Crown Wars: The Black Prince

Crown Wars: The Black Prince

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31 May @ 8:28am
Crown Wars: The Black Prince | Patch Note 31/05/2024
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Showing 1-15 of 33 comments
glenn3e 31 May @ 9:01am 
Cool.
Rhalius 31 May @ 9:07am 
Thanks for the quick fix, looking forward to what might come in the future. This will get me playing the game again.
helldraco 31 May @ 9:11am 
Change the healing system, simple.

One potion that doesn't heal anything pitched against a truckload of enemies who almost never miss and put a ♥♥♥♥♥♥♥♥ of DoT on you => yeah, of course it's a mess of a fight.

Timer is the least of the problems in therms of balance, game needs more tools to counter the danger. One potion OR one bandage is ridiculous.

After that, it'll be time to balance classes, damage output, armor system ... and also the UI.

Game's not finished, but i'm not blaming you devs, it's the typical mess left by nacon. (<_<)
Dan2312 31 May @ 9:22am 
Could you not have added a slightly longer timer for re inforcements? this is a mission where i am stuck! by the time i get into place to attack the reinforcements are here and i am overwhelmed!!!

The mission already starts with 4 crossbow mean, 2 crusaders and 2 fighters, then for reinforcements, another fighter with a sheild appears, buffing everyone, 2 rogues\scouts and a beastmaster with a bloody bear!

Even though it is a 3 turn timer, it appears as soon as i have started the mission, at least another 2-3 turns would make all the difference for an enjoyable battle.

I have tried all possible tactics and i cannot overcome it, and i cannot abandon the mission! so i am stuck.
Last edited by Dan2312; 31 May @ 9:25am
Wow, this was fast and great work, well done ! Keep up the good work and the perfect dev. service to all players.
when can we expect a fix to the gpu utilization?
Originally posted by Nacon:
Vollständige Eventdaten:
https://gtm.you1.cn/ogg/1658920/announcements/detail/4165345869848414057
Now the only thing missing is the GPU performance patch so that our GPUs no longer howl like a hairdryer <3 xD
SkY | 31 May @ 9:40am 
great ! Defense mission should be looked at aswell, too many reinforcements and units in one turn interval that makes them way too hard
Originally posted by Mostrengo:
when can we expect a fix to the gpu utilization?
:steamhappy:
meanwhile every mission just before the end one of my fighters (always the one with the bow) gets stuck in the attack animation and it's a 50:50 chance that i have to end the game via task manger because i can't press anything ingame anymore or i can continue playing but the unit in question needs more than 30 seconds to move one square further.
Inc 31 May @ 11:13am 
poor patch, game freeze when use panther overwatch on enemy spawn tile
Inc 31 May @ 11:16am 
bug 2: mission where need save zone 10 turns sometimes 1-2 units respawn inside building and can't move
plz fix loading time...
ARFett 31 May @ 12:10pm 
I agree that balance needs to be addressed next.

A very easy thing to restore balance would be to give the alchemists real heal powers.

Like having a restock timer for the skill potions (heal and other).

Should not be too long and with the level up of alchemists that would make them a REAL heal class other than one-shot severely limited healers.

The low healing vs the massive damage especially the HP bloat, numbers of mobs and numbers of dot damage equipment on them with no max cap of the stacks for burning/bleeding/poison is a dire issue.

Adding 5 turns does not address the problem that you easily meet with a 5 person squad on a easy mission four 8 person mobs.

Even with 5 turn more the hp bloat and the large disparity of numbers make this not a full fix.

It is a fast stop-gap thing but there is plenty more to fix as for campaign and mission balance for the not-story missions.

And the unit spawn in buildings is a definitely need to fix thing as it can prevent you from getting the mission done with no ability to target the misplaced enemy while he shoots and slashes you like nothing is wrong.
Last edited by ARFett; 31 May @ 12:13pm
Dankadamas 31 May @ 12:32pm 
Originally posted by helldraco:
Change the healing system, simple.

One potion that doesn't heal anything pitched against a truckload of enemies who almost never miss and put a ♥♥♥♥♥♥♥♥ of DoT on you => yeah, of course it's a mess of a fight.

Timer is the least of the problems in therms of balance, game needs more tools to counter the danger. One potion OR one bandage is ridiculous.

After that, it'll be time to balance classes, damage output, armor system ... and also the UI.

Game's not finished, but i'm not blaming you devs, it's the typical mess left by nacon. (<_<)

Playing more opens more options to combat these issues - There are a handful of Abilities which allow you to specifically cure Poison/Bleed/Burn, and the Alchemist gets stronger at healing; Improving/Forging better Equipment provides more pockets, so more Blams and Debuff-cures per unit, no longer is it "one potion or bandage" but a whole inventory; Improving the Alchemy Lab opens more options behind better consumables, like stronger Balm's and Bandages/Antidotes which heal some.
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