Balance Issues:
- Crawlers. In packs, they are supposed to be stronger. But if you mass a bunch of these early, you're almost guaranteed to win.
- SwordWraiths. Should be built a tiny bit faster and move a tiny bit faster(They were the fastest units in Stick Wars 1) to catch those archers that are running and stopping to shoot.
- Archers & Dreads are pretty balanced, besides the running and shooting thing I mentioned.
- Marrowkai. His spell to cast arms out of the ground, should have a range reduction, but a damage increase. His spell to cast the grim reaper, should have a longer cooldown(much longer), and do either less damage, or the mind control time reduction, AND, if the unit runs out of the range of the Marrowkai, the grim reaper should stop following him.
- Merics. Should have NO attack. They should be healers only. They should also stop going out in-front of the army.
- Medusas. I haven't had much experience with these units.....Someone want to help me with this one?
- Magikill. He should also, have NO attack OR his attack should be RANGED. At the moment, he tries to walk up and hit people with his staff. His poison spell should also do more damage over time.
- Speartons. They should have a higher range and do a tiny bit less damage.
- JuggerKnights. they should have a slower attack speed, but higher defense.
- Speartons Vs Juggerknights. The JuggerKnight Charge is more powerful than the shield bash. The shield base must be used AFTER shield wall. I also believe the JuggerKnights have higher damage (only slightly)
- Shadowrath. He should move faster while he's "cloaked".
- Bombers. They should do a bit more damage. They are holding dynamite after all.
- Allbowtross. They should do more damage, but have less range. (Than archers)
- Eclipsors. They should have a higher range, but do a little bit less damage (Than Archers)
- Enslaved Giants. They should have an ability (researchable) where they just smash people in the face with rocks.
- Giants. They are balanced.
- Miner Walls. You should be able to build 3 walls, and they should do damage to swordwraiths/crawlers (anything that close of range) when they attack them
- Miner Tower. You should be able to build 3. That is all.
- CastleArchers. They should do more damage, but lose piercing abilities on speartons, juggerknights, giants, and the flying units.
Suggestions:
Order:
[INDENT=2]More upgrades. Such as; Increase Swordwarith Speed. Increase Mining speed. Increase Castle Archer firerate. Add Fire-arrows to Castle Archers. Several upgrades from the original Stick War.[/INDENT]
Chaos:
[INDENT=2]More Upgrades as well. Increase bomber speed and radius. Increase Mining Capacity. Increase Castle Damage. Add Fire-arrows to Castle Archers. I haven't the clue as what else to add.[/INDENT]
Other:
[INDENT=2]Helmets for the swordwraiths. As well as more distinct hats & staffs for the Merics & Magikill. Also, new looking bow for the archer. A different color robe would be nice for the Meric. This is all I can think of in terms of order upgrades. Someone who uses chaos can list a few things that would be nice, but not needed, for, well, chaos. An option to "Change Avatar" as well as a stat that shows how many times you have lagged out.
[/INDENT]
Bugs:
- You can start a tutorial while waiting for a match to start, but it will keep searching. I don't know if it's a bug or not.
- Merics cost 5 supply but only say 3
- There is no cancel cast button on spells, so you either must cast the spell, or suffer a big red circle on your screen
- The white circles that tell you have selected a unit/a group are very unnoticeable in certain maps, and the color should be changed.
- Double clicking on units, sometimes, doesn't work. At all. Like, sometimes, you will deselect the unit, instead of selecting the entire group.
- Occasionally, I will try to purchase one unit, but it will start building a different one (normally, the one right beside it) because I moved the mouse off of the picture, before the countdown started.
- I have to click the research buildings several times for it to actually register that I've clicked it and show me the upgrades available.
- When there is two walls in close proximity, the units try to attack the first wall built, so if it's behind the second wall, they will continuously run.
- Ghost Giants do NO damage to walls whatsoever.
- The Albatross Upgrade"Blazing Bolts" is spelled "Blazing Blots" (Thanks Exxmorphing)
- Merics(Monks) Randomly use heal/cure (Not sure which) when everything is poison free and full health, but it still costs mana.
These are all I can think of atm. Post if you have more bugs, suggestions, or sometimes to do with balancing issues.