I finished it, and found what seems to be a bug: both hands can occupy the same square, if the player simultaneously presses the keys to move each hand into that square. If this is done twice in a row, or in the middle of a plus-shaped area, one arm can cross over the other.
@hsojhsoj1 ... In practice, I think a d100 is usually simulated by rolling two non-identical d10s -- either different colors and each numbered 0-9, or one numbered 0-9 and the other numbered 00, 10, 20, 30, 40, 50, 60, 70, 80, and 90.
@hsojhsoj1 I haven't actually seen one, but I've seen a photo of one. I think it's a hollow ball with 100 indentations on the inside surface, containing a smaller ball that falls into one of those indentations each time the die is rolled (because I _have_ seen novelty d6's that work the same way). This results in that indentation being lower than any other when the die stops, so that the number directly opposite the indentation is higher than any other.
OK, now I'm in. For anyone else who has this problem, have you checked the e-mail address you used to register? I received an e-mail at that address with a link to a sign-in page on Disruptor Beam's website. Once I signed in there, I was able to sign in here.
I can't sign in either. When I clicked "create account," I was taken to another sign-in page (the one that appears when you click "Already have an account" on either page). I tried again and was told the account already existed, so then I tried signing in as a current user -- and was taken to the second sign-in page again.
Also, pendulums count as pillars -- you can have more than 6 in a deck (I've used a deck with 8 light pendulums myself), they stack in one permanent slot, and they can be destroyed 3 at a time by earthquakes or tridents.
Some of the trophies in this series seem to be bugged. For example, Crusade said that if I got the trophy for collecting all the spells, I'd start with all of those spells here -- but I started with no spells. However, I was awarded the Crafting Legend trophy here (and supposedly an exclusive recipe in Explorer) even though I still have zero crafting skill.
@TbWill4321: How many talent points do you need to max out all the talents? It looks like 94 to me (for the wizard, anyway; I haven't tried the other champions). Maybe the game should automatically convert talent points to attribute points if you have more than you can spend. You *can* have more than 99 unspent attribute points -- I just reset mine, and I have 111.
@amoth I think it's even weirder to move onto a chest in a dungeon and find nothing at all! That's happened to me a couple of times. At least the enemies always have gold, and occasionally helpful loot. (For me that mainly means potions -- the best of which have been those that increased my max HP or MP, an 8d12 health potion, and from one guy, three 5d10 health potions. I have 8 artifacts equipped to my hero, and the only non-artifact is a ring that gives +3% corrode armor, +3% block and +3% mana leech.)
@dojel Obviously 31 can't be rolled on five 6-sided dice, but the damage is not necessarily the number rolled. It can be increased by: choosing a heavy attack; Anatomy skill (or Mana Lore if using a staff or book); and the effects of spells and potions (such as Enchant Weapon or Rage Potion).
Also beat level 15 (on normal) using neither shield nor titan -- just level 2 Simon, Popo, Viegraf, mighty guardians, pixies and epic tanks; level 3 kabooms and mad bulls; level 4 goblins; and a level 3 thunderbolt spell. I now have enough money to upgrade Orang Utan, Shield, Berserk, Rage, Healing, and Iron Wall to level 3.
I just beat level 14 without killing the bomb! Most of my units went *past* the bomb and attacked the enemy castle instead, and they destroyed the castle before the bomb went off -- although it looked like the bomb was close enough to destroy my castle if it *had* gone off.
Does mission 15 have a turn limit? I had one attempt where after all the cards had been played, only my devastator and the enemy's... jamming structure (can't look up the name, since I don't have one) survived, so it looked like I would just do an average of 0.5 damage per turn until I won. But before this could happen, the defeat screen appeared.
Stats with asterisks are increased for each other tower with the same name. If you have ten Impact II's, for example, they each have 7 + 1*9 = 16 damage per shot, and "upgrading" one to an Impact III will actually lower all of them to 15 per shot! (Each additional upgrade will result in another -1 damage to the remaining Impact II's, but also +3 damage to the Impact III's.)
@WhiteFang2012: An unupgraded infector takes 1.5 seconds to charge up its virtual capacitor enough to fire a shot; if no enemy is in range, it stays charged until it has a target to shoot at. The charge powerup gives it three more capacitors (which charge one at a time), so that if it hasn't fired a shot in 6 seconds or more, it'll fire four shots in rapid succession at the next enemy it sees. The infector's shots also gain the homing ability: if fired at an enemy that dies before they arrive, they will ricochet to another enemy.
If you still don't understand this mechanic, try using compressors and watching them fire -- they have the same ability by default (but with six capacitors instead of four).
The upgrade menu lies about one thing: If you're constantly moving, you can still fail to collect bits, even with a fully upgraded magnet. This actually happened to me on level 15 (the one with nothing but seekers).