Recent posts by Subtlewolf on Kongregate

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Topic: Dungeon Rampage / Farming/Leech Bots?

I have reason to believe that farming Bot’s are more prevalent. The game’s grind heavy nature is becoming more stressed with the price of keys here and especially facebook, with the advent of the Pyro, and upcoming legendary chests, and the speculated price of new classes being incredibly expensive. More frequently I am finding a character sitting there swinging their weapon in an unusually well timed manner. Last one was Vampire Hunter named Christian swinging a sword every 2 seconds, without fail. Upon luring mobs to Christian, he/she continued to swing at the very same rate until death, after which Christian stayed in that spot, no response, or leave until I had nearly finished the stage. This has been happening more and more often as of late. If anyone else has seen this, please post so we have a better idea of how big this is.

 
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Topic: Dungeon Rampage / Dungeon Rampage Stat Library

Star Stats (under construction, you will see it develop as I fix it up.)

Each class has a given star rating for Attack, Defense, and Speed which can be seen in the tavern, more about the tavern at the end. This star rating should not be taken at face value as the end all be all rating, rather it is a generalized idea of each classes potential. *In light of recent testing a few things should be noted. All classes were taking equal damage, which leads me to believe that the defense rating is more of an endurance or health rating, how many hits does it take to die, rather then damage reduction. The attack potential is far from accurate as a given potential, most disparagingly the Pryomancer. Rangers are also being touted as another OP class, high movement speed, access to healing scrolls and speed scrolls, and the star of her repertoire, the Powershot. Speed seems to be a measure of the classes potential once move speed is upped, as with the Ranger and the Samurai. The Chef’s three star speed is barely noticeable compared the the other two star speed classes.

*Affirming what skullhead51 and I found about the attack power stat each class has that can be upgraded, it seems that the increase is negligible compared to the bonus of maxing all of your other stats. It appears that each point in shooting power, melee power, etc. only add’s a very tiny increase to damage. Considering the incredibly high power of weapons later. More hit points, mana, even defense seems so far to actually be the better choice. Anyone with informatino regading the power stats through higher levels, and max, tested and retested for clarity, would be greatly appreciated.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Update

Troubleshooting thread didn’t help. I have the most recent java, and 2 older versions. I have enabled and disabled them in every combination. Doesn’t matter. Deleted them and reinstalled Java, still didn’t work. I have this same issue on another laptop, and a computer that I tried it on. I love this game, but I seem to be unable to enjoy it any longer. By the way, morespecifically about that white screen. once it freezes on the white screen, if I leave it, or close the tab, it crashes. Every time. Without fail.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Update

Fantastic! But um…in the meantime, the game won’t load, I get a white screen after the ad is finished, and that’s it. I can’t play, even though I really want to. Did you take it down? If not, does anyone have any suggestions? I miss playing this awesome game.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Ideas

Basically, combine both wiki’s. Yea, that was early in the morning, and I was overly tired, I should not have been posting at that hour. If I post again, it will be appropriately laid out…mostly, but at least easier to read and understand.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Ideas

^ sorry for the block of text, meant for it to be a bit more pleasing to the eye.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Ideas

To Karma000, and the devoted player base developing the other wiki…why not combine them? Karma000, you have a nice layout, and the pictures and basic info, the players are inputting the specific details of each and every skill, and then some. Why now combine what already is into one comprehensive layout, save a ton of time, and make it look great all at once? Create a new link with the understanding that the artwork and such is Karma000’s etc etc, the rest is voluntarily submitted by the players etc. etc., to which have a combined total effort would keep it updated. This game has serious potential, but it’s still to, well, rough in some key ways, that are being addressed, but regardless, this would be a boon to everyone. Saving Karma time, and helping to get players involved in the process, which is essential to the development of any game. Understanding the finer points of a game, from multiple perspectives, not just a devs, or the dev. team is essential, we’ve helped, but I know we can do more. Also, kudos to Karma for coming into the chatroom and discussing the game with us, the players. Certainly since the game is still so small in current size (player base, and required invested time etc.), it is more feasible, and later this may not occur, but for now, thank you. Another note Karma000, this game is consistantly, and constantly being compared to Final Fantasy Tactics (the original is the king!) <—-personal, and general opinion.) perhaps if you have yet to explore it, I would suggest you do so…and I have a strong sense of nostalgia to play it again, because of this game. Keep it up! I have bought some rad in support of this game, I’m not a whale by any means, but if this game grows, I’ll definitely toss in a few more coins to keep help out! note Nuance is lost over the net, I simply mean this…I support this game, and it’s potential to grow into something far larger. If it sputters out and dies, whatever why or widdershins, well, it does, but if not, and it burns nice and hot, here we are! Let’s keep it alive and thriving!!!

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Vote for next major feature!

1.) Storyline/content
2.) Gauntlet
3.) Arena

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Conversation Paths: The Little Push

Hmm…thought that was going to help bring it to the front page. This is a useful thread, so if there is a way to keep it on the forefront for ease of access, I would support doing just that.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Conversation Paths: The Little Push

Bump!

 
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Topic: Freefall Tournament / Design Your Favorite Class

All comments and critisism accepted, spelling and grammer errors aside. Damage and and damage mitigation, parhaps a 50% reduction in damage during rage mode, and perhaps a 25% damage mitigation normally, otherwise called Armor. Each point of Armor negates 1 point of damage. Later Armor upgrades can change this. So the Natural armor of the Tank and the Juggernaut can be higher the say the Scout which would have a low natural armor rating…the armor is due to the thickness/type of armor worn, maybe that can be integrated with shielding, so that Shielding and Armor can not only be seperate forms of prtection, but can be synchronized. More on that later.

 
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Topic: Freefall Tournament / Design Your Favorite Class

Juggernaut.

600 hp
500shield

Primary Weapon: Fists of Fury. Short range punishing, pummeling attack that follows the nearest target with slight movements.
Lock on: allows cooridinated follow through with attacks, and allows combos.
Later add ons can be Gloves, Knuckles, and Nuuclear, Fision, Combustion, powerd bolts overlaying your knuckles. Etc.

Secondary Weapon: Rage mode. Hard hitting, 200%, 100% speed boost. Hp is 250% recover rate, shield 0% recovery rate. Still uses up close pounding.

Q: Bull Rush, Charges toward the target with a boost form a jet back on the back. Cooldown the same as the Tanks, damage equal to 1.25% melee attack. This allows for more mobility, though the class is still slow, and the abilitly to at least give chase to some other classes.

Jump is the same as Tanks, though can be used to glide, or hover for a short time if already in the air, great when used with a charge to give chase, or run away.

E: Instead of an F-Bomb, it creates an Aoe explosion centered on the Juggernaut. Pushback and stun related to class, ie, lighter classes will bepushed further back, and onlyl the lightest can be stunned, Scout, posttibly Tech* Testing to be sure.

Primary weapon deals 50 per swing at about .5 swings per second, in a combo of up to 3. The third swoing creates a chockwave that can stun on contact. The AoE damage is half of the primary damage. The shockwave can stun light targets, or slow medium/heavy targets.

Secondary Rage, all out offensive with no regard to defense.

Overall this is a purely offensive unit, with no range. Can be taken down at a distance with ease, but up close quarters, this unit will wipe you out. Great with a tank and tech, for holding a point. Otherwise, this unit is susceptible to faster units with longer range…which is just about any other class. It has it’s niches, and has potential for more. Pure melee, and brute force. Emphasise on burtality. Perhaps a Grab and Pound, or Grab and Throw feature would be suitable, throws target unit into environment Or throws environmental object like crates, which will have to have damage and respawn calculators…or anything else applicable.