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IceWeaselX

16
Posts
A member registered Mar 03, 2022

Recent community posts

Reloading the game after closing it loses all of the effects. No tooltips, no audio, no pixelated score, no falling blocks.

I had to ascend THREE times before I managed to get a damage modifier other than 1. First time I ascended, I chose the 2 feather cost upgrade and nothing noticeable happened. Second time I ascended, I rolled a feather twice and both resulted in 1.  Third time I ascended, I again rolled twice. First was a 1. Second was a 5.

Are those rolls weighted to prefer lower values?

Before my third attempt to ascend, I was going to try and export my save data to import it back and try again if I kept rolling 1. Unfortunately, Chrome won't allow me to save that to my clipboard.  The font's also too fuzzy to bother trying to copy manually.

(2 edits)

Yep, the countdown timer for Day 12 is now increasingly negative.  I see the game version updated to 0.4 (was 0.3 for several days), but Day 12 hasn't gone live yet.

Edit: Went to look at the Discord server since the forums are kind of cluttered. Day 12 and 13 are expected to go live together.

Wow.  Surprised that the behavior was found a year and a half ago and still hasn't been addressed.  At least the bug didn't cause any destructive interference with the game experience.

Yep, playing directly in browser on itch.io pages.

Looks like this shares a save location with Me and the Robot. Confused me when I went to save and saw an existing file labeled Science Lab.

The Endless Spires difficulty scales a lot more forgivingly than I expected.

  • Dragons Lair and The Abyss (both 150) were both more restarts than clears with all characters at full 125 iLvls.
  • I just cleared the final combat challenge of 100 consecutive Endless Spires levels (beat level 249 and still going) on my first try.  I used no flasks, have an average iLvl of 143 (accessories are mostly still 125), and my characters are still wearing mostly Luck equipment because I hadn't gotten around to farming full end game defenses.  Only one character even has Heart of the Abyss because most of the dropped enchant combos have been unlucky.

Battlemage's Increased Duration passive is bugged.  Instead of adding 1.5s per rank to Prismatic Barrier's base duration, it adds 2% of a second per rank.  At max level, Prismatic Barrier goes from 30s to 30.1s.

I only have 3 Ascended characters, so I've only been able to confirm that the Juggernaut and Marksman versions of that same passive are working correctly.

Oh, nice!  When I started playing, I assumed that damage all used your equipped weapon type, but after seeing all the descriptions I was convinced I was wrong.  Good to know.

I was starting to wonder if the Plague Staff's bonus was even useful since mages don't have explicit DoTs.  Now I know those additional bits qualify and that other classes can make use of it too.

If a damage type is not explicitly listed for an ability, does that mean it doesn't apply?

For example, Explosive Shot by default is categorized as "Ranged, Fire, Elemental, Direct" and has two damaging components. The first is a single damage instance, and the second ignites the target to deal additional damage over 2 seconds.  Since Explosive Shot isn't categorized as DoT despite dealing damage over time, does this mean "Damage Over Time" increases have no effect on it?

My Ranger (Marksman) is full of Ranged, Fire, Elemental, Physical, and Damage Over Time equipment to boost both Explosive Shot and Pin Down (DoT, Physical, Direct).  If Damage Over Time bonuses don't apply to Explosive Shot, I'd rather swap Pin Down to Rain of Arrows with the Rain of Fire upgrade so I can replace all of the Physical/Damage Over Time slots with Fire/Elemental for a higher boost to both abilities.

All good.  Just glad it was a mistake and not the new standard.

Frost Strike's Frigid Healing/Frigid Might upgrades probably should be reworked.  As they are now, they're a noob trap.

  • 1 Health Point absorbs 1 point of damage.
  • 1 Barrier point absorbs 1 point of damage.  As long as you have an active Barrier, your Health Points will not drop.
  • Health Points regenerate over time until reaching Maximum HP.
  • Barrier points reset at each new round of battle and have no cap.
  • Frost Strike's default behavior is to grant 1% of your Max HP as Barrier points every time you hit something.  If you have 1,000 Max HP, every Frost Strike will add 10 to your active Barrier.
  • Frigid Healing changes Frost Strike's shield effect to heal you for 0.2% of your Max HP.  For 1,000 Max HP, every Frost Strike will restore 2 Health Points (unless you're at full Health, at which point you gain nothing).
  • Frigid Might takes 4 more Mastery Points to upgrade Frigid Healing to 1% Max HP restored per hit.  So you're spending a full 5 points to almost match the default Barrier effect with HP.  Except healing for 1% is still weaker than getting a Barrier of the same value.  If you have a Barrier active, your Health Regen will restore your Health Points underneath it.  Since there's no Barrier cap, you can keep overshielding beyond full HP.
  • Enhanced Protection is exclusive from Frigid Healing.  As they are now, there's no good reason to choose Frigid Healing.  Enhanced Protection 5 adds 2% Max HP (20 for 1,000 Max HP) to your active Barrier, which is twice the amount Frigid Healing/Might can heal.  Meanwhile, your Health Regen will restore your HP while you provide a stronger shield on top of it.

Prior to the 0.5.8 update, I was grinding level 105 missions to fill out my equipment  with Mythicals and collect gems.  My boss success chain was over 100 whenever I did this, leaving it running for a few hours at a time.

Party is level 106:

  • Juggernaut - [Melee, Physical] [Lightning, Elemental]
    Sunder - Increased Damage 5, Exposed Defences 5, Armour Penetration 5 Increased Duration 5
    Armor Break - Increased Damage 5, Debilitate 5, Increased Duration 5, Thunder Strike, Thunder Storm 4 (this is my only Lightning ability)
    Ground Slam - Stun Duration 5, Tactical Advantage 5, Replenishing Blow 5, Whiplash 5
    Unwavering Stance - Heavy Blows 5, All Resistance 1
  • Battlemage - [Melee, Cold, Elemental] [Cold, Elemental]
    Frost Strike - Increased Damage 5, Frozen Memory 5, Party Protection 5, Enhanced Protection 5
    Arcane Torrent - Self Sustain 5, Cascade 5, Frost Torrent, Freezing Torrent 4, Deepening Strikes 5
    Arcane Cloak - Faster Recovery 5, Mana Shield 5, Regeneration 5, Critical Avoidance 5
    Prismatic Barrier - Arcane Conversion 5, All Resistance 1
  • Marksman - [Ranged, Fire, Elemental] [DoT, Physical]
    Explosive Shot - Increased Damage 5, Ignite Damage 5, Ignite Chance 5, Blast Radius, Chain Explosion 4
    Pin Down - Increased Damage 5, Deeper Wounds 4, Corrupted Blood 5, Critical Chance 1, Life Leech 5
    Smokescreen - Increased Duration 5, Dodge Chance 5, Combat Knowledge 5, Recover 5
    Aimbot - Sharpshooter 5, All Resistance 1

After the update, this party is struggling to even hit the 5 boss kill streak for max loot value.  I even added numerous gem sockets for defensive stats.  My Marksman and Battlemage each have Cut Sapphire sets, and my Marksman also has a Steel Prism set.  Despite this, the Marksman is dying frequently, and both have better offensive and defensive stats than they did before the update.

Of the things mentioned in the changelog, only Armor Break and Arcane Cloak should have been altered.  I don't use Flasks, Meteor, or Ailment Avoidances.  The only Mission Expertise bonuses I'm using are A Greater Threat 5 and Unbridled Prosperity 20.  Were some other calculations changed?  Going from 100+ straight level 105 kills to consistently 0-3 is a massive difficulty increase.

If you're not using a macro/script, don't bother with the 5K Pro Run. You'll hurt your hand.

Stick with the 2K Amateur Run. It's less than half the distance for half the max reward. You'll actually progress faster this way. Since the 2K length ends earlier, you can then upgrade and start another 2K race at a higher reward rate. That's 30 minutes at pre-upgrade and 30 minutes at post-upgrade rates. Winning a 5K race means you get 60 minutes at the pre-upgrade rate after spending more time racing than two 2K runs.

The 2K Amateur reward is also identical to the 2K Pro Run. The Amateur races have slower competitors, so you can use a more relaxed pace without worrying about dropping to 2nd place. Just put your fingers on the ← and → keys and bounce your hand or forearm. No need to alternate fingers.

This is the opposite of idle.