Apparently summoners' swords get one attack after the summoner's death. I ignored the swords b/c they were going to *poof* when i killed the summoner, but I was killed by the swords after he died to my attack. There were literally 0 enemies left on my death screen.
A fire elemental's living fireball was in a square next to me. I tried to move away from it, and it instantly exploded without me even moving. No idea what happened.
Just logged on to find my progress deleted. I had finished the second realm back when the content ended at that point. Has this happened to anyone else?
Just ran into a glitch where a castle's titan casino charged me 4 gold every time I pressed the button without letting me play the game. Thought the browser was frozen or something until I noticed my poor money going down :(
HEY DEV! Here's some issues going forward: 1::Autobuyers fail to activate when manually prestiging, waiting to die to prestige is annoying, and activating/deactivating 4-5 autobuyers on separate tabs is annoying. I suggest that there be a separate prestige tab that shows how much your multiplier will increase for each prestige level, allowing you to choose which one you want. 2::Your level skip algorithm is broken. It needs to check whether you have the damage to demolish a floor before it skips said floor. 3::As prestige points become more and more plentiful, stat points on heros become negligible and the # of heros actually HURTS your game b/c each attack eats up time. It would be better to have 1 attacker and 1 tank than the bajillion hero slots that prestige upgrades/forced upgrades on later floors give you, once you get so far that a x20 multiplier from having 20 DPS is negligible compared to 10^xxxxx multiplier from each prestige.
Until you fix floor skip so it actually takes into account the power levels of the floors we're skipping, can you just give us an option to choose how many floors we want to skip? Or just turn it off?
Combat also seems to be inexplicably slowed from levels 5-13. Every time I start a run, it blasts through level 1 in a fraction of a second, meanders through level 5/9 at speeds I'd expect from level 40, then suddenly starts going at normal speed once I jump to 13.
I just counted auto-prestige taking around 40 seconds to do 450-ish level ups in each stat in layer 1. It's much quicker than doing it in single level ups, but still, there seems to be something that is in dire need of optimization regarding how auto-prestige calculations are done. I'm guessing the game tries to recalculate the stats or refresh the text graphics after every single point is placed, and I would suggest making the game instead wait until you exit the prestige screen to perform these actions.
When I click the level up button on one of the layer 1 prestige stats, it takes more than a tenth of a second for the game to calculate the result. FOR A SINGLE LEVEL-UP. How the heck does it take this long???
And luckily I've paid attention to those who are having trouble with high level floor skips and avoided buying them, but the fact that the floor skip algorithm skips you past high-exp floors and onto unbeatable ones also needs to be fixed.
There's no manual multi-buy(as far as I can tell) and the auto upgrade function dumps all your points into exp. I am doing 80+ upgrades in prestige layer 1 every few minutes. It's gotten to the point where i need to enable one buyer on one stat and do a few runs, then switch to the next, because autobuying multiple at once won't work and clicking is too slow. This needs to be fixed!
The autobuyers tend to pile all the points from left to right. Right now my next exp buy is x26 to x27 for 676 points. My next healing buy is x14 to x15 for 196 points. Health and damage are both at x17 to x18 for 289. If you don't want to look into allowing priority control on autobuyers, why not just make it buy cheapest first?
I just noticed my cleric doing something really weird. I was pushing near the end, and I'd kill the last enemy before my cleric would die. He'd still have to heal himself twice to get up to full health, but instead, he'd attack. He has basically no attack power. This makes no sense.
You say the Anti-Monster Square(AMS) man follows monsters if the monster is in visible range, however, when the AMS man watches a monster within line of sight turn a corner ahead of it, the moment the monster is no longer visible, he says SCREW THIS and turns in some random direction instead of following where the monster went. AMS man is a mentally challenged hunter.
Hey thanks for the feedback. It's a bug.