Hmm I think I have an idea what the problem might be. In general I store the total fame locally but send it to Game Center when you get back to the main menu. And unlocks check the score received from Game Center so probably one is happening before the other one. In theory I think when you kill the app and restart it, the score is refreshed by the last score that has been sent to GC. I will try to implement a “backup” local score check that will fiz this issue. Thanks for the info! I suspect there’s some weird behaviour going on with the “Skeleton King” boss (the one that converts healing potions to coin) this guy was giving me so much trouble during the beta, I thought I covered all the possible scenarios but maybe it still exists. Can you confirm it had something to do with Skeleton King? Otherwise maybe it’s another type of bug and I’ll have to look elsewhere. Cheers!
Btw, is the player called “_cometti” here? I see in the leaderboards, he has a high score of 893.932 (in a single run!) and I thought it wouldn’t be possible to go that far. I wonder if he/she abuses a bug, if you’re here, please DM me and we can talk whether if it’s a bug or if it’s a strategy, I’d like to know about it
I'm sorry, I can't say which one it was - my vague memory was "one that destroys blocks around it" but I have very low confidence in that. I *think* I ended up dealing the killing blow to it with reflect damage, if that helps at all? I can say that the overlay bug was solved on the restart (which I forgot to say before) and the tracing bug is replicable. This time it kicked in on turn 616. Also, re: none of the above - it's cool that fireball can kill bosses, yeah, or is that another possible problem source? Cause it does - IIRC hack notes it can't, disarm notes it can't, but fireball does it. Finally, I've also noticed that sometimes I get hit by enemies after using fireball. Not sure why since usually I think enemies don't get turns when I use skills.
I’ve played for some time, made it somewhat up there on the leaderboard, but there is one thing I don’t understand. Is there a reason to spread the armor upgrade?
Thanks for the detailed explanation. I was already suspecting it may have something to do with reflect damage. I will check it. And yes, Disarm and Hack (conversion skills) can’t kill bosses but Fireball and Slash (insta-damage skills) can. I will also investigate why Fireball is advancing the turn. Cheers!
The shield given by the next better item is increasing exponentially, it goes like +1, +3, +5 etc so you should decide between stacking upgrades on a weaker item or get the better item for more shield points. Everything except the weapon (armor, helmet, shield) give you shield points so you can keep one and stack on its upgrades and also get the next (better) item for another category, stacking shield points. And you have the possibility to go either way for the third defensive item.
Thanks for the response. Actually, starting from +3, I am getting multiple items of the same tier before moving on to the next tier. For example, I have to purchase 3-4 +3 items, before the shop starts offering +4. This seems to be the same with all the armor types, so it feels like just upgrading one type of the armor types seems a better choice than spreading the armor upgrades. Maybe offer different sub-stat? Say, helm -x% of dodge, shield -y% of block, and torso having more armor values. Maybe relate those % with the tier, as well as int, dex, and str stats. Also, I don’t see the point of taking item upgrades over character upgrade with the frequency of item replacement. Why bother taking a temporarily upgrade over a permanent upgrade, that isn’t even significantly stronger than a permanent one? I think values for item upgrades need to be higher to even be considered.
Those are great suggestions. I’ve took notes of these to the the feature list document. I’m experimenting with features suggested by players and I include the ones that work well with each other! Cheers!
A few more bugs: - Slash can also cause the enemies to get to attack, as well as Fireball. I lost my best run to date due to this (ranked in top 20 on Normal leaderboards, but I'm not saying who). - Shield Echo can have a cooldown lower than 5. This could potentially be on purpose, but as a mage, I noticed in a run that after collecting mana potions my Shield Echo skill was greyed out without a cooldown number on it. Holding my thumb over it, I learned that its cooldown had somehow been set to -2.
Word on patch? My games are on hold due to several games in a row bugging out. Not complaining, just wondering about timeline. Everyone's gotta get by these days!