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*"Typo" correction request:* To add either '%' symbol or word 'percent' to the FSM description :-)


log2(48765) is about 15.57356, and as one can see it's the percentage by which it's increased, not a flat number of divinity that is being converted or something else :-)
Edit: P.S. I sent ticket about Redcapitalist's post on previous page and looks like now we can see it :-)
Kong's flagging system sometimes gives false positives for newer people, especially when the numbers and some symbols appear in the post, which is often hardly avoidable for some games that require doing some math.
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Looks like these two tooltips are inconsistent and contradict each other, as one says 2 hours, while the other one suggests 6 times 15 minutes = 1.5 hour:

https://puu.sh/D1tZ0/0eb6d332c6.png
Also, If I feed chocobear with chocolate, will his 33% boosts be increased additively or multiplicatively?
I.e. increasing boost by the flat 50% value (33%+50%=83%)?
Or every boost will be increased by 50% of the boost's value, i.e. 33% + "33% of 50%" = 33% + 16.66% = about 50% ?

https://puu.sh/D1Hr7/c67d7cbdeb.jpg
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Suggestion: a breakdown, where all your clones are at. placed somewhere you can always see them.
i find myself often looking for my clones and going through all of the tabs to find them is a bit annoying.
a list like (maybe only showing when hovering over your clone count?):
x clones in physical training
x clones in skill training
x clones fighting monsters
x clones fighting pets
x clones building monuments
x clones on planet
(hope this is the right place to post this)
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additional idea to pets: raid content, kinda like dungeon but single boss with combined up to 4 parties (maybe 2-2-3-3-4) (aka ub for pets), minimum to unlock: do two dungeons with 6 pets on each party simultaneously (aka 2 parties, 12 pets)
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> *Originally posted by **[raven0ak](/forums/2874/topics/437745?page=37#13074653)**:*
> additional idea to pets: raid content, kinda like dungeon but single boss with combined up to 4 parties (maybe 2-2-3-3-4) (aka ub for pets), minimum to unlock: do two dungeons with 6 pets on each party simultaneously (aka 2 parties, 12 pets)
I seem to recall seeing that Ryu was receptive to the idea that maybe somehow some of the enemies from the special fights tab could make an appearance as special bosses for the dungeons. Perhaps something like your idea could be how that could be handled. (At least those enemies give a few ideas to start with. I think there could be more besides them.)
"4 parties" though? Unless / until he adds more the limit is 3 parties. So that was an odd point to mention.
That would be interesting to see how things could play out with an army of dungeon-trained pets taking something on, though.
And you're suggesting a formation (presumably with a bunch of modifiers related to placement, like a far more advanced version of the front row / back row distinction in the dungeon parties) that's 5 rows (2 each in front two rows, 3 each in the middle two rows, and 4 in the back row - 14 pets in total, ie two and a third dungeon parties' worth of pets)? Or is that not what the string of numbers there was supposed to mean?
I think that this is barely scratching the surface of what would go into the feature if he actually uses it, though.
Does sending pets out in a raid party lock them into that task for some time like campaigns / dungeons / crafting do? Or could this be something that's handled more directly with a turn-based battle system like UBv2 fights and like the manual special fights? And how often can we send them on raids? (Metered respawn based on getting a certain number of points from regular dungeon bosses (stronger depth gives more points than weaker depth)? Or just a timed respawn like we have with UBs? Or only one kill per rebirth like we have with UBv2s? Or some weird mix of all of those?)
What does a raid boss do that isn't already done by a regular dungeon boss? Maybe the fights have multiple stages where the raid boss changes its tactics (uses different abilities), perhaps even changing its element. Maybe they can throw down traps that would need to be disarmed to avoid penalties (wide enough variety of traps that even with all the extra party inventory slots you wouldn't be able to carry tools to counteract everything - and perhaps some traps are just unavoidable no matter what you do anyway).
What if the raid party's formation was flexible instead of just being one thing? Assuming a turn-based battle, perhaps one possible option from the commands we can give is that we can tell them what shape formation to use for the next round of combat. (Or maybe that's the full extent of our input, with the pets deciding their own actions when its their turn.) Each different formation would have bonuses and penalties making it strong against certain types of enemy behavior and weak against certain types of enemy behavior. Almost like a rock-paper-scissors type of game, but with something like 5 or 7 or 9 different options instead of just 3 options. Depending on the personality of the enemy you're fighting and depending on the rules for the current stage of the fight, sometimes there may be obvious signs telegraphing their upcoming actions well enough that you can choose an appropriate way to counter them and sometimes the signs may be a lot more subtle and sometimes they may try to mislead you or they might even act randomly.
What rewards could we get out of completing raids?
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> *Originally posted by **[MuljoStpho](/forums/2874/topics/437745?page=37#13075065)**:*
> > *Originally posted by **[raven0ak](/forums/2874/topics/437745?page=37#13074653)**:*
> > additional idea to pets: raid content, kinda like dungeon but single boss with combined up to 4 parties (maybe 2-2-3-3-4) (aka ub for pets), minimum to unlock: do two dungeons with 6 pets on each party simultaneously (aka 2 parties, 12 pets)
>
> I seem to recall seeing that Ryu was receptive to the idea that maybe somehow some of the enemies from the special fights tab could make an appearance as special bosses for the dungeons. Perhaps something like your idea could be how that could be handled. (At least those enemies give a few ideas to start with. I think there could be more besides them.)
>
> "4 parties" though? Unless / until he adds more the limit is 3 parties. So that was an odd point to mention.
>
> That would be interesting to see how things could play out with an army of dungeon-trained pets taking something on, though.
>
> And you're suggesting a formation (presumably with a bunch of modifiers related to placement, like a far more advanced version of the front row / back row distinction in the dungeon parties) that's 5 rows (2 each in front two rows, 3 each in the middle two rows, and 4 in the back row - 14 pets in total, ie two and a third dungeon parties' worth of pets)? Or is that not what the string of numbers there was supposed to mean?
>
> I think that this is barely scratching the surface of what would go into the feature if he actually uses it, though.
>
> Does sending pets out in a raid party lock them into that task for some time like campaigns / dungeons / crafting do? Or could this be something that's handled more directly with a turn-based battle system like UBv2 fights and like the manual special fights? And how often can we send them on raids? (Metered respawn based on getting a certain number of points from regular dungeon bosses (stronger depth gives more points than weaker depth)? Or just a timed respawn like we have with UBs? Or only one kill per rebirth like we have with UBv2s? Or some weird mix of all of those?)
>
> What does a raid boss do that isn't already done by a regular dungeon boss? Maybe the fights have multiple stages where the raid boss changes its tactics (uses different abilities), perhaps even changing its element. Maybe they can throw down traps that would need to be disarmed to avoid penalties (wide enough variety of traps that even with all the extra party inventory slots you wouldn't be able to carry tools to counteract everything - and perhaps some traps are just unavoidable no matter what you do anyway).
>
> What if the raid party's formation was flexible instead of just being one thing? Assuming a turn-based battle, perhaps one possible option from the commands we can give is that we can tell them what shape formation to use for the next round of combat. (Or maybe that's the full extent of our input, with the pets deciding their own actions when its their turn.) Each different formation would have bonuses and penalties making it strong against certain types of enemy behavior and weak against certain types of enemy behavior. Almost like a rock-paper-scissors type of game, but with something like 5 or 7 or 9 different options instead of just 3 options. Depending on the personality of the enemy you're fighting and depending on the rules for the current stage of the fight, sometimes there may be obvious signs telegraphing their upcoming actions well enough that you can choose an appropriate way to counter them and sometimes the signs may be a lot more subtle and sometimes they may try to mislead you or they might even act randomly.
>
> What rewards could we get out of completing raids?
True, would need more parties available; prehaps not bad idea overall especially if we get way more pets and more pet dungeon content.
Number were meant for how many parties are used per stage, of 5 stages but now to think, having more advanced formation for em could also be nice, maybe even synergies between adjacent slots
As I see it, having fight be active and manually controlled would be preferable, aka way ubv2's are for player.
Raids maybe on 24h cooldown independed from rebirth (would be prehaps overkill to add honoring to wow raid times and 7days cd)
Raids being more active manual engaged content with specialised rewards and added challenge; prehaps every increment on ladder adds more bosses per raid and each boss having variant stages (so you'd need be bit extra prepared and more mindful of initial setups)
It could be flexiple too and as raids would need multiple teams, each team could also work with tag team style.
Rewards wise, unique consumables, legendary gear (prehaps artefacts you can equip one per pet, upgarde by collecting same type artefact and demolish to pet stones once max ranked or something along the lines), special pets and maybe special materias to evolve pets one step further (or boost dungeon class of pet into prestige class, maybe even on choice between two prestige per base type, like supporter focusing more betwene heal and buff or buff being more offensive or defensive; defender focusing more on survival or more on offence, assassin focusing more on direct dmg or adding debuff, mage focusing elemental effect or proc single dmg)
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Minor bug since todays update: The warning button for "Pet hunger below X%" does not redirect to the pets page anymore. Probably has to do with the move to an own "Pet" menu.
(Checked only for 50%, just guessing about the other percentages)
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Minor Bug: On the Build>Create screen, & when in Next At mode 1 or 2, the mouseover for the creations shows the wrong number to be created.
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Is there a possibility that Ryu82 can give us an idea of what will happen in the future? This forum seems to be quite "inactive" right now. I think the developer is on summer vacation. Will there be an update soon? New animals? New challanges for low level players?
Maybe some new ingame purchases?
Ryu82 please give us an update.
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> *Originally posted by **[Phoenixmerlin](/forums/2874/topics/437745?page=37#13159829)**:*
> Is there a possibility that Ryu82 can give us an idea of what will happen in the future? This forum seems to be quite "inactive" right now. I think the developer is on summer vacation. Will there be an update soon? New animals? New challanges for low level players?
> Maybe some new ingame purchases?
>
> Ryu82 please give us an update.
There's an update in beta on steam right. 4 new pets and a new challenge and several random tweaks. The speed stat can let pets get in an extra action or two per turn. The pet screen UI was tweaked to display dungeon levels. You can pay GP to drain dungeon or class xp from a pet (half gets saved / half gets lost) into a common pool that you can use to power up any pet you want, and that pool also naturally gains a small amount of xp alongside what you earn in dungeons. The update should go live after he draws art for the new pets and goes over whatever bugs people report from checking out the update early.
(Edit: Oh... That new challenge is not a low level one though. Think UPC crossed with NRC and using dungeon activity instead of the item campaign to boost the pets' power against the gods. Boss kills provide a boost, and higher depths are worth more of a boost. I think it gets into P.Baals as well instead of stopping at Baal.)
Anyway, yeah, discord is the place to keep up with what he's up to right now / what he's planning for future updates.
Skimming discord a bit for some of Ryu's posts there... I see some mention of him toying with an idea for gems that can be socketed into pet equipment to add whatever new stat boosts you want on them. (Adding some flexibility to gearing.) He said (about a week ago) that that's a maybe for the update coming in 2 or so months. I'm not sure if he's settled on how exactly he's going to handle that... It sounds like they could be new dungeon drops, or they could be crafted by an alchemist, or both. And the crafting process may or may not make use of excess crystals from the crystal factory.
I think he's mentioned at some point that he does still intend to implement something like the spacedim idea that was suggested on discord a while back. (I think the idea is more than a year old now. The suggestion had been that it would be a shop for a variety of permanent bonuses that you could pay BP for. It'd be a very small gain with each purchase (making it something to keep farming over the long term) and it'd be gated so that different options can only be purchased if you've killed certain P.Baals and the better / more interesting options would require higher P.Baal climbs (encouraging that players don't just speedrun early P.Baals))
Let's see... Yeah, he mentioned a couple months ago that spacedim is planned for December this year at the earliest. Although I don't know how close he's actually going to make it to the original suggestion... Oh, looks like he was debating with himself whether to handle it with BP alone or to have BP just purchase "light clones" and use those new clones to make the spacedim function. I also see him saying that spacedim will be intended to buff rebirths that are 12+ hours long. Another comment he made is that it might have both a temporary (current rebirth only) part and a permanent part for the buffs that it gives. From these comments, I'm guessing that the idea he's got in mind would have light clones assigned to spend time leveling up upgrades which would function sort of like the beards in NGU Idle. Of course that's just a guess and there's still time for him to change his mind about any of it before he actually works on it.
Looks like UBv3s may be a thing at some point, but not before the release of spacedim.
Also keep in mind that in the time between ItRtG updates he's probably got plans for finishing the release of ICE on steam and working on his next new game. He doesn't only do this.
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request btw to add improved campaing cancel into pet stone shop (maybe price like 500k stones but still being another way to get it beside cash currency)
also, just noted but undines stages have way better stickman art than real art, actually best pet art is stickman failed undine arts (thus suggestion to be able to select art option per pet, because only undine looks good on stickman art)
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an unrelated point to the above discussion. does anyone know if past event pets are going to be in future events or are they token only after the event is over?
cupid
rudolph
chocobear
pumpkin
question
ghost
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He has nothing automated in the system for events (the code for each event is patched in to start it and patched out after it ends), so no guarantees of anything. But so far when coming back around to events again he has re-created the event with its previous pet plus a new one added.
Take note though that Cupid is in as a permanent part of the game, not as an event reward or a token pet. You unlock Cupid by defeating Eros. He added Cupid to the game during the run of the first Valentine event but it was never a reward for the event.
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For future events I will change it a bit. I might add a new pet for new events, but you can't earn the new pet from it like previously. Instead you can earn a pet token. This means the player can decide if he wants to get the new pet with the token or a different one.
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> *Originally posted by **[Ryu82](/forums/2874/topics/437745?page=37#13198671)**:*
> For future events I will change it a bit. I might add a new pet for new events, but you can't earn the new pet from it like previously. Instead you can earn a pet token. This means the player can decide if he wants to get the new pet with the token or a different one.
Great idea, but does that mean the event pet is only buyable during the event?
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No future event pets will always be buyable with a token. Events just are a means to get it for free.
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Currently, when I give a pet a fav campaign and also set hate campaign to all. This pet won't be auto picked for its favourite campaign. Wouldn't it be better for the favourite campaign to "overwrite" the hate all? That way we can easily group pets into the growth, item,... chambers.
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nvm, found the "Bug report" button, sorry
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I'd hope to see more purely for dungeon content focused pets. at moment we have (classes listed only by how bonus/evo is, not whats most ideal use of it):
ghost-neutral rogue (bonus for dungeons, evo for dungeons)
elephant -fire tank (bonus for dungeon, evo for dungeon)
frog -water support (bonus for nothing, evo for dungeon)
anteater -earth blacksmith (bonus for blacksmith, evo for blacksmith)
bee -wind alchemist (bonus for nothing, evo for alchemist)
gold dragon -neutral alchemist (bonus for neutral, evo for alchemist)
chameleon - anyElement anyClass (bonus for dungeon, evo for dungeon)
and ofc our hybrid water rogue undine (bonus for dungeon+campaing, evo for dungeon)
so what I'd like to see added to roster:
water/earth/wind tanks
fire/(water)/earth/wind supports
fire/water/earth/wind assassins
fire/water/earth/wind mages
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> *Originally posted by **[raven0ak](/forums/2874/topics/437745?page=37#13293289)**:*
> I'd hope to see more purely for dungeon content focused pets. at moment we have (classes listed only by how bonus/evo is, not whats most ideal use of it):
> ghost-neutral rogue (bonus for dungeons, evo for dungeons)
> elephant -fire tank (bonus for dungeon, evo for dungeon)
> frog -water support (bonus for nothing, evo for dungeon)
> anteater -earth blacksmith (bonus for blacksmith, evo for blacksmith)
> bee -wind alchemist (bonus for nothing, evo for alchemist)
> gold dragon -neutral alchemist (bonus for neutral, evo for alchemist)
> chameleon - anyElement anyClass (bonus for dungeon, evo for dungeon)
>
> and ofc our hybrid water rogue undine (bonus for dungeon+campaing, evo for dungeon)
>
> so what I'd like to see added to roster:
> water/earth/wind tanks
> fire/(water)/earth/wind supports
> fire/water/earth/wind assassins
> fire/water/earth/wind mages
So basically, what you're saying is that you want all of the fun of risk/reward we have in making dungeon teams - picking and choosing certain pets to use despite campaign bonuses - and you want it to be so everyone has the exact same dungeon teams? Pass.
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Regarding the pets talk in the last couple posts, I just hope we can continue to see the introduction of new pets with more unique quirks, dungeon-related or not. Special mechanics beyond the baseline game mechanics. Like how we've already got:
* Ghost (debuff dungeon enemies instead of attacking them)
* Afky Clone (scaling campaign bonuses)
* Nightmare (uncapped GP campaign, although the cost is that it weakens campaign performance of others in any campaign it goes into)
* Gold Dragon (growth bonus to all pets when fed)
* Otter (gives you crafting/evo materials when fed)
* Pumpkin (chance to find chocolates when it's in the food campaign)
* FSM (scaling divgen boost and (when it's in GP campaign) doubling output of GP campaign)
* Elephant (burn effect placed on dungeon enemies that attack it)
* Book (doubles your character's attack and nullifies crits from enemy gods, and it gets free class changes)
* Anteater (scaling bonus for its crafting if it's a blacksmith)
* Pandora's Box (multiplier for all total results in any campaign it goes into)
* Chamelon (always counts as correct element for any dungeon traps/events)
* Lucky Coin (chance for it to deal extra damage in dungeons, scaling drop chance bonus makes it effectively be dual-classed as rogue with whatever class you make it)
* Chocolate Bear (saving up credit through food campaign / chocolate feedings for time with higher bonuses when it goes into other campaigns)
* Undine (that whole crazy sequence of crafting steps to make and improve it)
* upcoming pet that's he's mentioned on discord (will apparently be able to turn the "nothing" item that Otter sometimes drops (and that alchemists can make) into chocolates)
Having gone through and listed them out, that's a lot more of them than I thought there were. (And did I miss any of them?) Still, it's neat to have the oddballs like that mixed into the roster.
I wonder what else could be introduced that could give off a "dual-class" kind of vibe like the Lucky Coin does?
I guess the Elephant kind of already fits, in a way. If you expand that to count other abilities that synergize well with a class instead of just copying the class ability. (Elephant's ability synergizes best with defender class but you could still see it happen any time Elephant happens to get attacked no matter what class it is.) Following that line of thought, what if there was a pet with an ability where any time a pet in the party receives healing (whether that's from a supporter or from a potion) the other pets in the same line will also be healed (receiving a small fraction of the amount)? (This would synergize best with that pet being a healer but it could still happen if it's something else.)
Would be neat if he could retcon some unique things into some of the older pets as well. It doesn't have to always be for new pets. Like maybe for example the Wizard ought to have some baseline ability with chances to deal weak bonus attacks (like 10% chance each for small attacks of each non-neutral element) at random targets each time it attacks in the dungeons (and add a conditional evo bonus so that these attacks happen with higher chance (for the same damage or weaker damage) if it evolves as mage or that these attacks happen with lower chance (for higher damage) if it evolves as anything else. Or maybe the red Dragon could have something similar that's just fire-based attacks but the different random attacks differ in some other way. If either of them evolve as something other than mage class they'd kind of act as dual-classed with mage-like abilities on top of whatever you actually made them into.
Random thought: Could there be some sort of Mimic pet with an ability where instead of using a normal attack in dungeons it copies a random enemy's ability and uses that on a relevant random target at the start of the next turn before picking a new target to copy? So for example if the Mimic is in a team fighting in the Scrapyard and it chooses to copy a Metal Slimy it could then do a single target attack against an enemy or it could guard an ally. Or if it chooses to copy an Angel Slimy it could then do a single target attack against an enemy or it could heal an ally. For the Ghost Slimy it could do a scare effect just like the Ghost pet. Depending on the enemies available for each different dungeon and each different depth, instead of those abilities it could also copy multi target attacks or it could copy buffs. The interesting ones would be cases like the Unstable Slimy (explode attack) or the Oozing Inventor (summon new allies) though. I suppose the explode attack could be a risky one with collateral damage hitting the team as well. But I'm not sure what the Mimic could do when copying a summon ability. Maybe it makes copies of random members of that dungeon team and the copies don't attack but they become extra targets that the enemies could end up targeting instead of the real ones (low HP so they fall in one hit)?
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I can't wait to see futurefutureiiiicaniiiiiiicaniiiiicaniiiiiiiicaniiiiiiicaniiiiicaniiii
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