I'm a bit confused as to how tough body works. It doesn't seem to stack with damage reduction - 80% DR plus tough body at 50% HP would mean 100% DR, and I'm not immortal. How does it actually calculate?
It's its own separate multiplicative DR value. So if you have 50% DR from defense, and then 20% from being at half HP with Tough Body, you'll take 50% * 80% = 40% damage (or 60% effective DR)
Right now it looks like the real bottlenecks are house points and red research. You have upgrades that boost research point gain multiplicatively, but the only house point boost is additive. I earn 10x more RP than HP, and that makes upgrading the tree pretty hard.
Balance needs a lot of work. Factorial is all that matters. At around the same cost level to upgrade (17 exponential, 13 factorial), factorial produces 10,000 times as much as exponential, the next highest producer. Superexponential is worthless, and constant is better than quadratic since by about 10,000 constant, the cost increase per unit becomes meaningless. Finally, your superexponential achievements award upon purchase of factorial units.
Early comment - I just realized that skills don't automatically turn on when you unlock them. Why is this? There's no reason to not use a skill - they should just automatically turn on.
Yep, I need to do something with this in my next content patch. Either they need to cost money and do more, or apply automatically. Keep an eye out for a large patch in the near future.
Science is a massive bottleneck. Knowledge to science conversion needs to be substantially increased. I have billions of knowledge, and I still have to wait like 20 minutes for a 100 science upgrade.
You finally finished it! Now I can see what everybody was saying! For those who are confused, this game requires a lot of runs, and a lot of trial and error, to figure out the best order to fight the mobs. There are several tricky bottlenecks: the red bat on 8 (sneak up to level 7, also free the thief); the ghoul with a sword and shield (fight the left blue knight on 7 to get the cross for the fairy). Focus on attack, especially at first. Only comments right now: I like the elimination of the % damage mobs, but something went wrong at level 19 for me. The red knights displayed that I would lose like 1400 hp, but I lost way more.
Interesting leveling system. The eye boss is much too powerful. Limit its pierce, its range, and/or the duration of the attack. Even a maxed Hellreaver barbarian with 84k HP can't survive even one of its ticks at level 60. It kills all of my guys before they can get a single hit off.
Couple points: Defense is key until level 12. A good Magic Tower strategy is to skimp on health potions until just before the final boss (because late enemies take a percentage of health), then pick up all remaining potions and then HP multiplier potions. Don't do that in this game - the end boss does more damage based on your health! I have almost 3 million health and now I can't win, lol
After a few runs: This one is trickier than Magic Tower. Stat and key management is harder. Monster stats are in the bestiary for all runs after you've fought them once. Goblins suck. Item/potion descriptions would be nice.
I haven't even played this yet and I see what it's doing, and why people are confused. This is a modern take on a very old game called Magic Tower. It's been put on Kongregate in (I think) Chinese as "Magic Tower," and somebody put up an unfinished English translation as "Shiny Tower." The purpose of the game is to strategically attack weaker enemies and raise your power so that you won't be damaged when you attack stronger enemies. It's a really fun concept once it clicks.
Would be nice to see a visual representation of in-game upgrades, like stars. Some bugs that make things unclickable (like the path in the lower right of the main screen), but otherwise good. Triple mount SMGs mulch everything.
I had not thought of that. I'll think something up and implement it. Until then, I've increased the matter cost of dual and triple mount modules to compensate for the double and triple damage potential. Thanks for the comment!
For us who are still playing the unbroken version: It might be nice for the buff cards to stack in a different way other than by time. I've got like six hours of x2 production saved up, and the ticks aren't spent in offline or idle mode. Maybe have the buffs stack additively instead of just extending the buff?
So, obviously something has gone very wrong for the people who started up using the cloud save. If you transfer over your old save to cloud, though, everything's fine. Kind of depressing that the error broke the high score list, though
I´ll have a closer look at it. Thanks.
It takes longer to heat up because it raises the maximum temperature of the burn chamber.
That means that it changes the scale of the termometer, you gain even a bit more temperature per second.
Still, you are right this upgrade is currently not very usefull.
Scaling is better, but the tower still bogs down before 50. No idea how someone makes it to 500. You may also want to reduce the "prior level" requirement for the tier 3 upgrades. They unlock at 75, but the 50 prior level requirement means that a balanced player won't be able to train them until 300 or so.
Your updated version 1.01 hasn't loaded. Mine's still showing 1.0.0 - "Dairy" isn't fixed, the numbers appear to be the same, and I don't see this way to sell resources for gold (which would be awesome). It looks like buffs are fixed in 1.0.0 though.
It's its own separate multiplicative DR value. So if you have 50% DR from defense, and then 20% from being at half HP with Tough Body, you'll take 50% * 80% = 40% damage (or 60% effective DR)