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Long time player here. I think it would be really cool for there to be a way to build proficiency with certain equipment or unlock bonuses for equipment.
For example, at high levels there's few reasons to use anything other than Claymore for damage, or dagger for disarms. But being able to unlock, say, guaranteed deflect or enhanced counter damage for the arming sword would add more depth to building a character.
This could also apply to shields and armor. Adding intensives to use sword and shield with more aggressive builds, like doing more than just 5% more crit chance or 20% less damage IF you deflect. Things like giving guaranteed attacks after parries or adding a flat damage ignore.
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It would be nice if the "Top 8 Schools Average" actually checked the total number of schools listed BEFORE dividing the total to find the average.
As it stands, my ONLY OTHER school has its Total Fame and Fame/Hour divided by 8, despite it being the top, bottom, and average of all my previous efforts...
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It would be nice if I could give disciples names/titles after promoting them to masters. I think my school would have more character that way.
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@caskeland3 Armor does help later in the game. Disciples can get bonus damage from armor if they have a certain skill and does give you more HP so you don't die from just a few hits.
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Losing should bump the enemies down a level automatically so if you're idling you don't get stuck fighting an enemy that you repeatedly lose to
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RE: The response to my last comment.
I understand how it works. It just doesn't make sense. For two of the three stances, it's better not to level them past ten for the rival effect, because anything beyond that just cripples your character. The sole exception is Barrage Stance, which is the one that pretty much everyone uses for high-level play, since if your damage and attack stats are high enough, having a low defense doesn't matter due to opponents not getting to make an attack in the first place. Blitz quickly reaches the point where the reduction in damage ceases to be offset by the extra attacks, and no matter how good the defense from Guard is, it basically just means that your opponents all get the benefits I outlined for Barrage - if you can't make attacks, you can't win. Which, again, is why Barrage with Dual Wield or Two-Hand are widely considered the only viable fighting styles.
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Could we get an option to disable some skills, so we could just press the button to level all skills with price X without getting stuff we don't want? Makes it kinda useless.
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Nevermind, just learned that the school can keep growing. Minimum level is now 400 without Master skills, or 256 with level 8 Prowess. Likely lower in the future.
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If you wanted to make a max-level character, you would need to raise a fighter to around level 500 (1 skill point for the first 15 levels of 20 skills [300], and 2 skill points for the last 5 levels of 20 skills [200]).
With 3 Masters fully trained in Prowess (8 levels of +6 fighter skill points each), you can cut 144 levels from that total (456).
With that, you could simply swap his equipment and make him a Grand Master of any/all styles.
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So, if you're at novice, and you click the Noble's Secret training, you get nothing, which okay, I get it because you aren't earning offline gold. HOWEVER, it wastes your use of the ability for the day, and that's absolute [CENSORED]. Just grey out the [CENSORED] button if I can't use it, you [CENSORED]!
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How do you sell items? I can't figure it out at all. And yes, I do have more than one of each type - I just want to sell the surplus.
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Theres a bug with influence points. I'm not sure how it happens (maybe some combination of loading a save file or something) but sometimes (my last 2 schools) I'll be in the middle of a disciple run and my influence points will just read 0 even though I have like 350k fame in the current school. And theres no way to fix it unless I start an entirely new school. Please fix Torv!
first I've heard of this and it sounds like it could be difficult to fix. If it happens again pm me the export text, it could help me track down the problem.
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A ton of fun, and I tend to not feel like I'm plateauing too much, always something to do, always progress, though, use the chat for advice- there's some things that's solid advice, and also well, what you might be missing.
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@Adeladen Two handed skill increases ATK (rate of attacks), Hit (how often you HIT those attacks) and defend (how hard you are to hit).
It does give passive 25% damage bonus but that doesn't increase with levels.
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Any plans for porting this to steam? I love Kong, but I would also like to buy coins and such without using the kred system.
I plan to sometime next year hopefully, depends on how much work I'm able to put in. And I don't really want to release it using Adobe Air so I'm going to try to port to Unity first
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Fun game, took a while before I started to understand some strats but whenever you do it become an extremely fun idle game.
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Nice game. If anything, it's fun enough to watch the fights. Not much by means on equipment, but when you factor in the differing fighting styles this game can be complex enough to keep entertained. Graphics are decent, but the animations are quite good.
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i liked the game while flash worked for me i can't get supernova to work tho.
i could do with something to do so wanna translate this game to unity or some other browser engine? i think if you can make this into an executable you could probably turn it into webassembly by just converting it just a few times
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Two more things: 1) IIRC old cofounders have some special perks raising minimum chance for attack, hit and defend described as "+% after all other calcs". Are all other effects that grant +% apply to numerical value of stats or raise baseline as well? (for example Rush, Aggresion 30). 2) Do you plan on adding some visual cue in stance selection area that shows which stance is strong and weak against which?
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I have a lot of fun with this update, new mechanics make builds so much more interesting. Do you have specific reason for grouping stances (red/yellow/blue and new/refreshed orange/green/purple) like this, without making these group connect in any way? I wonder if you experimented with concept like "every stance is strong against 2, weak against 2 and neutral against 1"
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While support for flash in theory goes to end of 2020, I already can't run flash on certain computers anymore (I can't update flash version, and it won't work with older versions). The sooner you move to non-flash, the better for you as anyone else in the position I am already have abandoned flash games.
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Tovrick to zipdog2"I'm working on a fairly large update that will include some new skills and equipment. It'll be out in about a month." :D :D :D :D
Anyway... what about reorganizing what rival buffs go where? I only have buffs from Greg but that lv 10 crit buff goes beyond being over powered and goes straight to broken. my crits on my blitz build are lv 14 as of this comment and I'm cutting off between a third to half of my opponents stamina each fight. Doesn't matter what stance I'm fighting ether. Even warriors aren't spared from the monster I now am with this ability. [warriors counter blitz]
I'm a little behind schedule but you can always check out the forum for more info on the next update. Crit is good but I think Barrage is the best at that stage of the game.
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Clock is rapidly ticking out on Flash games...
You need to migrate to another platform or this game will be dead in a couple months.