Your comments
#1 would be very nice to have. #2 is a little unclear, though...you can plant multiple trees and corn plants on meadows, and it doesn't take that long to plant stuff one at a time.
Which skill was it?
He's got a point. This mechanic is to prevent domination of clearings in the normal mode, which makes sense, but in castle mode you need more than 5 archers on the walls.
It would be nice if the ogre was harder to beat. Right now it's basically just a way to get lots of exp and resources with very little risk involved. You can easily attack it without losing minions, especially if you've got allies helping.
This would be really convenient; it's actually too convenient. Planning ahead and strategizing what minions get what and killing the useless ones off is part of the game. Because of this, I don't think an option to switch weapons will ever be implemented.
Yeah, the floaty letters that dissolve are difficult to read sometimes
Please don't post Ugandan Knuckle Memes
Strom Crow is not wrong. I work at the wiki, and egzekutor gave us stats about certain game elements, including rabbits. These stats were copied directly from the code. What was shared with us stated that rabbits have two health points.
And shock arrow does deal two damage to rabbits. I don't care what the tooltip says, go play the game and get shock arrow. You will see your minions killing every rabbit with one shot.
The wandering wounded theory of yours is definitely a good point, and would lead to rabbits getting one-shotted. And yes, rabbits have different colors
Just stop bumping it ._.
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Knights are attack before other troops, and archers are attacked last. Archers will shoot an random minion(even if that minion is already being fought), and all the other units will engage in a 1v1 with available enemies