to redo that bit of the UI.

Comment

Originally posted by Lamon72

bring back the original phase skip in the next talent update please

That incarnation of Phase Skip was quite unpopular, but I think with some adjustment we could make it good. I'll make a note of it.

Comment

Originally posted by [deleted]

[deleted]

Missions' cooldowns and availability are a strange beast. Before adding much more that affects them, I think we're more inclined to overhaul them. Ideally they'd be more predictable, so that when we do add things like reduced cooldowns, it's easier to tell that something is actually happening. Timeline on that is... TBD!

Comment

Originally posted by FarmBoy1970

One emergent feature of the game is that over time, the best crusader to use for deep runs may change occasionally when a new crusader comes in who is clearly better (usually the ones in the highest slots/newest). This leads to somewhat repetitive gameplay. There is now a mechanism which encourages doing different free plays at least, which is something. Perhaps we need mechanisms to encourage multiple lead crusaders too.

One idea towards that goal is a concept of crusader fatigue. Say if a crusader has been highest DPS in a formation for long enough (time or number of levels cleared perhaps) then they become fatigued and need to be rested for the next 24/48 hours. Leave them their formation abilities but disable their DPS only, optionally, or just don't let them be used at all.

Another idea along those lines is to have the weekend events do more than trivially buff 5 crusaders (even when I started, those buffs were never good enough to merit changing for...

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I like the idea of having to swap out primary DPS, though I don't think it would be in the form of a penalty. In general I prefer incentives over disincentives (even if they're equivalent.) That said, Bonus Idols' scaling might turn this into a tick-tock cadence of good runs and poor runs, if one DPS is significantly better than the other. Another problem to solve.

I think weekend buffs can still shake things up for players who aren't thoroughly decked out. Lately when setting them up I've tried to buff more abilities or buff them more, but there's no sensible number that's going to, say, make Squiggles beat Wrena. Certainly something to think about for the next time we have a tier 4 or 5 Crusader in the weekend buffs.

And yep, I enjoy silly things like having to use Hermit too. You can expect similarly framed objectives in the future.

Comment

Originally posted by [deleted]

[deleted]

Not too late!

  1. Yup, agreed. Part of the motivation for making the bulk chest contents display the way they do was to provide a more general rewards display that could be used elsewhere (particularly missions)
  2. Also yes. I'd like to separate it from the bench slot entirely. There should be room somewhere or a big red button. I remember when we first added slot 25, I could no longer fling the scroll wheel to get the reset button. Heartbreaking.
  3. We could probably have something like this... I think more likely would be replacing the "always scientific" option with something to select a number at which to start using scientific notation.

04 Mar

Comment

Originally posted by Jaester67

Hi Kevin,
I would like to bring up the issue of the cluttered mission crusader tray. It would be so nice if there was a little tray of tags under the crusaders that we could click to sort our way to a particular crusader. The favorites system doesn't work through refreshing and doesn't always apply for each particular mission. If I could say, click a combination of tags and have only saders shown that fit those tags, it would be much easier to get to the one I want to send. After collecting so many saders, it becomes a grueling process to get over the underdeveloped saders to get to the ones that you want to make stronger, like the ones that are full E or L or a dps slotter. Please prioritize some type of fix to ease the mission interface.

Thanks,

Ginnae

This seems like a pretty common sentiment. I remarked elsewhere in the thread, but I'll have to squirrel away some time for adding options to this. Thanks for the feedback!


03 Mar

Comment

Originally posted by Jothda

Hi Kevin,

are there any plans for an alternative usage of catalysts and rubies? For challenge tokens there are plenty of options you can buy with them, but catalysts and rubies are getting quite worthless at a certain point of the game...

Thank you for the code!

Catalysts might be a ways off, but Rubies I can see happening pretty soon. I mentioned elsewhere that they might be used for missions, or as u/egrutz2 suggested, something to help speed up your runs.

Comment

Originally posted by dimitrius5naj

Hi Eri ... ugh, Kevin!

Huge request - add more talents and opportunities to beginners to the game. All these new talents, taskmasters, trials - are designed for experienced players, with a huge number of idols, enchantment points, legendary equipment, for which achieving a level cap even in campaigns is a couple of hours task.

And newcomers look at all this, see a layer of content that they can research and explore, try and often drop out, seeing how far those who started playing earlier have gone.

Maybe if you add a few more levels (for example, 15) to the Storm Rider amplification, or add some kind of talent that, when you take it, adds the number of EPs, beginners will only thank you.

Well, like ...

Level 1 - if the amount of EP for the crusader is from 50 to 100 - it increases to 100.

Level 2 - from 100 to 150 - 150.

...

Level 8 - from 400 to 450 - increases to 450.

This will not turn them into an imba, but...

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Hi!

Catching up on EP can be pretty tough, I know. I like the idea of a talent to add to your base EP, or to reduce the EP required for missions. I'll make a note of that.

And you're right to think about whether it's imba! One thing we always have to keep in mind when adding lower-level talents, is that for higher level players they are essentially free. But you're right, it wouldn't really affect balance.

Comment

Originally posted by Andjoks

Hello Kevin,

I was thinking of a new feature which could be quite creative. It was the "Challenge Milestones" as I call it. Every unique challenge will have a special one time milestone every 1000 areas. The milestone would be either rubies, mats or challenge tokens. However for every milestone reached we would have a guaranteed milestone token and sprint boost (possibly 5 areas each time). Now the milestone tokens would contribute to a milestone path which will also have some creative rewards. For example, 15 tokens boost sprint by 50, 35 tokens unlock possibly a special crusader. Of course, these are just ideas but I think it would be quite interesting to implement.

Milestones are fun! I shouldn't spill details, but we've been thinking about something pretty similar to this. (Sorry to be so brief!)

Comment

Originally posted by don_keeballs2

Hi Kevin! Welcome back to the Q&As!

  1. In a past appearance, you mentioned taking a look at the Geocaching idol mission and the overly long cool down it has in comparison to the other idol missions. Is this still on the radar?
  2. Speaking of idol missions - any chance you'd be willing to throw in a pity timer for consecutive Hidden Stash missions?
  3. Are the slot differences (crusader level-wise) intended to be larger for slots 32 and 33 than for 21-31?
  4. Most importantly - is there any possibility we'll see an in-browser version of this game (without someone releasing a Flash emulator) after December?

Thanks for your great work!

  1. Good memory! Looking at it, all the Idol missions except A Hidden Stash have the same cooldown, though some belong to the Rare group and others the Epic group. If only that particular mission is taking ages for you, I'd chalk it up to chance. That said, I do want to overhaul mission timers in general.
  2. A Hidden Stash has a much much higher weight than the other ones. I don't think that's making anybody very happy, so I might reduce it. Even better would be moving that into its own mission group, to let you have longer Idol missions regularly. This is me spitballing, but I'll pitch it to the others.
  3. Yep, their costs are meant to be 400x those of previous slots rather than 40x. I understand that base costs and upgrade levels are one of the more inscrutable areas of the game.
  4. Sadly, I don't think that's on the cards. We can certainly commit to being on Steam, and the hope is to be available by other means as well, but for browsers that's a no.
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Comment

Originally posted by piperlover

Howdy Kevin!

So last week a lot of us were saying we'd like some way to get more materials so that our Legendaries can be leveled higher more easily. Any thoughts from you on the feasibility? A new talent? An extension of another talent?

Susan

Hi Susan!

For now, I feel our focus is more on other means of progression (talents, higher caps, more T5 supports) but it's something to think about. Certainly for the moment we don't want material amounts exploding, as a number of things are balanced around the kinds of legendary levels that people have (or can expect to have) right now.

As a fun fact, I think Wrena might break with a level 23 legendary amulet.
(Edit: Oops wires crossed, we're clear until the early 30's)

Comment

Originally posted by Kodi4k100

hi Kevin, nice to meet you. thanks for the chests :)

You're very welcome!

Comment

Originally posted by [deleted]

[deleted]

I think this is more an oddity than a decision we've made. For a number of such objectives, those Crusaders aren't "locked" but "asleep", which goes back to the Sleeping Beauties objective in Grimm's Idol Tales (predating me!) The main difference here is that those sleeping Crusaders may become available later in the objective, so it makes sense for their levels and upgrades to be retained.

It hasn't been a focus of ours, since Idols from objectives/challenges are usually pretty negligible compared to Free Plays. From another angle, you might consider the reduction a sort of cost for doing the objective.

Comment

Originally posted by RedTweatherly23

Oh! Hey there Kevin! When WAS the last time you manned a Q&A anyway?

Well, besides that, it's kinda cool that the person actually developing things for the game is here this time, since I have an idea that I came up with during the last Q&A involving a potential concept for a future Crusader.

Now then, this concept comes in two parts, with the idea being that you could have both in one 'Sader or split it between two different ones.

First, how does the idea of a crusader that has every formation role tag possible sound? You know, DPS, Click, Heal, Tank, Gold, and Support. So that way whenever there's a formation that only allows Crusaders with at least one of those tags, there will still be a Crusader available that can also do other things when necessary.

Second, following your inclusion of the rather complex Alacrity, plus recalling a few 'Saders from the past, I got the idea of a 'Sader that has abilities that have different effects based on the li...

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I can't think when the last one was. I do remember forgetting to add the chest code, and someone took that as me saying "having me host the Q&A is enough of a treat, no chest for you". I had a good chuckle at that.

I'm definitely fond of things that can fit different roles depending on circumstance or choice. One idea that's been on the backburner for ages is upgrades that let you cycle through their effects. That could be something that targets the column in front versus the column behind, or a different ability altogether. As for filling allll roles, that might be a little much, but I'd very much like to add one that fills two or three.

As an alternative/addition, it would be fun if Skins did this, eg swapping in a tanky-looking version of someone to give them tank abilities.

Comment

Originally posted by muppafireflower

Hey Kev! So, which program and programming language you use for developing Crusaders ? Is there some sort of engine it's built on like Unity ?

Hi!

Crusaders is made using Flash, which lets it run in browsers (for now...) and the Steam version uses Adobe AIR, which lets a Flash program behave like a normal desktop application. The programming language for this is ActionScript, which is much like JavaScript but with some more OOP-ish tendencies, like the ability to give things static types.

Since it's Flash, we can lay out interface elements in a graphical editor, which saves a lot of time in making UI elements (though it remains the slowest kind of task for me to do.) For example, this is the Skins window in the editor: https://imgur.com/a/vrY0QQn

It's a decent paradigm. Not without problems, but generally quick to work with.

Comment

Originally posted by Daurakin

Hey Kev!

Just a thought I had lately:

How's your opinion on projectiles vs clicks (and arguably vs passive damage, including splash and pure-DPS scaling nukes like that on Aegis, Polly, Skeletom, Holddoor etc)? Currently, projectiles completely overpower direct clicks (while clicks overpower passive damage, which I guess is fine), which makes talents like Sniper and Omniclicking basicly pointless (this is moreso true if a Crusader has legendaries capable of boosting its projectiles).

If nothing else, maybe a change to Sniper and Omniclicking?

Hey Daurakin,

My hope with how projectiles behave now was that they would outdo your other forms of damage in situations where they are practical (nearing your wall), whether the higher outgoing damage was CLK or DPS (hence scaling off both). In the case of 43G1S and co, they should probably be altered to behave similarly.

That does leave Sniper and Omniclicking in an odd spot, to be sure. I don't think they're wholly without use (well, maybe Sniper...) but yeah they could probably use a re-think, whether that's a change to them, or to how something else interacts with them.

Comment

Originally posted by egrutz2

Hi Kevin,

Thanks for the chests and all your hard work on the game.

I had a thought on the "what to do with all those rubies" issue. Perhaps you could introduce Sprint Buffs, purchasable only with rubies. One buff automatically advances you to the next boss. I, for one, would be willing to shell out some rubies to get to the end of a run faster on occasion.

Instantly sprinting to the next boss is a cool idea. I'll have to jot that one down. There should even be room for something like that around the map UI.

Another we had kicking around was using rubies to accelerate, cancel, or expire missions. In general, spending small amounts of rubies for daily niceties is something I'm very in favour of.

Comment

Originally posted by JuJuBee2006

I would really love to see some talents that increase gold. We have a ton of dps increases but nothing that increases gold earnings. I often find myself stuck on challenges before maxing levels on my highest seats because my gold earnings can't keep up.

Well, in a sense, increased DPS is increased gold. If you can beat monsters on higher areas, you'll earn more gold.

But yes, I can certainly see more gold-oriented talents in the future.