Hi, All There is no specific schedule, but updates to the game are scheduled for June. If you want to report errors or improvements in the game, please see the developer email below. *Developer Contact : [email protected] And if you are a new user, please take a look at the links below first. It will help. *Google Play : https://play.google.com/store/apps/details?id=com.GameCoaster.DungeonMaker *App Store : https://itunes.apple.com/app/id1359652100 [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/
Thanks for your reply! Er... so I guess I may have to replace these giants room a few days later by other battle room which can give debuffs :> Hope developers could rebalance room skills in the next update. ---- BTW there's another skill that makes me confused. The skill Parry Weapon says the monster will get 1 defense at attack and every (monster) action will reduce the amount of defense buff by 1. So does this skill mean the monster with parry weapon gets a 50% damage reduction all the time? or the monster needs at least 1 defense provided by other skills to get this permanent 50% damage reduction? Thanks again :>
Parry Weapon is a good skill. However, its description is somewhat lacking in the game. *Parry Weapon -Obtain defense buff 1 when attacking. -Defensive buffs reduce hero's damage by 50% -Reduced damage by consuming 1 defensive buff when attacked. -The base is 50%, but it can be increased up to 60% when you have related artifacts. For my monsters, including Emma, I recommend that skill. :> This picture was drawn by fenalkun.
I've been playing this too much. Emma is way overpowered compared to the other bosses! I'm on day 460 already... Is there any point to going past day 340 though?
Difficulty 10 & D + 340. If you overcome it, you can now control your dungeon freely. :> For example, a new strategy for Emma is gaining popularity among some advanced users. ※ This strategy is an experimental strategy for advanced users. - This strategy has stability and speed, and even has Burns buff. - The user who first introduced it called it Burns & Fury Emma Deck. This is an image of the entire dungeon used in this strategy. The key to this strategy is 'Gunpowder and Meteor'. *Other requirements : Hatchery, Haste, Sloth, Curse, and Scream. *Required monsters : Suparna, White Fang, Fairy, and Arachne. If you can afford it, try this strategy. Obviously it'll be more fun. XD Or, some users play in the following way. In other words, while waiting for new updates, it is another fun part of the game that users can try various things with the current ones. How you enjoy this game depends on you. :> And...one of the next upcoming update contents is the Dark Lord skins!
Gunpowder is generally not preferred. This is because the efficiency is bad. But it is interesting that this strategy is possible. I will try next. Is this a strategy that only Emma can do? Anyway, nice to hear about the new update!
Its wayyy too slow to get heroes to level 10. Maybe levels 100-200 are worth more than 1-100 and I'm slowing myself down by quitting and going to a higher difficulty. Doing 1-102 on 135% difficulty took my hero from level 9 0% to level 9 48%.
You maybe Rebecca user? She can level up relatively quickly. The screams and war horns are especially good for her. And because of her unique skills, it is possible to survive until 200 days safely. Cheer! :>
Here are some new player tips that I didn't see covered: (0) Cheating: Clicking on the "Title" button in settings allows you to chose a different room, chose a different reward option, or simply replay a battle and use a different strategy if it looks like your dying or taking too much damage. Perhaps the "best" use would be to check if a merchant has good stuff, and if not, skip the merchant and save your gold for the next merchant. I don't recommend cheating in this way, but if you do it, try and limit it to the merchant since it can become a huge PITA if you are doing stuff like checking what the egg reward will give then picking a different reward. It can be very hard to get to day 100 the first few games when you don't know what your doing, but gets a lot easier; (1) Enhancing your Dark Lord gives health and attack based on: (1) the level of the fodder that you are sacrificing; and (2) the gap between your Dark Lord's level and the level of the fodder. Star level of the fodder is irrelevant. This means that worrying about enhancing your Dark Lord in the early game is a waste of time. You want to enhance your Dark Lord only after using a hatchery to crank up the level of some fodder monsters, or if you are playing without hatcheries, you can think about enhancement after day 60 when there is nothing more compelling to do; (2) Enhancing your Dark Lord can also give him skills from the fodder monster. For this reason, you might sometimes use a fodder with better skills than the fodder with the highest level (which gives the most health and attack). (3) Using the Merchant early wastes a potentially valuable battle reward and uses up gold that might be worth more later if you get the merchant discount relic. Unless you are cheating and going back to the Title screen after checking what the merchant has, its better to wait until you have 600 plus gold and can buy a ton at once; (4) If you are offered all facilities that you don't want to use and don't yet have any good facilities to upgrade, don't worry. Upgrade *any* facility in a good spot, or place your unwanted facility in a good spot. You can do this because facility combination XP is never wasted -- meaning that when you get a wanted facility, you just select the swap option, and it not only swaps, it also gives the facility XP to the swapped in facility. Thus, keep upgrading junky facilities if they are in a good spot ... when you finally swap in the facility you want, all that XP will go to the new facility; (5) The combination feature is oddly good if you know how to use it. Specifically, if you combine a higher star monster with a fodder, there is a very good chance of getting a new monster with +1 star to the higher star monster used. The odds of success seem to be 80% or higher -- and if you fail, you seem to (always? almost always?) get the monster of the same star level as the higher star monster used, but with level gain - so very little risk. This means that you can turn your four star monsters into five star monsters fairly easily early, when there is not much better offered. (6) It is not an especially good use of gold to fuss with creating fusion facilities except for Warhorn, which requires luck to create. Cold + arrow and arrow x 3 fusion facilities are easy to create and seem superficially decent, but they don't auto scale -- you need to keep spending valuable upgrades to get them to scale. (7) The best battle rooms auto scale. Sure, you can add more charges to the rooms, but the existing charges do more as the enemy monsters get stronger. For example, the room which Blinds enemies is kind of hard to upgrade, but once you get the Blind to a reasonable number, it blinds an enemy for that number of turns no matter how strong they get, preventing ever more incoming damage as enemies get stronger. Thats auto-scaling. By contrast, the battle rooms that add +attack, +life or +defense don't auto scale. They are fairly easy to upgrade, but in a long game they will do less and less unless you keep pumping them. (8) Traps are in general not worth fussing with, EXCEPT that an auto-scaling trap such as Curse can be useful in the top middle, the most landed on spot. Many of these traps are hard to upgrade, but in that spot, they can get landed on multiple times by some enemies giving nice debuffs. And once you get that trap upgraded a reasonable amount, you don't need to fuss it with since the effect remains useful as enemies get stronger (auto-scaling). (9) Don't voluntarily land on dungeons without thinking about it -- its not often worth it. Eventually you can probably get Extraction and upgrade your monsters to Elite status and upgrading facilities doesn't do a whole lot. You'll eventually land on enough dungeons to upgrade your key keeper facilities anyway. (10) Priority buildings to get are Extraction and Hatchery. Pumping Hatchery means you can get fodder monsters which will really strengthen your dark lord greatly, and can also strengthen key monsters. While strengthening monsters (as opposed to your Dark Lord) may not often be worth it, strengthening the monsters in a gigantify room or in with your Dark Lord has obvious benefits. (11) Event rooms are the worst kind of gambling, because if you keep hitting event rooms, sooner or later they will screw you hard. Better to avoid them entirely unless cheating by using the return to title screen option. Certainly avoid them if you don't have a good chunk of gold as many of the options require gold; (12) Location, location, location. You don't need a facility in every spot, especially in the first 100 days. The middle column is landed on the most with the top spot being the most common, and the spot that guards the entrance to your dark lord being the most important. If you get a hatchery, sure put it off to the side down toward the Dark Lord. But I've survived to 100 days just using the middle column.
Wow, really cool guide for new players! The tips for this game I knew vaguely were really well described by @ArtNJ.
Question guys. If the entrance to the Dark Lord's room is guarded by a Gigantify room, and I get a taunt shield on that guy, will it stop the flood of enemies into the Dark Lord's room, or will they still bypass somehow?
Yes, would like to know this also. Taunt doesn’t seem to do very much when it comes to waves of heroes, they just seem to bypass once the room is full. However with gigantify would it make all heroes focus on the single monster occupant thereby halting a wave into the DL room.
Some guy has done tests on the probability of active skills like Blade Storm, it seems it's 7% per one normal attack for a single active skill and 13% for two different active skills while 7% * 1.2 for two same skills. It's quite useful for the skill choice, but notice that the test is done on character without born active skill (e.g. Arachne), and when it comes to character with born active skill, it seems different (Seemingly the probability of Fire Storm is lower if Suparna has Earthquake, so I'd like to remove every active skill for Suparna and White Fang in the late game).
gigantify or gigantify *3 doesn't change anything in this case, the block number is still 3 heroes and taunt is cast on the blocked enemies.
Can you clarify the meaning of the block number? When I die these days, its not the monsters, its the dark lord getting swamped. I'm trying to understand the mechanic for monsters getting and keeping heroes attention. Thanks.
It works as described by Taunt Shield (Warmonger Shield). *Warmonger Shield -Get 3 Taunt -Taunt : Become all enemies' target. 3 Taunt Stacks. That is, every time the skill Taunt is activated, heroes attack the wearer three times. After this 3 intensive attacks, heroes may pass through the room or attack other monsters.
Whenever you challenge the game again, you can receive Dark Stones through Rebirth(Achievement) rewards from previous challenges. By consuming those dark stones, you can randomly obtain items from the Abyss Shop. The item contains other Dark Lords. Here is an example that you can get them without IAP. The IAP provided in this game is intended to support developers. But as the developer mentioned in the game, you do not have to use IAP. :> Here are some additional tips that will help. *The fastest way to collect Dark Stone. https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-16#post-4101211 https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-13#post-4100871