Recent posts by BuddyPharaoh on Kongregate

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Topic: Shop Heroes / Pre-crafting using higher quality items

Eh? Pre-crafting is unaffected by having higher quality items. You have the option of using the higher items, or canceling and making the lower items instead. There’s nothing to fix.

If you’re saying you have a plain and a good, and you want to use the good as your precraft instead of the normal… then don’t worry. Using a better precraft has no effect on your finished item. You always want to use the poorest item that still meets the requirement.

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Topic: Shop Heroes / Pre-crafting using higher quality items

Because “you don’t have the needed quality thing”, as you said.

If you need one plain item and you have one good item, the game’ll ask if you want to use that one good item instead.

If you need one plain item and you have one good and one plain, it’ll just use the plain without asking.

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Topic: Shop Heroes / Auto Pre-craft and Permanent Pre-craft

The one-time auto-craft is almost certainly one of the worst ways to spend gems (disclaimer: I’m level 20, after playing about a week, so I lack experience with how easy it might be to earn gems later in the game).

I bought a perma-slot on recommendation by other people in chat.

A few things about how it works:

  • Any time you are able to auto-craft, there will be a button in the dialog you can press to turn it off.
  • If you choose any slot at all to craft, that item requires multiple steps, and your perma-slot is open, you’ll get an option to auto-craft. If you choose it, then your perma-slot gets taken by that object.
  • If you choose any slot at all to craft, that item requires multiple steps, and your perma-slot is not open, you’ll get an option to build a preliminary item instead, as if you had no perma-slots.
  • If you choose your perma-slot to build an item that requires only one (more) step – that is, one that either uses just plain mats, or uses an items you already made – and you have at least one regular slot open, then when you confirm, it’ll be created in one of your regular slots.
  • The only way to craft a one-step item in your perma-slot is to have it be your only open slot.

In other words, your perma-slot is rather smart about making you use it only when you need, and keeping you from using it when you don’t. It is a true convenience feature.


  • You don’t get credit for having made the intermediate items if you autocraft. So if you autocraft a dirk, which requires a knife, and you’re one knife away from mastering knives, you’ll still be one knife away from mastering knives. I’m hoping this is a bug they’ll correct in the future. As it is, I have to be careful what I autocraft – if I haven’t mastered the base items yet, I build it the long way. This is one case in which a permacraft slot has made my UI harder to use.
  • If an item requires two other separate items (e.g. red boots), then you might save time by making the two items (rider boots in this case) in two regular slots and then making the main item. But it’s possible that perma-slots give you a time discount and I haven’t noticed yet.
  • Some autocraftable items are a bigger PITA than others. I really prefer autocrafting Falcon Eyes to manual. Autocrafting a dirk is rather silly by contrast. Remembering which item you’ve got coming up, and whether your perma-slot is going to be open, is a little extra cognitive load.
  • Just noticed this: autocraft gives you no chance to create higher quality versions of intermediate items. This may or may not be a bad thing, depending on what you want. If you want great / epic / legendary versions of intermediate items (to equip, sell on trade, or grind for achievements), then autocrafting can hurt you. OTOH, if you have limited resources and you’re crafting two intermediates and one of them pops one quality level higher, you might not want the headache of deciding to keep it and make a third item. (I don’t consider this a big problem, but some people might.)

I suspect I’ll only have the one slot for a long time, and not buy a second one.

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Topic: Shop Heroes / Unable to register on Shop Heroes site.

In case the Shop Heroes team is no longer responding to the bugs thread, I’m repeating this here, in case someone can contact them directly.

When I try to register, I have to enter two words seen in a confirmation image. Here’s what I see for the confirmation image:

An internal error occurred: 524710DB85590.A8CB041.DB0878E2

The site told me to send email to the Board Administrator. I tried reporting the above, and got this message:

You cannot send another email message at this time. Try again later.


I have an annoying in-game bug.
I can’t report the bug, due to a website bug.
I can’t report the website bug, do to another website bug.
There’s no reason for anyone at ShopHeroes to even realize anything is wrong.

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Topic: Shop Heroes / Bugs & Issues

- Click the red shield in the shop or inn to get the row of heroes.
- Click on one of the heroes to open their detailed view.
- There should be arrows on either side to quickly scroll through hero details. But sometimes those arrows disappear, and I can’t get them back without reloading the entire game, only to have the arrows disappear again fairly quickly.

This is not all.

I tried reporting this bug on the ShopHeroes site. But to do that, I had to register. When I try to register, I have to enter two words seen in a confirmation image. Here’s what I see for the confirmation image:

An internal error occurred: 524710DB85590.A8CB041.DB0878E2

The site told me to send email to the Board Administrator. I tried reporting the above, and got this message:

You cannot send another email message at this time. Try again later.


  • I have an annoying in-game bug.
  • I can’t report the bug, due to a website bug.
  • I can’t report the website bug, do to another website bug.
  • There’s no reason for anyone at ShopHeroes to even realize anything is wrong.
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Topic: Tap Adventure / Progression

This isn’t the situation I see.

You’re correct that the next hero or hero star unlock is a big leap in DPS, but the next level up on that hero is going to be the same leap, and the next, and the next, etc. For example, if you’ve unlocked 3 or so heroes and your total DPS is around 10K after leveling up the 3rd for a bit, then unlocking the 4th hero may now be your big jump, adding, say, 20K. Then leveling him will add another 20K; each level on him will add roughly another 20K. (Actually, it ramps up a bit, but not by much.) After a while, each level up will not be enough to beat the next big boss, and at that point, unlocking hero #5 (or getting star 2 on #1) will be your next big jump.

Overall, in the wave 30-350 stretch, I tend to level up the latest hero to level 10 before I see total DPS not growing that much; at that point, it’s sometimes the case that level 11 will cost about as much as unlocking the next hero or star. So progression goes pretty much like that: unlock, level to 10, repeat.

However, by the time I’ve gotten that hero to level 10, the gold I’m earning is high enough that that next unlock is available within a minute or so. (Disclosure: I’ve been playing a couple weeks; my global gold earning is up by 250% or so, I think.) So progression is fairly steady until the wall in the mid 300s. By that point, I’m starting to have to level heroes to 50 or 100 to get to the next star, and the price is high enough to require waiting more than a few minutes. At that point, I buy 1-key chests to bump DPS up enough to break into higher waves with more earnings, and leave the game running a few more minutes.

Alternately, the mid-300s is prime time loop territory – loop it, upgrade artifacts, and go back to steady progression, or push high and get more runestones. The choice is up to you. Eventually I expect artifacts to be burly enough to make those walls passable without spending keys.

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Topic: Tap Adventure / Tired of watching timers count down...

You would’ve needed an artifact that was available for a limited time, in order to upgrade all health at once / even while dead. If you have that artifact, you’ll see a party upgrade panel in your hero upgrade interface, just below the top panel that upgrades magic damage.

Without that artifact, you’re not screwed, but you will have a fair bit of micromanagement facing you. At your point, you have two options:

1) Reset with a time loop, and don’t let your heroes get behind on health next run. (See below.)

2) Try to drag yourself out of the ditch by watching for when your heroes are about to revive; as soon as they do, click their health upgrades several times until they’re stable. The health upgrade should always be the second upgrade for each hero; the first will be their overall level.

Optimal health for each hero is probably dependent on how much taunt and dodge you have on various heroes, but I don’t think it’s worth sweating that that much, and instead go with the following:

1) Upgrade the defender / conqueror so that his health level is equal to the boss wave that’s coming up
2) Upgrade the other heroes until their upgrade cost is exactly the same as that of the defender / conqueror.

I then make small adjustments. If the def / con has taunt, I put him one level above the rest. Over wave 120 or so, I keep him about 5 levels above the number of the upcoming boss wave.

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Topic: Tap Adventure / Bugs and issues in game

Guerrilla’s health item is “Amunition”; should be “Ammunition”.

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Topic: Bush Whacker 2 / Andaho was here...

You’re all overlooking the easy suspect here.

juandiego did it himself, and is trying to stir up something! That stirrer!

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Topic: Crusaders of the Lost Idols / Gold-O-Rama

You very nearly stated it yourself – if you stack it with click-o-rama, that’s 10 clicks/second * 1% gold/click, or 3 free mobs’ worth of gold… every 30 minutes.

Which, in the grand scheme of things, is indeed pretty worthless. If you’re gold farming, it’s like warping forward in time by the amount required to spawn three more mobs, which should be a couple of seconds. Probably less, since you’re likely to spend much of that time waiting for a new spawn unless the mobs are so tough that one of them is chewing your panda’s head off and costing you gold. There’s no way to ensure treasure chest mobs during that point, or boss monsters.

It’s a broken skill in the useless direction. The only value I see in it is when it’s needed for a daily quest – spam it, ignore it otherwise, pick up your rubies, and move on.

The only reason I suspect CDE hasn’t fixed it, is that they don’t yet know how to fix it in a way that is simultaneously interesting, non-game breaking, and in the spirit of an idle clicker.

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Topic: Crusaders of the Lost Idols / Optimal Formations.

Originally posted by brichards719:

Im using an interesting one right now.

1. Empty
2. Jim, Hermit
3. Natalie, Lion, Khouri
4.Princess, Nate, Detective, Panda.

It would be possible to get a little more damage but my gold would drop significantly.

This formation would do a bit more if you swap Khouri and Lion. (Khouri wants to be near as many people as possible. Also, make sure your two best DPS in the back row are next to him.)

This is still doing less for me than “standard hermit”:

Princess Lion Natalie Kaine, Jim Khouri Hermit, Sasha [], Panda

but to be fair, it’s doing only slightly worse, and now the front row is getting healed.

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Topic: Crusaders of the Lost Idols / Report a Bug v 2.0

- Switching formations “breaks” abilities.

I don’t know if that’s what I’m seeing, so just in case:

If I drag Merci into the formation, Alchemy becomes available. But if I switch to a saved formation with him in it, Alchemy remains unusable.

This renders saved formations completely useless for me.

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Topic: Crusaders of the Lost Idols / Bunny Guide

This has since gotten much easier. I beat Run Away last night in maybe 4 hours of on-and-off play, with 200 idols, and maybe 5 or 6 chests opened for gold boosts to speed it up whenever I hit a wall.

I ended up with Endox’ formation in the other thread: Princess / Kaine / Panda, Artax / Khouri, and Hermit in front. On the way there, though, it’s worth it to buy the other crusaders and even upgrade them 2-3 times, enough to keep the DPS pushing you to the higher levels where the gold is better. (My Hermit, for example, doesn’t overtake Nate until the Hermit is around 500.) In hindsight, if you’re willing to rely on chests for gold, you don’t even really need Kaine or Panda, and can focus on higher DPS, but if you decide to leave the game running for a while, or you run out of chest gold, they come in handy again.

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Topic: Crusaders of the Lost Idols / Optimal Formations.

Actually, there is a reason to hoard chests: namely, when tackling the objectives where you have to work with a sub-standard formation. It may be faster to save chests to turn up gold cards to pump your crusaders’ DPS and finish the objective, and then get back to the main sequence, than it would be to use chests ASAP for gear upgrades and then idle in Run Away, etc. for days on end.

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Topic: Crusaders of the Lost Idols / Suggestions

Originally posted by ReelaX:

One button to toggle raw dps WITHOUT formation? Just to get who is realy the strongest! :)

There’s a “Base DPS” line in the tooltip that I think is supposed to convey this.

At this point, I continue to long for one that says not base DPS, but base DPS per gold for the upcoming level (or 25 or whatever). I can do the math, but it’s slower.

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Topic: Crusaders of the Lost Idols / Amount of resets for Area 100

I got to 100 on my second run, but this was partly due to my schedule requiring me to leave the game for longer than is probably optimal. Took a day, perhaps.

If Sasha eventually works better in the 3-man, who ends up in the 4-man? I imagine you’d swap the princess out to the 2-man for… Khouri perhaps? Kaine eventually gets pretty buff as well. I’ve not yet had good results with WW or Hermit, despite having plenty of gear for them and the 4x pump. I can’t effectively take advantage of their positional buffs.

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Topic: Crusaders of the Lost Idols / Suggestions

Current problem I’m seeing with crusader interactions is that there seems to be One Main Standard:

  • Princess Natalie Kaine Artaxes
  • Jim Nate DPS
  • Khouri Sasha
  • Panda

All tweaks due to what equipment drops seem to give minor variations to the above, at best. No matter what, it looks like you’ll be taking Princess, Artaxes, Jim, Sasha, and Khouri in every formation, Natalie and Nate for anything mid-game, and Kaine and Panda in every gold formation, with maybe a Whacker config to get over a boss hump. There ends up being one DPS spot for Werewolf, Hermit, Jason, Gryphon, Sal, Phoenix, Reginald, Thalia, or Merci.

Note that I’ve only reset once so far, so maybe equipment has more impact later, including in certain campaigns.

But overall, I feel like there could be more done with crusader position interplay, and tweaks to existing crusaders:

  • As long as multipliers stack, it’ll be hard to get Khouri / Sasha out of the second row, meaning Gryphon’s defense will never shine.
  • Phoenix’s death ability only helps on bosses, but never really helps enough – if he blows up, you’ll probably wipe anyway.
  • Thalia’s and Jason’s targeting skills only help if something busted through the guy in front, and if so, wipe is probably imminent anyway, and Jason doesn’t even scale well enough to be worth keeping.
  • Jason’s “theme” might make more sense if he’s able to make his DPS more effective in ways that rely on him to be hiding. For example, double his damage to enemies within melee range.

Other new crusader abilities I’d like to see, include some standard methods to keep this from becoming a dry “minmaxing DPS/coin” exercise:

  • extra effectiveness at long range (whether this means far side of the screen, or meleeing the front while you’re in the back, or some combo)
  • knockback
  • area of effect
  • damage types (fire / air / earth / etc), monster types
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Topic: Crusaders of the Lost Idols / Suggestions

+1 for saving formations, and filtering achievements.

I would like to see cost/dps in the tooltips above crusaders.
I would like shift+ctrl+arrow to shift the crusader picks 3 to the left / right.
I would like the ability to macro certain skills together (e.g. clickorama, goldorama, simba’s pride).

I would even go for a crusader whose skills involve making your UI more convenient, if you spend the gold. I’m not even kidding. I would pay in-game gold to make my UI more usable.

Defeating the autoclicker=win problem could probably be done by making clicking much less effective unless it is done directly on a critter (bonus: auto-crit if it’s on a crit spot on the critter). I know of no auto-clicker that could auto-detect what to click on here (although I could be missing one).

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Topic: Crusaders of the Lost Idols / Rubies question.

One answer just got added a la the latest version: daily quests award rubies. That’s the only way I know of besides campaigns, but at least it’s endless.

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Topic: Crusaders of the Lost Idols / WillBrace's Guide to the Best DPS

This next part is a roughly weighted value for each character based on their % compared to one another. Multiply each of your DPS gear with your EP for each of these characters, then multiply the value below. The character with the highest number is your best DPS. Party DPS refers to the party DPS item of that character

By EP, do you mean a function of both enchantment points (EP) and experience (XP)? In other words, (1 + 0.25*EP + 1*XP), per the bonuses I see currently reported?

Edit: nvm, it looks from the examples like you’re figuring EP only – perhaps XP is held constant.

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Topic: Bush Whacker 2 / Sensible requests for improvements /changes to game

As an achievement hound, I could really go for something to organize the dozens and dozens of achievements visible in that screen. As it is, I apparently have to click the down arrow 20 or so times to see the ones at the bottom (which, ironically, I seem to be making most of my progress in).

Groupings I’d like to see, even if they overlap:
- gems
- fishing
- shopping
- slot machine related
- event-related (and per event within that)
- completed
- no progress
- partial progress

Alternately, or additionally, a way to order achs by how recently you made progress in them.

And to repeat something I’ve seen elsewhere: I, too, would like to see larger awards for the harder achs. And retroactive awards would be icing on the cake.

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Topic: Bush Whacker 2 / IN-GAME FRIENDS LIST - How to get your friends there

(Does it count as thread necro if the post is stickied?)

Related question: if I just want to see the friends on my Kong list that actually play BW2 – that is, I don’t want to send certain BW2 requests, etc. to friends from other games – is there an easy way to do this?

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Topic: Bush Whacker 2 / Add Me Thread V3

I guess I’ll give this game a go. Level 8 so far; I expect I’ll hit 15 at least and try farming. Feel free to add me.

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Topic: War of Omens / Development

The lead dev didn’t just have a child; as I recall, he also left for other pastures. If so, then there was a lot of shakeup in that respect.

Nevertheless, a fifth faction would be cool, and the indication of it is itself a good meta-sign.

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Topic: War of Omens / How Miracle works:

Originally posted by catpaw:
Originally posted by Zabotinski:

Actually, given that Miracle has an algorithm that decided which card you get based on your specific situation, keeping track of the results isn’t very productive.

Please explicate said algorithm

That’s just it: there are significant obstacles in the way of Zabo or any other player explicating said algorithm. Namely, we can only guess what the algorithm is using as inputs, and there are a lot of possibilities, and so there are a lot of things to control for when running tests and gathering sample data. Off the top of my head:

player health
difference between player health and foe health
ratio between player health and foe health
amount / diff / ratio for player / foe gold / food / skulls / magic (i.e. 12 factors)
cards in play
diff in cards in play between sides
allies in play
total health of allies in play
total attacks possible from opposing allies at turn start
opposing interceptors in play
cards in bank
non-coin cards in inventory
total cost of non-coin cards in inventory+play
number of times Miracle has been played this game (is your God vengeful?)

This is 25 factors. deathbestow and JulianaK have a fine framework for gathering data if we assume Miracle is entirely independent of game state, but since Zabo (as I recall) is a beta tester and presumably has special knowledge of how cards are implemented (and this might even have been publicly disclosed by a developer AFAIK), we can reasonably assume game state matters… and none of their data suggests that they recorded data on any of the 25 factors above.

And even if they did going forward, that’s a lot of tedious work. Even if we take an educated guess that some of the above factors are unlikely to be important, and collapse many of them due to the same data applying for each (you manage the Block of Twelve simply by recording eight values for each Miracle play), you’re looking at several thousand plays required, each with a lot of required record keeping, before you’ll start to see certain factors being adequately controlled.

It’s a fascinating question to research, though, I’ll admit. Just for the experience.