I'm missing all of the items in the top row of the fifth page in the compendium besides the two forge sparks, and they're all from events. Are these events extremely rare, or do they only show up in endless, or are they from a seasonal update, or an option in an event I've never picked before, or something else?
So like the "one monster copies the highest hp in the party" blessing? I avoided those because I thought it would be completely random. It does make more sense that I would recieve an item that lets me choose which monster. I'll do another endless run sometime and see.
I do want to talk about the chest/jug mimics, because I feel like they're pretty weak overall. Their casting abilities are cool and unique, but often I hope to get one instead of a normal jug or chest because it means they won't disappear. They're never enough to do any noticeable harm. I guess it's probably because they're more supporting characters, helping their allies, instead of being dangers up-front. To be fair, I think they have a chance of showing throughout the three areas, and it might be hard to balance the difficulty when it changes from area to area as the monsters improve.
I do agree somewhat, im hesitant to make the much stronger because i do want elite battles to be a more dangerous choice. hmm maybe the mimics should just start with full mana when they transform hm hm
Perhaps the mimics should have lower mana cost overall so they benefit their allies more, and have less mana cost the more loops are completed so they scale even more in difficulty
First attempt at an endless run, did pretty well but I didn't realize there's no more aurite after loop 3 so i was stuck with second form Pyris. The main strategy for me was to go all out on karakai, because it's moonbeam is super powerful and I managed to fuse a circlet of Acuty on it as well IN ADDITION to Chip's Replica which gave it another one, which meant it could do moonbeam three times. This meant basically neverending damage, which basically carried the run along with a few healing tomes I picked up, healing the team over and over. Finally, Chip's Alchemize ability, which I hadn't used in a while due to a (perceived) bug where the bonus stats didn't seem to show up, very likely boosted my monsters' stats in the long run.
One thing that was really nice was that the extra space on the Karakai (so that Chip's Replica would work) allowed me to keep an extra item after the boss fight, which I could later sell for more aura in the next loop, basically replacing that greater blessing that allows me to keep 200 aura each loop.
Gotta love Karakai's Moonbeam <3 And circlet of acuity is the best legendary item for sure. Together they are amazing <33333 Love this team.
Two little thoughts/tips:
1. Chip's Replica is very strong generally, but I advise against it on an infinite run, because you should have the time and resources to find items around. It is incredibly useful on regular runs though!
2. Try to always get aurite shards on their tiles, when they come up, and ALWAYS use the "Rescue" option when you defeat bosses. This way you not only are sure to reach 6 max lv monsters at the end of the 3' round, but you get to "sense" and choose from three monster without paying the first 50 aura that you usually pay in normal egg tiles!
I see you are already pretty good with getting the right synergyes around, so I'm sure you'll be able to use the "sense monster" well! :D
So it turns out that fusing the Healing Tome with a monster, and then equipping the Unraveling Prism, both removes my monsters' poison and heals all my monsters.
That makes sense, I was wondering why it was healing different amounts when I didn't raise Parra's Int- it was because the amount of healing from the Unraveling Prism wasn't tied to Parra's Int at all! :O
I found an event in endless that is just a buffed version of the normal snake dealer event, is it a secret event or are the deals just better because I've done so many loops? Or is it because I found the normal snake event once and the *special* snake event twice so far in my endless run?
Got him a second time and the one I chose before was "not in this pact", which I think is intended but it's just weird how his deals are so much better than the other one's.
There's a weird yellow visual bug that occurs every so often, not just to Karakai but to other monsters too. I'm pretty sure it's related to the (also yellow) "!" that enemies sometimes get. It might be due to the "all monsters start poisioned" option in endless mode, but it's hard to tell.
Wait, it might be the chance to take no damage from the tier two lucky synergy, because I got the lucky synergy on Karakai from the coin flip event and it doesn't seem to show up on my monsters without the synergy.
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)
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I'm missing all of the items in the top row of the fifth page in the compendium besides the two forge sparks, and they're all from events. Are these events extremely rare, or do they only show up in endless, or are they from a seasonal update, or an option in an event I've never picked before, or something else?
all are from endless greater blessings besides the 3rd one. 3rd is from a new event thats pretty hard to find.
So like the "one monster copies the highest hp in the party" blessing? I avoided those because I thought it would be completely random. It does make more sense that I would recieve an item that lets me choose which monster. I'll do another endless run sometime and see.
i tried to specify when things will be random, but I can see how its unclear. But yea, its an item, and a really good one at that lol
Lots of comments in one go ;)
I do want to talk about the chest/jug mimics, because I feel like they're pretty weak overall. Their casting abilities are cool and unique, but often I hope to get one instead of a normal jug or chest because it means they won't disappear. They're never enough to do any noticeable harm. I guess it's probably because they're more supporting characters, helping their allies, instead of being dangers up-front. To be fair, I think they have a chance of showing throughout the three areas, and it might be hard to balance the difficulty when it changes from area to area as the monsters improve.
I do agree somewhat, im hesitant to make the much stronger because i do want elite battles to be a more dangerous choice. hmm maybe the mimics should just start with full mana when they transform hm hm
Perhaps the mimics should have lower mana cost overall so they benefit their allies more, and have less mana cost the more loops are completed so they scale even more in difficulty
First attempt at an endless run, did pretty well but I didn't realize there's no more aurite after loop 3 so i was stuck with second form Pyris. The main strategy for me was to go all out on karakai, because it's moonbeam is super powerful and I managed to fuse a circlet of Acuty on it as well IN ADDITION to Chip's Replica which gave it another one, which meant it could do moonbeam three times. This meant basically neverending damage, which basically carried the run along with a few healing tomes I picked up, healing the team over and over. Finally, Chip's Alchemize ability, which I hadn't used in a while due to a (perceived) bug where the bonus stats didn't seem to show up, very likely boosted my monsters' stats in the long run.
One thing that was really nice was that the extra space on the Karakai (so that Chip's Replica would work) allowed me to keep an extra item after the boss fight, which I could later sell for more aura in the next loop, basically replacing that greater blessing that allows me to keep 200 aura each loop.
Chips alch was bugged a few patches ago, but its all fixed now. I love the idea of a super beam build
Gotta love Karakai's Moonbeam <3 And circlet of acuity is the best legendary item for sure. Together they are amazing <33333 Love this team.
Two little thoughts/tips:
1. Chip's Replica is very strong generally, but I advise against it on an infinite run, because you should have the time and resources to find items around. It is incredibly useful on regular runs though!
2. Try to always get aurite shards on their tiles, when they come up, and ALWAYS use the "Rescue" option when you defeat bosses. This way you not only are sure to reach 6 max lv monsters at the end of the 3' round, but you get to "sense" and choose from three monster without paying the first 50 aura that you usually pay in normal egg tiles!
I see you are already pretty good with getting the right synergyes around, so I'm sure you'll be able to use the "sense monster" well! :D
So it turns out that fusing the Healing Tome with a monster, and then equipping the Unraveling Prism, both removes my monsters' poison and heals all my monsters.
Thats the Prism doing the Healing :D, Dispel replaced the Holy Wave of the Tome.
That makes sense, I was wondering why it was healing different amounts when I didn't raise Parra's Int- it was because the amount of healing from the Unraveling Prism wasn't tied to Parra's Int at all! :O
I found an event in endless that is just a buffed version of the normal snake dealer event, is it a secret event or are the deals just better because I've done so many loops? Or is it because I found the normal snake event once and the *special* snake event twice so far in my endless run?
so the normal 4's numbers go up with each loop, when you have all 4 the special one can appear. (Its mistakenly appearing more than once atm tho)
Got him a second time and the one I chose before was "not in this pact", which I think is intended but it's just weird how his deals are so much better than the other one's.
There's a weird yellow visual bug that occurs every so often, not just to Karakai but to other monsters too. I'm pretty sure it's related to the (also yellow) "!" that enemies sometimes get. It might be due to the "all monsters start poisioned" option in endless mode, but it's hard to tell.
Wait, it might be the chance to take no damage from the tier two lucky synergy, because I got the lucky synergy on Karakai from the coin flip event and it doesn't seem to show up on my monsters without the synergy.
yep! lucky dodges get a little ~ and crits get a ! nice spotting :D
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)