If you're going to play sandbox mode and are having trouble surviving in the 2nd area due to all the extra breathing holes you typically suffer from, go to New Serino and head toward 47.9-48 degree direction to get to the Kivi camp. From there, roughly straight north takes you to the Lintu camp. Be aware that in sandbox mode, the tribal area does NOT have a doctor/vet.
In endless mode, I can deal with getting killed by a multiple spider rush, that's part of the randomness of it. However, those ogres are way to tough to spawn as soon as they do, without 2nd tier skills you are pretty much screwed once they show up. I also think it would be nice to have a way in endless mode to buy the blacksmith equipment while playing it.
From what I've seen, while the game shows you having the damage values you're supposed to have, but whenever you go through a portal, your damage values seem to be reset to whatever base values your hero would have as a level 1 trait-less character.
Protip:While in mid-air, you can press down to instantly drop and go into a roll that counts as a slide for killing goliaths. Quite helpful in preserving your combo count when the game gets fast.
Protip:Learn Chi Mend. The ability to heal on energy alone in or out of combat is very powerful. And yes, you don't have to be the fortitude class to learn it.
Something that really changes the game is when you realize that towers can be placed under multiple recruitment center effects 'example skeleton houses get bonus from separate graveyards that give +1 skeletons', kicked myself for not figuring this out far earlier.
Fun game, however I've noticed that towers have this habit of keeping their target until that target dies, meaning if it lives and walks outside of their attack range, they won't attack anything else. I've also seen evil heroes take the finishing blow on their own units, although that is probably planned.
@drublu Except for the fact that animal skinning is much more likely to have bad days, and the time it takes to get good at it is not worth the less stress.
@Bohandas While this game is grindy, you can increase the coin drop rate by playing on a later zone 'emphasis more on later', playing on higher difficulties, and the longer you survive in survival mode, particularly when you combine all 3.
@Xandramas While I understand your point about the towers, they actually do change their looks at the 3rd upgrade level 'and i assume the 5th'. The trooper also gets a second gun at that point and can target two enemies at once if you didn't know.
As for those of you who didn't read one of the earlier in-game tips, the aliens use the ventilation system to move about the colony, and will constantly spawn new ones inside there to replace the ones you kill. If they didn't, it would be far to easy to just sit still and kill everything as it came to you, then complete whatever mission objectives you have.
I really enjoy this game. It looks, feels, and sounds nice, is challenging enough to be fun, and is overall quite well made. I particularly like that each trooper has unique, well-thought out abilities. One thing I would like to see in the future is each trooper gaining experience individually in addition to the system already in place, with the improvements being superficial or minor per level.
Did some more testing with the FF bug and it appears it only happens once a weapon change completes while Fast Forward is on, therefore to prevent your towers fire rate from being reduced, just make sure you turn FF off before a tower finishes a weapon change. Another thing to note as well is that monsters not only have armor, but some/most also have a resistance(s) to certain attacks. For instance, the yeti in the ice land laugh at normal/explosive damage, but poison obliterates them, while the various undead there will wonder why you are attempting to rekill them with poison. Because of this, try mixing your tower types up if you're having alot of trouble on a particular level. On a final note, the acid poison upgrade does not override the poison immunity sometimes granted to the enemies as the random wave bonus.
There appears to be a weird bug associated with the Fast Forward option. If you build (weapon change?) a tower while fast forward is on, the tower's rate of fire will think the game is still running at normal, and shoot as quickly. Bluntly, it means your tower's rate of fire will be halved if you build on FF instead of normal speed.
As best as I can tell, the 3 medals are roughly thus, Guard:Don't let anyone through, Wisdom:Good placement of units, Wealth:Meet gold requirement at end of level.
Some of what Bzykacz says needs some more clarification. Strength, at least with low damaging weapons, does not add damage, it modifies it. This is likely true with high damaging weapons as well, and possibly may be capped at +1 damage per 1 strength with weapons that dish out enough damage. Intelligence does not add +3 magic damage to each individual spell, it varies depending on what spell is being cast. For instance, Frozen wind and Heal each gain only +1 point to their effectiveness per intelligence point. It should be noted as well that Stamina and Willpower also improve regeneration.
Fixed now!