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=AQ= House Guard and Estate Updates & Bug Fixes

 
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2/14/2022 13:20:34   
CHAIML
Member

House Guard and Estate Updates
COMING THIS WEEK!
This week we are tackling big updates and improvements to the House Guard and Estate systems!

2022 Golden Giftbox Cross-Game Extravaganza
Unwrap yours today!
Over 50 new and returning items from many of your favorite AE games are now in to the Golden Giftboxes! Unwrap tons of amazing rewards like the Seraphim of Ver Armor, Shadowreaper of Doom, Creature 72 Pet and Guest Summons, plus much more!

SnuggleFest 2022
Love Is In The Air!
It’s that time of year again when love and camaraderie fill the air! Adventurers take up quests to selflessly help anyone in need, making new friends and renewing bonds with old ones. People looking for that special someone can seize the day and try to win their heart... and some sweet rewards!

This year the Courier's Guild of Krovesport faces much adversity with a tough port and all the express Snugglefest deliveries. They persevere, though, using YOU as their official inspiration! Unofficially, though, their Naval Fan Club needs to dial it down. Let's hope they can be reasoned with.

Limited-Time Shop
The Groundhog Pet returns to predict six weeks of PAIN for your enemies. Also grab your Superb Owl Pet and make sure you are ready for game day! Plus find Winter Lorelympian Torch weapons and Player Faces. The Passionate Light of Destiny Axes return as well as a new Light of Burning Rage series!

12K Heartcrusher Set and 6K Spirit of Love
Z-Token Packages Return!
Heart Crusher Mace is filled with the fiery passion of love! Swap between Melee, Magic and Ranged Fire damage - with a special attack to control your enemy's hearts. The Heart Defender Shield defends against Fire attacks, and can bolster your fighting spirit by restoring your SP when you block attacks! Grab this incredible mini-set while you can as it will only be available until March!

This ethereal charm boost your passion for combat! It normally gives +10% gold from battles when in your active inventory (top 8 misc item slots), and a +25% gold boost during February!


Plus check out the Design Notes this week as another round of bugs get squashed.
Tagged. ~Anim

< Message edited by AnimalKing -- 2/14/2022 14:03:31 >
AQ MQ  Post #: 1
2/14/2022 14:53:29   
battlesiege15
Member

quote:

Today being Valentine's Day we have given some much needed love to the Guard and Estate areas of AQ <3 To check out these updates there is a Secret Testing zone that is temporarily live that players can send their armies to. A HUGE thank you again to Spider and Adam1a1 for their coding and UI wizardry!


Added levels 13, 14 and 15 to Trade Hut Estate Resource Building with the following extra resource trading:
--Lvl 13 - x2 trade
--Lvl 14 - x3 trade
--Lvl 15 - x5 trade
Added a new Exhaust Army feature that allows players to send armies until they run out of resources.
New buttons to better indicate moving up and down floors on Estate Grounds.
Added additional button so players can cycle back and forward through their available buildings to place.
Added room to display all of the player's House Guards.
Added Drag and Drop sorting to the House Guard UI.
The DN so you don't have to keep going back and forth!

I'll for sure have to check this out but this looks very exciting!

- x5 trade sounds lovely
- Exhaust army? No more carpal tunnel???? Very exciting though. I bet Sigmund will love this especially :o
AQ AQW  Post #: 2
2/14/2022 14:57:20   
Tannen
Member
 

I always like the estate updates, can't wait to see what this one is like!

Edit: Got ninja'd a bit. The Quality of Life stuff looks good. It will definitely make the war deployments easier.. I wonder if we'll be getting any more buildings.

< Message edited by Tannen -- 2/14/2022 15:12:11 >
AQ  Post #: 3
2/14/2022 15:36:36   
sunblaze
Member

Exhaust army sounds neat.

But the real winner is showing off guards! That was a long hoped feature and yay it might happen this week!
AQ  Post #: 4
2/14/2022 15:58:09   
Macho Man
Member

Nice update, are all of the new features out? I could exhaust my army but couldn't upgrade my trade hut. Speaking of which, unless i'm misunderstanding the info, but wouldn't the 2/3/5x trade let you have infinite amount of resources? Also after clearing out invaders on our plots of land, going back to the house sometimes glitches and prevents you from going into it, hopefully this will be addressed.
AQ DF MQ AQW Epic  Post #: 5
2/14/2022 17:32:41   
  The Hollow
AQ Lead


The Trade Hut is now be upgradeable! The x2/3/5 are the amount of resources you can trade at one time, based on the current max of 300. Ie. you do not get x2 Stone for 100 Wood, but you can trade up to 1500 resources at a time with a Lvl 15 Trade Hut.

< Message edited by The Hollow -- 2/14/2022 17:35:22 >
AQ  Post #: 6
2/14/2022 17:45:10   
battlesiege15
Member

Hmm, this exhaust army is nice. However, it is kind of slow to be honest. It's faster to just click click click.

Would it be possible to eventually update the portals and how the kills are generated? I think in the past, the most efficient way was having a certain level in the Portals and just using half armies but not sure if that is still the case.

EDIT: Also, darn. I decided to upgrade my Trade Hut but did it before exhausting my resources with the new feature.

So for those who want to try the exhaust army feature, be sure to do that and trade your resources in before upgrading the Trade Hut!
AQ AQW  Post #: 7
2/14/2022 17:47:39   
SIGMUND
Member

^ 1500 resource trading is going to save a lot of time.
Thanks to The Hollow.

I'm not sure about the exhaust resource option..... yet.
I will have to check it out during the next war.
AQ  Post #: 8
2/14/2022 19:19:10   
PD
Member
 

These are pretty great starts. Estate functionality has been a pain point (sometimes literally). Some other changes I'm hoping we'll get later:

1. Expedited building time. Even with the update to trading hut, because of the upgrade time we won't be able to use these features immediately. It will take 100 hours to upgrade from level 12 to 13 right now so we won't even able to try this out until Friday.
2. A use of resources outside of building upgrades / wars. Otherwise outside of these things resources tend to sit idly.
3. Increased resource trading amount. 1500 max is a good start but it's worth remembering you can have even more resources with up to 16k at max. Ideally we'd have even higher options at 3k, 5k, and even 10k.
4. Being able to jump to any painting from a better UI. Currently we have to cycle back/forth. Ideally it would be a grid view of some kind.
5. Being able to move buildings around without needing to downgrade the building or buying back estates.
6. Fixing the exploit that makes sending armies most efficiently at around level 7 planet reputation. Ideally you should be incentivized to max this out.
7. Making more consistent the payout for sending army waves. Right now along with the top criticism sending in a half-army can actually give you more rewards than a full army. And sometimes full army sends yields almost little to no rewards.

Hope all of these get addressed later this week.



Some other feedback:

1. Exhausting army flickers around too much with the loading screen. Ideally it should just dynamically update the current view without using the loading screen. Otherwise this is actually kind of epileptic.
2. The Go Back to town button should be on the bottom right.
3. The Estate Grounds button should be at the top.
4. Now that the cycling bug is fixed, we should take it further - Now you have to click one of the arrows to access a painting, but at the beginning it should just allow you to when you access the paintings, at initialization be able to jump to the first painting in your inventory.

< Message edited by PD -- 2/14/2022 23:06:14 >
Post #: 9
2/14/2022 21:48:06   
roobee
Member
 

Yes thank you for fixing the painting cycling issue
Post #: 10
2/14/2022 22:16:46   
Primate Murder
Member

No more painting cycling really is a major QoL update, thank you!
AQ DF  Post #: 11
2/15/2022 3:28:41   
blex12345
Member
 

Love these type of updates as it makes the game play more fun and better.
Is it possible to have Exhaust half army?
Post #: 12
2/15/2022 15:38:18   
Smokofenek
Member
 

I have few issues. Some of the changes are cool, but some are not. Also things many people hoped for are not here.

Still no building relocating option
Once You place Your building, You can't change its location. To do that, You have to remove the building, but it would downgrade it by one level. With last update that added the cave and new buildings, people would like to change the layout.

There should be a "Relocate building" button that would clear all the spaces from the estate and allow You to put all buildings You already have set on Your estate again on any of the space available. You could cancel that action, which would change nothing or accept it, but only if You already placed all the buildings that was placed before. If not, the option would not work. After hitting "Accept layout" button, it would refresh Your house and set a new layout.

This is QoL we really need.

New buttons are bad
The new buttons are a mess. It's cool they wanted to improve things, but they didn't. There is button, small undistinguishable icon that You need magnifying glass to see what's on the icon and the text altogether. It applies both to Up/Down, as well as Back to Town/Estate Grounds etc buttons. Nice Step, but maybe give something more clear and visible. Maybe instead of buttons with text, just make 5 icons with hover text. Icons would be bigger, more clear and distinguishable. As for Up/Down I don't have an idea, except just using the icons of beanstalk and cave, instead of buttons with text. Oh, when You are at the top floor (beanstalk) and hit cave it doesn't show You the cave, but base floor. Maybe make a three buttons. And make them vertical too. Beanstalk at the top, cave at the bottom and base floor in the middle.

Building menu
I can't remember how it has been, but my muscle memory keeps hitting Remove button instead of goon back to the building. I have easy fix for that. Make so that we have buttons with icons, instead of text, that always appear on the same spot. Far right would be Back button. The second one would be to the left of the back and depending on the building, it would be Quest for Stat Trainer or Trade for Trade Hut etc. Third one, left to the second one would be Defend button. Then far to the left would be Remove button. If something doesn't apply or is unavailable, it would just not appear, but wouldn't affect the position of other buttons.

Also it appears that the background of the building menu is now brown red. Instead, I would make it more yellowish brown, similar to the scroll color of the player stats. It would turn red if Your building is attacked or green if You can upgrade it. Blue if it's in the middle of being upgraded.

And that's it
Do this and I will be very happy. New UI isn't really better than the old one. Especially that it's confusing muscle memory. And the button + text + icon layout is a big mess. Please, make this into the game.
Post #: 13
2/15/2022 16:24:46   
Inferno369
Member

What? The new buttons are nice, the new UI is great imo. You can see the intent, they're clearly laid out and they clearly state the purpose. As long as you can tell what the text is, the rest is flavor.
AQ  Post #: 14
2/15/2022 16:25:17   
Sapphire
Banned


Building relocation would be a huge win.


And developing something within the museum would also. I have spit an idea before where it would act as an item storage of sorts, except while "on display" there it slowly upgrades the power over a long period of time. Essentially, weapons, spells, pets and maybe guests (I could make the argument that spells and guests summons/calls cant be on display lol, but fair's fair!!) and over 6 months or a have it gains +5% damage.

It's almost like a forced Mastercrafting that's always damage based.


I also keep wanting to hit the "Remove" buitton because my muscle memory seems to think the old back button was there. Luckily, I havnt hit it....yet.
Post #: 15
2/15/2022 19:26:38   
Tannen
Member
 

I've been having the same muscle memory issue. Fortunately, it asks if you're sure before actually removing anything. Mostly it's just been hitting me when want to click to go back to town, because that's where the Battle Nearby button is now.
AQ  Post #: 16
2/15/2022 23:26:55   
Smokofenek
Member
 

The same. Both trying to remove the building and back to town is really giving me a pain. That's why i thought of buttons that would always be at the same spot. No text, just icons. IMO that's the best. Because people look at visuals, before they process the text. You see something before You read it. That's why spell quick icons in the battle menu works good. You see it easily.
Post #: 17
2/16/2022 11:16:35   
Heroes of the Scape
Member

They've changed the button layout a few times over the years. You'll get used to it.
AQ  Post #: 18
2/17/2022 5:55:28   
sunblaze
Member

I do agree that the main house screen with its 4 new buttons is a bit odd and yes I keep clicking the wrong ones as well. That will defently take some time.
Its no different to changes your equipment a few times a year. Yes its new and yes you botch it up occasionally, but after a while you memorize the new pic in mind.
I'll pass the back to town button's placement feedback on. ~Anim.

But as for the actual build menue its not that difficult. Its not as if you reorganize and rebuild everything constantly. You do it once maybe twice to adapt to new stuff and then its done. I am fine with moving the buttons for the building plots.
You do certainly have a point and that this is a good suggestion: Beanstalk at the top, cave at the bottom and base floor in the middle. It is nothing new it certainly has been around before the recent update, but yes double-down clicking to go down again seems kinda strange.


And AQ in general changed buttons for the menues. I do not recall a change for the estates, but most others menues had changes for sure. And you leaned to adapt to it after a while.
That does of course not mean that the QoL changes should stop suggestions are always welcome!


< Message edited by AnimalKing -- 2/17/2022 10:39:12 >
AQ  Post #: 19
2/17/2022 6:10:13   
SIGMUND
Member

After a quick test of the exhaust army option.
This will only be useful when I have no time to send the armies individually.

It is a nice option to have.... but it is not efficient.

If it gave you the maximum result for REPUTATION level 7, full armies : of 10 wins it would be more useful.

Personally
I would only keep the random results for Armies if some kind of reward system is going to be introduced for Army wins. Either Medals or Titles for the top Generals.
Or like the individual wins, give the Top Generals new Equipment, which could just be a name or colour variant of the individual winners equipment. Which should not be too hard to program?

However The exhaust Army option would be better
If the random equation was removed altogether and a scaling level of wins for Reputation and Full or 1/2 Armies was introduced....

something like this:

Rep = Wins for Full Army: Wins for 1/2 Army
7 = 10 wins: 4wins
8 = 20 wins: 8 wins
9 = 35 wins: 15 wins
10 = 60 wins: 25 wins
AQ  Post #: 20
2/17/2022 18:43:04   
PD
Member
 

Question - is there anymore updates coming today or the rest of the week? Clearly there's more feedback that's being expressed (along with mine). The UI changes are great but it doesn't feel like the core annoyances have been addressed yet. Hopefully that will happen.
Post #: 21
2/18/2022 13:52:34   
Deaf of Destiny
Member

PD, hollow announce in design note and fixed some
Post #: 22
2/18/2022 21:38:54   
yjjoel26
Member

Some feedback of mine

#1 could the X at the building to go back to estate be at the bottom right? most of the button is at bottom right and I kept clicking remove out of muscles memory

#2 hover text that show the building name and level will be nice additions too, save time going in and out to check the building level

#3
quote:

Exhausting army flickers around too much with the loading screen. Ideally it should just dynamically update the current view without using the loading screen. Otherwise this is actually kind of epileptic.
agree with this as well, maybe show a loading page with the result of each wave or altogether just jump straight to result to save our eye or prevent seizure

#4 Could the up & down button disappear when you are at the top or bottom? (i.e down button disappear when you are at the bottom) though it kinda of obvious when you are at the cave, but it a little hard to differentiate the ground floor and the beanstalk floor
AQ DF MQ AQW Epic  Post #: 23
2/19/2022 0:26:44   
Bu Kek Siansu
Member
 


I have an issue when clicking on any of the Estate buildings, I think,
the dark Red background doesn't really match with the Black text color and it hurts the eyes.

dark Red background <= #b32d2e (about this hex value?)

https://make.wordpress.org/core/files/2021/02/wordpress-admin-color-palette-WP57.png

Would it be possible to change to light Red background or White background like in the past or light Blue/Green background?

I would prefer to have this old White background. https://i.imgur.com/Tc2EwZB.jpg

< Message edited by Bu Kek Siansu -- 2/19/2022 9:12:56 >
Post #: 24
2/22/2022 6:01:41   
battlesiege15
Member

Wow great update to the Exhaust Army button! Less flickery and actual scenic.

But I think it's broken, it has been on that screen for a few minutes and I don't think it takes that long to deploy resources? :o

EDIT: Jk, it ended. Took like 4 minutes?
AQ AQW  Post #: 25
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