If you have a tower type selected (in the UI on the right), and you tap the enemy bar, it subtracts money for your tower, but it isn't built. Or perhaps it is built, but "underneath" the bar, such that you'll never be able to access it.
I reproduced it on the "thief" level in the maze mode - just start it, select an arrow tower, click the enemy button and note that $5 is subtracted from your account, but no tower appears (that I can see). I found this out the hard way spending $30 for an earth tower I never got.
One bug I found is after doing a game with multiple spawn points sometimes after a few surrenders one side would stop coming out. Not sure if anyone else noticed this. Had it happen on the swarm level and the barbarians level at least once each.
An update on my bug - I think the towers were actually placed, just under the bar. I've also found that on the same level you can place towers on top of certain types of terrain that is impassable (and thus should be unplaceable terrain), such as the row of bushes at the top, and the two stick things at the creep's spawn. Towers place here are invisible, but still fire.
Here's a pretty strange bug i've encountered (and the only one so far)is on the Goo Maze Level. Somehow... i had built a maze that for some odd reason stopped the wave on the right side of the screen from coming out... and then all of a sudden a few waves later into the game they started coming in from the very left most side of the bottom screen. If i can produce a picture of this bug and get it to happen again I'll send it your way.
On the maze map "Raiders on a Rampage", I had this occur (although presumably it could occur with any map). I didn't try to reproduce it yet, but I'll assume it can happen anywhere (I'll check later).
The last boss was moving towards a little nook which I had just blocked off - he would have to turn around after this. However, I build a tower on top of him, which is allowed - usually the creep will continue moving through the tower you placed if he has already partly entered the square. In this case however, the result was that the creep was blocked as he passed into the nook. At this point he flew off the screen (towards the upper right), never to return. However the game continued, until I eventually surrendered. This was the cause of my improbably high score (over 300k) on that map (although in my defense I also had the legitimate top score before that).
Ahh, that explains the abnormally high scores I've seen. I've hesitated in deleting them, but now I know I should. I think I know what happened (and I'm hitting myself for not thinking about it earlier). I'll fix it.
the traping of enemies happens on any map; if a large group is going one way, and you block them but can open another path that does not block the path between entrance(s) and exit(s), but trap the group in a circle of towers all the ememies will fly off the map not costing you lives
edit: another bug if you complete a level and do not finish all 3 of the objectives, then play the lvl again and finish the first two objectives but you are about to lose a life and you surrender, the game will give you a gold medal, simply put if you finish the lvl but dont win all objectives then complete the objectives again and quit you get a gold medal -> solution maybe only let the medals/objectives status update if you win, and you have to get all three at the same time not two of them and then another game you get the last
Another question is what should even be done in that situation. On solution would be for any group that has become trapped, then can simply pass though the trapping towers (but not terrain features) until they are no longer trapped (they would head towards the exit) - this should remove most of the opportunity for exploit.
I’ll try and explain this the best I can… There is a VERY small glitch on your Goo Busters level. While playing, if you exit the game via the devices main button, then resume the game, you are shown as having twenty full lives, even if you only closed the game with only three left. It’s not that big of a deal, but when I first saw it happen I was kind of confused. As soon as an enemy escapes the live count goes back to normal however. It only displays twenty, when in reality you actually have what you closed the game on, whatever that was.
Like I sad, a very small glitch, and I’m not sure if you know this already, I just thought that I’d bring it to your attention. I know you’re working hard and I hope this will be a simple fix.
Good job on the game by the way. I can’t beat Goo Busters but it seems like I’m doing better every attempt I make. Lol
On Spiritual Conflict (Maze Lvl 8) one of the goals is not either written correct or implemented correctly: upgrade 5 arrow towers to lvl 6 - in order to get a check, you need to have built and upgraded 6 towers to lvl 6
Is this a balancing issue? It is the last level, and it is possible. Try different tower combinations and positions. Earth in the corners and crossroads, fire near corners and crossroads, 1 or 2 wind towers near the exits to pick up stragglers, water to slow them down, and as many level 5 electricity as you can afford. Remember that if you save gold near the beginning, you will earn interest, which means more towers later on. Save your bombs and snowflakes for times of emergencies.
Thanks for making me a member chad. I have noticed pretty much every one of these bugs firsthand, except for bee's bug3, which I have only seen the effects of. (unbeatable high scores) most all of these are really small bugs (nice job chad) but the bug3 is kind of annoying when you are trying to get top scores. thanks for being honest about that, bee. I noticed your high score on the fourth maze level and I was going to ask you how you got that high of a score, as I am in second and you are still ahead of me by 50000 points. I want to get as many #1 spots as I can (so far I have 3-4) but some are impossible because of bug scores. so chad I was wondering if you are still going to delete those scores, and I was also wondering it you have a better idea yet of when the update will be released. sorry I know I have asked that many times, just wondering if you think you know when you'll be done. thanks.
Yes, maze-based high scores will be cleared for the update, as it is unfair as it is.
I'm hoping for an update in 2-3 weeks. I've scaled back what I'm going to include. It will be zoom/pan, tower and interface graphics (possibly some map graphics), pause/menu/restart options, and bugs fixes only. Additional levels will be in a future update after that.
I don't know if this is a bug or not, but on some levels, you don't get any gold for killing some of the bad guys. I think it's "normal path" in the challenge section, and I believe there are others as well.
oh, all of the maze scores will be cleared? ah well.. I have a couple path number ones and I guess I can always do them again. so you think it will be available in 2-3 weeks, or you will submit then? sorry I'm just curious because I am going to leave the country in about 6 weeks. oh and I'm not coming back for two years. I would like to leave some number one scores before I leave haha.
Game crashed when someone called me. When I try to enter the game it goes to the "resuming game" screen and then returns back to my iphone screen.
There should be a fail-safe: if the game can't resume, then next time you start it will go to the main menu. If this is not the case, please let me know. I will double check the code just in case.
Yes, some enemies are not worth gold. Some slime offspring in the "Goo" levels. And the normal/hard modes of the path and maze challenges. That is just the way the balancing ended up.
The scoring bug is related to the maze levels, and it is only fair that the scores are reset after the bug is fixed.
I am shooting for submitting an update in two weeks. But no promises. Last time, Apple approved my game in 24 hours. We'll see what happens this time. :)
Hi Chad. I've tried rebooting my device and starting the application back up but i still can't enter. Like I said, when I click on the app icon it takes me to the Resuming Game screen, pauses for a few seconds and then returns me to the iphone home screen. I know i can uninstall the game and reload it but I was almost at the end of the game and don't want to lose my progress. If there is a way to restart the app without losing my progress that would be great. Oh and by the way, awesome game. And I love the graphics you're implementing. Great Job.
Ok, I'm sorry to hear that. This is the first I've heard of someone having this problem. I'll triple check the code before the update. In fact, keep checking here for when I announce the testing phase. I'll get your phone's id and give you an ad-hoc copy of the app and you can make sure I get the application to start again.
Make a backup of your iPhone. Locate the iTunes backup folder. In Windows XP it is C:\Documents and Settings\username\Application Data\Apple Computer\MobileSync\Backup\23412847289478974274892749872349 Vista or Mac will be different.
Use a *good* search tool to locate the file in the iTunes backup folder that contains the words "state.bin" and "Besiegement". Windows search doesn't seem to work. My programmer's text editor does. -- You could also open each file one by one. Start with the newest files first. You'll need a decent text editor or a hex editor to read the files tho, as they are binary. The filename is near the front, and you can sometimes make it out using Notepad. The file is also usually large (larger if the game was saved near the beginning, smaller near the end), so you can look at the largest files first.
Once you find the file, send it to me. I can use it to see what is going wrong.
Ah! I am so addicted to this game, and just this morning I am also unable to resume the game. I have the exact same problem as the previous person who mentioned this. When the resuming screen comes up...it stops and takes me back to the iphone main screen. This is the first time this has happened. Let me know if you need anything from me as well to help you find a solution. :) And I have to mention how great the game is. It's the only one I continuously go back to. Awesome job!
I wanted to add to BeeOnRope's assessment of the Raider's on a Rampage level.
The 300k+ score through me for a loop as I couldn't break 270k. I figured there must have been some way to accumulate gold.
Then I realized, some monsters are extremely slow and you can block their path. IE. I blocked a bridge so the monster turned around and went to the other bridge.
Then, sold the tower that was blocking bridge 1, then built a tower that is blocking bridge 2.
Monster turns around and starts heading back to bridge 1.
You can infinitely redirect any group of slow monsters ( well you could do it with fast ones but it would be far too annoying ) and just accumulate 25 gold interest payments.
I would imagine that you can do this in ANY NON-PATH type map with two proper channels of arrow towers and a boss-type monster wave that would take ages to kill with 1 damage arrows.
I have only tried this on rampage but it should be able to be done on any map even if it does not have bridges.
Yes. This is a flaw. I guess people out might be bored enough to do this. Any scoring based on gold would be affected. This includes building towers and gold bonus. The solution would be a time penalty perhaps starting when the final wave is done.
Don't get me wrong, I'm not trying to spread so called exploits, I am just pointing out stuff to hopefully improve them. I think this is a great game and I have put a bunch of hours into it already.
I only sought out to find out why Bee's score was so high, since I could only manage 270k-ish using conventional techniques. I did not know he got it from a bug. I assumed there was some kind of weird phenomenon though.
There is a bug with the maze levels. You could trap the enemies in a box, and they would fly off screen. I'm not sure of the details, but it allowed the player very high scores. It has been fixed for 1.2
Either a time penalty, or no gold bonus for interest earned. The problem with no bonus would be a negative gold score in some situations. Say you earned 500 gold in interest, but only had 100 gold at the end. That would result in a negative score. This makes sense from a logical/programmer standpoint, but it would confuse the player. Another option would be to subtract the interest bonus score from the base score each time it is earned. This would be hard to notice for the player.
On a similar note, I do totally agree that selling towers at the end is kind of lame.. but it does add more strategy. The game already subtracts the points you get for building the tower... but the gold score is more than this. Perhaps the score for building/selling should be adjusted to match the gold bonus. Then it would make no sense to sell. But then it would also make no sense to score the building of towers... sigh.
Either way, the maze scores are definitely getting reset upon release of the update. Perhaps the paths should be too if the scoring system changes at all.
chad, I would really rather you didn't reset the path scores as well, as today was the last chance I'll be able to put my name up. but of course, it's up to you.
I went through the first five path leaderboards today and got back to the top of the first four levels. but I noticed there is a bug score on heavy metal. the top score is a whole digit ahead, which is impossible by any means other than exploiting or cheating.
just to make sure, you did get my message earlier saying I am leaving, right?
I thought of a better way to prevent the interest "cheat"... simply turn interest off when the last wave is released.
I will be resetting all the scores. Sorry.
I changed the scoring mechanism to decrease the gold value, as well as giving points for the values of the towers as well (so selling is not necessary).
There is also the little problem of the "easy" mode being in the same numerical slot as the game is now (0-9,50-59), while normal is in a new slot (200-209, 250-259) where scores don't exist at all.
There is a third reason, but I can't go into details.
So yes, a reset is necessary.
And yes, I got your message. I moved it to a private board.
Okay, things changed a little. 1.0 will continue to use 1.0 scores, while 1.2 will use a new list. I originally wrote the high score code to support multiple games, so 1.2 will use a new game slot. The scores will remain separate. But if you upgrade, it will appear that they were wiped.
Chad...You might want to check into the construction of your red/geen zones. I noticed on the Greenskin Gangs level, in front of the entrance on the right side, the green zone seems to suggest that you can place towers in two places, but in reality you can only place the tower in one location. So unless I'm missing something here, I think the Red Zone needs to be increased. If this is true, you might want to check the other levels as well.
The red zones only reflect the terrain, and not maze-related obstructions. I know this is confusing, but it was the only way I could do it without affecting performance.
I think there's a bug in "Everything Dies" path version. I could swear that it jumps from level 36-37/42 straight to 42/42. I could be mistaken if the ticker goes up fast toward the end and I didn't notice, but I thought I saw it happen twice now.
Hi I'm also getting a ctd on Undead Party since the update.
Can I also sneak in a feature request please? Can we have a stats window when you tap a creep so we can be reminded of each enemies strengths and weaknesses?
I've been wanting the ability to select a creep as well, but time constraints and such has made it impossible. Perhaps in the future.
Yes, Undead Party is currently broken. I'll fix it tonight and submit a new version. I must have broken it at the last minute (I have no clue how). I'm quite embarrassed.
For now, you can play the maze version (Spiritual Conflict) to pass the story step.
^ yes, I just ran into this issue with Undead Party as well. I'm on firmware 2.2 (didn't go for 2.2.1 due to reported issues)
Everything has been VERY smooth on the easy path-based storyline up to that point! No crashes, no memory warnings. Very smooth interface and GREAT gameplay & graphics improvements!
The new interface (and reset scores) gave me the "umph" to take #1 or #2 score on all preceding path levels! (short-lived as it may be =)
It should be a bit easier to make high scores now because I removed the "sell towers" strategy.
Yes, I screwed something up with that map. It is either the path data or the anti-wandering-creep code I put in place (but that should affect the maze version as well). I'm going to fix it (along with the level 5/6 poison animations) and send an update tonight. It is an emergency bug, so Apple will allow it. I am quite embarrassed and apologize profusely.
Release 1.2 just noticed a small visual glitch. Everything Dies (easy) - the top/left enemy path the critters do a sideways flip just for a second before resuming the correct path heading down. I'm pretty sure this wasn't in the betas