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Hello I’m the developer of this game and now I will post some infos and tips for you.
Most infos you need should be shown as mouseover but if you still have some questions, feel free to ask.
Here is a little spreadsheet with various info about the game: [https://docs.google.com/spreadsheets/d/1PJANSGfZLvlgBSaL0wLvpBeIKuJUYmmyO49ID5U42HQ/edit#gid=949317294](https://docs.google.com/spreadsheets/d/1PJANSGfZLvlgBSaL0wLvpBeIKuJUYmmyO49ID5U42HQ/edit#gid=949317294)
The most important in this games are shadow clones. They are your workers, they will level up your trainings, your skills and fight for you.
Later in the mid-game they can also build monuments and upgrade them for you.
Monuments and upgrades are very important cause they multiply your power by a lot and also increase the mulitplier you will receive after rebirthing.
What they can’t do is creating things and fight gods. That is reserved to the hero.
Important milestones are:
- defeating Diana → unlocks monuments
- defeating Nephtys → unlocks buying creations
- defeating Freya → unlocks upgrading monuments
It is probably best to rebirth after defeating 1-2 more gods than on your last rebirth. Later on it might even be worth it to rebirth after defeating the same amount of gods than on your last rebirth but you should never rebirth if you have defeated less than that.
When you close the game your clones will still work for you but only 2/3rd as much as if the game is running.
If you are offline for more than a few hours, it might be worth it to spread your clones to different options before going offline so you will reach more achievements.
One higher level training / skill will unlock if you do 500\*unlocked trainings/skills. A new skill is always more effective than the last one but it levels up slower. This also means your bonus from statistics for rebirthing levels up slower.
There is also a max amount of clones you should assign to a training / skill / fight. If you add more than that, there won’t be any additional gain. You can see this maximum, when the progressbar is completely black.
When your clones fight monsters some might die after time. But if your mystic power is high enough, they won’t die anymore.
But it still might be worth it to let them die fighting harder enemies before rebirthing to increase your total count after you rebirth.
Later on (about after defeating Athena or Susano o) you might have some money trouble but I’m working on a feature to get more money later.
This should be finished in about a week which should be faster than the time you need to reach this far.
If you encounter a bug or something weird, please report it here or write me a pm so I can take care of it.
That’s it for now. Have fun!
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> *Originally posted by **[Ryu82](/forums/2874/topics/436957?page=1#posts-8498111):***
>
> There is also a max amount of clones you should assign to a training / skill / fight. If you add more than that, there won’t be any additional gain. You can see this maximum, when the progressbar is completely black.
The tooltips are telling a different story than the progress bars. For example the limit for swimmers is 646 according to the tooltip, while the bar turns black at 667.
Which is the correct one?
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The bar is the correct one. The tooltip is a precalculation while when the bar turns black is the real progress.
I will look into it, if I can make them the same.
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I have 35m power level and do no damage to hyperion, when can I expect to beat him?
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No matter, i see reply on comments
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where is the mute button?
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> *Originally posted by **[Ryu82](/forums/2874/topics/436957?page=1#posts-8499750):***
>
> The bar is the correct one. The tooltip is a precalculation while when the bar turns black is the real progress.
> I will look into it, if I can make them the same.
I’ve noticed that I can black bar the first couple fights with only 1 clone assigned. Which stat exactly makes this possible?
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Clones will become stronger depending on your power. So if you rebirth a few times, 1 clone is strong enough to fight easier enemies.
If your mystic power is high enough, they don’t get damage and won’t die anymore. If your (battle power + 1/4 physical power) is high enough, a clone can one-hit enemies so 1 clone would be enough.
Additional Info:
An enemy is attacked every 30 ms. If the combined attack power of the clones fighting an enemy is high enough to kill one enemy every 30 ms, the bar turns black and adding more clones won’t do more benefit.
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> *Originally posted by **[Ryu82](/forums/2874/topics/436957?page=1#posts-8499750):***
>
> The bar is the correct one. The tooltip is a precalculation while when the bar turns black is the real progress.
> I will look into it, if I can make them the same.
I think that what is happening is that as your stats go up, you kill/train faster, and that is reflected in the progress bar moving faster, but the precalculated tool-tip does not change. I find that if you remove one clone and add it back, the tool tip is updated and matches the progress bar. At least this is the case for fighting it would seem. Could recalculate the tool-tip every time the mouse goes over it.
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Couple suggestions:
1. Make previous achievements show a different color than black, maybe orange to show that you got them in the past but not right now.
2. Show formulas for the total clones.
3. Have the number/sec thing update every 30 seconds or so.
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how is divinity gain from killing monsters calculated?
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1 for first monster, 2 for second, 4, 8, 16…
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I can’t do anything! Plz help =(
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You should add a recall all clones button that will return all clones. This would make it easier to shift around clones for different projects.
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> *Originally posted by **[Jonaxan](/forums/2874/topics/436957?page=1#posts-8731686):***
>
> You should add a recall all clones button that will return all clones. This would make it easier to shift around clones for different projects.
I don’t want to rain on your parade, but to be honest, once you start capping skill training you won’t have any use for such a button because you will want to leave those clones and the same about clones fighting monsters (outside of maybe the last one or two, depending on the exact circumstances). As such, once you get far enough it will be easier to simply check the generator, the monuments, and the last monsters (a dozen clicks total, at most), rather than press the button and have to click 30 more buttons (if not even more than that) to set it all up.
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Since it doesn’t seem like anybody else has posted about this – the cap button for monsters is bugged in the latest update. For monsters which require large numbers of clones to cap (somewhere above 2800?) it will bug out and just dump all available clones in.
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there’s also a displaying bug in creation screen: it says “to create 0x [something], you need:”
Obviously there should be 1 instead of 0
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I just started playing the game and think it’s amazing. However there was one thing I was a Little confused about, so maybe you could add it to your welcome post (or maybe Change the tooltip). Its about reducing the cap for skill (via fight → Special). At first I thought it would mean that I can only assign fewer clones (and thus loose Training Speed). It took me a while to figure out that cap actually means “with this number of clones you have the Maximum Speed”
So I thought that using the skills in the fight was a bad thing, although it’s actually very good ;)
(Sorry for the wrong upped/lower spelling. My IE automatically changes some stuff … )
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> *Originally posted by **[Kazeto](/forums/2874/topics/436957?page=1#posts-8732863):***
> > *Originally posted by **[Jonaxan](/forums/2874/topics/436957?page=1#posts-8731686):***
> >
> > You should add a recall all clones button that will return all clones. This would make it easier to shift around clones for different projects.
>
> I don’t want to rain on your parade, but to be honest, once you start capping skill training you won’t have any use for such a button because you will want to leave those clones and the same about clones fighting monsters (outside of maybe the last one or two, depending on the exact circumstances). As such, once you get far enough it will be easier to simply check the generator, the monuments, and the last monsters (a dozen clicks total, at most), rather than press the button and have to click 30 more buttons (if not even more than that) to set it all up.
Early game could still benefit from said button though. No reason to keep a feature out on the sole purpose of ’won’t be very useful later’. Imo, the benefit of ease-of-use during a first impression outweighs the downside of a useless button later.
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I got a question how can somebody find out what the well known code is
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Well you could ask in chat or just google it. It is one of the first results and the one in question should be pretty obvious.
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This post has been removed by an administrator or moderator
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> *Originally posted by **[agrodon](/forums/2874/topics/436957?page=1#posts-8499736):***
> > *Originally posted by **[Ryu82](/forums/2874/topics/436957?page=1#posts-8498111):***
> >
> > There is also a max amount of clones you should assign to a training / skill / fight. If you add more than that, there won’t be any additional gain. You can see this maximum, when the progressbar is completely black.
>
> The tooltips are telling a different story than the progress bars. For example the limit for swimmers is 646 according to the tooltip, while the bar turns black at 667.
> Which is the correct one?
There is a problem with the cap system. Say I have 507 as a cap. I press cap button and I only have 127 clones assigned
to that training, skill or fight. Please advise me if it’s a real flaw/bug or if it’s just me pressing buttons I shouldn’t be in the options :-)
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> *Originally posted by **[Kazeto](/forums/2874/topics/436957?page=1#posts-8732863):***
> > *Originally posted by **[Jonaxan](/forums/2874/topics/436957?page=1#posts-8731686):***
> >
> > You should add a recall all clones button that will return all clones. This would make it easier to shift around clones for different projects.
>
> I don’t want to rain on your parade, but to be honest, once you start capping skill training you won’t have any use for such a button because you will want to leave those clones and the same about clones fighting monsters (outside of maybe the last one or two, depending on the exact circumstances). As such, once you get far enough it will be easier to simply check the generator, the monuments, and the last monsters (a dozen clicks total, at most), rather than press the button and have to click 30 more buttons (if not even more than that) to set it all up.
The problem with this is if your maximums are high and you still have lots of trainings/skills/fights available because you don’t use special battle or auto-battle, it will take a lot of time to take them away, therefore,
> *Originally posted by **[Jonaxan](/forums/2874/topics/436957?page=1#posts-8731686):***
>
> You should add a recall all clones button that will return all clones. This would make it easier to shift around clones for different projects.
is correct for newcomers.
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