Its not bug, its... change log v.0.067 (the last line) "sacrifice adjusted". Look at "?"(sacrifice tab) description, it was "..Rarity 8 and above", now "9 and above".
last update was around month ago...abandoned?
2dev:
Add skills layout, god point layout, Battlefields.actives.skill layout.
Add something like global profile: boss, farm, etc. So, each profile is based on (selected by user): paragon layout+eqip layout+skills layout+god point layout+Battlefields.actives.skill layout.
Add search for paragon tree: word(s)=>highlight nodes.
Add info about pool of item's properties.
complete area "Pertubaros Legacy" to open: skill 2, new boss Thezan (500 mil HP), elite (options=button "Engage Elites" at "Pertubaros Legacy"|10 to farm special items adding Mem), glorycore (new tab at Soulcore).
Tutorial contains info about calc glorycore, but based on test its incorrect/hidden limitation or error.
run ~ 1 day.
Glorycore f(perma,temp)->result (after awaken): offense f(1, 10.57)->1% | defense f(1, 5.55)->1.6% | droprate f(1, 1.57)->1% | soulcore strength f(1.55, 0.98)->1.55 | experience gain (1.9, 2.1)->1.9.
It seems like it broken: temp 10.57 was turned to 0, but 5 into 0.6.
"When you awaken active glory cores gain permanent level. Maximum efficiency is reached after 6 hours."
run 01:11:17:20=35H.
Your current PERMANENT bonus is 1%.
Your tempory current bonus is 4.04%.
after awaken:
Your current PERMANENT bonus is 1.7%.
How does it ("gain") work f(1+4.04)=1.7?
All was ok several hours before. Now it is impossible to scroll heroes by holding LMB+drag (poss with side arrow only), same issue with scrolling map (at any Campaigin Map).
Firefox 83.0. console.log:
error: Uncaught DOMException: Index or size is negative or greater than the allowed amount | champions_obf.js:6
warning:unreachable code after return statement | champions_obf.js:6:1515660
Visual part (canvas) is frozen after DOMException, but based on console.log: GET(loading assets)/POST and spamming warning msg about color the game is working.
Dear Kongregate, add a new type of tags: "Personal Data" (background color:red), "Non-Personal Data" (background color:orange), "without collecting P/N-P Data" (background color:palegreen), and maybe " 'Spyware' ".
Privacy Policy (by Holyday Studios):
"and the URLs the User visited and/or apps the User used *before and after* using our Services;"
"Through the User's use of the Services, Holyday Studios may collect Personal Data and Non-Personal Data"
"Holyday Studios may collect information such as the User's name, email address, date of birth, gender and/or phone number..."
etc
do you remember giving these information? having these things for GDPR is a legal obligation that we can't escape, it doesn't mean that we do indeed gather these info. We don't actually. We only know about your save file of the game nothing more, and that is for your save file's safety. for example after a clear cache to restore it.
1h ago shield was 150% (75% from item + 75% from shield rift), after reload game shield is 100%, without item (Rock garb) shield is 75%. So, is it a new nerf-cap or bug?
No, I haven't touched shield numbers. Try entering a crusade and seeing what your shields are (that'll reset them to max), since fight screen does not heal your shields until you die
After 10-15 min, animation of attack = actual att. speed was decreased by 20-40%. Compare animation of attack after 15min vs after reloading. So, maybe add option to reload save without reloading game or [save+reload] or check code for "debuff" att.speed.
something wrong with unity or preferences.
check with file monitor, unity writes same log-file 20-25+ times per second, each time adding line "web: set web resolution 100 x 100, fs=0"... hdd-conquer? :)
Edit: You are right. I posted on unity's forum about it. It's some sort of debug log file they forgot to disable... lol all the stress I had optimizing my own code thinking it was me... I'm kinda mad at Unity to say the least. ~Taiga
We'll have the developer team investigate what could be causing that.