Recent posts by Tukkun on Kongregate

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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1723 – Aug. 14, 2015

  • Battle Arena (cont.)
    • Many monsters’ stats are rebalanced.
      • Non–bosses in main path areas now have higher HP and give more EXP.
      • The difficulty of Triangle Land is increased (old monster levels: 5,100 ~ 7,000, new monster levels: 6,100 ~ 8,000). Reward is increased accordingly.
      • The difficulty of Frosty Zone is increased (old monster levels: 1,700 ~ 2,000, new monster levels: 2,700 ~ 3,000). Reward is increased accordingly.
      • Monsters in Pokayman City and Not Copyright Infringement now have higher HP and give more EXP.
      • Monsters in Mystic Path and 9001: Mystic Forest now give more EXP.
      • Monsters in Fairytale Fight–off areas now give more EXP, but your damage multiplier is reduced.
      • Coin and Pixel gains from many monsters are adjusted.
      • Several other changes are made.
    • With the recent changes to the game, “endless” raids became a lot easier than they originally were and gave too high rewards. This made progression too fast with active playing, while idling became nearly negligible. This also widened the gap between end–game players who can score really high in these raids and early–game/mid–game players who can’t. In order to resolve this problem without discouraging high score improvement, a few changes are made.
      • Reward scaling rates in Spooky Crypt, Triangle Hideout, THE MEGABOSS’s Revenge and Endless Dungeon are adjusted.
        • Spooky Crypt – This raid became relatively easy, and the 21x reward multiplier cap was reached too early on. For the more powerful players, this raid gave relatively high EXP, but for other players, EXP gain was somewhat low. In addition, because the reward cap was reached quite early on, it was not very encouraging to get very high streaks. Therefore, reward scaling rate is changed as follows:
        • Triangle Hideout – This raid is difficult and deserves to be rewarding, however, because the reward cap was reached very early on, it was frequently abused for fast and nearly effortless Ascensions. Therefore, reward scaling rate is changed as follows:
        • THE MEGABOSS’s Revenge – Because this raid has a relatively short time limit, players will want to kill as many monsters as possible. Due to that reason, it is not very important for rewards to keep increasing with higher kill streak. However, this raid gave relatively high rewards for its difficulty, and because the base rewards were quite low, weaker players were not able to benefit from this raid. Therefore, reward scaling rate is changed as follows:
        • Endless Dungeon – This raid is difficult, but EXP rewards was negligible on higher floors due to the fact that monsters have way too high HP, and for weaker players who can’t get far in the Endless Dungeon, this raid gave way too little EXP. In addition, the Coin gain rate reduction may cause the rewards from Endless Dungeon to become even more unappealing. Therefore, reward scaling rate is changed as follows:
      • If you have at least one Dominator Gem in your inventory, your Coin stat in the Battle Arena will be increased depending on your best score in Spooky Crypt. You will receive +1% Coin per 1,000 kill streak in Spooky Crypt, up to a maximum of +30% Coin at 30,000 kill streak. This bonus applies even when you are not in Spooky Crypt.
      • If you have at least one Mega Triangle Gem in your inventory, your EXP stat in the Battle Arena will be increased depending on your best score in Triangle Hideout. You will receive +1% EXP per 100 kill streak in Triangle Hideout, up to a maximum of +30% EXP at 3,000 kill streak. This bonus applies even when you are not in Triangle Hideout.
      • More changes to the Battle Arena system will be available in upcoming updates, which add interesting new mechanics and motivate fighting in otherwise unappealing zones.
    • You can no longer use skills by clicking when another menu (such as the Feature Shop) is open.
  • Progress Bar Modules
    • You can now recover multiple Energy at once when using Adventure Time Modules. Extra time from Adventure Time Module will no longer be wasted.

  • A bug where tutorial screens may appear for a brief moment when you enter a feature is fixed.
  • A bug where Awesome Adventure result message disappears too quickly is fixed.
 
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Topic: Anti-Idle: The Game / Suggestions!

Originally posted by phantomwolf13:

Can’t believe I didn’t notice this before, but… wouldn’t it make a whole lot more sense for the attendance screen to look like an actual calendar? You’d just have to make it 7 columns across instead of 8 and make the 1st start on the correct day of the week for each month. Wouldn’t be too difficult to implement I imagine.

EDIT @down: good points. Although I don’t think it would be confusing to just have days attended be lit and days missed (or days in the future) be dim.

The numbers on the “calendar” aren’t actual dates on your calendar, but the number of days you played that month. If you only play once a month on the 15th for example, you would obtain the reward in the 1st tile, rather than the 15th one.

Yup, it’s somewhat confusing, but for now it’s functional and does the job :P I suppose I’ll look into making the system easier to understand and look nicer some time in the future.

 
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Topic: Kongregate / strong arm tactic to get us to kong plus

Yup, I’d say that $30 per year is a totally reasonable amount to donate to your favorite gaming website. It’s like 10 cents per day, which is equivalent to the money they get when you see around 50 ads. If you see more than 50 ads per day, buying K+ would mean that you’re actually taking money from Kongregate to a certain extent.

 
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Topic: Kongregate / strong arm tactic to get us to kong plus

I think I should repost this comparison chart I made some time ago:

Originally posted by Tukkun:

For those who are wondering about AdBlock and K+ and how these money-related things work, the primary difference between AdBlock and K+ is that Kongregate pays the devs when K+ users play, but not when AdBlock users play. So by using K+, you are supporting Kong and game devs while not seeing ads at the same time.

Here’s a quick comparison chart (might not be entirely true, but should be):

The main thing you’re buying with K+ is not the “no ads” or any of its features, it’s that you’re supporting Kongregate and game developers. If you merely want an ad-less experience and have absolutely no intention to support Kongregate or developers, AdBlock is clearly the better option.

Another reason for the high price of K+ is that they have to PAY developers when you play their games, even if you don’t see any ads. So the actual profit that Kongregate gets from a purchase of K+ is far below the $30 pricing (they might even LOSE money if you play lots of games during your subscription period).

 
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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1723 – Aug. 14, 2015

1724 – Rebalancing + Specialized Skills!

Release Date: Aug. ??, 2015

  • Battle Arena
    • You can now see melee weapons’ attack range (distance) in the tooltip.
    • It appears that most early–game craftable equipment (mostly items below Rank 100) are both cheap to craft and ineffective to use, while the next items have costs scale up too quickly, becoming too expensive for their Rank requirement and power. Therefore, many changes have been made to craftable equipment’s costs and stats to improve the overall gameplay flow and make item crafting more exciting in general. In addition, many melee weapons are rebalanced with weapon range taken into account. These changes do not affect existing items.
    • Collector’s Pendant loots have also received according changes. In addition, Collector’s Pendant items are now more likely to get extra stats, because the Crystal of Rarity system made Collector’s Pendant loots very unappealing.
    • A few other looted items have had their stats changed. These changes do not affect existing items:
      • Censor Sword
        • Attack: 700 → 1,200
        • Defense: 0 → 1,200
        • Critical Chance: 15% → 75%
        • Accuracy: 0% → 75%
      • Rain Bow
        • Required Rank: 209 → 248
        • Attack Speed: 12 → 14
        • Accuracy: 0% → 70%
        • Max Level: 1 → 70 (Item EXP per level: 35,000,000)
      • Dummy Sword
        • Required Rank: 90 → 120
        • Attack: 360 → 500
        • Attack Speed: 9 → 10
        • Defense: 40 → 500
        • Critical Chance: 20% → 50%
        • Accuracy: 40% → 100%
        • Sell Price: 250,000 → 10,000,000
      • Carrot Gun
        • Required Rank: 110 → 140
        • Attack: 260 → 400
        • Defense: 40 → 200
        • Critical Chance: 25% → 55%
        • Accuracy: 45% → 110%
        • Sell Price: 500,000 → 25,000,000
      • Treeman Dagger
        • Required Rank: 130 → 160
        • Attack: 440 → 900
        • Defense: 40 → 800
        • Critical Chance: 30% → 60%
        • Accuracy: 50% → 120%
        • Sell Price: 1,000,000 → 50,000,000
      • Rat Tail
        • Required Rank: 150 → 180
        • Attack: 670 → 1,200
        • Attack Speed: 4 → 6
        • Defense: 40 → 500
        • Critical Chance: 35% → 65%
        • Accuracy: 55% → 130%
        • Sell Price: 2,500,000 → 100,000,000
      • Dark Mage Wand
        • Required Rank: 170 → 200
        • Attack: 660 → 1,100
        • Defense: 40 → 200
        • Critical Chance: 40% → 70%
        • Accuracy: 60% → 140%
        • Sell Price: 5,000,000 → 250,000,000
      • Samurai Hat
        • Attack: 50 → 100
      • Samurai Shirt
        • Attack: 50 → 100
      • Samurai Gloves
        • Attack: 50 → 100
      • Samurai Pants
        • Attack: 50 → 100
      • Samurai Shoes
        • Attack: 50 → 100
    • Dragon Slayer Set and Demon Slayer Set’s 6 item bonuses are increased.
      • EXP: +40% → +50%
      • Damage: +60% → +75%
      • MaxMP: +150% (remains the same)
      • Attack Speed: +40% → +50%
      • Damage dealt in Endless Dungeon 1.2x (remains the same)
    • Ultimate Weapon was originally intended as a super awesome end–game weapon, but that has changed with the increasing rate of progress and new additions to the game. Now, Ultimate Weapon can be obtained too early on and is too powerful. In order to rebalance it without affecting overall balance of the game, Ultimate Weapon’s projectile damage is now based on your accumulated Ascension Points rather than a fixed 15% x 8. The base damage is now 11% x 4 at 150 Ascension Points, increasing by 1% x 4 every 150 Ascension Points, up to a maximum of 30% x 4 at 3,000 Ascension Points.
    • Reincarnation Weapon’s projectile damage is changed to 30% x 4 (old: 15% x 8).
    • The knockback system in the Battle Arena is often an annoying concept, penalizing the use of melee weapons and makes things more difficult to balance. Therefore, a few changes are made to the system:
      • Attacks no longer knock monsters back (with the exception of Roundhouse Kick and CHAOS AURA’s special ability).
      • The skill “Super Knockback” is replaced with a new specialized, weapon–dependent skill to allow for more exciting play styles with different kinds of weapons.
        • Ultimate/Reincarnation Weapon – Infinity
          • Deal extreme damage and for a short duration, your MP will remain at maximum!
            • Lv. 0: Power: 4000%. For 10 seconds, MP will remain at maximum. Cooldown: 300 sec.
            • Lv. 30: Power: 10000%. For 40 seconds, MP will remain at maximum. Cooldown: 300 sec.
        • Sword (excluding Ultimate/Reincarnation Weapon) – Multislash
          • Deal damage multiple times in a row, and if the monster survives a Multislash, the next ones will deal increased damage!
            • Lv. 0: MP –7,000. Power: 250% x 3 (1st attack), 300% x 4 (2nd attack), 350% x 5 (3rd attack onwards). Delay: 285.
            • Lv. 30: MP –10,000. Power: 400% x 3 (1st attack), 450% x 4 (2nd attack), 500% x 5 (3rd attack onwards). Delay: 225.
        • Dagger – Magnetic Stab
          • Draw the monster closer to you if it is far away, and chance to knock it back if the attack hits! If knockback effect is triggered, the attack also deals 7 times as much damage and the monster will instantly drop a coin! Knockback chance is halved against boss monsters. Cannot activate against immobile monsters.
            • Lv. 0: MP –7,000. Power: 300%. Knockback Chance: 5%. Base Coin Value: 100. Delay: 285.
            • Lv. 30: MP –10,000. Power: 750%. Knockback Chance: 20%. Base Coin Value: 400. Delay: 225.
        • Spear – Pierce
          • Deal damage to the monster, completely ignoring the monster’s defense and increasing your Ignore Defense stat for a short while!
            • Lv. 0: MP –35,000. Power: 2000%. Completely ignores monster DEF. For the next 3 sec, Ignore Defense +10%. Cooldown: 30 sec.
            • Lv. 30: MP –50,000. Power: 5000%. Completely ignores monster DEF. For the next 3 sec, Ignore Defense +40%. Cooldown: 15 sec.
        • Axe – Threaten
          • A powerful attack that stuns the monster for 3 seconds and permanently reduces its Attack by 10%!
            • Lv. 0: MP –35,000. Power: 4000%. Cooldown: 60 sec.
            • Lv. 30: MP –50,000. Power: 10000%. Cooldown: 30 sec.
        • Hammer – Silence Hammer
          • A powerful attack that permanently silences non–boss, non-ULTRA monsters, stopping them from using skills, magic attacks and removing their ability to rampage or explode! Against silenced monsters, bosses and ULTRA monsters, an extra hit is added!
            • Lv. 0: MP –35,000. Power: 2000%. Extra Hit Power: 1000%. Cooldown: 30 sec.
            • Lv. 30: MP –50,000. Power: 5000%. Extra Hit Power: 2500%. Cooldown: 15 sec.
        • Polearm / Polearm (Stab) – Polearm Spirit
          • Deal massive damage and temporarily increases MaxHP, Equipment Attack and Equipment Defense! Stacks with other buffs, however, the effects will be deactivated if the equipped weapon is changed. Each time a monster is killed, the cooldown time for this skill is reduced by 3 seconds!
            • Lv. 0: MP –70,000. Power: 4000%. For 30 sec, MaxHP +100%, Equipment Attack +250, Equipment Defense +500. Cooldown: 300 sec.
            • Lv. 30: MP –100,000. Power: 10000%. For 30 sec, MaxHP +400%, Equipment Attack +1000, Equipment Defense +2000. Cooldown: 240 sec.
        • Bow – Hamstring
          • Shoot an arrow with a chance to temporarily slow the monster down, reducing their movement speed by 80% for 1 second! After the effect wears off, the monster cannot be slowed again for 0.5 seconds. This effect is considered a status effect for the purpose of Coup de Grace skill.
            • Lv. 0: MP –7,000. Power: 600%. Slow Chance: 5%. Delay: 285.
            • Lv. 30: MP –10,000. Power: 1500%. Slow Chance: 20%. Delay: 225.
        • Crossbow – Trueshot
          • Shoot a carefully aimed arrow that deals high damage and is guaranteed to hit the monster! In addition, Hit Chance is increased for a short duration.
            • Lv. 0: MP –35,000. Power: 2000%. Guaranteed to hit the monster. For the next 3 sec, Hit Chance +10%. Cooldown: 30 sec.
            • Lv. 0: MP –50,000. Power: 5000%. Guaranteed to hit the monster. For the next 3 sec, Hit Chance +40%. Cooldown: 15 sec.
        • Wand – Elemental Bolt
          • Deal extra damage to monsters that have an element. In addition, all elemental stats will be amplified for a short duration.
            • Lv. 0: MP –14,000. Power: 400%. 1.5x damage to elemental monsters. For the next 2 sec, All Elements 1.05x. Delay: 285.
            • Lv. 30: MP –20,000. Power: 1000%. 1.5x damage to elemental monsters. For the next 2 sec, All Elements 1.2x. Delay: 225.
        • Staff – Dispel
          • Deal damage and recover from all status effects at the same time! Deal extra damage if you are unaffected by status effects.
            • Lv. 0: MP –70,000. Power: 2000%. Recover from all status effects. 1.5x damage if unaffected by status effects. Cooldown: 30 sec.
            • Lv. 30: MP –100,000. Power: 5000%. Recover from all status effects. 1.5x damage if unaffected by status effects. Cooldown: 15 sec.
        • Gun – Rapid Fire
          • Fire bullets rapidly! Power is increased by an additional 1% x 5 per Crescendo stack on the monster.
            • Lv. 0: MP –3,500. Power: 100% x 5. Delay: 160.
            • Lv. 30: MP –5,000. Power: 250% x 5. Delay: 100.
        • Claw – Absorption Shuriken
          • Throw a special shuriken that absorbs HP and MP from the monster!
            • Lv. 0: MP –7,000. Power: 400%. If the attack hits, recover 10% HP and MP. Delay: 185.
            • Lv. 30: MP –10,000. Power: 1000%. If the attack hits, recover 40% HP and MP. Delay: 125.
        • Slingshot – Headshot
          • Instantly kill a non–boss, non–ULTRA monster. Bosses and ULTRA monsters will take a gigantic amount of damage.
            • Lv. 0: MP –70,000. Power: 4000%. Instantly kills non–boss, non–ULTRA monsters. Cooldown: 60 sec.
            • Lv. 0: MP –100,000. Power: 10000%. Instantly kills non–boss, non–ULTRA monsters. Cooldown: 30 sec.
        • Cannon – Hyper Cannonball
          • A charged shot that knocks the monster back an extreme distance and stuns the monster for 3 seconds!
            • Lv. 0: MP –35,000. Power: 2000%. Cooldown: 30 sec.
            • Lv. 30: MP –50,000. Power: 5000%. Cooldown: 15 sec.
        • Grenade – Hyper EXPlosion
          • Consume all of your MP to deal extreme damage and increase EXP gain!
            • Lv. 0: Consume all MP. Power: 600% + 1% per 10,000 MP consumed. Increases base EXP of the monster by up to 4% (no more than 400 EXP). Delay: 1,300.
            • Lv. 30: Consume all MP. Power: 1500% + 1% per 7,000 MP consumed. Increases base EXP of the monster by up to 10% (no more than 1,000 EXP). Delay: 1,000.
        • Trophy – Field of Glory
          • Deal massive damage and turn the battlefield into a special Field of Glory for a short duration, rapidly dealing damage to monsters and causing items (Superior Crafting Material, Unobtainium, Crystal of Rarity, Crystal of Ultimate Rarity) to fall from the sky!
            • Lv. 0: MP –70,000. Power: 4000%. Damage over time: 200% x 10 attacks per second. Duration: 10 sec. Cooldown: 180 sec.
            • Lv. 30: MP –100,000. Power: 10000%. Damage over time: 500% x 10 attacks per second. Duration: 40 sec. Cooldown: 180 sec.
        • Mining Tool – MINE!!!!1!
          • It’s all yours!!! Deal massive damage to a Secret Crystal and Drop Rate is greatly increased for a short duration! Only usable against Secret Crystals.
            • Lv. 0: MP –35,000. Deals 1,000,000 damage and increases Drop Rate by 1,000% for 2 sec. Cooldown: 90 sec.
            • Lv. 30: MP –50,000. Deals 10,000,000 damage and increases Drop Rate by 4,000% for 2 sec. Cooldown: 60 sec.
        • Other Weapons – None
        • In addition, each level of the specialized skill now passively adds 5% power to the “Quick Attack” and “Power Attack” skills.
        • Specialized skills cannot be used in Defend Mission and Prehistoric Mission.
      • The skill [Quick Attack]’s base power is reduced to 50% ~ 80% (old: 65% ~ 95%).
      • The skill [Power Attack] is rebalanced to be more on par with the old “Super Knockback” in terms of power.
        • MP cost is increased to 700 ~ 1000 (old: 350 ~ 500).
        • Power is increased to 550 ~ 850% (old: 350% ~ 650%). This does not include extra damage from the specialized skill.
        • Attack delay is increased to 210 ~ 150 (old: 155 ~ 125).
        • [Power Attack Improve] now multiplies damage by 1.3 regardless of the type of weapon used.
      • The skill [Super Knockback Improve] is replaced with [Specialized Skill Improve], which reduces MP cost of the new specialized skill by half and multiplies damage by 1.1. This does not affect MP consumption of Mana Power.
      • [Ring of Knockback] is replaced with [Ring of Chronos]: Monster movement speed and magic attack speed are reduced by 30%.
      • Invisible Allies with the “Knockback” ability now actually knock the monster back rather than just slowing it down, but the knockback distance is reduced.
    • A new 5 item bonus is added to Fairy Godfather Set: Fairy Power Bar fills twice as fast.
    • A new 6 item bonus is added to Fairy Godmother Set: Fairy Power Bar fills twice as fast.
    • Some changes are made to Dark Pyramid.
      • EXP, Coin and Pixel gains from monsters are reduced by approximately 27%.
      • Final Arena EXP reward when time runs out is doubled, but is significantly reduced if you get below +5 Bonus.
      • In [Treasure of the Pyramid], you now gain 100 times as many Green Coins and 2 times as many Blue Coins as before.
      • The number of Crystals of Rarity obtained from [Treasure of the Pyramid] is adjusted.
        • +1 Bonus: 1 Crystal of Rarity (old: 0)
        • +2 Bonus: 2 Crystals of Rarity (old: 0)
        • +3 Bonus: 3 Crystals of Rarity (old: 0)
        • +4 Bonus: 4 Crystals of Rarity (old: 0)
        • +5 Bonus: 5 Crystals of Rarity (old: 1), 1 Crystal of Ultimate Rarity (old: 0)
        • +6 Bonus: 6 Crystals of Rarity (old: 1), 1 Crystal of Ultimate Rarity (old: 0)
        • +7 Bonus: 7 Crystals of Rarity (old: 1), 2 Crystals of Ultimate Rarity (old: 0)
        • +8 Bonus: 8 Crystals of Rarity (old: 2), 2 Crystals of Ultimate Rarity (old: 0)
        • +9 Bonus: 9 Crystals of Rarity (old: 2), 3 Crystals of Ultimate Rarity (old: 0)
        • +10 Bonus: 10 Crystals of Rarity (old: 2), 3 Crystals of Ultimate Rarity (old: 0)
        • +11 Bonus or higher: 10 Crystals of Rarity (old: 2), 4 Crystals of Ultimate Rarity (old: 1)
    • When fighting monsters in Defend Mission and Secret Lab, you now have a small chance to loot Armor Unique Enhancers.
 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Quick answer: no. But getting the perk might help you with scoring better, which leads to a higher Cyborg score.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Originally posted by superjewk:

Endful Dungeon floor 200… Hardcore edition!

That place is seriously hard. I had to use every trick in the book, come up with some new ones, and get extremely lucky (no visages in the last floors, numerous close calls, etc).

I did get the armor, but couldn’t clear the entire floor since that would involve not dying to visages.

I think more or less consistent runs, including f200 visages, might be possible with small tweaks. But at 4:30 hours per run it’s probably not worth it.

Whoa, that’s super impressive. Congrats!!!!1

 
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Topic: Crusaders of the Lost Idols / Report a Bug

After moving to level 9, there were no monsters. I had to move back to level 8 and then move to level 9 again to proceed.

Not sure how to reproduce or whether the problem is specific to this one level.

 
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Topic: Anti-Idle: The Game / How to find savefiles with not american/eng. browsers?

For further assistance, if you need to make sure that it is the correct savefile, you can use the Backup Help button in the main menu and press the button in that screen to generate a useless file in the folder that contains your savefile.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Originally posted by Axiss32:

Ughh, took me a while to remember where the second image came from :( I don’t know my own game anymore

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by SyDr:

Is Daily Reward of 10 Chaos Crates correct?

It is!

 
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Topic: Anti-Idle: The Game / Game Bugs

Originally posted by Thystonius:

Hitpoints do not get substracted Mystic Path BA

When using the mana shield (space bar) in the Battle Arena, jumping off the ship into Mystic Path, the mana gets drained under water but the hps never go down, even when damage goes over 100k per second. I am pretty sure this is not intended (the mana shield is not an oxygen bubble?). I now can just endlessly idle under water as long as I leave the shield on


Thystonius | 5,640 / 597,982,999,651 | [d1]–319 | F0 | v1,718 | WIN 18,0,0,209 | Wed Aug 5 19:40:14 GMT+0200 2015

That’s due to HP regen, you regen more HP than the damage caused. You will begin to take damage after some time.

 
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Topic: Anti-Idle: The Game / Game Bugs

Originally posted by DrNoName:

DS Pants wrong name and no set bonus

My newly farmed Demon Slayer Pants is called "[65F] Demon Sla" and the set bonus is not highlighted (Demon Slayer Bow is equiped in this screenshot)

Screenshot of problem:

http://i46.photobucket.com/albums/f108/DrNoNamesPhotos/DS_bug_zpsqracxf3e.png


DrNoName | 1,569,001 / 5,827,742,815,788 | [d1]–3 | F0 | v1,718 | WIN 18,0,0,209 | Tue Aug 4 21:30:18 GMT+0200 2015

That’s interesting, did you somehow dump a cleanser on it accidentally?

 
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Topic: Anti-Idle: The Game / Game Bugs

^
Fixed.

 
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Topic: Off-topic / You.

Me.

 
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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1723 – Aug. 14, 2015

1715 – Bug Fixes

Release Date: Aug. 04, 2015

  • It has been reported that the Ctrl key to open treasure chests, when combined with the W key to refill mana, may cause the browser to close. Therefore, the key used to open treasure chests (no pun intended) is changed back to Shift, but your inventory must be closed for this to work.

  • A few bugs related to the Module system are fixed.
  • A few bugs causing players to be unable to receive proper rewards when reaching Lv. 9000 or Lv. 9001 are fixed.

1716 – Bug Fixes

Release Date: Aug. 04, 2015

  • Battle Arena
    • The skill [Explosive Attacks]’s explosion damage is reduced to 20% per skill level (old: 30%).
    • A few minor balancing changes are made.

  • A bug where newly obtained Demon Slayer Armor is “cursed” is fixed.
  • A few minor bugs are fixed.

1717 – Bug Fixes

Release Date: Aug. 04, 2015

  • A few bugs are fixed.

1718 – Bug Fixes

Release Date: Aug. 04, 2015

  • Battle Arena
    • In version 1714, CHAOS’s healing was increased to prevent the raid from becoming too easy with the Battle Arena changes. However, the increase turned out to be too excessive, so it is now reduced.
    • A few changes are made to Triangle Hideout.
      • Base EXP of [Triangle] is reduced to 66,666 (old: 99,999).
      • Spawn delay is reduced to 2.0 seconds (old: 3.0).
  • Ascensions
    • A few changes are made to new Ascension Points bonuses.
      • Career EXP UP! is now capped at level 20 (old: 255), and requires 250 Ascension Points per level (old: 100). Each level now adds +3% Career EXP (old: +1%).
      • Accelerated Progress now requires 50 Ascension Points per level (old: 100).

  • A bug causing Doom Ant Sprayer not to stop ants from arriving is fixed.
  • The key used to enter portals in Secret Dungeon and Endless Dungeon is changed back to Shift as intended.
  • A bug causing Demon Slayer Armor to be “cursed” is fixed.
  • A few other bugs are fixed.

1719 – Bug Fixes

Release Date: Aug. 05, 2015

  • A few minor bugs are fixed.

1720 – Minor Update

Release Date: Aug. 06, 2015

  • Battle Arena
    • Ultimate Weapon and Reincarnation Weapon are melee weapons that shoot projectiles, however they benefited from the melee bonus of Super Knockback, making them too powerful even after the projectile “fix” and the Ultimate Weapon still outperformed every other weapon in the game. The melee bonus of Super Knockback is intended to make the skill more appealing to use with melee weapons (especially considering that higher knockback distance will make it harder to hit enemies), but for a weapon that shoots projectiles, this is not a problem. To resolve this issue a bit without hurting other weapons, Ultimate Weapon and Reincarnation Weapon now receive only 50% of the usual melee bonus (1.25x damage at max level, as opposed to 1.5x). They are still treated as melee weapons, therefore will receive only 1.4x damage from Power Attack Improve.
  • TukkunFCG
    • As requested by many players, discarding (either by you or your opponent) now adds 1 second to the turn timer and prevents the player who discards from playing another card for 0.5 seconds, similar to playing a card. This also disables the speed up feature temporarily.
    • A few cards are rebalanced.
      • Fire Elemental
        • Attack is increased to 11 (old: 10).
      • (Upgraded) Fire Elemental
        • Attack is increased to 10 (old: 9).
      • Light Elemental
        • Attack is increased to 8 (old: 7).
      • (Upgraded) Light Elemental
        • Attack is increased to 7 (old: 6).
      • Grass Elemental
        • Attack is decreased to 7 (old: 8).
        • HP is increased to 9 (old: 8).
      • (Upgraded) Grass Elemental
        • Attack is decreased to 6 (old: 7).
        • Defense is decreased to 0 (old: 1).
        • HP is increased to 9 (old: 7).
      • Water Elemental
        • Attack is increased to 9 (old: 8).
      • (Upgraded) Water Elemental
        • Attack is increased to 8 (old: 7).

  • A few minor bugs are fixed.

1721 – Minor Update

Release Date: Aug. 06, 2015

  • Garden
    • Base Harvest Value of Another Another Garden trees is reduced.
  • TukkunFCG
    • Destroying monster now adds 1 second to turn timer and prevents the playing of another card for 0.5 seconds, similar to discarding.

1722 – Minor Update

Release Date: Aug. 08, 2015

  • Garden
    • Base Harvest Value of Another Another Garden trees is slightly increased, but now stops increasing when you reach 1,000,000,000 Garden EXP.

  • A bug causing players to be unable to purchase Ultimate Equipment is fixed.
  • A bug causing the “Go Back” button in Item Fusion menu to be invisible is fixed.
  • A few minor bugs are fixed.

1723 – Outfit Medals!

Release Date: Aug. 14, 2015

  • Battle Arena
    • You can now turn Medals into Outfit items!

  • Endless Dungeon was previously too difficult on Hardcore difficulty due to some incorrect formulas. This issue is now resolved.
  • A few minor bugs are fixed.
 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

Those are tooltip errors, the perks are working as intended ;)

 
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Topic: Anti-Idle: The Game / Faces of AI:TG

 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

Has anyone actually tested ED under the new conditions to see if it’s easier than current version?

I don’t see any “emergency” for a Fishing update. I plan to add an expansion in the near future, but the feature is widely used as it is and there aren’t any problems as far as I can see.

I decided to change the 2x damage to 1.4x, based on most user feedback that I get.

 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

totalStupidity and remStupidity.

 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

I sort of understand your concern with guides being outdated and having to relearn etc etc, but that’s kinda prone to happen with a game that receives frequent updates..

What seems to me to be the easiest way to achieve variety in early game weapons would be to increase the base stats of craftable weapons such that there are options to compete with the pyrabow – the current changes really make little difference.

I did slightly increase the stats of craftable weapons, though I suppose those are very minor buffs which serve little to no purpose.

I definitely don’t want to get rid of Dark Pyramid’s purpose of “get stronger to get more powerful items”, so that’s why I added earrings. This way even when the weapon is nerfed, there’s still reason to keep improving in Dark Pyramid, while other weapons such as crafted weapons will come into play.

If so, there are very few times for early players when the rewards from hardcore made up for the increased HP as it was – this will be even worse now

With the gap between Casual and Hardcore increased, EXP and Coin gains on Hardcore also increased.

Many of us can confirm that it is possible to idle the hardest areas comfortably without having ever used these bugs or the gear whose damage is being decreased, so double damage outside of raids seems pointless.

I see – I guess I’ll be making changes to make some areas more challenging and rewarding then :P

As Omesh argues above, cursed Demon Slayer items don’t seem to do much.

The system is originally in place to prevent “power creep” in case the fixes cause players to become too weak, but since I decided to double damage anyway, it’s no longer relevant so I got rid of the system.

as I expressed earlier, the change to button does not help new players, is not noticeable to older players, and does not seem to scale quickly enough to extend button as a viable tool for long

Still, changing a “completely useless” feature into a “somewhat useless” one doesn’t sound like a bad move to me. After all the feature is kind of tedious to use, I don’t want it to become a primary feature, because if the best sources of EXP are the most boring ones, that’s kind of “wrong”. I just don’t want it to be a complete joke that would be better off not existing at all. Even if it’s only 0.2% of your daily EXP, it’s something, I suppose?

 
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Topic: Anti-Idle: The Game / Char Name: Kongregate Username

Originally posted by RaymondP89:

How do I change my username? It currently is “Kongregate Username” I don’t remember having the option to choose my name when I started the game. Thank you for your help.

That probably is due to an Internet connection error – your name is ALWAYS the same as your Kongregate username, as in “RaymondP89”. Currently you cannot change this name.

 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

Ultimate projectiles are supposed to deal 10% x 5 damage each (2 of them = 100%), but they were dealing 250% (2 of them = 500%). So the intended total damage is 200%, while it was 600% in the current live version. That’s 3x damage (assuming no double hit and monsters are far enough for the projectiles to hit), and also Pixel Throw skill was insanely overpowered due to not being affected by the 0.1x (which is intended, but with the unintended 5x, it became excessive).

The other two bugs are not very major but can still add quite a lot to damage regardless. (Actually, three, if you count the MP overcap thing)

The boost overcap thing is actually a really well known strategy from what I hear? I see it in a ton of screenshots, and people were discussing having 9000% boost all the time. Perhaps there’s only one person who abused it to death, but overcapping it seems really common in my opinion.

I will not release v1714 until two more days, until then I’ll wait for more information about new ED difficulty. If people think it is easy and believe it should be harder, I’ll gladly change it.

As for the other casual difficulty raids, I can also change the HP of monsters accordingly. Again, I’ll wait for other users’ feedback. If the whole “ult nerf” thing turns out to be not as severe as it seems to be, I may change the damage boost to something lower like 1.5x or 1.6x.

 
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Topic: Anti-Idle: The Game / v1714 - Open Testing!!!!!!!1!!1!1

Why double damage in casual? What bugs (plural) were fixed that so change everything? As far as I know, only ultimate projectiles affect the majority and the other two bugs are obscure ones that no one knows about.

Ultimate projectiles dealt 5 times as much damage as intended, which is clearly too much. I’ve also increased the HP of many (non-raid) monsters a bit so as not to ruin the overall difficulty of the game, but I’m looking into more specific details of the impacts caused by this “fix”. The other two bugs are actually really well-known (one of which affects many players) and are quite severe as well. The 2x damage also helps ensure that old raid scores (especially DP) do not become unachievable.

Also I wanted to create a slightly larger “gap” between casual and hardcore difficulties, and from what I hear BA is actually pretty hard for many players, so I figure an easier casual difficulty won’t really hurt. And the extra reward from hardcore kind of makes up for the whole 100000% boost thing that is going on.

What’s the point behind cursed DS items?

From the first few testing results it seems that the fixes did not cause a huge impact on ED’s difficulty, and also that was before the 2x damage, so I guess I’ll get rid of this system. Fair enough point. I suppose it’s not a very good system anyway.

Read: nerfed. Again, what’s the point? To make it more tedious now that 2x damage players are enabled to go further with more time for the ~same/a bit higher reward? No, doing it in HC is not worth it.

You probably didn’t even read the changelog to see what was changed. All I did was combining 10 rewards into one so you won’t have to clean your inventory 20 times during the raid.

I did increase MBR’s HP by 2.5x in the most recent update too, in order to restore the original difficulty.

Again though, most of these changes are not final, and I’ll be making more changes based on the results of the open testing. That’s why the testing exists in the first place! So – yeah, thanks for the feedback, I guess :P

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by ayanami000:

is there any autoloot system?

There are a few:
1. If an item happens to fall to your character by chance, you will loot it automatically.
2. You can ask Magnet in Beginner Training Zone to magnetize items to your character. However, this will only work when you are actively playing.
3. You can craft a Loot Magnet potion to give yourself temporary auto-loot for a duration.
4. You can equip items that have auto-loot, such as the Dark Ruler, max level Gem of Constancy or Ultimate Set (acquired later on).