Used to patch up units, acquire resources, and improve siege capabilities, Bronze is something you can never have too much of in Conqueror’s Blade. You can often have too little though, which we’re here to help with over the new few days!
You can now earn a 15% bonus to all Bronze income from matchmaking battles until 23:59 server time on April 26. So, if you need to invest in new unit kits, or just need to increase your savings ahead of a new stage, this weekend might be a good time to get some battles in!
Hollywood has much to answer for in casting the longsword as the main weapon of the medieval brawler, when in reality, it was typically employed as a sidearm to grasp for after a spear or polearm was lost or broken. In that context, the Longsword’s obvious pairing with a heater shield and heavy armour should give you a good idea about the strengths and weaknesses of this weapon class: it is a tank, not a destroyer. Not just any tank either, but an effective battlefield support unit thanks to its unrivalled healing abilities.
Attributes
The Longsword and Shield should always be seen as two weapons rather than one, allowing the wielder to deliver significant amounts of Slashing and Blunt damage. In addition, it is a weapon class that can derive huge benefits from increased health and armour, making it sometimes a difficult decision as to where to invest the bulk of your Attribute points.
While some would advocate maximising damage output, the Longsword is not really a weapon to deliver the killing blow. Far better instead to increase your chances of surviving an attack, either by pouring those points into Armour or Toughness, or indeed both. Consider however that the higher your base Health, the more Health you can recover when you use your signature ability.
Weapon Skills
Versatile skills for a versatile class, but unless you build them around Mercy of Heaven, you perhaps need to question why you’ve chosen to specialise in a Longsword in the first place.
With Valour:A good all-purpose attack that builds into a flurry of Slashing strikes, topped off with a denigrating kick.
Paladin:Not the most devastating attack, even for a Longsword, but the six-second movement penalty applied to your target can make all the difference.
Mercy of Heaven:The Longsword’s most essential and unique ability can restore more than 10% Health and also (at Rank III) return 10% Health to any allies within a certain radius.
Shield Bash: The Blunt damage is a bonus on what this skill really helps out with, which is removing Daze and potentially stunning enemies.
Martial Prowess: A seemingly desperate area attack that restores a small portion of Health. Possibly best used to get out of a hopeless situation.
Knightly Vows:Increases your speed and that of nearby allies, for times when you need to effect a devastating counter-attack before the enemy knows what’s happened.
Ultimate Skills
One skill characterises the Longsword’s shield, the other its versatility. Whether you favour one over the other will depend on whether you see versatility as a boon or a weakness.
Clash of Shields: The ultimate shield bash, which sees you charging like a steam train and barging anyone in your way with Blunt damage.
Sally Forth:Has a relatively short cooldown time compared to most Ultimate Abilities and delivers all three damage types in a series of blows - none of which are devastating in themselves, but it’s up there as a skill that fits all.
Armour
Created especially to benefit Longsword players is the Imperial Knight’s armour set, which with two items equipped reduces Knightly Vows’ cooldown, and with four increases the restorative effects of the Mercy of Heaven ability. Alternatively, the Guardsman’s armour set offers a tempting health boost with two items equipped and gives an all-round defence boost with four items equipped. Some have been known to mix the two sets to get the benefits of both.
Hi, I’m Rob Myall, lead coder on Evil Genius 2 and I’d like to update you on what’s going on behind the scenes here at the moment. We’re aware of all your feedback and many of the team have been reading your discussions and review comments, even if we generally leave responding to our hardworking Community team so that we can focus our efforts on addressing your feedback in the game itself.
We’re pleased to confirm that we’ve got a fairly substantial patch coming in the next week. We’re just finalizing the last few fixes and ironing out any new bugs our fixes might have introduced but we want to give you some highlights so that you know we’re here, we’re listening, and that more updates are coming.
Rich Edwards and his design team are finishing up a complete rebalance pass to address pacing concerns some of you have mentioned. This hasn’t been a small change and has touched nearly every system in the game. We’ll give you more information in our patch notes but you should find the pace of the game much improved, with less micromanagement of the World Map required, and less waiting for campaign progression. You can still take your time if that’s your preferred playstyle, but those of you who want swifter campaigns should find we’ve sped up the core areas where you’re currently required to wait.
We’ve eliminated the cause of a number of progression blockers, simplifying the method of summoning Super Agents to your Lair and making sure that critical Schemes have room to spawn.
We’ve exposed a bit more information on Lair equipment that attracts specialist Agent types and made sure Investigators summon those Agents more readily.
We’ve toned down the consequences of Body Bags but we’ve ramped up the importance of minion salaries. So although you’re still at risk of desertions, it’s now more likely to be a result of training too many higher-level minions or running out of Gold at a bad time, rather than it being because everyone’s cleaning up after the last Agent attack.
And we’ve fixed a lot of bugs (and where possible, fixed up existing saves to account for them).
Obviously, we’ll save a more complete list for our patch notes, but we wanted to speak to you directly ahead of the full update reaching you next week. We’ve still got a list of improvements we’d like to make in the future as our post-launch support continues, and we’ll continue to read your feedback once this patch is released to make sure we’re making the right changes for you to get the most out of Evil Genius 2.
- Fixed a bug due to which mounts could not be equipped through the inventory or from the quick action bar. - Fixed missing graphics for stones in the Fort. - Some translations have been updated.
Hey everyone! Thanks for playing last week, we saw what we'd hoped on the server side, so our optimisation is progressing well! This week we're adding in a Kill Feed to help players understand what's going on around the map from second to second. We're also rebalancing a number of the passives bringing them more in line with one and other, Doing some Trooper rebalancing, and fixing some bugs you all have pointed out over the past few weeks!
Watch our Discord for updates, as we're looking to expand on the work put out this week in the coming weeks!
Whenever anyone is killed on the map a message will appear on the middle right of the screen. Now you are able to see who's killing who wherever you are! This should help you understand who's a high priority target without having to quickly hit the TAB button. We'd like to hear from you guys what else you'd like logged in this area and we'll see what we can do in the coming weeks to help refine this to our communities requests!
Steam Build ID: 6547317 To view this go to Steam > Library > Right Click Super Squad > Properties > Updates It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play in the test.
Hello everyone! After a year and a half of development, I decided to show you some unedited gameplay of the game. So far, I've been only showing short clips in my usual devlogs. I feel like now is a good time to show you exactly how the game is played at this moment. I also show some funny bugs and glitches at the end of the video - those are always fun :)
Keep in mind that everything I show is still early in development and some things might be subject to change.
Kickstarter
Before I go to the video itself, I would like to thank everyone who supported Mall Craze on Kickstarter so far! The campaign has been going very well, and we're roughly $50 away from reaching 70% funded! You can find the Kickstarter campaign here!