go to chrome (or your browser) dev mode (chrome: f11) tab: Application Storage > Local Storage > click on the site "html-classic.itch" and under the key "lootunSaveData" u can see ur SavedGame
whenever i try and load my save this happens? I hope I can get this resolved and get back in, i've been playing for weeks and was finally unlocking bounties and end game content.
fate modifies the amount of character experience gained, when slaying a monster, the fate provided by each character is added together to calculate fate.
Well I would love to play this but either I'm doing something wrong or the keyboard doesn't work in game. I keep trying to type the character name, but nothing shows up, even though the type thingy is in the bar, if you know whatI mean. So yeah. Typing either doesn't work or my brain doesn't work xD
I'm wondering when you would use Map Expertise for Magic/Rare/Etc...Nullification. Is that to make the map easier, or can you do something like Nullify "Magic, Rare, and Empowered" monsters so there's a higher likelihood of getting "Nemesis" monsters?
Those passives are just there for people that don't like the randomness / difficulty that those monsters spawns bring. Disabling one type won't make the other types more common.
Amber Quartz is a T2 material so if you set some of your Scavenging workers to farm T2 Materials (Tattered Scrap) you should find some Amber Quartz as rare drops.
Ok first, the copy to clipboard thing isn't working so I can't export my save. And there was also the fact that my progress got completely wiped, although that is likely a problem on my end than with the game itself.
I'm sorry to hear about your save data. The game stores it's data in local storage as a cookie so it's possible that it got wiped by mistake. If you want I can try to get hold of a save file that's near to where you were, just send me a message on discord for this.
The export is currently bugged on some browsers (Chrome / Edge) but there is a workaround to get your save data which you can find at: https://itch.io/post/5873086
As a side note the Itch.io client seems to allow you to download the game and the export works correctly on that version. It does seem to run the game on an emulated browser but as far as I can tell it works offline also.
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.
Glossary is missing Relics it seems :) Thought I can find it under "Accessoires" but only "Rings", "Necklaces" and "Trinkets" :). Hope, I just missed it with a blind eye, but I really tried to find them.
For the final release, I hope to see a search functionality in your glossary. Would help a ton to find something, since you really did a great job to include all necessary things.
P.S.: Just curious where to find the last missing shard :D Nohelp - want to discover it by myself. It's the very last item until I could say: Finished. Currently I'm working to gain all enchants. Spoken of them: Alphabetic ordering would help really much :D.
Got a Treasure Dummy after a boss fight but one of my dudes was dead so I restarted the mission. Then for the next fight I was fighting two enemies but the Dummy's card stayed in the middle until the fight was over (I didn't have to fight the dummy, it was inactive so it's escape timer was static)
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.
There are a few quirks of the damage type system that are not currently displayed to the user as I've yet to come up with a neat way to do it.
One of these quirks is that the DoT component of skills such as Explosive Shot do benefit of the Damage Over Time stat. The DoT component of these skills is also not included in the Damage Per Second or Average Damage calculations just yet. Though the new Damage Meter will correctly record the damage dealt.
Another one is that all Offensive Cooldowns will gain the damage type of your main weapon. So in your case Pin Down will scale with Ranged Damage in addition to it's listed damage types.
In all other cases if a damage type is not listed then it will not apply.
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.
The 0.6 content patch will introduce a way to upgrade the max attribute rank to 20 but for now the plan is that Nemesis item drops will still be able to go beyond that. Currently the idea with Nemesis items is that they should be a fun bonus if you get lucky but are in no way required to complete the games content.
Regarding the Auto Scrap settings currently each individual item type (Default, Gems, Tools, etc.) is active at the same time, the drop down menu simply changes which item type you are currently configuring. Are you asking for a new drop down for "All Items" that will be run before each individual item type?
When I set it to default items, it won't salvage tools or special items for example, but an option to have all item types at once be auto-salvaged would be nice :)
That's odd, it should be salvaging all item types currently, based on how you have set each category up. It's never actually set to default items, for example. The "Item Type" dropdown only indicates which group of settings you are currently looking at.
As an example if you set the item type to default items and change the rarity to epic, then change the item type to tools and change the rarity to epic again, then hit save. The result should be that both default items and tools of epic quality or lower will be autosalvaged.
If that's not working I may need to take a look at your save and see if there's anything interering with the auto salvage.
In the Equipment section, until is spelled incorrectly at "starting from Uncommon and raising in quality untill Mythical" and in the same section at the bottom there is no closing parenthesis (same thing for the bottom of the Salvaging section).
In the Missions section there is an extra "a" in "A Mission is a an encounter" at the top.
In the Professions section, obtained at "that will augment the number of Crafting Materials obtaine and the chance" is missing a "d".
In the Flasks section "active" is used instead of "activate" at "Flasks use charges to active and must" and "gathering" is used instead of "gathered" at "Crafting Materials gathering from the Farming Profession."
That's all I feel like writing for now there are more areas I haven't checked yet and some small grammar and capitalization mistakes but those aren't as important.
In the upgrades menu, if you don't have enough of the currency you need to upgrade something, the amount you have is grayer, but in the flask upgrade menu, the amount of rubies you have is always deep red no matter if you have enough or not. Is this intentional?
Tiny QoL request: Could you include informations if one-handed or two-handed, class and if main- or off-hand? For example: I tried to wield two blades (Mythical Spellblades) and was surprised, I couldn't dual wield them.
Just to add: A perk to allow all weapons to be dual-wielded? Late-/Endgame?
Bug: Opening chests manually still sorts them in wrong bags :(. Hope you can figure it out.
First of all: Thanks! The bugs with the chests seem to have vanished after the update and the information about the weapons is now pretty handy :-)
Dunno if I should bring another, but maybe something useful: Sorting. I know, the algorithm of sorting things is a pain in the back for each developer, because how would you sort it the best? Only solution: Let the customer decide, I think.
Right-click menu on bags:
• Sort by level • Sort by name (A-Z) • Sort by rarity • Sort by type
Maybe auto-sort in bags menu? Unlockable by upgrade? Scrapper would kinda fit here, because scrappers like to sort things :D. Should be really early, if you decide to include it as an upgrade :).
Right click sorting I can certainly add. Auto sorting i'm a little bit worried about but If I can get it working with a minimal performance impact it'll be in.
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.
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.
Hi, I'm really sorry about this. I accidently messed up the resistance calculation. I've upload a fixed version now (0.5.8.3) and will try to make sure this type of mistake doesn't happen again.
Hi, I have a number of Quality of Life improvements for item handling and scrapping still planned and i'm looking to get them into the game over the next few updates.
First of all: Wishlist on Steam. For sure I'll be happy to give you some bucks for the nice game! I just have a few thoughts:
• The next to unlock material should be visible in the glossary. Otherwise it's a simple guess, when you'll be able to gather them.
• Bag filters don't respect the rarity of all items (priority wrong? :)).
• Just some QoL things: Shift + click should be a thing, if you could do that. Shift + left click: Wear/exchange (in bag)/remove (on character). Shift + right click: To scrapper. Keys from 0 to 9 could switch bags. Maybe an option to do a popup, if flasks are near to be empty (maybe a slider on which percentage the popup should appear). Also the Alchemist should have an upgrade to allow auto-filling flasks (offline-progress related - maybe pair it with the slider for the popup to autofill).
Hi, thank you for the kind words and the wishlist.
I've identified the bug with the bag filter and will get it fixed for the next version.
Changes to the material glossary will also be made. Ctrl + Left Click can also be done, Ctrl + Right Click would be an issue however as some browsers (Firefox at least) will put a context menu up on Ctrl + Right Click that will obscure the game window. I'm also planning on adding an auto refill upgrade for flasks.
After a certain point in the game, Luck becomes such a common stat (Community Passives, Achievements, Nemesis Items with increased Luck) that it becomes quite difficult to obtain lower rarity items (and their core/splinter/rune/glyph) for the purposes of building upgrades (e.g. Ancient Reliquary Rank 3) if you have not already obtained them.
On the latest version you should be able to shatter higher rarity cores into their lower rarity versions by Ctrl + Right clicking them on the Material Inventory.
Ah, I see. I went through all these hoops trying to work around it, when a fix was already in place. Sorry!
On another note though, is there any way to view a parties total luck/fortune/fate/wealth, without having to calculate it manually? If not, are there any plans to make this more easily visible?
is there something going on with drop rates? have been farming for the unique belts from the dragons and they dont seem to drop even after setting filters to epic quality
I just ran a test and the Dragoncrest Cord does seem to be dropping correctly, it is however quite rare and can only drop from 1 of the two Bosses of the map (though the reward chest can always drop it).
I use Firefox and this morning (I think) when I opened it there was a popup announcing their new cross-site cookie tracking blocker and asked if I wanted to turn it on. I did.
Edit: Just changed my cookie blocking rules and everything's back to normal.
Quartz is a rare resource that you can get from the Scavenging profession. If you're looking for T1 set some of your scavengers to look for "Cloth Scrap" and try to equip them with tools that have + Rare Resouce Per Harvest and +Rare Resource Chance
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for export save game (is in the cookie):
go to chrome (or your browser) dev mode (chrome: f11)
tab: Application
Storage > Local Storage > click on the site "html-classic.itch" and under the key "lootunSaveData" u can see ur SavedGame
*my game has only 1 savedgame
whenever i try and load my save this happens? I hope I can get this resolved and get back in, i've been playing for weeks and was finally unlocking bounties and end game content.
what does ''fate'' do?
according to the in game glossary
fate modifies the amount of character experience gained, when slaying a monster, the fate provided by each character is added together to calculate fate.
small typo in skill menu "points avaialble" -> "points available"
There's just too much going on at once.
nice music! who wrote it? is it available?
Hi,
The game currently uses only 1 track: "The Strategist" by Panman Music.
will the game continue to be updated here. or has the game completely moved to steam ?
Well I would love to play this but either I'm doing something wrong or the keyboard doesn't work in game. I keep trying to type the character name, but nothing shows up, even though the type thingy is in the bar, if you know whatI mean. So yeah. Typing either doesn't work or my brain doesn't work xD
Does Forestry/Skinning provide any rare material?
Forestry can provide the rare material Uncut Amber. Skinning doesn't currently have any rare materials.
I'm wondering when you would use Map Expertise for Magic/Rare/Etc...Nullification. Is that to make the map easier, or can you do something like Nullify "Magic, Rare, and Empowered" monsters so there's a higher likelihood of getting "Nemesis" monsters?
Those passives are just there for people that don't like the randomness / difficulty that those monsters spawns bring. Disabling one type won't make the other types more common.
Where do I find Amber Quartz? Glossary just says rare scavenging material. I'm at lvl 126 and still haven't found any.
Amber Quartz is a T2 material so if you set some of your Scavenging workers to farm T2 Materials (Tattered Scrap) you should find some Amber Quartz as rare drops.
what does fate do? description is missing in glossary
Fate increases the amount of experience your characters gain.
Question is there a way to download the game or something? I am having some difficulties in saving the progress of my games.
There's no public desktop version right now but depending on what the issue is I might be able to help out.
Ok first, the copy to clipboard thing isn't working so I can't export my save. And there was also the fact that my progress got completely wiped, although that is likely a problem on my end than with the game itself.
Also, thanks for responding.
I'm sorry to hear about your save data. The game stores it's data in local storage as a cookie so it's possible that it got wiped by mistake. If you want I can try to get hold of a save file that's near to where you were, just send me a message on discord for this.
The export is currently bugged on some browsers (Chrome / Edge) but there is a workaround to get your save data which you can find at: https://itch.io/post/5873086
As a side note the Itch.io client seems to allow you to download the game and the export works correctly on that version. It does seem to run the game on an emulated browser but as far as I can tell it works offline also.
The Endless Spires difficulty scales a lot more forgivingly than I expected.
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.
Good catch, thank you! I'll have it fixed in the next version.
Glossary is missing Relics it seems :) Thought I can find it under "Accessoires" but only "Rings", "Necklaces" and "Trinkets" :). Hope, I just missed it with a blind eye, but I really tried to find them.
For the final release, I hope to see a search functionality in your glossary. Would help a ton to find something, since you really did a great job to include all necessary things.
P.S.: Just curious where to find the last missing shard :D Nohelp - want to discover it by myself. It's the very last item until I could say: Finished. Currently I'm working to gain all enchants. Spoken of them: Alphabetic ordering would help really much :D.
Experienced a visual bug.
Got a Treasure Dummy after a boss fight but one of my dudes was dead so I restarted the mission. Then for the next fight I was fighting two enemies but the Dummy's card stayed in the middle until the fight was over (I didn't have to fight the dummy, it was inactive so it's escape timer was static)
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.
There are a few quirks of the damage type system that are not currently displayed to the user as I've yet to come up with a neat way to do it.
One of these quirks is that the DoT component of skills such as Explosive Shot do benefit of the Damage Over Time stat. The DoT component of these skills is also not included in the Damage Per Second or Average Damage calculations just yet. Though the new Damage Meter will correctly record the damage dealt.
Another one is that all Offensive Cooldowns will gain the damage type of your main weapon. So in your case Pin Down will scale with Ranged Damage in addition to it's listed damage types.
In all other cases if a damage type is not listed then it will not apply.
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.
At what point do I get the 5th tier of materials from scrapping. I've already unlocked the 5th tier of Mining from scrapping Emperor's stuff
T5 Materials are general from level 125-149. Though as you've noted you can get Mythril Bars from salvaging some item types.
Ok. I'm going to need to do more grinding. I'm trying to get a 1/2 second attack time
Some suggestions
Maybe add a Community Center upgrade that lets you bulk donate materials by a customizable percentage
Add a Blacksmith upgrade that lets you select an attribute to replace a different one for maybe an increased amount of Cores/Essence/Runes/Glyphs
Will there ever be a way to upgrade Attributes past level ten using Nemesis Fragments in the Blacksmith?
Also can you add a feature where you can select auto-salvage all types of items instead of just one type
Great game too :)
The 0.6 content patch will introduce a way to upgrade the max attribute rank to 20 but for now the plan is that Nemesis item drops will still be able to go beyond that. Currently the idea with Nemesis items is that they should be a fun bonus if you get lucky but are in no way required to complete the games content.
Regarding the Auto Scrap settings currently each individual item type (Default, Gems, Tools, etc.) is active at the same time, the drop down menu simply changes which item type you are currently configuring. Are you asking for a new drop down for "All Items" that will be run before each individual item type?
When I set it to default items, it won't salvage tools or special items for example, but an option to have all item types at once be auto-salvaged would be nice :)
That's odd, it should be salvaging all item types currently, based on how you have set each category up. It's never actually set to default items, for example. The "Item Type" dropdown only indicates which group of settings you are currently looking at.
As an example if you set the item type to default items and change the rarity to epic, then change the item type to tools and change the rarity to epic again, then hit save. The result should be that both default items and tools of epic quality or lower will be autosalvaged.
If that's not working I may need to take a look at your save and see if there's anything interering with the auto salvage.
I'll check that out
That worked thanks. Can you add that to the glossary because I wouldn't have ever figured that out on my own.
Also when you try to start a mission with no characters, "atleast" is actually not a compound word and is spelled "at least" :)
I found a couple more typos.
Game Mechanics in the Glossary
In the Equipment section, until is spelled incorrectly at "starting from Uncommon and raising in quality untill Mythical" and in the same section at the bottom there is no closing parenthesis (same thing for the bottom of the Salvaging section).
In the Missions section there is an extra "a" in "A Mission is a an encounter" at the top.
In the Professions section, obtained at "that will augment the number of Crafting Materials obtaine and the chance" is missing a "d".
In the Flasks section "active" is used instead of "activate" at "Flasks use charges to active and must" and "gathering" is used instead of "gathered" at "Crafting Materials gathering from the Farming Profession."
That's all I feel like writing for now there are more areas I haven't checked yet and some small grammar and capitalization mistakes but those aren't as important.
----------------------------------------------------
Also can you add an option to collapse or hide certain bag's contents?
Hi, Thank you so much this, I'll get them fixed for the next update.
The option to hide bags could certainly be added, i'll try to get that done too.
Thanks. I'll go through the rest of the glossary and look to see if there are any more typos.
In the upgrades menu, if you don't have enough of the currency you need to upgrade something, the amount you have is grayer, but in the flask upgrade menu, the amount of rubies you have is always deep red no matter if you have enough or not. Is this intentional?
Tiny QoL request: Could you include informations if one-handed or two-handed, class and if main- or off-hand? For example: I tried to wield two blades (Mythical Spellblades) and was surprised, I couldn't dual wield them.
Just to add: A perk to allow all weapons to be dual-wielded? Late-/Endgame?
Bug: Opening chests manually still sorts them in wrong bags :(. Hope you can figure it out.
Thanks for all the updates and fixes!
Hi, I've just uploaded a version that hopefully fixes the manually opening reward chests bug.
A tooltip indicator for weapon types has been added also.
First of all: Thanks! The bugs with the chests seem to have vanished after the update and the information about the weapons is now pretty handy :-)
Dunno if I should bring another, but maybe something useful: Sorting. I know, the algorithm of sorting things is a pain in the back for each developer, because how would you sort it the best? Only solution: Let the customer decide, I think.
Right-click menu on bags:
• Sort by level
• Sort by name (A-Z)
• Sort by rarity
• Sort by type
Maybe auto-sort in bags menu? Unlockable by upgrade? Scrapper would kinda fit here, because scrappers like to sort things :D. Should be really early, if you decide to include it as an upgrade :).
Right click sorting I can certainly add. Auto sorting i'm a little bit worried about but If I can get it working with a minimal performance impact it'll be in.
Hello, may I know how to farm the Jade Quartzes? I'm 150lv now, I need the Jade Quartzes to level up the flask.
Hi, setting your Scavengers to farm T3 (Woven Scrap) should provide you with some Jade Quartz also.
Frost Strike's Frigid Healing/Frigid Might upgrades probably should be reworked. As they are now, they're a noob trap.
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:
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
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
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.
Hi, I'm really sorry about this. I accidently messed up the resistance calculation. I've upload a fixed version now (0.5.8.3) and will try to make sure this type of mistake doesn't happen again.
All good. Just glad it was a mistake and not the new standard.
Hello, have you planned to enhance the auto scraping feature?
Because in the late-game, I just don't want to spend so much time to scrap the legendary item by myself. e.g. the relic
Anyway, This is a really good game.
Hi, I have a number of Quality of Life improvements for item handling and scrapping still planned and i'm looking to get them into the game over the next few updates.
Ctrl to compare isn't working
Is this issue affected all items or just some? The Offhands (Shield, Ward, Quiver) won't show a comparison if you have a 2Handed Weapon equipped.
It seems that all keyboard inputs aren't working
*Edit nvm was just a problem with my browser
First of all: Wishlist on Steam. For sure I'll be happy to give you some bucks for the nice game! I just have a few thoughts:
• The next to unlock material should be visible in the glossary. Otherwise it's a simple guess, when you'll be able to gather them.
• Bag filters don't respect the rarity of all items (priority wrong? :)).
• Just some QoL things: Shift + click should be a thing, if you could do that. Shift + left click: Wear/exchange (in bag)/remove (on character). Shift + right click: To scrapper. Keys from 0 to 9 could switch bags. Maybe an option to do a popup, if flasks are near to be empty (maybe a slider on which percentage the popup should appear). Also the Alchemist should have an upgrade to allow auto-filling flasks (offline-progress related - maybe pair it with the slider for the popup to autofill).
Hi, thank you for the kind words and the wishlist.
I've identified the bug with the bag filter and will get it fixed for the next version.
Changes to the material glossary will also be made. Ctrl + Left Click can also be done, Ctrl + Right Click would be an issue however as some browsers (Firefox at least) will put a context menu up on Ctrl + Right Click that will obscure the game window. I'm also planning on adding an auto refill upgrade for flasks.
After a certain point in the game, Luck becomes such a common stat (Community Passives, Achievements, Nemesis Items with increased Luck) that it becomes quite difficult to obtain lower rarity items (and their core/splinter/rune/glyph) for the purposes of building upgrades (e.g. Ancient Reliquary Rank 3) if you have not already obtained them.
On the latest version you should be able to shatter higher rarity cores into their lower rarity versions by Ctrl + Right clicking them on the Material Inventory.
Ah, I see. I went through all these hoops trying to work around it, when a fix was already in place. Sorry!
On another note though, is there any way to view a parties total luck/fortune/fate/wealth, without having to calculate it manually? If not, are there any plans to make this more easily visible?
Theres not currently a way to view your parties total utility stats but I could definitely add something to combat menu to display that.
is there something going on with drop rates? have been farming for the unique belts from the dragons and they dont seem to drop even after setting filters to epic quality
I just ran a test and the Dragoncrest Cord does seem to be dropping correctly, it is however quite rare and can only drop from 1 of the two Bosses of the map (though the reward chest can always drop it).
Uuuuhh... my game has been wiped.
Hi, I'm really sorry about this.
Would you be able to let me know which browser you are using and If you have cleared your cookies recently? (The save data is stored as a cookie)
Ah, that might be it!
I use Firefox and this morning (I think) when I opened it there was a popup announcing their new cross-site cookie tracking blocker and asked if I wanted to turn it on. I did.
Edit: Just changed my cookie blocking rules and everything's back to normal.
Hi, are you by any chance interested in getting a spellchecker? If you are I would happily do it
Typo: Scrapper is named "Scapper"
Great game! but question on how the "cull" enchant works does it mean at 50% of the executes hp threshold
example: snipe is an insta-kill at 20% on non-boss, but on bosses its at 10% and the other executes at 15% hp are 7.5% on bosses
That's correct
In the Glossary: Attributes: Damage/Damage Multiplier, "Magic" isn't listed. Is it Additive or Multiplicative? Thanks in advance, great game. :)
My bad, Magic damage is additive, same for Melee and Ranged
Incredibly fast response, thank you!
Hey, I have reached lvl 100 but still no ideas how to get T1 jewels such as Rough Quartz. Anybody got an idea???
*edit
I love this game. Great job, man!
Hey there,
Quartz is a rare resource that you can get from the Scavenging profession. If you're looking for T1 set some of your scavengers to look for "Cloth Scrap" and try to equip them with tools that have + Rare Resouce Per Harvest and +Rare Resource Chance
alright, I will give it a try. Many thanks to your reply.
How do I unlock sockets for characters? I didn't find any information in glossary
Around level 70 you start to occasionally get items with sockets in them. When a character wears that item it unlocks 1 socket for them.
estaría genial una traducción al español