and on the sweet ride, the "increased damage" in fact is really increased, especially for your special shot, seriously, don't ignore stuff just so you can complain, if you kee using that special shot the sweet ride dps is higher than your normal dps
the single player AI is too dumb, it sent me to the square i needed to win, the only symbol in the square the AI had to put something in was it's own, in the middle. the AI had 5 other options (there were 2 squares done already, so that'd be win for me too), but chose to let me win. fix this pls, only make it give you the final square if it has no other choise....
Looking through the AI code now... The AI's top priority is to win the game if possible, the second priority is to prevent the human on the human's move to win the board. Also there are probability coefficients which reflect the number of possible threats to the opponent.
But there is one more condition: a probability for the AI to make a dumb move (quite high on the first several runs, then decreasing). Perhaps it was just the case when the random number generator told the AI to make a mistake. Anyway, I'll prepare the various AI difficulty levels, but right now I'm making the online Multiplayer.
dem greedy adventurers keep running past my coin dispensors over and over again. who thought reusable treasure chests were a great idea? what do you say? the dungeon? that's me? oh shit, you're right...
designtalks, nice idea, your logics are messed up tho, not pressing anything results in white, pressing, for example, 2, what represents green, will turn you green. if "default" is white, shouldn't "green" extract green, thus turn you purple?
very fun and interesting early game, alright late early game, but progress in the midgame section is WAY too slow... I just keep playing, hoping this will get improved at some point.
@sqhinx that use of swords is nearly pointless, you're putting them the way your creatures attack by default anyways, if all enemy creatures have the same rarity, else they'd go for the highest rarity first. you use swords to take out weaker creatures with an annoying skill, or to take out weaker support if you can't quickly kill the biggest threat right away.
Dungeons of Evilibrium, trying to evolve your creatures has NEVER been such a pain in the butt! :D
No seriously, make those level requirements a bit lower please, this is undoable. C - UC on lvl 10, UC - R lvl 30, R - EP lvl 50 and i don't know what the required level will be after that because i don't have any EP creatures yet, nor would i have with those level requirements, but i'd feel like it's doable with them, now i just feel kinda annoyed that i have to train SO LONG for an EP, hope the power difference will justify the struggle...
so that aegis skill has a higher trigger chance than wind of death, and it also hits more enemies and raises your defense? and you thought lowering the damage a bit would balance that? guess what? it doesn't.
Looking through the AI code now... The AI's top priority is to win the game if possible, the second priority is to prevent the human on the human's move to win the board. Also there are probability coefficients which reflect the number of possible threats to the opponent. But there is one more condition: a probability for the AI to make a dumb move (quite high on the first several runs, then decreasing). Perhaps it was just the case when the random number generator told the AI to make a mistake. Anyway, I'll prepare the various AI difficulty levels, but right now I'm making the online Multiplayer.