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My general impressions so far, including suggestions

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Yes, when we designed multiplayer part, we took inspiration from various online strategy games including travian and some others. However we borrowed only basic concepts and re-imagined them. For example I haven't seen fog of war, domain borders, seas and water that is actually playable and not just scenery/obstacle in such games. Such things can be found in single player games like Civilization, but those are not online.

Overall with TT2 we did the same like with TT1 - evaluated a lot of different games and borrowed a lot of different parts from them. The magic is to fuse all those parts together so it will feel natural and fun :)

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I think you've done very well Berserker, and the inclusion of fog, land and water, etc. is a great idea. Forcing a player to expend resources dispelling the fog in order to find neighbours, resources, etc is good because they *are* barriers in a way. It means you take longer to get somewhere; have to spend time looking for other towns; use food to send out scouts, etc. It's good.

On that note, I want to add how much I'm liking the world map. Being able to see the 'trail' of where your scout is going is really helpful, as well as seeing how long their trip will take them. I like that the town's outline grows and I find I'm spending a few moments checking to see who is growing their town, who has the better stats, or how many new neighbours I still need to find (I can see an outline but no town). I also like that the scouts carry my crest on a banner, which not only is in keeping with history, but also lets me better see my scouts on the map.

The more I play, the more impressed I am with the thought that went into it all.

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Adding to my list: I like the spies, and how you can gather different information (and do other things). Very neat.  Although it would be nice if the information you receive can be archived collectively: if you do 2 information gathering trips for different information to the same town, you should complete a single page of info about that town, not 2 different reports. That way you can see an overview of that town and don't have to hunt around for the missing information or remember to archive it for later.

Edited 5 minutes later by .
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That is impossible, because espionage information has actual date and time. Few seconds later and things may have changed, that's why you cant merge spy reports. However we will make it possible to spy for several types of information at once if you send out several spies in bulk. The espionage system currently is in proof-of-concept stage.

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Reply to

That is impossible, because espionage information has actual date and time. Few seconds later and things may have changed, that's why you cant merge spy reports. However we will make it possible to spy for several types of information at once if you send out several spies in bulk. The espionage system currently is in proof-of-concept stage.

Ok, I understand. I do like the several-at-once idea, though not sure why you've split up the different pieces of information anyway. Why does the spy only look for certain things, and not just gather all the information at once?

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To provide varied strategy. Currently even 1 spy can get all the info he needs, but when all will be properly working, the more spies you send, the bigger more accurate information will be, thus you will have to choose what kind of information is more important to you and select it as spy target.

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Reply to

To provide varied strategy. Currently even 1 spy can get all the info he needs, but when all will be properly working, the more spies you send, the bigger more accurate information will be, thus you will have to choose what kind of information is more important to you and select it as spy target.

I think I understand. It's a choice for when you have limited resources and need to decide what/where/when to spend them.

Another question: I shared a spy report, but didn't see anything happen with it. Is that something that you only do when you have an alliance?

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Sharing report means that anyone who has a link to it can see it. Otherwise only those 2 parties involved and members of their alliances can.

Now after you enabled sharing you can copy link and paste anywhere, like in public chat, and other people will click and see it. Inside the game ofcourse.

Edited 31 seconds later by .
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Reply to

Sharing report means that anyone who has a link to it can see it. Otherwise only those 2 parties involved and members of their alliances can.

Now after you enabled sharing you can copy link and paste anywhere, like in public chat, and other people will click and see it. Inside the game ofcourse.

Ah ok. I think that the sharing needs to be explained a bit better then. I was wondering what that copy link was, and couldn't understand why you'd want to, or what you'd need the link for.

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The whole interface needs a total revamp, but the nature of interfaces is you can pour enless time into it and there will still be room to polish it, that's why we decided to put alpha as is. We are aware of a lot of issues in the interface, however I don't mind it being reiterated by players - will have it in front of our eyes more often :)

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:)  Well, sorry to make more work for you!

As a way of making up for it, I want to add that I only just now realised that the bottom part of the page now has a stone carving instead of a wooden one. I love that level of detail :)

Edited -1 second later by .
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Whole game interface changes when you reach next age.

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How about adding an information text that says how many level upgrades a certain building can have until it can't be upgraded anymore.  I think you have added something like that at the altair (hero level x. Available y)

Another point: I had this Buddha statue in my items and upgraded (let him "meditate") my hero. I clicked several times to reach another level, and suddenly the statue was gone. My hero then had level five. The thing I was wondering about: How many times does the Buddha statue support upgrading ? I think you should add that kind of information. "This statue allows the hero to be upgraded x times" or something like that.

Edited 11 minutes later by . Reason: added another suggestion.
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I'm really liking the new random inventory stuff you can find throughout the home town. More please! :)

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I just built my second town... and omg, there's so much more to do... I feel like every time I will get bored with the game, some new surprise turns up. :)

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I just found a crude bow in my town. Does anybody know what I can do with that ? There's no description when I hover over it or click it. By the way, it was VERY well hidden, almost as good as the green diamonds in TT and TTG ! ;))
Edited 3 minutes later by . Reason: added comment.
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Reply to

I just found a crude bow in my town. Does anybody know what I can do with that ? There's no description when I hover over it or click it. By the way, it was VERY well hidden, almost as good as the green diamonds in TT and TTG ! ;))

I just found one. It says you need to be in the Classical Age to use it. It's an item for your hero to 'wear'.

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Just couple of things that I think could be improved:

- can you make the colors brighter, for example the water, after a while everything seems a bit dull and boring

- the balance between resources and the time of construction doesn't seem right; I am loosing loads of resources because the construction times are too long

-after level 10, when you are upgrading the sheds, you should be able to gain more than 200 per level, it's ridiculous to have to wait 6-10 hours to have the capacity increased with so little

- you should be able to queue at least one building for free, for the same reason, resource consumption

- you made it really difficult to be able to expand with more than 2 towns, and it will be also the matter of space, if you are surrounded, how can you expand your domain (not my case now)

- also, regarding the expansion, I think it will be great to have the option to start an entirely new domain totally separated by the old one, i am getting bored easily with the same map over and over 

Edited 33 seconds later by .
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Andruxius - I think the building levels were discussed in the old forum under one of the news posts.  To the best of my knowledge the buildings can be upgraded endlessly.

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No AnneeR, we would not be able to draw endless number of building states :) Most buildings have 10 levels, some of them 20 and a few of them - 5 (mostly huts and towers).

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