The concept is nice, however somewhat flawed. First, Z >> N because you pretty quickly get enough dice to make Z provide more total multipler hence more everything than N. Second, upgrade of multiplier (+0.5 for 50) never really starts the steam before you get your FIRST 0.25 mult, and maybe its only use in the entire game would be reaching 4.00 mult, still there N would help if used on a single die. Third, having a E upgrade makes random next-level or trick achievement giving +1 power to turn affected dice to a d3, highly damaging at the top. Fourth, tricks on past lv200 are sort of repeatable, you can do muuuch better with fantasy.
Bugged somewhat. I've rolled a 24, 23, 22, 21 and 20 and had not received them as straight, although the same roll there was a straight of 1-2-3-4-5. Please verify (if you're still alive over there).
Best stat is in fact INT - you get a lot of int, you chain fortress and berserk and become INVINCIBLE! 5/5 PS: I finished the game with 2 skill slots, hum. A tip: get fire set ASAP then get uppermost path for rarity and lowermost for item slots, then go elsewhere.
Yup, at this point I think INT is the best end game stat. It allows some nutty combos but can take a while before you have enough stats to pull it off.
I've found wizards being the easiest since you can activate their ability as soon as they leave the spawnpoint, they push enemies back so that they get killed (fall off the cliff maybe). Spearmen had the hardest time to level up, they are best if you make them form a fist. Warriors are best put in a front, then slam ice bomb right before ordering charge, then slam a boom bomb. Easy enough. Leveling up - skip push, doesn't seem to be useful.
How to get a "How?" - grind until you have a ton of def/heals, then remove/swap off your weapons (and DON'T upgrade command center or tech center beforehand!) leaving only those towers that don't hit enemies in your base, also get EMP, then start Section IV on hard/normal, leave cursor at dead center of base and wait for boss. Then start buying Nova Turrets for him to chew, you need 11 losses for a nice try, once you got 11 down, and the boss finally enrages, slap EMP and get all your swapped out weps to battlefield, they will make short work of boss, but you don't collect gold. Yep, gold generators are to be out too.
Once you reach the core for the first time, just ignore those big chassis, drill and stuff, use the "normal" (non-plasma) tier equipment. You can dig with Wasp and 4th drill into the core and then some, and collect plasma (use the 50 from reward to do the first jump, then grind).
Managed to make a good version of fully armored missile sniper and completed the game with it. Core: Missile, first ring: 5T1A (A at the bottom) upper side: 3S with 2x 3A2T at its sides, each side: 3S 2A1T bottom: 2A1T making an armor batch with first ring armor. Shoots at 60% speed of a feone gun but each celle is armored with regen.
It took me some 2h to complete... maybe I'm just good at 15 puzzle? A hint: You only need to assemble two matching parts of level to advance the guy, then just slam space and assemble the next part. Watch for minor differences tho. And, sometimes the best move is right back but into another section than what you just left.
More: Capacitors are pretty badly tiered. An entire ring (66) of tier 1 capacitors sells about 1k times less than tier 2 capacitor costs, the same ring of tier 2 capacitors sells 10k times less than cost of a tier 3 capacitor. This means tedium. Also, heat pipes are effectively taxing you twice per amount of heat eventually vented out, since they first move heat into themselves and then into vents, and some heat is taxed 4x since it gets moved back into the outlet! This was negligible in RI1, here it's a burden too heavy.
Really a step down. Waste heat should at least be contained, esp if you dev decide to make it be produced not just in cells but in vents and PIPES - WTF with the 90% second pipe efficiency? Show me pipes that do like this IRL! Next, since you are anyway limited to single power source, using quad/dual cells is strictly inferior to using single cells, due to waste heat. Perpetual ability is implemented poorly since you can only change staff while reactor is stopped, but it can't stop on its own (unless blown up) with crew with perpetual skill. Upgrading people takes some resources that are nowhere to get. You are overflowing with grants while can't employ em on anyone. Autosave works against you should you accidentally the whole reactor. At least blowing self up is fun. 3/5
Getting tier 1 (aka protector) is proven impossible. There's some research deep in comments I managed to stumble upon. Sorry to all you completionists.
no badges work here, either broken by flash update or by kongregate. Alas, the game itself is still fun. Best party seems to be 3*trike/ram (maxed they differ by 1 damage but 12HP towards trike) and 3*ghost, they do 6*4 random, best possible DDs ever.
Gosh. It took me a great deal of two weeks to actually finish ONE playthrough of this game. Maybe it really deserves an impossible badge, after all there are games with impossible endurance badges that take a lot less to complete...
When monster drop RP, it adds to next Rebirth award