It would be nice if there were some use for the lesser metals. Sell them for gold or something, trade them up for a higher tier at a huge loss... I mean I hoard them just in case some upgrade will need an obnoxious amount of low tier stuff, but presently they serve no purpose at all. Cobalt has uses. If I found any titanium it would be very useful. Anything lower is meh. Heck, I'd even trade mythril steel and iron into wood if I could even so I could mine cobalt faster.
For anyone who has found titanium, what was the difficulty of dungeon/treasure level that you found it? I upped the difficulty a bunch and what happened for the most part is instead of mostly steel/occasional cobalt I have just been seeing tons of useless mythril and pretty much no cobalt. I have a 33k, 235 difficulty dungeon I am trying to slog through death after death, and I essentially went from the 15k(+-5) ones I could easily finish to 22k(+-5) ones I was having trouble with.
Or is there some other criteria for Titanium that I am missing? Do I have to get to the 100T tier dungeons first?
Since Relics are part of a pool, I wonder if it might be possible to destroy relics so you can get potentially different ones? Of course you might get the same one right back again, but I wonder if everyone has an enchanted saw and tanners table that they just leave off always.
It's not really a pool, it's more a "priority list". For all current relics, when a relic chance is rolled (there's actually two rolls, one related to the quality and one a simple random chance, it goes down the list of relics (with the rarer ones at the top). If the relic is owned or the random chance roll fails (note: only one roll is actually made for each value, it compares the value on each roll), it goes down to the next one, and continues until it reaches the end of the list or until a relic is obtained. Destroying a relic would actually make it harder to get other ones.
Heh I accidentally sent a rogue to do a dungeon then came back and recalled the wrong rogue who was exploring for a dungeon (and 95% completed sigh). Saw it said travelling x seconds and pulled the second rogue...
Well, "cleared" may be a relative term. Adventurers may not have seen EVERYTHING in the dungeon (particularly traps -- there's a 50% chance that if you don't disarm a trap you pass right by it without noticing it...plus there's wandering monsters) -- I may add an upgrade at a later date which provides a map of the dungeon, but it won't be until after I get parties stabilized.
Okay, I closed the window and came back, and it now has the option for cobalt work. It scared me there (that should have come in as an option right when I got the smithy upgrade, not only after an in/out of the game). Of course I am 7.5 Million research short of it....
Hmm, sounds like an update bug (although it should update every 3 seconds regardless...) Keep in mind Cobalt Knowledge and Cobalt Work are two different upgrades, the first upgrade allows you to mine cobalt and unlocks the second upgrade.
How does cobalt work? I have had cobalt drops for some time now. I have disassembled some for cobalt. I got the 25 billion for the smithy upgrade and took cobalt work. I am mining some cobalt as well. I have no recipes.
It's randomized somewhat, there's a "priority list" however. And the chances are high enough on the lower end relics that it will generally be the same group right now. In the future, there will be relics that require conditions to be able to find them.
Took after 7 more ornate sword hilts were disassembled. Still at 2/1000 before happening it makes me wonder if there isn't a database error in there. At least it is done.
Actually, I did find a bug -- experimentation wasn't taking into account the breakthrough upgrade, so instead of a 36% chance there it was 20% (it was calculating the chance, then using the original value). Fix incoming. (So the actual RNG chance of 20 straight failures would have been 1.1% with the bug)
Is there something wrong with ornate sword hilts? It isn't a true statistical abnormality yet but I have failed 20% checks about a half dozen times and 36% checks about eight times. Probably at 7/1000 it is still too early to make a comment but it has been annoying... (Not like it has given me any mythril rivets either for armors).
It sounds like RNG being....RNG. Basically on disassemble and experiment, I use UnityEngine.Random.value, and check if that value is less than or equal to the success chance. (In the case where you are disassembling multiple items at once, it actually only does one roll, but increases the success rate to whatever the success rate would be for that many items -- it takes the failure chance to a power equal to the number of items disassembled and subtracts it from 1 to get the success rate)
Is there a story ending? I have all the heroes and am mostly just trying to get them the best weapons they can have as the enemies get higher and higher multipliers.
I am 54/50 waiting. I wonder if that means if you didn't play for say a couple of weeks at the right time if you could get 200/50 waiting... At any rate going over 50 is a bug.
Thusfar I enjoy it -- hope I didn't miss any tier 3 recipes yet. I mean I found life, death, poisonous fire, and poisonous storm(which for some reason doesn't work on guys with lightning affinity).
It's not really a pool, it's more a "priority list". For all current relics, when a relic chance is rolled (there's actually two rolls, one related to the quality and one a simple random chance, it goes down the list of relics (with the rarer ones at the top). If the relic is owned or the random chance roll fails (note: only one roll is actually made for each value, it compares the value on each roll), it goes down to the next one, and continues until it reaches the end of the list or until a relic is obtained. Destroying a relic would actually make it harder to get other ones.