Recent posts by LordBucket on Kongregate

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Topic: Idling to Rule the Gods / Where are monument upgrade rebirth bonuses applied?

Originally posted by Fortegs:

Are you telling me you’re correcting the game designer on its own game ?

After reading what he wrote a second time…no, I’m not correcting him on his game. I’m correcting him on his phrasing. When he says the rebirth multi is applied to the base value of each monument…that sounds to me like the multi is applied to monuments. But it isn’t applied to monuments. But then he says later on:

The multiplier muliplies your achievement, god and statistic multipliers.

I think when he says that it’s “applied” to monuments, he means that the value of the monument multiplier is applied to the rebirth multi for whichever stat is applicable. For example, if you have a Mighty Statue upgrade rebirth value of 1, that doesn’t mean that your actual rebirth multiplier is multiplied by 1. It’s 1 times the base monument multiplier.

But saying that the rebirth multi is applied to monuments is not an entirely intuitive way of phrasing that. Which was exactly my confusion when I first posted this thread. I thought that the upgrade rebirth multi for monuments would apply directly to monuments. As in, if you increase your monument upgrade to 20, on your next rebirth, that monument would be stronger. It isn’t.

So when he said:

It is applied to the base value of each monument.

Do you see why I misunderstood his phrasing?

 
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Topic: Idling to Rule the Gods / Where are monument upgrade rebirth bonuses applied?

the rebirth effect of upgrades is applied to your stats at rebirth. Watch your rebirth tab as you complete your fourth monument and you’ll notice a very sharp jump.

Tested and confirmed: they’re applied directly to your rebirth multipliers the moment you get them.

It is applied to the base value of each monument.

No, AjnaSahasarara has it right. It’s a bit unintuitive, but monument rebirth multipliers don’t affect monuments at all.

 
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Topic: Idling to Rule the Gods / Where are monument upgrade rebirth bonuses applied?

Every fourth monument upgrade up to 20 increments a “rebirth” counter on the mouseover text of the upgrade. After having upgraded my Mighty Statue upgrade to level 20, which resulted in a (Rebirth: 5) counter…I’ve now reborn, and killed gods up to Poseidon, so I can upgrade, and I’ve built one Mighty Statue monument.

The effect bonus of my Mighty Statue is still listed as (1 + 1 x Count), which is the same value it was on my previous rebirth before upgrading at all.

Is this a bug? If not, where is that monument rebirth mulitplier bring applied?

 
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Topic: Idling to Rule the Gods / 1/5 stars

Originally posted by XJoschYZ:
Savegame issues with PC crashes are a common and rather well known problem of Unity based games.

Absolutely bewilders me that anyone codes in unity. It’s the most awful, unreliable, slow and ridiculous framework of the decade. It has low market penetration, and requires a third party plugins that by default are blocked in major browsers. And for the cost of the full “doesn’t suck” version of the coding environement, you could buy six years worth of subscription to Flash.

Why do developers insist on paying more for a lousy, slow, laggy, buggy framework solely for the sake of reaching a smaller audience?

It’s crazy.

And then, once they have this 3d-capable monstrosity that burns up a third of your CPU cycles, they use it to make idle games with nothing more complicated than static images and textboxes. Look at all the idle games lately. They’re all written in unity. It’s bizarre. It’s like taking an old, rusty 70’s moon rocket and burning millions of dollars of fuel to fly to your next door neighbor’s house.

Devs of the world…please stop using unity. Nobody likes it, and you’re hurting yourselves by restricting your market and falling for the ploy unity uses to trick you into paying thousands of dollars to get the “real” version once you’ve wasted your time learning to code with it.

 
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Topic: Swords & Potions 2 / Where did my shop go?

everything’s gone

I submitted a bug report. Was told that inactive accounts were deleted, and there’s nothing they can do about it. So if your game is gone, it’s gone. Poof! Apparently saving a couple megs worth of storage was more important to them than keeping a couple thousand players happy.

 
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Topic: Swords & Potions 2 / Reporting Bugs & Issues

Came back to check out the new pvp system, and my game has been wiped. Game asked me to make a new avatar and is now offering to show me the tutorial.

As you can see from the kong high score if you scroll the image to the right, I had a 56 fame store. All gone.

 
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Topic: Swords & Potions 2 / Where did my shop go?

I haven’t played in a while, but I was part of a private town. Did they start deleting saves for inactivity?

I’m not willing to start from scratch again.

Same here. Had a highly established shop, now completely gone. Game asked me to make a new avatar, and is giving me the tutorial with an empty shop.

 
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Topic: Clicker Heroes / How much Souls until i should Reset on the first Run t

Aim to beat area 120 and ascend with either 5 or 6 hero souls from hero levels. That’s either 10,000 of 12,000 hero levels.

Anything much past that is unlikely to be time efficient for a first ascension. Sure, you can do it, but the time it takes to get to area 130 for the extra gilding and grinding gold to get a whole extra 2000 hero levels is probably going to be enough that you could be halfway through your next ascension. Go ahead and do area 125 for the primal boss if it has one, but don’t stress too much over it.

 
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Topic: Clicker Heroes / Hero Soul Skill System

I propose replacing the fixed Hero Soul bonuses with a skill system.

Things you could buy with Hero Souls:

  • Percent overall dps boost (1 HS per 5%, no cap)
  • Percent click damage boost (1 HS per 5%, no cap)
  • Percent gold boost (1 HS per 1%, no cap)
  • Improve chances of chest spawn (Start at one in 100 spawn chance, then 1 HS per point of change, down to a minimum of 1 in 20 spawn chance)
  • Bonus critical click chance (I suggest removing the hero skills that affect this and instead have a default zero percent chance of a crit, with a cost of 1 HS per point per 10. For example, to increase from zero to 1 or 1 to 2 all the way up to 10% chance costs one HS. Then from 10 to 11 costs 2, 11 to 12 costs 2, etc all the way up to 19 to 20 costs 2. Then 20 to 21 costs 3, etc, all the way up to a cap of 100% crit chance.
  • Extra critical click damage multiplier (Maybe start at zero bonus crit damage, then +10% per HS. Have to be careful with the math here. For example, 100% chance of 18 times damage is a LOT of damage. But both crit chance and crit bonus damage don’t need to be super expensive. since they affect each other.)
  • Percent boss health reduction (Maybe 1 HS cumulative per percentage point of decrease. 1 HS to reduce boss health from 100% to 99%, 2 HS to reduce from 99 to 98%, down to a minimum of 50%. Some careful consideration might be required here, since at present gold rewards are tied to heath.)
  • Increased boss kill timer (1 HS to increase to 31 seconds, 2 to increase to 32, etc. No cap.)
  • Unlock heroes ( I suggest locking heroes at the point where level 120 becomes the highest “realistic” area to clear without dark ritual grinding, then have a cost of either 5 or 10 HS per extra unlocked hero.)
  • Give every hero one “final skill” that requires hero souls to unlock (Activation? Click damage?)
  • Faster monster death animations (Every HS reduces animation by 10%, down to a minimum of 10%. This would takes DAYS off the time to get the monster and boss kill achievements.)
  • Reduced skill cooldowns (Either overall bonus, or separately per skill, depending on how the other things listed here are implemented.)
  • Gold at start of game

Other ideas:

  • Unlock skills (meaning some wouldn’t be available at all on the first game clear. Implementation of this would depend on how hero skills were implemented after the change, but remember that the activatable skills could be expanded to take up a second and maybe a third column.)
  • Unlock zones (mutually exclusive with some of the other suggestions, but one possibility)

Also, to complement the above, change Hero Soul rewards to be based on highest level of boss kills rather than hero levels. This rewards progression rather than ctrl-click spamming heroes. This also removes the annoying part of the game having to carefully not overspend on one hero before an ascension lest you get stuck having to wait for the gold bonus skills to cool down. I suggest making every boss from are 100 on be a Primal boss, and remove HS rewards from hero levels. This way, a first-time ascension is worth about 4 hero souls and a player has to (realistically) unlock additional heroes to be able to reach higher levels to get more per ascension.

 
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Topic: Tyrant Unleashed: General / Web Client Feedback

Why did you guys use unity for this? There are a lot of people who refuse to play anything made with it. It’s slow, buggy, requires a plugin, and generally most things made with it are bad.

Also, the massive “click me!” design is a major turn off. Every game I’ve ever played that used it was an awful money grabbing pit of suck. The method is a deliberate marketing ploy to condition people into doing what they’re told without thinking, and it seriously annoys a lot of us.

TU gives a very bad first impression.

 
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Topic: Tyrant: General Tyrant Discussion / farming tips

Removed. Didn’t account for everything.

 
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Topic: Tyrant: General Tyrant Discussion / Silly Cards...What's Not Filling Your Collection?

Blood pool.

I have 1023/1567 cards. I’ve maxed all faction reputations, I’ve completed every achievement in the game, and every raid except epic jotun. I’m ranked #750 on the fansite with over 90% total game completion.

And yet somehow I’m missing blood pool. From gold packs. I think it’s even an original gold pack card, not one of the ones added later. And it’s not even a legendary card. I have all the gold and enclave legendaries.

But not blood pool.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

I think though, you should definitely not bother with traits in the first couple of fields

For people without premium this is absolutely awful advice.

I’m wizard level 50, total xp is 591,124. I’ve unlocked 13 fields total.

Of my 591,124 xp…327,471 of it is from field F. The starter field. More than half my total xp is from doing the thing you’re advising people to not do. There is absolutely no way I could be as far as I am if I weren’t spending shadow cores on traits on easy fields.

Even without orbs

What does the orblets trait even do? And does it take shadow cores?

I dunno why every single map has been quite easy for me

I"m guessing it’s because you have premium. And I suspect this whole game is going to be “oh, it’s easy! Just do this!” for people with premium while everyone else has a miserable time.

I highly advise getting premium.

I have kreds ready and waiting. Can’t use them on armor games.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Confirmed. K4 unlocks Glaring difficulty:

Yay. Now I can burn 224 shadow cores per field instead of 112. : /

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Originally posted by Takiza:
I got this 85 million score(again, by Gc0 standards, so 85K xp as shown

We’re talking about Gemcraft 2 in this thread. There is no “score.” You’re multiplying your xp by 1000 for no reason.

Max Haste, level 1 mana lock, max orblets.

Orblets aren’t an option for non-premium. And unless they’re free for premium players, two level 7 traits would cost 56 shadow cores.

More if you think you can take higher level Mana Lock.

Again, shadow cores. Put mana lock to 7, and you go from 56 to 84 shadow cores. Yes, sure you can do that. You can even go higher. But how long does it take you to get that many? And later on you’ll unlock even more traits. I spent 112 shadow cores on traits the last time I did a level for xp. And if you’re going to invest 100 shadow cores into a field, you may as well invest another 100 for the rarity boost to be efficient. It’s wasteful to not. So now we’re talking over 200 shadow cores to do a level.

Personally I’m only receiving about 10 shadow cores on a typical level. Yes, sometimes more. Sometimes less. 10 is typical.

So we’re talking about grinding a minimum of 5 and as many as 20 levels in order to enhance traits on one?

I’m only having problems with one level, K1….since someone said Glaring is in the K sector, I guess it’s a higher level one?

He said he thought but wasn’t certain that glaring was unlocked on K4. Which I can’t yet confirm. But note that one of the locks on K4 requires that you have the beam skill from D4.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Originally posted by Oktavia_witch:

If you are using cores to max traits, you are doing it wrong.
Better to play normally with only 1 point in each trait, that way you get bonus exp and still gain cores, instead of wasting them in looming F fields.

Are you premium or non-premium? If premium, how much xp are you getting from endurance runs? Because when I spend only a couple cores to like you’re describing, most levels are worth 2-5 thousand, and the most of any level I’ve done so far is under 10k. Even fields that I can barely do like A3 nd A4 with 40-50 waves and ~50 hp start values are typically 6-9 thousand xp. Maxing shadow core expenditures on easier fields has gotten me over 90k xp on a level.

And either way…investing shadow cores into battle traits appears to be the only way to get good talismans. Take a look at the drop rarity range on any field, then spend 100 for the rarity booster, then max all your battle traits and check again. For me at my wizard level, boosting traits gives about the same benefit as the rarity boost for similar cost. If I’m going to spend 100 shadow cores anyway, I may as well get boosted xp from it too. And if I’m spending 100 shadow cores at a time I may as well do both for a third tier talisman rather than second tier.

I don’t see any way out of the spending lots of shadow cores problem. There’s no way I’d made it as far as I am without spending them.

That cost me roughly 300 shadow cores. 112 for battle traits, 100 for the rarity boost, and the rest upgrading it to level 4. And I got it from field F2 which also gave me 77,000 xp. Compare to I6 for example, which I spent only the 1 each like you’re describing on, which ended up giving me only a trash drop ~3000xp.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Originally posted by EpicLeinad:
Replaying easy levels with high haste and beacon storm trait with the strategy of only investing the mana gem bombing your orb, I guess it was kinda OP since it did a lot of damage, they patched so it no longer does damage.

Doesn’t get around the shadow core problem though. I’m to the point where it’s 112 shadow cores to max a level’s battle traits. Was that really all that abusable? I’d think it wouldn’t work on any level with giant waves, meaning pretty much tile F only which has very low xp values. 6 battles, 100 shadow cores each, so sure…spend 600 shadow cores for maybe 10 easy wizard levels. Did that really need patching?

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Originally posted by EpicLeinad:

24 Hours into the game and they
already patched the only good non-premium way of easy experience, sigh.

What was that? I haven’t refreshed. If there’s an easy way to get xp, let me know.

Also…since my last post I tried experimenting and spent 100 shadow cores on field F6, played the whole thing on slow over like 40 minutes and got 90,000xp and 4 wizard levels out of it. I think afk macroing shadow cores is going to be the way to go here.

each level seems to have 3 spots for lights and beating it normally gives you one light. How do you get the other lights?

I haven’t unlocked whatever it is, but I’m guessing it’s the difficulty setting. If you check near the upper left of traits when you select a map, there’s an option for “Looming” and the achievements list glaring and haunting as other (presumably unlockable) options. Though I think haunting is premium only. Don’t know what unlocks glaring.

I have about 30 levels unlocked, I’m at wizard level 25…and the levels now are just nuts.

It gets worse. I’m wizard level 41 with 39 fields unlocked. Start doing achievements. Only one skill point each, but they add up. I’m at 125 skillpoints from achievements out of 275 unspent. That’s almost half my starting mana from achievements. You pretty much need them to survive.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

Originally posted by Gremlion:
Skill points passively increase your initial mana. More mana – better gems at the start.

It’s so little, though. It’s like 6 levels worth of skillpoints to get a grade 2 gem. The game was clearly balanced for premium players with endurance. Those of us without endurance mode need to spend shadow cores to get more xp on a level. It’s incredibly discouraging to look at a level and see that if I spend ~50 shadow cores and beat it, it will give me enough xp for half a wizard level.

I did eventually get past H4, but I did it by farming F1 for talismans and shadow cores to level them all up. With a 50% damage bonus to reavers and 16% to giants, it was much easier. And then 20 minutes later I was stuck again. Without endurance if I want to get stronger it’s difficult to do that because of the skillcaps. Sure, I can spend 100 shadow cores over several levels to get a couple wizard levels, but most of the time all that gets me is a couple hundred extra mana at the start of the match. I’m up to 1600 mana at match start now. Do you really think starting with 1800 is enough to make the difference between winning and losing a match? Even if you say yes, do you see that grinding easy levels for shadow cores in order to do hard levels for an hour to give me that 200 extra mana is not the most fun thing in the world?

I think shadow cores for level difficulty was a mistake. For non-premium players, it pretty much means either lots of very tedious grinding, or afk macroing. Do levels with no shadows cores once the first time to unlock map tiles, then get stuck unable to advance and go back and do it again spending maybe 5-10 shadow cores for enough xp to open to be able to advance, get stuck again, go back spend 25-50 shadow cores, come back again when you have more traits unlocked…then again when you finish the game and you’re trying to max everything and you’re easily spending hundreds and hundreds of shadow cores on a single level? I realize this whole mechanic was intended to give players incentive to get premium, but I’ve already found myself needing to grind shadow cores just to get where I am, and it’s looking like that’s going to happen more later on too.

Especially the way traits and trait caps are slowly unlocked. I can already imagine doing the same level with none, the 5 then 20 then 50 then 100 then 200 then 400 shadow cores, along with all the all the afk macroing that will be needed to get all those shadow cores.

I think you stuck because you don’t use your “Bolt” spell effectively.

No, bolt and now freeze are the only things allowing me to even finish most levels now. In original gemcraft, the winning strategy was to use pure gems. If Chapter zero, the winning strategy was to use red/orange supergems in traps. In labyrinth, it was to use yellow lime in towers and amps.

So far as I can tell in chasing shadows the winning atrategy seems to be to micromanage spells while on pause.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

How are you supposed to progress in this game? I’ve been stuck unable to do H4 in order to unlock M1 or E6 for ~3 hours now and I’ve only been playing the game for 6. I’ve been spending shadow cores and angering waves to grind up levels…from level 20 to 26 now, but I’m not getting any stronger because of skill level caps. And doing acheivements just gives me yet more nearly worthless skillpoints I can’t spend. Are we seriously supposed to grind shadow cores and random drops here?

It looks to me like this game is designed to be afk overnight macroed.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

It’s here.

http://armorgames.com/play/15760/gemcraft-chasing-shadows

Be forewarned, the and the loading screen take a while.

…also, it crashed for me within the first few minutes of play, which is not encouraging. : /

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

It amuses me somewhat that the top google search result for “armor games gemcraft chasing shadows” is this thread rather than the armor games thread.

 
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Topic: Kongregate / [Feature] Kongbot Gameplay Service - Feedback Appreciated!

Ok…this is an April Fool’s joke. I’m sorry. I didn’t get it. I thought this was real. My bad.

Well, played, kong. I totally fell for it.

 
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Topic: Kongregate / [Feature] Kongbot Gameplay Service - Feedback Appreciated!

Originally posted by IAmTheCandyman:
Feedback Appreciated!

I frankly don’t understand why this exists. The whole point of kongregate, is that we come here to play free games. Look at your logo in the upper left. “35,115 online playing 83,251 free games! Kongregate.” But now with kongbot, instead of playing free games…we can pay to NOT play games?

I…don’t understand.

Here is it again on the kongbot page:

The goal of kongregate is to be a place to play free games…so you’re trying to charge us to not play games?

What kind of doublespeak is this? I just don’t know what you guys were thinking on this one.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

No Gemcraft today.

Last I heard, it was going to be Friday or Monday. Today being Sunday, I suppose Monday could qualify as “next week” but the way they’re phrasing it…sounds like they don’t mean tomorrow.