Karakai's Shrapnel Blast can cause an enemy to have negative defense (if they already have low enough defense), does that mean they take more damage from attacks? Or is it just calculated as 0 defense?
so its currently not supposed to show up multiple times xD fix will be coming soonish, it requires all 4 of the previous ones being chosen tho. it resets if no one is on it but not if 2 monsters swap
This time I had a nice woad (dark harvest)+haunted synergy though so it was pretty helpful.
The damage is climbing more slowly, instead of 1-2-3-4-5-6-7-8-9-10-11... (increasing one each time), it seemed to be something like 1-1-1-1-1-2-2-2-2-2-3...
Probably a bug: When I go to a shop and reload the page then load the run, the items in the shop change. Theoretically, someone could keep reloading the shop (for free) until they find something that they want, although it's pretty tedious.
currently its not a bug, it just doesnt save every little bit of info regarding events/shops/battle layouts. You could definitely exploit it, but it doesnt let you do anything more than just being lucky so for now im not too worried about it.
I got the event to heal my wounds but the next battle is harder, and (after the event where you fall and can get a cheap forge/shop if you have enough int or str) I went to get some aurite, and the night terror showed up even though this shouldn't be a battle. I was unable to fight it, and it disappeared when I moved on to fight the boss.
Bug report: Fighting against cannon boss. Slagg in the back redirected cannon's attacks to them, and took the damage, but Kabu was being stunned by the attack instead, despite not taking damage.
this is an awkward thing with how redirects interact at the same time as other "On Attack" effects (you can see this with items like Enchanted Quill on Mabek), I may need to introduce a new priority step for attack effects...
can you add more regional blessings, and i also got suggestions for you!
the pool that heals you and removes wounds/give you healing salve: Healing buff, increases healing received, also all monsters receive a minor amount of life regen, needs nature synergy
the treasure cache that punishes you for getting legendary, lucky synergy, get a blessing that increases chances for a item to drop after battle
void opening, if you seal it with magic(the 50/50 chance of sealing it choice), you have the chance to also channel some of the void energy into your monsters, making them unstable, making them explode in a flash of void energy when incapacitated in battle, damaging allies and monsters
void trap, with saboteur synergy, you can use the instability of the trap to increase the power of the synergy by 100%
i think that is all i remember, when i encounter or remember more events, great game as always
I really like using the saboteur synergy for the trap event, I should really include more options that use synergies. I think the idea like Monsters Explode could be fun but I think it would work better as a run modifier or mode maybe instead of a random chance
im thinking about massively increased stats, special abilities to prevent death unless you are really stupid. Free items at shops and free rerolling. Blessings instead of curses at the end of battles.
Oh, thanks o//o I played a lot of strategy games ahahah
I understand the need for god mode though. This kind of game makes you want to feel more and more powerful along the way ahahah
I would enjoy a bit of creative mode, where you choose what monsters to find at the start, what items you find when you defeat enemies, what events you find at the "?" tiles... It's basically like playing the perfect run to see how far you could go with that kind of strategy :D
Or, conversely, to get the WORSE stuff possible and see how far you can go with that ahahah
i thought it out again that the ideal god mode is like a testing ground where you can edit the monsters with all of the items in the game. It is up to the tester to either use a realistic blend of power, or a impossible but extremely overpowered team.
I could go on with "The Nightmare Before Christmas" Team but with the Christmas spirit is way too easy now ahahah. I didn't even need the Iron Will cheese or something. It's simply too much for the enemies to handle. It was fun though.
1. HP: Initially I gave every melon to Urso to make him reach around 2k hp, then I used Emboldened Soul on Slagg phase 1. I then evolved Slagg two times to make them even bigger. After that, I gave almost every melon to Gora, at first, and then some to Mabek and Woad. I gave basically none to Gheist because he had to die, which sounds mean but he has fun doing it. Lol.
2. INT: I gave all the Int to Gora when I found it, I fused stuff into her with gave her much Int and used the mannequin training to raise Int and the event with the sage to raise their mana cost to raise their ints a few times. On the short run that option is not usually worth it, but on the long run it is!
3. TRIPLE CASTING: Too many Christmas presents ahahahah. I found lots of Circlet of Acuity and Harvesters, which for me, with the Prism, are the best Legendary Items.
4. SOMETHING'S STILL FISHY WITH THE STATS (MAYBE): There were a few times during the run in which I could swear there was still something weird with the stats. Like, sometimes I remembered one monster's stats being lower and I could not explain how they grew, but sometimes I was just paranoid, not calculating items and foods well enough, so I'm not sure if there is still something weird for real... I did not use many potions as the run before... Dunno, maybe there is something weird, maybe there isn't o.o''
that many loops with Dark Harvest Woad gives alot of food to haha. There might be something going on with stats as well, it wouldnt be the first time xD
Some screenshots. Still going. I autobanned Wyrmlet, Skimander, Chip and Iron Will from the run and wanted to try the max Haunted strategy. It's very fun.
Also, the Christmas spirit is too strong, ahahah. Lucky everywhere and two Omega Harvesters, omg. Too easy ahahah.
Yeah, I did 18 loops and still going, with 4 Iron Will in the team. I'm calling it over and maybe taking a break or trying some new strat (maybe not using Wyrmlet, since it's always in my teams).
The good thing is, it requires a LOT of thinking even now. Like, it's not easy. I have to plan my routes and I have to switch well in battle. It's not simply "start the battle and wait".
For feedback and data, the most powerful enemies against this team are Thorn and Emitter. Sometimes Plagued and Faceless can also be problematic.
In general, I think enemies should gain Spd too, going further into the runs. And maybe even reducing their Mana costs. Not much maybe, but a bit. I think I would have died, that way.
QUESTION: Does the Unraveling Prism remove the Invulnerable condition? Is "Invulnerable" consider a buff? I didn't understand if it was, when some enemies had it. If it does, and the enemies reduce their mana, this Iron Will madness could not work anymore. More enemies that silence you could also work.
Anyway, here is the final screenshots, just for posterity, but I'm not going further with the run.
Report: Two of my monsters have random strikes, but I did not change them to have it. I didn't even notice at first and I don't know when did that happen. Is there some event that changes to random that I missed? The only one I can think of is the storm with random effects, but I always used Tizik to pass it. Is it that? Or is it a bug for something? Maybe the elixir changed them? Am I missing something? Is it the save file that is corrupted? The other 4 monsters had their attacks changed thanks to the mannequin event and mantained their new attacks.
Report 2: Maybe there is also something weird with the monsters stats. It's like, their Spd doubled (or around that) at some point for some weird effect. Maybe a battle buff that did not go off at the end or some glitch from an event, don't know o.o I noticed it too late. You can see the difference between my Loop 15 post and the Loop 18 post. I gave them Quickfishes, of course, but no way I gave them these many! No idea what caused this.
EDIT: Maybe even other stats had some weird stuff... I had a lot of food, but I don't think this much... There is something weird that I don't understand. Or maybe I'm missing something.
did you use the miraculous elixir? that includes the potion that increases spd but gives you wildstrike. Was this just for one battle or it stayed for multiples?
Now that I think about it, using a potion then going to a save spot and quitting might make the stat buffs permanent too hmm
15 loops and still going. I don't know what can stop me at this point. Most enemies have 999 stats or close to it. There are some enemies that kill some of my monsters, but never all of them and not nearly enough. I can easily take off wounds beating bosses and using salves and the elixir on Wyrmlet.
More time passes, the more I find Iron Wills to give to monsters. Iron Will kills my original swap strat a bit (Tizik is basically a wall with some useful synergy right now), but it's almost impenetrable. Maybe only Skimander/Chip are worth leaving this way, without Iron Will, to use Swap strategy with them and switching Chip with hurt allies to heal them (thanks to Seras power that heals when you swap).
I'll continue a bit, maybe till enemies always have 999 in every stat (except Spd, because that looks like does not increase), but after a while I think I'll call it over and declare that this team is, indeed, unstoppable. It can be hurt by the game as it is now, but I'm not sure it can be beaten.
I could be wrong though. Don't know if incredibly high loops have some stuff I'm not taking in consideration.
I think you hit the upper limit of the capabilities of enemies. I was worried it might be more likely with all the new buffs lol. Buffs aside, Iron Will might need some addition tuning, such as maybe preventing mana regen while invulnerable, something to make it alittle harder to keep up as much. I do plan to add more curses though, so that could be a cool way to impose more threat
I don't think it's the new synergy buffs. I think it's just Iron Will the problem, if it's a problem. Also, I would have lost a couple of times if I would not have had Wyrmlet's potion ability.
Aside from that, I think that the game should not have a cap for enemies' stats. Or, alternatively, it should find other ways to raise its difficulty indefinitely. Like, adding more effects around, maybe (stunning is always a problem, especially to Iron Will).
Players will always find some strat to reach maximum power. It's the fun part of the game. If you find a way to escalate power indefinitely, it does not matter what the player finds, there will always be a greater challenge.
Alternatively, you could put like, some crazy cap to "infinite" mode, like a special 100 loops final boss or something! XD After HOURS of play, one grows tired of the same run and wants to change. Very few people would like to actually go on indefinitely forever with the same run.
But I'm talking from a personal standpoint, you should ask around.
Wyrmlet Potions Power: For a lot of time I slept on the "Potions affect everyone" power of Wyrmlet, but I'm using it on the run and I have to say, it's pretty strong! Is it intended for the wound healing potions to multiply? A single salve heals 12 wounds thanks to Wyrmlet! XD
I see. I'm sad, because I'm enjoying it, but it makes sense, ahahah.
Do you have some planning or idea about when you will consider the game "ready"? Or are you going with the flow to try stuff and see where they lead? :D
hmm sorta, ive mostly been trying to categorize which future plans will have to be saved for the full paid version. Im definitely getting close to reaching the point of working on the big features for that tho.
Incredibly strong combo in a Mana Regen team. Stun and buff removal can still go around this (and sometimes they even kill the monster), but generally it's invincible.
Save problem on Chrome: Lucky from Event disappeared!
Yesterday I reached Max Lucky Synergy thanks to three monsters with Lucky and the event that gives you lucky flipping coins. Today I returned to the run and Max Lucky was gone, as if I didn't do the event :(
The rest of the stuff seems to be in order. Only the lucky from the event was gone.
Edit: ok the fix for this will come with a slight buff as well. Fortune shrine will give the synergy to a random monster, preferring ones without lucky already.
Pleasing Report: No problem with long runs on chrome! That "ran out of memory" problem seems gone. I did 9 loops with no problems! :D
I'm on a very good run, and the save seems to work (but I'm not abusing the event rerolling, because I feel like cheating, I don't think it should work that way).
EDIT: You can ignore what follows. I reached 13 loop and still going. I will make a post soon. Holy moly!
I tried a good old full swap team (to see if the Skimander/Chip cheese still works). It looks like the SkiChip works well, but it's not broken like it was before. Also, those enemies that make you bleed when you swap are KILLERS against this strat. Skimander and Chip always die. Lol.
Also, the new Split-Tooth is BONKERS on Ski/Chip now. Holy Moly. And with Chip ability that continues to cast stronger and stronger... My gosh.
Aside from that, I think I found something truly broken and probably not intended (?). I thought of this once, but I did not manage to obtain it. Iron Will with incredible mana regen. My Chikia is almost invincible. Very few times she takes some dmg, and I'm not even sure when. She is constantly under the invincible condition! o.o
Here is the team for now. I'm gonna take a break because I'm tired, lol. Swap team makes you think a lot.
(Also, I think I switched to lv 3 for preference. Less punishing and more fun, without being too easy. I'm tired being a tryhard for now, lol).
1000 hp and invulnerability? O: super tank bird lol. So Iron Will's drawback is supposed to be that it fails if its already active, so that mana is wasted. It means theres an ideal Cost to Regen ratio to make sure there is the smallest window possible of downtime. It *might* need to extent past the length of the invulnerability a bit tho. 13 loops is amazing, I love doing Tulwar Tizik too, great for spreading the debuff. I really wanna see how dangerous 3 Tenacious + 3 Tactician would be, if even feasible
Ooooh, now I understand why sometimes they take dmg! There is a window indeed. Makes sense.
I have to say, sometimes I feel like the game does not explain stuff enough. It's a very complex game, and it's great, but that same complexity requires a lot of thinking and strategy and if I can't understand enough these little interactions between effects it's not very ideal.
It's still in development, of course, and I understand how freaking difficult it must be for you to fix and balance and clean everything. I'm not complaining, especially since it's all free, just want to give a feedback for an eventual future final release or something, if you have that in mind :)
Reguarding to Tenacious 3 and Tactician 3, eh, it sounds wonderful indeed. I don't think I can reach Tactician 3 in this run, but I'll try one day.
the biggest issue is finding the space to explain every strange nuance. Compendium could work, but I have a feeling many people dont actually check up on it lol. I do need to add more info to it tho like explaining terms like Attack / Cast / Ability Damage. Ive actually been considering explicity stating what damage is Ability or Attack (would prob change it to phys/magic or somethin in that case)
so this is just a visual bug, it is accidentally overiding the description for tier 2 with the tier 3s. Mechanically, 2 is still the same as before, and 3 is that effect listed there.
Random Report: In the event where the sage reduces your mana, I had an egg. I was waiting for it to hatch because I didn't want to lose wounds, being it weak at stage 1. Encountering this event, I hatched it to get the mana reduction, but the new monster did not get it. I don't think it's intended, so I report it.
oops when i converted it to a formula for tempering purposes I plugged in the bonus value into the description in an unformated way. (its adding the total dmg in again, aka double damage)
double oops, that 9% is correct, the 11% is the problem lol. Its starting at the max value instead of the proper initial 8% D: Im glad youre enjoying the game! Did you have a favorite monster?
On Chrome, it looks like it keeps the save even after closing the browser, which is good. It still does not make me return to the same tile though, but at the beginning of the "group of three tiles", and the events/encounters are different.
The compendium works on chrome, but on safari it does not. It is not linked to my "LaserQuacker" account, but to the browser itself, so I can't port data from chrome to safari.
I did not have time to try a long run with Chrome to see if there is still the "ran out of memory" problem, but I'll give it a try when I can.
Is it intended for the events to change? It seems that I, the player, could abuse that if I wanted, going back again and again until I find the right event.
for the moment, yea. i wanted to make sure all the important stuff was saving before adding more data to it. im not too worried about a bit of redo-potential, its something someone would have to intentionally choose to do but it wont be any stronger than a good run. I may eventually add in the events and shops stay the same but probably not the individual choices within events that might be random.
another quick fix, Chip's Alchemize wasnt giving stats, now it should! also now saving will properly remember mana reductions below minimum (you would only notice this if you had an item that reduced mana, while already being at minimum).
quick update to fix 2 bugs with the forge that could make an item unclickable in the 2nd slot or cause and item to return to your inventory but be uninteractable
So... I think I have a problem with the compendium. It's not saving stuff. It's all black. This happened before the new patch too, but I was doing infinite runs and instead of "dying" I just closed the tab, so I thought it was for that. This time though, to try the new update, I played a standard run and it's still all black.
Dunno why. Other people comments show that it's working for them, don't know what's wrong with mine o.o''
Uhm... I made some experimenting. It saves the run until I quit safari (or maybe even just the page). When I reopen it, the save is gone. Also, the save itself is a little weird. I saved on the third tile and it got me back on the first. The map was identical, but the encounters and events were different.
so it only saves when you enter a new group over encounters on the map (so when the map opens for you to select something basically). Im unsure of how safari works tho
Im not sure sure if the extra synergy gains will stay forever, but a few of them needed more to make the tier 3s feasible to reach. (Every one has at least 5 monsters they appear on now)
By the way, does anyone have a fully completed Compendium? I'm missing a few items and I don't know how to get them.
Most of those are probably potions? I know one of them is the Bottled Mana from before my Compendium data was erased
These are past the legendaries, so I'm assuming they're obtained from special events? Maybe ones only found in endless mode? I know the one on the rightmost side is the Note from the Halloween Candy Competition and I think it's unobtainanle at this point.
I think most of these are just the different types of training from the training dummy, which I guess I just have to find a few more times.
Somehow I'm missing one rare item between the Magus Hat and the Mesmerising Orb which is really irritating. Anyone know what this is called?
Edit: I did some thinking and realized this one's the mana shield which I've seen before but never picked up.
so out of those items, 2 of them are from getting to later loops (3+) in infinite mode. the other 2 are regular potions, your best bet to finding them would be checking shops and rerolling. Let me know if you want the names of any or all of them.
Decided to utilize the glitch again because why not
Casually flexing with enough excess legendary items to make my personal tier list.
Triple Merged Heart of the Ocean on the Karakai!!! 6 Aquatic synergy on one monster alone is hilarious to see. The +24 mana regen is kind of crazy, but since Karakai's mana is already at 15, 2 Merged Heart of the Ocean and 1 Merged Circlet of Acuity would work better. I do think something starts breaking once there's more mana regen than mana cost because it should theoretically be instantaneous casts all the time but that would probably crash the game pretty fast. Merged Circlet of Acuity is already powerful enough, especially with such insane mana regen.
Double Merged Bloodmist Mask means over 400 Speed, which also bugged out the game a little. The damage output was incredible though.
For some reason, having +400 speed (or even just +200 speed) caused the attack bar to already have a little bit filled up, even before or after battles. Probably just a visual bug, or related to having too much speed.
Nothing too incredible about the other four, besides of course their merged legendaries. Sure, they probably all could've been fused with two other merged legendaries, but after two hours of just straight-out grinding it just gets boring being overpowered.
Really, the best part is just showing off the legendaries.
P.S. Every time I reloaded a run, all my previous effects like my +1 luck synergy from the coin flip, my Precarious Peak blessing, and my Dark Wisdom bonus from the evil-looking snake disappeared. I don't know why.
Here I am to show my best lv 3 run! 11 Loop completed. Could have gone further but I had to go to bed and I could not save, unfortunately.
I found some strats that, together, were amazing. Don't know what can be stronger than this ( Skimander/Chip cheese aside, of course).
TEAM NAME: WINNIE THE BEAST
There were many strong things about this team and run.
1. SPOOKY FOOD
I've already used in the past Woad and Mabek together to get lots of food since the beginning, thanks to Dark Harvest. The tricky part of this strat is to make sure one or more monsters die during the fights, without losing them. Usually one monster only, so that you don't lose wounds thanks to Haunted, but sometimes you want to make more die because you know you are going to rest later.
2. HUNGRY BEAR (+Lucky Items)
Urso. I found him immediately after Woad and Mabek and the obvious idea came to mind. I didn't think it would have worked this well though.
I gave him everything. Carrots aside (he does not need INT), I gave him all the food I had.
But I was also very lucky. I found the Unraveling Prism and gave it to him to boost his defense. I've always overlooked the Unraveling Prism because it eliminates monster abilities, but Urso's active ability is not that great, for me. And this item helps TONS with poison! I did not have a single healer in the party (Woad aside, who heals themselves at the expense of the party), but Unraveling Prism was enough to compensate!
You can see in the pic that Urso reached insane stats, with 999 Str, more than 4k HP, 800+ Def and almost 200 Spd.
It had: Unraveling Prism + Shattershard AND Living Armor + Harvester.
This monster was... Invincible. He never died. Never. And did tons of dmg. He healed himself, he tanked, he... He was unstoppable.
After a while He and Woad were the true stars of the team. You can imagine why.
3. WYRMLET BEING WYRMLET
Wyrmlet with Spyglass and 2 Hearts of the Ocean kept casting, giving dmg, silencing and giving mana to Urso in front of him. As always, one of the best monsters around. Maybe the best one.
4. PARRA THE THIEF WITH TONS OF HP
Urso already had 2k+ HP when Parra was still a little chick. That's why I used Emboldened Soul on her. And voilà. Evolve her and you have a Parra with tons of HP. I gave every carrot I obtained with Dark Harvest to her and Wyrmlet and I had a very strong tank and dmg dealer.
5. GOOD SYNERGIES (but still not perfect)
Haunted, Max Lucky, Max Magical, Guardian, Tactician and Aquatic together.
I'm sad I did not have the chance to fuse some living root to have Nature, damn it.
6. NUTS = MONEY
After a while, every monster had 15 mana, so I had no use for the nuts that reduce it. Dark Harvest gave me lots of them and I sold them for 100 each, trying then to keep the mana to power up Parra or spend it to find potions to heal wounds. It was great.
PROBLEMS AND WEAK POINTS
In the last loops I started to have some (minor?) problems. Urso and Woad never died, but the others did and the wounds count started raising too much.
Karakai was strong, with his Moonbeam, but too squishy. It's good for this team that some monsters die, but not so frequently. He kept going forward by himself and die against someone. Damn. Ahahahah. Still cool.
Mablack was also kinda squishy. His ability, Dying Breath, is AMAZING though. It scales in time, giving tons of dmg. Especially agains enemies that occupy the entire field. But yeah, very squishy. I love this doggo and it's necessary if you want Max Lucky synergy, but yeah, it's a risk.
Wyrmlet was also squishy and easy to die. Ideally, I think you should find Parra first and Wyrmlet later, to give emboldened soul to Wyrmlet and make him the 3 tank, than giving HP to someone else like Karakai or Parra to tank. (Or even not choosing Karakai for another tank, but then you have to find another Magus Hat to reach Magical, and it's not easy).
OVERALL LOOK
Not obtimal, but AMAZING. I can't imagine how far you can go with this strat on lv1. Don't know about Calamity. The number of wounds REALLY helps for this strat.
SOME BUGS AND RANDOM FEEDBACKS
1. I've mentioned it in other comments, but I think I had some weird stuff happening with the curses. They were repeating themselves.
2. After giving some thoughts, I think the Potion Blessing should not count the Elixir. It should not even limit to 1 potion, for me, if you have the Elixir. The Elixir is a plus to your blessing. It's not convenient to take the Potions Blessing, if it counts the Elixir in some way.
3. The new event with the mannequin is also cool and strong. I changed Urso's Attack to Challenge and he hit the healthiest enemy for 120% dmg, to not waste any attack on weaker monsters that could die in other ways.
4. The event that makes you fuse items with monsters is incredibly crucial to reach further loops. It's so important that, after a while, I kept going for "?" tiles just to find this event. Without it, you can't really improve your team.
QUESTION: Can you fuse two items on the same monsters if you use two different forge sparks? Like, you use the normal one first and then the corrupted one that uses your hp?
5. Dragon Scale is incredible. Nothing else to say.
6. In this run like in other ones, I found myself thinking that Kensei's Weapon (don't remember its name) and even more the Ominous Idol are not on par with the other Legendary Items. The Ominous Idol especially is not that strong. I mean, it is, but not that much. There are rare and even uncommon items more useful. I could be wrong about the Kensei's though, maybe there is someway to use it well, with that +30% to attacks and stuff. I don't think I'm wrong with the Idol, instead.
7. The insane amount of items I had encountered a problem: there is not enough space to really know what do you have, in the UI. This was a real problem when I had to take off some items to switch them, because I literally could not take them again without eating some food. It was kinda annoying. I suggest making it possible to scroll left and right to see what items you have, and/or using a multiplier near identical items (Like "Quickfish X3" or "Dragon Scale x2").
FINAL THOUGHTS
I really had a blast. This game keeps giving. It's so fun trying and finding new strats. I hope one day to have the option of saving mid-runs and/or downloading a full complete version on steam or other platforms to play with more ease.
So you touched on 1 thing that Im not too happy with, and thats everyone always ends up with Min Mana eventually. So theyre super important early than useless later. I'd rather spell spamming to be something you have to intentionally focus on, like with equipment (which would need more options for -mana cost than currently available). Also items going off screen is a big problem lol ive been pushing off addressing it cause it doesnt happen often, but dark harvest is an easy way to get to that point xD. Your Endless Potion idea is coming next patch too.
Yes it is, ahahah. I love fusing items trying to get cool names.
It sounds difficult to balance everything, about min mana and stuff. Congrats for your commitment! I root for you! :D And thank you for always listening and taking in consideration the players' feedbacks, it's really nice ^^
I had a question: Is it possible to fuse more items into one monster, if you use two different types of Forge Spark? A normal one and a corrupted one? Or 1 fused item is the max for a monster?
Woad is most borken monster BY FAR... Harvest with haunted sinergy make every combat minimun 2 foods. That is so much money and power... Check my last loop
Absolutely agree with Woad being very strong, you know what can even bring the run further? Urso. Urso gets DOUBLE effect from food. You can imagine the power with Woad.
I had my best lv3 run ever. It lasted so long that I had to stop just because it's incredibly late here. I completed 11 loops. I could have gone further. Maybe way further, but I really gotta go to bed. Sigh.
I don't have time rn to explain things well as always, but I'll do it tomorrow or the day after.
Here is a sneak peak though.
Can't wait for the completed game, with the option of saving runs midway :'-) <3
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Jan 3 2022, occasionally in endless a loop consists of 1 area instead of 3
thats very strange, which area does it go to? (So like you start in area 1, and after beating the 1st boss the Loop restarts again?)
The area was the second one but I did get a second blessing and the thing seemed to be normal after that.
The Humble Chalice didn't seem to reduce the poison from the plant event (where you can choose to gain 4 food but start next battle poisoned).
good catch ty, that event was from before poison had things that could interact with it. Will fix
Karakai's Shrapnel Blast can cause an enemy to have negative defense (if they already have low enough defense), does that mean they take more damage from attacks? Or is it just calculated as 0 defense?
they take more!
What are the chances I get one of the secret events (the snake one) immediately after starting a new run!?!
Personally, I thought the damage would go back down to 1 if a new monster went on [the thing] but it just keeps climbing.
How rare is the other secret event? I've found the snake one three times but not the other one so far. I guess I'll keep looking.
so its currently not supposed to show up multiple times xD fix will be coming soonish, it requires all 4 of the previous ones being chosen tho. it resets if no one is on it but not if 2 monsters swap
It showed up as my first event again xD
This time I had a nice woad (dark harvest)+haunted synergy though so it was pretty helpful.
The damage is climbing more slowly, instead of 1-2-3-4-5-6-7-8-9-10-11... (increasing one each time), it seemed to be something like 1-1-1-1-1-2-2-2-2-2-3...
its relative to their max hp so bigger stuff will take more dmg
Probably a bug: When I go to a shop and reload the page then load the run, the items in the shop change. Theoretically, someone could keep reloading the shop (for free) until they find something that they want, although it's pretty tedious.
currently its not a bug, it just doesnt save every little bit of info regarding events/shops/battle layouts. You could definitely exploit it, but it doesnt let you do anything more than just being lucky so for now im not too worried about it.
just a question but could you make a heist loop on the title screen
whats a heist loop?
Bug report:
I got the event to heal my wounds but the next battle is harder, and (after the event where you fall and can get a cheap forge/shop if you have enough int or str) I went to get some aurite, and the night terror showed up even though this shouldn't be a battle. I was unable to fight it, and it disappeared when I moved on to fight the boss.
Showed up again in a seperate run
hes just checkin in on you <.<
(This will be fixed next patch, should be out tomorrow)
Bug report: Fighting against cannon boss. Slagg in the back redirected cannon's attacks to them, and took the damage, but Kabu was being stunned by the attack instead, despite not taking damage.
Pic for positions
this is an awkward thing with how redirects interact at the same time as other "On Attack" effects (you can see this with items like Enchanted Quill on Mabek), I may need to introduce a new priority step for attack effects...
Easily my best run yet. My goal was to obtain every regional blessing (totally not so I could become blessing thanos)
thats a tough goal, you got close!. it does take some planning to have all the right synergies
can you add more regional blessings, and i also got suggestions for you!
the pool that heals you and removes wounds/give you healing salve: Healing buff, increases healing received, also all monsters receive a minor amount of life regen, needs nature synergy
the treasure cache that punishes you for getting legendary, lucky synergy, get a blessing that increases chances for a item to drop after battle
void opening, if you seal it with magic(the 50/50 chance of sealing it choice), you have the chance to also channel some of the void energy into your monsters, making them unstable, making them explode in a flash of void energy when incapacitated in battle, damaging allies and monsters
void trap, with saboteur synergy, you can use the instability of the trap to increase the power of the synergy by 100%
i think that is all i remember, when i encounter or remember more events, great game as always
I really like using the saboteur synergy for the trap event, I should really include more options that use synergies. I think the idea like Monsters Explode could be fun but I think it would work better as a run modifier or mode maybe instead of a random chance
PLEASE IM BEGGING YOU JAY PLEASE ADD GOD MODE.
What do you mean by god mode, precisely? Obtaining everything you want when you want?
im thinking about massively increased stats, special abilities to prevent death unless you are really stupid. Free items at shops and free rerolling. Blessings instead of curses at the end of battles.
anyway i saw your playthrough you are really good at this! im really bad at this game so i need god mode
Oh, thanks o//o I played a lot of strategy games ahahah
I understand the need for god mode though. This kind of game makes you want to feel more and more powerful along the way ahahah
I would enjoy a bit of creative mode, where you choose what monsters to find at the start, what items you find when you defeat enemies, what events you find at the "?" tiles... It's basically like playing the perfect run to see how far you could go with that kind of strategy :D
Or, conversely, to get the WORSE stuff possible and see how far you can go with that ahahah
nice :)
i thought it out again that the ideal god mode is like a testing ground where you can edit the monsters with all of the items in the game. It is up to the tester to either use a realistic blend of power, or a impossible but extremely overpowered team.
there will be a creative style mode, not sure how soon tho!
YAY
you are my favorite indie game dev because your game fits my vibe and you are really active!
:D
Big and strong! dang thats only bulky 2 too well done
Acctualy, with the huttcuffs I make the cat and the crab bulky too
Jay meant bulky synergy level 2 and not 3, I think :)
So weird to see Krogg and Hydrim on lv 2 with a run this long. Well done though! I approve of Mabek and Gora <3
I could not get aurite shards xD
I could go on with "The Nightmare Before Christmas" Team but with the Christmas spirit is way too easy now ahahah. I didn't even need the Iron Will cheese or something. It's simply too much for the enemies to handle. It was fun though.
those mons have so much HP! and wait woah how does gora have 999 int O: and triple casting O: O:
Ahahahah. A bit of answers/thoughts:
1. HP: Initially I gave every melon to Urso to make him reach around 2k hp, then I used Emboldened Soul on Slagg phase 1. I then evolved Slagg two times to make them even bigger. After that, I gave almost every melon to Gora, at first, and then some to Mabek and Woad. I gave basically none to Gheist because he had to die, which sounds mean but he has fun doing it. Lol.
2. INT: I gave all the Int to Gora when I found it, I fused stuff into her with gave her much Int and used the mannequin training to raise Int and the event with the sage to raise their mana cost to raise their ints a few times. On the short run that option is not usually worth it, but on the long run it is!
3. TRIPLE CASTING: Too many Christmas presents ahahahah. I found lots of Circlet of Acuity and Harvesters, which for me, with the Prism, are the best Legendary Items.
4. SOMETHING'S STILL FISHY WITH THE STATS (MAYBE): There were a few times during the run in which I could swear there was still something weird with the stats. Like, sometimes I remembered one monster's stats being lower and I could not explain how they grew, but sometimes I was just paranoid, not calculating items and foods well enough, so I'm not sure if there is still something weird for real... I did not use many potions as the run before... Dunno, maybe there is something weird, maybe there isn't o.o''
that many loops with Dark Harvest Woad gives alot of food to haha. There might be something going on with stats as well, it wouldnt be the first time xD
Also, I just noticed I didn't include Slagg's screenshot:
The Nightmare Before Christmas! >:)
Some screenshots. Still going. I autobanned Wyrmlet, Skimander, Chip and Iron Will from the run and wanted to try the max Haunted strategy. It's very fun.
Also, the Christmas spirit is too strong, ahahah. Lucky everywhere and two Omega Harvesters, omg. Too easy ahahah.
P.s: Christmas Woad is amazing.
i remember a time when no one had combined 2 legendaries xD. I shoulda left in pumpkin gora to go along with the theme
Try saying this name for 10 times as fast as possible! :P
Shshshshshshshuchuekchuaegkvuagebv!!!!
shortter shword (morged)
LEGENDARY FROM BATLTE GGS
NEW FEATURE, VERY RARE, MUCH GOOD
QUESTION: Does the Unraveling Prism remove the Invulnerable condition? Is "Invulnerable" considered a buff?
It does! Accursed could too with their attacks but I believe it would block the damage first then get removed
Fortune shrine gives lucky?
Yep! If you are going for stage 2 Lucky it's pretty cool!
only if you are lucky enough to win :D
WAIT IT AUTOSAVED BACK A LOOP
BRUHHHH MY LUCKY
:( that was a bug, i just patched it yesterday
F welp too late for me anyways lost to loop 6 because I sold my merged Omega heart of sea
Yeah, I did 18 loops and still going, with 4 Iron Will in the team. I'm calling it over and maybe taking a break or trying some new strat (maybe not using Wyrmlet, since it's always in my teams).
The good thing is, it requires a LOT of thinking even now. Like, it's not easy. I have to plan my routes and I have to switch well in battle. It's not simply "start the battle and wait".
For feedback and data, the most powerful enemies against this team are Thorn and Emitter. Sometimes Plagued and Faceless can also be problematic.
In general, I think enemies should gain Spd too, going further into the runs. And maybe even reducing their Mana costs. Not much maybe, but a bit. I think I would have died, that way.
QUESTION: Does the Unraveling Prism remove the Invulnerable condition? Is "Invulnerable" consider a buff? I didn't understand if it was, when some enemies had it. If it does, and the enemies reduce their mana, this Iron Will madness could not work anymore. More enemies that silence you could also work.
Anyway, here is the final screenshots, just for posterity, but I'm not going further with the run.
TEAM NAME: SWAP IF YOU WILL
Report: Two of my monsters have random strikes, but I did not change them to have it. I didn't even notice at first and I don't know when did that happen. Is there some event that changes to random that I missed? The only one I can think of is the storm with random effects, but I always used Tizik to pass it. Is it that? Or is it a bug for something? Maybe the elixir changed them? Am I missing something? Is it the save file that is corrupted? The other 4 monsters had their attacks changed thanks to the mannequin event and mantained their new attacks.
Report 2: Maybe there is also something weird with the monsters stats. It's like, their Spd doubled (or around that) at some point for some weird effect. Maybe a battle buff that did not go off at the end or some glitch from an event, don't know o.o I noticed it too late. You can see the difference between my Loop 15 post and the Loop 18 post. I gave them Quickfishes, of course, but no way I gave them these many! No idea what caused this.
EDIT: Maybe even other stats had some weird stuff... I had a lot of food, but I don't think this much... There is something weird that I don't understand. Or maybe I'm missing something.
did you use the miraculous elixir? that includes the potion that increases spd but gives you wildstrike. Was this just for one battle or it stayed for multiples?
Now that I think about it, using a potion then going to a save spot and quitting might make the stat buffs permanent too hmm
I always used the elixir on the final bosses. I think that could be it!
15 loops and still going. I don't know what can stop me at this point. Most enemies have 999 stats or close to it. There are some enemies that kill some of my monsters, but never all of them and not nearly enough. I can easily take off wounds beating bosses and using salves and the elixir on Wyrmlet.
More time passes, the more I find Iron Wills to give to monsters. Iron Will kills my original swap strat a bit (Tizik is basically a wall with some useful synergy right now), but it's almost impenetrable. Maybe only Skimander/Chip are worth leaving this way, without Iron Will, to use Swap strategy with them and switching Chip with hurt allies to heal them (thanks to Seras power that heals when you swap).
I'll continue a bit, maybe till enemies always have 999 in every stat (except Spd, because that looks like does not increase), but after a while I think I'll call it over and declare that this team is, indeed, unstoppable. It can be hurt by the game as it is now, but I'm not sure it can be beaten.
I could be wrong though. Don't know if incredibly high loops have some stuff I'm not taking in consideration.
I think you hit the upper limit of the capabilities of enemies. I was worried it might be more likely with all the new buffs lol. Buffs aside, Iron Will might need some addition tuning, such as maybe preventing mana regen while invulnerable, something to make it alittle harder to keep up as much. I do plan to add more curses though, so that could be a cool way to impose more threat
I don't think it's the new synergy buffs. I think it's just Iron Will the problem, if it's a problem. Also, I would have lost a couple of times if I would not have had Wyrmlet's potion ability.
Aside from that, I think that the game should not have a cap for enemies' stats. Or, alternatively, it should find other ways to raise its difficulty indefinitely. Like, adding more effects around, maybe (stunning is always a problem, especially to Iron Will).
Players will always find some strat to reach maximum power. It's the fun part of the game. If you find a way to escalate power indefinitely, it does not matter what the player finds, there will always be a greater challenge.
Alternatively, you could put like, some crazy cap to "infinite" mode, like a special 100 loops final boss or something! XD After HOURS of play, one grows tired of the same run and wants to change. Very few people would like to actually go on indefinitely forever with the same run.
But I'm talking from a personal standpoint, you should ask around.
Wyrmlet Potions Power: For a lot of time I slept on the "Potions affect everyone" power of Wyrmlet, but I'm using it on the run and I have to say, it's pretty strong! Is it intended for the wound healing potions to multiply? A single salve heals 12 wounds thanks to Wyrmlet! XD
yesss but that one is on my list of probably too strong. It will prob get bumped down to 2 adjacent allies instead of all allies.
I see. I'm sad, because I'm enjoying it, but it makes sense, ahahah.
Do you have some planning or idea about when you will consider the game "ready"? Or are you going with the flow to try stuff and see where they lead? :D
hmm sorta, ive mostly been trying to categorize which future plans will have to be saved for the full paid version. Im definitely getting close to reaching the point of working on the big features for that tho.
Wish you luck for everything!
Incredibly strong combo in a Mana Regen team. Stun and buff removal can still go around this (and sometimes they even kill the monster), but generally it's invincible.
one of my fav combos ( temper twice to make the orb taunt 2 attacks :D )
I did it a few hours ago. It's incredible ahahah
Save problem on Chrome: Lucky from Event disappeared!
Yesterday I reached Max Lucky Synergy thanks to three monsters with Lucky and the event that gives you lucky flipping coins. Today I returned to the run and Max Lucky was gone, as if I didn't do the event :(
The rest of the stuff seems to be in order. Only the lucky from the event was gone.
What an UN-LUCKY event, ahahahah... sigh :'-)
oh no, thats a really big hit too D:
Edit: ok the fix for this will come with a slight buff as well. Fortune shrine will give the synergy to a random monster, preferring ones without lucky already.
Oh wow! That's amazing! Thanks :D
wish this was on steam
me 2
Pleasing Report: No problem with long runs on chrome! That "ran out of memory" problem seems gone. I did 9 loops with no problems! :D
I'm on a very good run, and the save seems to work (but I'm not abusing the event rerolling, because I feel like cheating, I don't think it should work that way).
EDIT: You can ignore what follows. I reached 13 loop and still going. I will make a post soon. Holy moly!
I tried a good old full swap team (to see if the Skimander/Chip cheese still works). It looks like the SkiChip works well, but it's not broken like it was before. Also, those enemies that make you bleed when you swap are KILLERS against this strat. Skimander and Chip always die. Lol.
Also, the new Split-Tooth is BONKERS on Ski/Chip now. Holy Moly. And with Chip ability that continues to cast stronger and stronger... My gosh.
Aside from that, I think I found something truly broken and probably not intended (?). I thought of this once, but I did not manage to obtain it. Iron Will with incredible mana regen. My Chikia is almost invincible. Very few times she takes some dmg, and I'm not even sure when. She is constantly under the invincible condition! o.o
Here is the team for now. I'm gonna take a break because I'm tired, lol. Swap team makes you think a lot.
(Also, I think I switched to lv 3 for preference. Less punishing and more fun, without being too easy. I'm tired being a tryhard for now, lol).
P.s: Tenacious Lv 3 is bananas
1000 hp and invulnerability? O: super tank bird lol. So Iron Will's drawback is supposed to be that it fails if its already active, so that mana is wasted. It means theres an ideal Cost to Regen ratio to make sure there is the smallest window possible of downtime. It *might* need to extent past the length of the invulnerability a bit tho. 13 loops is amazing, I love doing Tulwar Tizik too, great for spreading the debuff. I really wanna see how dangerous 3 Tenacious + 3 Tactician would be, if even feasible
Ooooh, now I understand why sometimes they take dmg! There is a window indeed. Makes sense.
I have to say, sometimes I feel like the game does not explain stuff enough. It's a very complex game, and it's great, but that same complexity requires a lot of thinking and strategy and if I can't understand enough these little interactions between effects it's not very ideal.
It's still in development, of course, and I understand how freaking difficult it must be for you to fix and balance and clean everything. I'm not complaining, especially since it's all free, just want to give a feedback for an eventual future final release or something, if you have that in mind :)
Reguarding to Tenacious 3 and Tactician 3, eh, it sounds wonderful indeed. I don't think I can reach Tactician 3 in this run, but I'll try one day.
the biggest issue is finding the space to explain every strange nuance. Compendium could work, but I have a feeling many people dont actually check up on it lol. I do need to add more info to it tho like explaining terms like Attack / Cast / Ability Damage. Ive actually been considering explicity stating what damage is Ability or Attack (would prob change it to phys/magic or somethin in that case)
Question: Lucky Synergy does not appear in the "Next Level Update", so I thought it was not changed, but here I read this:
Wasn't it Double Damage and Half Damage, before? Do I remember it wrong?
This looks like a Third Tier bonus, not a Second. It's also incredibly strong, if it's second tier, since now it's much easier to reach.
so this is just a visual bug, it is accidentally overiding the description for tier 2 with the tier 3s. Mechanically, 2 is still the same as before, and 3 is that effect listed there.
Random Report: In the event where the sage reduces your mana, I had an egg. I was waiting for it to hatch because I didn't want to lose wounds, being it weak at stage 1. Encountering this event, I hatched it to get the mana reduction, but the new monster did not get it. I don't think it's intended, so I report it.
I don't understand this updated object. The wording confuses me a little.
oops when i converted it to a formula for tempering purposes I plugged in the bonus value into the description in an unformated way. (its adding the total dmg in again, aka double damage)
Oh, I see! Thanks, I was confused ahahah
the one that increases armor penetration and then deals a percentage of hp at 100% armor pen goes down from 11% to 9% when ur tempering it first time
also just unlocked every monster love this game lol
double oops, that 9% is correct, the 11% is the problem lol. Its starting at the max value instead of the proper initial 8% D: Im glad youre enjoying the game! Did you have a favorite monster?
Made a bit of testing for the saving stuff.
On Chrome, it looks like it keeps the save even after closing the browser, which is good. It still does not make me return to the same tile though, but at the beginning of the "group of three tiles", and the events/encounters are different.
The compendium works on chrome, but on safari it does not. It is not linked to my "LaserQuacker" account, but to the browser itself, so I can't port data from chrome to safari.
I did not have time to try a long run with Chrome to see if there is still the "ran out of memory" problem, but I'll give it a try when I can.
that's intended for the position saving, it only saves when you select a group on the map
Is it intended for the events to change? It seems that I, the player, could abuse that if I wanted, going back again and again until I find the right event.
for the moment, yea. i wanted to make sure all the important stuff was saving before adding more data to it. im not too worried about a bit of redo-potential, its something someone would have to intentionally choose to do but it wont be any stronger than a good run. I may eventually add in the events and shops stay the same but probably not the individual choices within events that might be random.
Getting a boner from Wymlet Bone Skulls Loop 1
big brain moves
another quick fix, Chip's Alchemize wasnt giving stats, now it should! also now saving will properly remember mana reductions below minimum (you would only notice this if you had an item that reduced mana, while already being at minimum).
quick update to fix 2 bugs with the forge that could make an item unclickable in the 2nd slot or cause and item to return to your inventory but be uninteractable
So... I think I have a problem with the compendium. It's not saving stuff. It's all black. This happened before the new patch too, but I was doing infinite runs and instead of "dying" I just closed the tab, so I thought it was for that. This time though, to try the new update, I played a standard run and it's still all black.
Dunno why. Other people comments show that it's working for them, don't know what's wrong with mine o.o''
hmm thats not good, I hope its not something to do with file access permissions. Does the run save / are you able to load that?
Uhm... I made some experimenting. It saves the run until I quit safari (or maybe even just the page). When I reopen it, the save is gone. Also, the save itself is a little weird. I saved on the third tile and it got me back on the first. The map was identical, but the encounters and events were different.
so it only saves when you enter a new group over encounters on the map (so when the map opens for you to select something basically). Im unsure of how safari works tho
Basically, yes. But it doesn't save that neither if I close safari.
I could try with Chrome, but I had the "run out of memory" problem with it, so... ^^''
Yeah, I still can't save games unfortunately.
had you tried chrome since the patch before this? I did alot of changes to help with the memory issues
OMG Gheist gains Haunted and Gora Guardian NOW?!!!!! DDDDD:
AMAZING!
Omg I just noticed the post. A LOT OF NEW STUFF! What an update! Gonna read everything and try stuff! :D
Im not sure sure if the extra synergy gains will stay forever, but a few of them needed more to make the tier 3s feasible to reach. (Every one has at least 5 monsters they appear on now)
The enemies flying away with the new patch are so funny ahahah
thats my favorite part honestly lol
By the way, does anyone have a fully completed Compendium? I'm missing a few items and I don't know how to get them.
Most of those are probably potions? I know one of them is the Bottled Mana from before my Compendium data was erased
These are past the legendaries, so I'm assuming they're obtained from special events? Maybe ones only found in endless mode? I know the one on the rightmost side is the Note from the Halloween Candy Competition and I think it's unobtainanle at this point.
I think most of these are just the different types of training from the training dummy, which I guess I just have to find a few more times.
Somehow I'm missing one rare item between the Magus Hat and the Mesmerising Orb which is really irritating. Anyone know what this is called?
Edit: I did some thinking and realized this one's the mana shield which I've seen before but never picked up.
so out of those items, 2 of them are from getting to later loops (3+) in infinite mode. the other 2 are regular potions, your best bet to finding them would be checking shops and rerolling. Let me know if you want the names of any or all of them.
Decided to utilize the glitch again because why not
Casually flexing with enough excess legendary items to make my personal tier list.
Triple Merged Heart of the Ocean on the Karakai!!! 6 Aquatic synergy on one monster alone is hilarious to see. The +24 mana regen is kind of crazy, but since Karakai's mana is already at 15, 2 Merged Heart of the Ocean and 1 Merged Circlet of Acuity would work better. I do think something starts breaking once there's more mana regen than mana cost because it should theoretically be instantaneous casts all the time but that would probably crash the game pretty fast. Merged Circlet of Acuity is already powerful enough, especially with such insane mana regen.
Double Merged Bloodmist Mask means over 400 Speed, which also bugged out the game a little. The damage output was incredible though.
For some reason, having +400 speed (or even just +200 speed) caused the attack bar to already have a little bit filled up, even before or after battles. Probably just a visual bug, or related to having too much speed.
Nothing too incredible about the other four, besides of course their merged legendaries. Sure, they probably all could've been fused with two other merged legendaries, but after two hours of just straight-out grinding it just gets boring being overpowered.
Really, the best part is just showing off the legendaries.
P.S. Every time I reloaded a run, all my previous effects like my +1 luck synergy from the coin flip, my Precarious Peak blessing, and my Dark Wisdom bonus from the evil-looking snake disappeared. I don't know why.
noahs arc of legendaries lol. Mana regen is actually capped at 20 so thats overkill with the hearts
but yea blessings disappearing is a bug with loading.
Holy Macaroni ahahah
Here I am to show my best lv 3 run! 11 Loop completed. Could have gone further but I had to go to bed and I could not save, unfortunately.
I found some strats that, together, were amazing. Don't know what can be stronger than this ( Skimander/Chip cheese aside, of course).
TEAM NAME: WINNIE THE BEAST
There were many strong things about this team and run.
1. SPOOKY FOOD
I've already used in the past Woad and Mabek together to get lots of food since the beginning, thanks to Dark Harvest. The tricky part of this strat is to make sure one or more monsters die during the fights, without losing them. Usually one monster only, so that you don't lose wounds thanks to Haunted, but sometimes you want to make more die because you know you are going to rest later.
2. HUNGRY BEAR (+Lucky Items)
Urso. I found him immediately after Woad and Mabek and the obvious idea came to mind. I didn't think it would have worked this well though.
I gave him everything. Carrots aside (he does not need INT), I gave him all the food I had.
But I was also very lucky. I found the Unraveling Prism and gave it to him to boost his defense. I've always overlooked the Unraveling Prism because it eliminates monster abilities, but Urso's active ability is not that great, for me. And this item helps TONS with poison! I did not have a single healer in the party (Woad aside, who heals themselves at the expense of the party), but Unraveling Prism was enough to compensate!
You can see in the pic that Urso reached insane stats, with 999 Str, more than 4k HP, 800+ Def and almost 200 Spd.
It had: Unraveling Prism + Shattershard AND Living Armor + Harvester.
This monster was... Invincible. He never died. Never. And did tons of dmg. He healed himself, he tanked, he... He was unstoppable.
After a while He and Woad were the true stars of the team. You can imagine why.
3. WYRMLET BEING WYRMLET
Wyrmlet with Spyglass and 2 Hearts of the Ocean kept casting, giving dmg, silencing and giving mana to Urso in front of him. As always, one of the best monsters around. Maybe the best one.
4. PARRA THE THIEF WITH TONS OF HP
Urso already had 2k+ HP when Parra was still a little chick. That's why I used Emboldened Soul on her. And voilà. Evolve her and you have a Parra with tons of HP. I gave every carrot I obtained with Dark Harvest to her and Wyrmlet and I had a very strong tank and dmg dealer.
5. GOOD SYNERGIES (but still not perfect)
Haunted, Max Lucky, Max Magical, Guardian, Tactician and Aquatic together.
I'm sad I did not have the chance to fuse some living root to have Nature, damn it.
6. NUTS = MONEY
After a while, every monster had 15 mana, so I had no use for the nuts that reduce it. Dark Harvest gave me lots of them and I sold them for 100 each, trying then to keep the mana to power up Parra or spend it to find potions to heal wounds. It was great.
PROBLEMS AND WEAK POINTS
In the last loops I started to have some (minor?) problems. Urso and Woad never died, but the others did and the wounds count started raising too much.
Karakai was strong, with his Moonbeam, but too squishy. It's good for this team that some monsters die, but not so frequently. He kept going forward by himself and die against someone. Damn. Ahahahah. Still cool.
Mablack was also kinda squishy. His ability, Dying Breath, is AMAZING though. It scales in time, giving tons of dmg. Especially agains enemies that occupy the entire field. But yeah, very squishy. I love this doggo and it's necessary if you want Max Lucky synergy, but yeah, it's a risk.
Wyrmlet was also squishy and easy to die. Ideally, I think you should find Parra first and Wyrmlet later, to give emboldened soul to Wyrmlet and make him the 3 tank, than giving HP to someone else like Karakai or Parra to tank. (Or even not choosing Karakai for another tank, but then you have to find another Magus Hat to reach Magical, and it's not easy).
OVERALL LOOK
Not obtimal, but AMAZING. I can't imagine how far you can go with this strat on lv1. Don't know about Calamity. The number of wounds REALLY helps for this strat.
SOME BUGS AND RANDOM FEEDBACKS
1. I've mentioned it in other comments, but I think I had some weird stuff happening with the curses. They were repeating themselves.
2. After giving some thoughts, I think the Potion Blessing should not count the Elixir. It should not even limit to 1 potion, for me, if you have the Elixir. The Elixir is a plus to your blessing. It's not convenient to take the Potions Blessing, if it counts the Elixir in some way.
3. The new event with the mannequin is also cool and strong. I changed Urso's Attack to Challenge and he hit the healthiest enemy for 120% dmg, to not waste any attack on weaker monsters that could die in other ways.
4. The event that makes you fuse items with monsters is incredibly crucial to reach further loops. It's so important that, after a while, I kept going for "?" tiles just to find this event. Without it, you can't really improve your team.
QUESTION: Can you fuse two items on the same monsters if you use two different forge sparks? Like, you use the normal one first and then the corrupted one that uses your hp?
5. Dragon Scale is incredible. Nothing else to say.
6. In this run like in other ones, I found myself thinking that Kensei's Weapon (don't remember its name) and even more the Ominous Idol are not on par with the other Legendary Items. The Ominous Idol especially is not that strong. I mean, it is, but not that much. There are rare and even uncommon items more useful. I could be wrong about the Kensei's though, maybe there is someway to use it well, with that +30% to attacks and stuff. I don't think I'm wrong with the Idol, instead.
7. The insane amount of items I had encountered a problem: there is not enough space to really know what do you have, in the UI. This was a real problem when I had to take off some items to switch them, because I literally could not take them again without eating some food. It was kinda annoying. I suggest making it possible to scroll left and right to see what items you have, and/or using a multiplier near identical items (Like "Quickfish X3" or "Dragon Scale x2").
FINAL THOUGHTS
I really had a blast. This game keeps giving. It's so fun trying and finding new strats. I hope one day to have the option of saving mid-runs and/or downloading a full complete version on steam or other platforms to play with more ease.
Great game, as always <3
HEART OF THE DRAGON is such a cool fusion :D
So you touched on 1 thing that Im not too happy with, and thats everyone always ends up with Min Mana eventually. So theyre super important early than useless later. I'd rather spell spamming to be something you have to intentionally focus on, like with equipment (which would need more options for -mana cost than currently available). Also items going off screen is a big problem lol ive been pushing off addressing it cause it doesnt happen often, but dark harvest is an easy way to get to that point xD. Your Endless Potion idea is coming next patch too.
Yes it is, ahahah. I love fusing items trying to get cool names.
It sounds difficult to balance everything, about min mana and stuff. Congrats for your commitment! I root for you! :D And thank you for always listening and taking in consideration the players' feedbacks, it's really nice ^^
I had a question: Is it possible to fuse more items into one monster, if you use two different types of Forge Spark? A normal one and a corrupted one? Or 1 fused item is the max for a monster?
oh sorry I knew I missed something in my reply! Yes, one of each is possible (Fused with item & Fused with item imperfect).
Omggggggg. That's amazing! Hope I can try it next time I do a big run. Thanks!
Woad is most borken monster BY FAR... Harvest with haunted sinergy make every combat minimun 2 foods. That is so much money and power... Check my last loop
Awesome game guys!
This guy with haunted sinergy...
My final stats
great run, so close to 13 curses which woulda been the perfect number for a spooky team :D I like seeing Revenge being paired with haunted too
Absolutely agree with Woad being very strong, you know what can even bring the run further? Urso. Urso gets DOUBLE effect from food. You can imagine the power with Woad.
Can go all out on food by throwing Chip with alchemize in there as well :D
I had my best lv3 run ever. It lasted so long that I had to stop just because it's incredibly late here. I completed 11 loops. I could have gone further. Maybe way further, but I really gotta go to bed. Sigh.
I don't have time rn to explain things well as always, but I'll do it tomorrow or the day after.
Here is a sneak peak though.
Can't wait for the completed game, with the option of saving runs midway :'-) <3