Magenta
115 posts
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Topic: Dungeon Blitz /
Master List of Dread Trainers
Nice, thanks.
I think you have lost one from the desert though. There are always an even number of items.
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Magenta
115 posts
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Topic: Dungeon Blitz /
Do weapons get stronger over time?
Your starter staff has a wizard rune.
This makes it stronger than any normal staff with one of the other three runes.
It is exactly the same strength as any of the other normal staves with wizard rune.
It is weaker than any rare staff or legendary staff with wizard rune.
The strength of the staff isn’t the only consideration however. At the start of the game many people will use a non-wiz rune staff because of the other abilities. For example many prefer ice-lance over the fire attack, particularly when playing solo.
Getting all the abilities you want on wiz-rune gear is the ideal though.
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Magenta
115 posts
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Topic: Dungeon Blitz /
Now what?
The portal to dread mode is on fellbridge map.
Dread mode quests are completed and rated seperately, so they are reset in that sense.
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Magenta
115 posts
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Topic: Dungeon Blitz /
Dungeon Blitz Wiki
There used to be much more on the wiki, but it got taken down and locked.
You can still get all the locations of the basic magic items by looking at the older revisions of the wiki pages.
Here is the direct link I use to find item locations http://dungeonblitz.wikia.com/wiki/Equipment?direction=prev&oldid=11702
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Magenta
115 posts
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Topic: King's Bounty: Legions /
Acadamy Tiltyard's story quest
Hmm, without pallys or knights I would probably use same tactics with brontos. Druid shield + divine + gear can get brontos to at least 65% melee resist. Backed by 3 mages (hopefully with inquis) and druid. Wouldn’t attack with the brontos obviously, just park them in the middle pressing defense button. Bound to work:).
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Magenta
115 posts
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Topic: King's Bounty: Legions /
Acadamy Tiltyard's story quest
I believe I have surefire solution to this level. Works well against any melee heavy pve fight.
Requirements:
Paladins
Druids
Divine Shield (fully upgraded)
Stack divine shield and druid shield on pallys in the first round. Pallys are now 75% melee resistant for 3 rounds. Win.
My full squad was: druid,inquis,pally,gunner,eyebeast.
Shame the necros wouldn’t leave my eyebeasts alone. Probably quite doable at lv22/23.

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Magenta
115 posts
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Magenta
115 posts
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Topic: Backyard Monsters /
BYM Secrets and Hints
3. The Gamers Mouse. Here is tip for general flash gaming that I use so much I forget most people don’t.
Step 1: Own a gaming mouse.
Step 2: Program the right mouse button, so that when it is held down it sends rapid left clicks.
In bym this can be used when attacking to rapidly load the flinger, this is faster than holding down left button and will continue to function in heavy lag when holding left can be unreliable. Also it can be used for rapid load and unload of the hatcheries, making management of your goo stockpiles somewhat easier:).
Inevitably someone will probably think this violates some TOS in someway. It doesn’t. Get over it.
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Magenta
115 posts
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Topic: Backyard Monsters /
BYM Secrets and Hints
RE: Protecting and stockpiling goo.
As pointed out by others, goo invested in hatchery monsters on your main base is completely safe from other players. The only thing that can touch it is glitches/bugs.
You can re-purpose these hatcheries to produce any monster you want, you do this by moving the daves between your hatcheries. This is admittedly slightly tedious, however this tip is about protecting and stockpiling large amounts of goo and this is how it is done.
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Magenta
115 posts
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Topic: Backyard Monsters /
Bunker Monster Removal
Yeah, this is bad design. Just have to work around it. The cure is to fill your bunkers with rocket daves and never change them for anything else:).
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Magenta
115 posts
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Topic: Backyard Monsters /
BYM Secrets and Hints
1: Protecting and stockpiling goo.
The correct way to do this looks like this:

When the stock of zafs drops below 20 you add more, hence the daves never get made. The hatchery pictured holds more than 55M goo with lv6 daves and lv5 zafs. When using this technique housing should always be kept full with lower cost monsters (I use ichi/finks), as flooding the housing with zafs when you are afk exposes too much goo. You also require a lv3 juicer for the surplus monsters.
2. The Amazing putty trick.
If you cancel a lab upgrade the putty refund ignores your maximum capacity. Hence you can make all the super expensive putty upgrades (ie lv3 rockets/ lv6 daves) without any improved packing skills or leaving WM1.
For example, say you want lv3 rockets (costs 33.5M) but only have 18M capacity.
Fill you silos, then start Teratorn Ricochet lv2, cost 16M.
Refill your silos to 18M putty over the next few days, then cancel Ricochet. You will now have 34M putty and can start lv3 rockets. Yay.
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Magenta
115 posts
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Topic: Backyard Monsters /
The dreaded FIFTH SILO! Duh duh duuuhhhhhh!
As close to the aerial defense guns as possible, just like the other 4 silos.
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Magenta
115 posts
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Topic: Backyard Monsters /
NO YOU WORKER, BE YELLOW!
Originally posted by fatcom4:
Originally posted by Magenta:
Mushroom bug I assume. Time to refresh and pray.
Wha…? No, it’s not a mushroom bug, everything’s working still.
When you pick a mushroom when the townhall is upgrading, sometimes the worker can stop working on the townhall. The worker loses the yellow background, but the ‘upgrading’ bar stays. Everything continues to work fine provided you don’t reassign that worker.
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Magenta
115 posts
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Topic: Backyard Monsters /
NO YOU WORKER, BE YELLOW!
Mushroom bug I assume. Time to refresh and pray.
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Magenta
115 posts
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Topic: Backyard Monsters /
Atrocious glitch, why has it not been sorted?
The fix is out
Now we just have to petition them to bring it to kong as fast as possible.
This update also fixes the ADT zero damage problem.
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Magenta
115 posts
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Topic: Backyard Monsters /
Oh no, you didn't!
Originally posted by estava:
I saved wall blocks from the North border of the Town Hall by trusting that the Cage won’t allow monsters in through that border.
It has been just an experiment. What do you think?
If the cage is anything like housing, enemies can freely path around its perimeter regardless of any adjoining buildings or walls.
Originally posted by estava:
With my latest designs the Bunkers have been moving away from the center with every new design. It’s always a good thing to be reminded that the Bunkers are harder to be baited when they are nearer the center.
One way to bait a Bunker is to use a couple of DAVEs and a couple of Zafreetis. Whatever is in the Bunker could be killed this way, including DAVEs and Banditos.
Hence trying to put the Bunkers at the center could avoid such baiting:
One advantage of spacing the bunkers further out is that, even though they are a little more baitable, it requires 4 separate dave/zaf teams to empty all of them directly. Often when you attack people with closely spaced bunkers you can empty 2 or more bunkers (each with 3 rocket dave) with 1 dave and 2 zaf.
Of course I’ve never actually seen attackers surgically empty my bunkers, so it is probably an irrelevant consideration for the vast majority of people who will attack you:).
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Magenta
115 posts
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Topic: Backyard Monsters /
Dear Kong!
Use Chrome.
Connect directly to the server, don’t go through kong interface.
Make sure you are using hardware acceleration option on flash.
I can drop 300 pokies on kozu in full screen mode and not have any problems.
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Magenta
115 posts
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Topic: Backyard Monsters /
Is it me or has this game slowed down?
I think PFSed is talking about the rendering times?
I’ve found this too, ever since the railgun update. Some people take forever (1min+) to render when you visit them.
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Magenta
115 posts
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Topic: Backyard Monsters /
What's Up With Kozu?
Originally posted by YoungApprentice:
I was farming their yard with pokeys (as usual). This was the third attack of the day (I had plans to wipe their base, save the town hall). I left the attack for a while, and when I came back to my computer, it said ‘’Anyone Home?’‘. I refreshed and I was back at my base. I checked Kozu’s yard, and it was all repaired! AND I got to keep my attack resources!!! When I left they had, like, 2 buildings standing. Have I discovered a hack for insta-Kozu-repair?
Your pokies destroyed the town hall. That repaired yard is the next kozu. There is a number of Lv6 townhall kozu. Each is slightly different and have different amount of resources in each silo.
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Magenta
115 posts
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Topic: Backyard Monsters /
Has Drull been slowed down [severely]?
I tried racing my Gorgo (speed 1.6) vs an octo (speed 1.4). My Gorgo was faster, not by much, but he gradually pulled away from the octo. Try racing your drull vs a teratorn, I think you will find champions are now moving at the correct speed rather than the old accelerated speed.
The slightly random pathing of the fomor hurts more now. Fomor no longer has the speed to rapidly catch up.
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Magenta
115 posts
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Topic: Backyard Monsters /
The Fence, my updated yard
Originally posted by estava: The storage capacity should also be enough to research and train everything in the game with just 5 Outposts and the two rounds packing efficiency bought at the store.
Interesting thing I discovered some time back. Cancelling lab research can overflow your max putty capacity, so you can do all research and training without any extra capacity. I have already finished rockets lv3 without leaving map1 and only 2 packing.
lv5 rail guns are going to be a problem though… 25M pebbles..
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Magenta
115 posts
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Topic: Backyard Monsters /
Update!!!
There might of been yet another subtle change in the pathing. I just saw some kozu pathing that I haven’t seen since the champion update.
Level 6 pokie, only 7 housing,.. can never have too many pokies

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Magenta
115 posts
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Topic: Backyard Monsters /
Formor's pathing AI?
As far as I can tell, Zaf prorities are:
1. Move to the closest monster that has damage.
2. If none damaged, move to the closest monster.
Fomor pathing is based on the same algorithm:
1. Move to the closest monster that has damage and inherit their current target.
2. If none damaged, screw around like a tool and distract the zaf.
You tend not to notice fomor rule 2 on maps with high cf, as the monsters are always taking damage from the towers and so fomor always follows according to rule 1. But on kozu when the ichi are doing long walks between towers, the fomor only starts following when the ichi start taking damage from the next tower or the ichi trip a mine and so fomor just sits around with the zaf.
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Magenta
115 posts
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Topic: Backyard Monsters /
Update!!!
My level 4 academy has the option to upgrade. Presumably this means we have access to level 6 monsters too.
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Magenta
115 posts
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Topic: Backyard Monsters /
How I one-wave Kozu
Nice description, I think the ichi will struggle to get to point 7 inside 5min without fomor though.
Without fomor need to use 100k putty as the zaf approaches the tesla at 4 as well. Otherwise the tesla at 6 might shoot down the zaf.
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