Hi, everyone. :> Do you ever start this game for the first time? I'm too accustomed to this game, so sometimes I can not imagine what new users think of the game. Here, if you are new to this kind of game for the first time, it's probably the following response. :> The impression she made for this game was a chance for me to have a different view to the game. XD Perhaps if she had seen TouchArcade's guide for this game, she might have enjoyed the game a little more. lol So, here's a guide to this game for newbies in Touch Arcade. See if you are interested in this game. It will help you. :> [Basic Guide] Wickedly Good Fun for the Wickedly Evil (by Sarah Saunders) https://toucharcade.com/2018/05/24/dungeon-maker-dark-lord-guide/ [Guide & Tip] Dungeon Maker : Dark Lord https://forums.toucharcade.com/threads/guide-tip-dungeon-maker-dark-lord.319561/
Yeah. Those rules. That’s what I’m trying to implement. It should be a fairly straightforward repeating pattern. Just trying to puzzle out the paths does my head in. (And I don’t think it’s necessary, tbf - it should be possible to work it out inductively, whilst I’m bodging away at trial and error. Which swiftly becomes complex.)
The first four moves #rofl Last pic is the room numbering scheme. Edit: +1 Edit: and as a proportion of all moves taken.... Square 1 (entry square) receives 24.4% of ALL contacts. The other central squares (in order) receive: 13.33% 8.89% 0.74% 0.25% of all contacts. The sides (in order) each receive: 10.37% 5.18% 2.84% of all contacts. And the first corners receive 7.78%. I’m sure there are proportional relationships between those that would stabilise / tend towards stability over turns. And repeat visits to squares (vs first visits) might be significant. (Remove the first turn, and square 1 only receives 5.56% of visits). I need to think about that tho!
Good. I will attach your comment to # 400. :> I have gathered related comments so that other users can easily grasp the topic connected with this. The Study of Hero Movements. https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-20#post-4103233
The succession of monsters and facilities is an item that can be obtained from abyss shop. It consumes dark stone. Dark stones can be rewarded if certain conditions are met. The specific conditions can be seen in the achievement menu on the main screen. I hope you get it soon. Once you beat 100 days, you will get a better understanding of this game. Cheer up!
I'm not down at all! I am getting beat down and loving every minute of it. A lot of choices every round, constant tension and balancing. This game blends genres I love.
This is so useful, especially for trap placement. I’ve tried to predict the hero routes (especially elite) on the repeat visits around the board. I suspect different heroes choose different routes but are they influenced by what they encounter? And does dark lord choice influence the route mapping? A lot of variables not least monster abilities to consider perhaps? Phew! My head hurts..... haha
I believe some aspects of this may be relevant, though a toddler’s bedtime demands immediate attention: https://en.m.wikipedia.org/wiki/Random_walk I also suspect that the precipitous drop between the 2nd and 3rd central tile is an artefact of the number of steps i modelled / stopped at. I think the gap would diminish if there were +2. (I may be wrong).
Actually, yeah. I’m quite confident that the picture is incomplete, and the rate of drop off is artificially high. The first non-starting central square (#4) has ⅓ of that-turn steps the first time its encountered. That’s doubled (well, +⅓) the next time it’s visited. #7 has 1/9 of that-turn steps the first time its encountered. That’s quadrupled (well, +1/3) next time it’s visited. That’s... interesting! Edit: I wonder if #10 also gains +1/3 on a second visit :hmmmmm:
Oh, hello. And the %s for each first contact with each central square are ⅓, 1/9, 1/27, and 1/81. That’s entirely predictable, bc each first contact arises only from the previous central square. And each path from a central square forks into 3. Hmmm.
I’m also convinced that the number branches are important. Looking at the path diagram: 3,1,2,2 3,1,2,3 3,3,2,1 3,3,2,2 3,3,3,2 3,3,3,3 3,3,3,2... (herein in its a mirror image of the first 5 paths) And the cell numbers appear predictably (they’re also mirror images of each other from top to bottom, if you look at the final branch). And the paths give you the %s. (1/3/1/2/2 = 1/12 = hence this being the rate for 7 and 11 for the top branch). HMMMM.
Questions: (1) what is monster and Dark Lord leveling impacted by? How many kills that monster gets, or total dungeon exp/number of monsters or what; (2) with trap leveling, is it just the level of the trap used as fuel, or does the stars matter? Overall strategy question: it seems that after the level 60 boss, I can't risk additional epic battles, and just have little margin for error in general. I just got to 69, but foolishly did an event that put one of my rooms out of commission. The heroes on the next normal wave then walked through another room of monsters and crushed the dark lord in a heart beat. I had 19 relics, mostly 4 star upgraded monsters, and it just felt like instant death. I did just unlock the ability to upgrade monsters via the combine monster cards, which seems like it might allow fielding fewer stronger monsters in a more upgraded battle room.
(1) Overall(Life, ATK, DEF, Skill). / Dungeons are given total experience. It seems to be equally distributed to all monsters including Dark Lord. Therefore, the smaller the number of monsters, the faster level up is possible. (2) As fuel. The combination of the traps does not increase the star rating. For that, please refer to the following. :> *The influence of exp about each room https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-5#post-4099843 https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-6#post-4100112
Impressive! But there is no guarantee that its regularity will be maintained in future updates. The latest version has lowered the difficulty than before. For example, some users may have noticed that heroes are playing around the entrance more often than they did during the initial version. I hope dev keeps this regularity so that your efforts are not in vain.
What would the best skills to get your special monsters and boss? I have the ff on my shortlist: Foresight Mystic One
*My skills of Dark Lord Emma : - Parry Weapon, Foresight, Executioner, Mystic One, Earthquake. It seems better to choose the skill depending on the effect rather than the grade.
Mate, not even bothered. This became an exercise in logic and stats by about my third post! I’m pretty sure I can model it now. It’s not complicated. (I think). It just needs each cell to only take account of its inputs / outputs, and for these to be linked (so you know where they’ve come from / so where they can’t go). It should be doable with half an hour, a pen, and a blank excel sheet. I think!