beni got downvoted because he accused the dev of plagiarism when in fact both games were made by the same 3rd party tools, rpg maker; clearly someone that uninformed, dare i say stupid, deserves the downvotes. swift daggers, maybe some ppl were hoping to not share so that strat wasnt nerfed although I did tell the dev shortly after tower 20 was released and probably why the goliaths are mostly immune to status. last thing for esh, im not sure which xbow w/ 2 actions youre talking about?
change didnt affect the mages at all, they had about 480 mp and rarely got close to running out; tokki also had about 480 and now has 205 w/ triple costing about 16. i basically had to turn off his skills between mug being broken and triple running him out of mana so quickly. In contrast, last patch he got low if i continuously spammed in 7 and 8, but before that he was fine. triple is/was also needed to kill the 8 boss healing orb otherwise dmg is too low and it will never die. I dont understand what youre saying about giant and having too much mp. i thought melee got a nerf of more than 50% to mp and no reduction in skills cost. Think I'm 1 of the more active players and I'm basing this on average of 10-12 skill lvls
next update will fix it. For mana I changed the formula a bit, still experimenting. Giant should have less mana later on. Or might put their skills higher mana cost, ideas welcome but before late game character are always full mana why trying to fix
re: scrolling map would be really nice and/or an autopath to stairs button [once found]. the lagging and missing i've experienced on a crappy win xp computer running chrome; side note, main pc runs chrome fine. Long story short on that 1, when the comp is taxed the magic ball attack misses and goes over the target's head resulting in no dmg, no red number of any kind. melee attacks make the animation but also dont show any numbers.
re: jack, run a tokki and 2 maetels, stats are maxed tokki blacks at 21/35/23/23 maetels 21/27/21/33 equips are 11-13 and weps are +13s; our gear choices are near identical except i went w/ shining helms for more def/end stat, roughly 500hp ea and 170ish def, highest is lvl 41 lowest is 37. also only upgrade necks to 4-7 because theyre pointless to make higher
re: stealing, the higher lvl skill lets you deal dmg and steal at the same time and seeing how the best combination seems to be 2 mages for aoe and spell dmg and choice of physicial, either giant for aoe or tokka for mugging/multi hit, think the meta choice is the stealing monster, so no real loss there. only issue atm is that the mug command broke w/ last patch, does no dmg atm. Also disagree w/ pots=progress, youll eventually lvl gear up to have 95% resist poison/magic and reroll chars to have max endurance from lvl 1, im sitting on toons w/ about 500 hp and roughly +11-13s across the board. The bottleneck is literally not enough gear to try to enhance higher (even buying out from shop)
ya will fix stealing next update thx for reporting it. The formula will change soon and mana too. Will take your comment into account, still need to balance game.
loot filter w/ auto sell please? any chance for a compass type mechanism pointing to next lvl and/or boss(es)? guaranteed boss room generation? last 3 runs to lvl 8, no boss. last request, armory? hard to tell if i've seen all items or not
Its no bug. We did remove the game from Kong a while back due to server costs. This is an "offline" version that doesn't rely on the cloud to save. Have fun and thanks for commenting!
can you please check coding for ability causing items/spells? seems like goliath blades dont work, probably same for the ice armor, the magic ult adds low % bleed, some of the other ults dont apply what they should like full. couple other things, restarting tower to 1 beating f20 will kick you out and force to pay 10k to reenter for 21-25. could be super unlucky but yet to get ancient artifact from f25 after killing him a bunch; got 1 off f20. goliath blade types are dropping w/ a variance of at least 7-9, is this intended? dark lich ai is really odd, sometimes he double aoes 1st turn, other times doesnt take an action the entire match (seems more the 1st in this patch)
Cool new boss but poor thing was freeze/burn/poison and not able to do anything the whole fight. weird difficulty spike compared to the 4 monsters b4 w/ adds and even 1 had a 2nd spawn wave. continuing info dump, goliath ember 90 atk 40 matk 15 stun 40 burn but only 7 slots (think that may be a bug and dropped in tower)
nice start to game, little bit of balancing needed ie lvl 8 heal orb healing roughly 30 hp (yes i have killed it b4), but bigger issue is the upgrade system; nearing +10s and frankly the amount needed in terms of items + enchant scrolls , drops just cant keep up. theres also clear winners and losers w/ classes such as slimes and golems being nearly useless later on; might also be a good idea to unlock description of locked skills, just so someone has n idea of what they do- those 30+ skills can be a grind
bonte botd thought, sure, his games are fun.....then i played this cell phone rip, yuck! will be skipping this botd, glad his newer iterations improved over this
2 more things, first off, hopefully doing this w/ dev's blessing, location of gold booster: "It is actually hidden in plain sight, go up to the arena building and walk all the way to the left next to the building behind the tree the gold booster is there!".....secondly would suggest to use this thread for bugs/suggestions: https://www.kongregate.com/forums/9268/topics/1781104?page=2
re:killer squirrel completely agree, the tp requirements on aoe spells almost guarantee eating a round of high dmg attacks, control breathing wont matter much if the party member is dead on round 2; game is essentially based around multi hit auto attacks w/ status procs. aoe spells should be redesigned w/out tp requirements, probably designed w/ multi hits and allowed to carry any status proc, not just their innate. seems the only way to balance against melee auto attacks
nice start, but a few major flaws. Since money is scarce and melee is useless (maybe changes w/ skills) you spend on range. Eventually theres an inflexion point where mobs run off screen b4 being killed which just loops them to respawn at full hp until they bump the party to death; at the same time, because of more collisions, range projectiles become less and less useful as they miss more often than not
ahh ok will change mana formula and put it back