Yea I'm really digging the possible idea of uploading monster profiles and pitting them against other players mobs based on level Player 1 uploads monster profile Player 2 (random person) downloads from the pool and watches AI battle. This could open a whole new meaning to the colleseum!
My biggest suggestion now is that while we are out in the wild have an icon or something pop to let it know we have completely unlocked a certain monster and we don't need to catch them anymore. It's getting hard to keep track of all of the ones I have fully unlocked now!
You mean when we have the abilities of certain wildling unlocked? Yeah that would be helpful. Sometimes I go out of my way catching a wildling only to remember I don't need to catch it. Maybe add the Scholar's list of wildlings to the pause menu?
That's exactly what I mean...I spend time catching when I Could have just killed it and moved on, I'd more like a little icon like a * or + next to the monster, or something to let you know you have unlocked them and don't need to catch them.
I went south into a new "room" in the first area (north of town). The "door" was "locked" (a rock appeared to stop me from leaving). I somehow ended up out of bounds, to the southeast of the door (I must have been too far to the right when the "door" closed). I was unable to actually get inside the room (the walls work both ways), and was sort of able to go to the previous room (I think I might have been blocked from going back in-bounds there too... maybe?). I figured the thing to do was use a fruit of town portal to warp back instead of "cheating" by fleeing from the room I was supposed to be locked in (same effect as me deciding to leave as if there wasn't a glitch). I also noticed a lack of the "improved catching mechanics." I pummeled a monster until the net's maximum catch rate was shown, miss, miss, miss, still the same catch rate... Speaking of which, someone mentioned this earlier: On iPhone the catch rate is kind of small.
Bug: after a while, blobs and monsters often "bounce" off the map, making it so you can't hit or even see where the enemy is, locking you in combat for multiple minutes or until you use an escape fruit. Seems to happen more often later in meadows when I have full blobs up and the blues start to split a lot. Also had a crash where I accidentally hit summon blobs again (I try not to summon more than my initial set of 5 due to the buggy nature of them), and the second I hit the summon blob button (summons 5 or so) it crashed. There were multiple mobs around wailing my weakened blobs, so dunno if maybe one blob died at the same time I summoned and the game got confused on how many it should summon? And of course this put my first monster in the area, who then got 20k xp and leveled 10x off of junky fusions, but thems the breaks I guess! Still far more enjoyable now (ie playable for the most part), but crash plus first-monster thingie still stings a fair amount.
On the blobs "bouncing" off the map: it happens instantly when they're summoned for the new area. They scatter to the winds instantly, with a few of them getting tossed off the map, and at that point enemies have a chance of just wandering in a straight line right off the map (pathing issue chasing an out of bounds mob?), at which point you're stuck. Maybe some sort of resync or summons-summon (summon helpers to your location ability) would help?
Or maybe just put 0% on mobs you've maxed out on, so you'll know you dont have to catch those. OR, make the percentage a different color.
Oh and while we're dreaming about adding features in for what's essentially a feature complete game that's already a steal... It sure would be nice to be able to toggle off some of those passives. It's kinda annoying having waves of force blowing monsters away from you all the time, and I wouldn't be surprised if it played a part in my mob-running-away issues.
Sorry for asking, but for one quest, I have to find this guy named Francis in the cliffs, but I can't find him? Where have you guys found him?
Fixing up a few last things, and the update should be submitted soon! Change-log: - Crash fixes - Randomly generated coliseum battles after you complete Badge 8, getting increasingly difficult as you completed them - Can replay previously completed tournament battles - Added leaderboard and achievement for extended, "Elite" Coliseum battles - If you have all a Wildlings abilities learned, a check mark will be shown instead of the percent chance to catch next to that wilding - Can talk to the mayor and cancel a Challenge - Wild Fruits can only be used if youve reached the next level before - Added Big Wild Fruit - warps 5 levels forward - Added Super Wild Fruit - warps to highest level youve been before - Fixed an issue where you cant walk past a rock barrier in the Cliffs - Fixed Crabsect/Phosphect enemies rotating strangely while you are grabbed
Once you max out your special stat, some of the skills that scale with percentages start becoming hilarious: - Force Wave get 125% chance to stun - Blob Helper summons 11 (when max blob limit is 10), with 105% chance to be blue blobs - Slime Ball slows enemies to -50% (no, sadly, they do not start moving backwards, I tried) - Rock Prison reduces physical damage to target by -25% (haven't tested if this actually boosts your damage to it) - Guardian Angel revives you with 110% of your health! (haven't tested this either) - Wild Growth gives you 165% chance to heal when hit with water attacks as a grass elemental - Scavenger gives 105% chance to drop gold/elemental orbs - Bird Helper has 105% chance to heal you - Stone Skin reduces incoming damage by 119% when not moving (erm, not sure how this works? I still take some damage (i.e. more than 1 or 0) when fighting hard monsters/wildlings.)
Out of curiosity, what do folks typically use for their 4 hot keys during game play? Mine tend to be: * Breaker Punch (or whatever melee attack I'm in the mood for) * Counter Attack * Flight (this is practically a must for me at deeper levels) * Fireball, Rock Smash, Poison Puddle, or any other AoE/ projectile attack
I'm more interested in which Essences you all use, since you can use all available actives in the wilderness, while which essence you pick determines which actives/passives you get. My personal favourites: Head: Flower head for that awesome heal/sec which would be 99hp/sec at max health Body: Turtle shell for both Tortle Shell and Exoskeleton (Immune to a third of all attacks? Who wouldn't want that?). Wings would have made it for Flight, if not for Wind Smash getting really annoying at maxed special (80% chance to knockback with massive force) so I usually replace Flight with Teleport (it has a faster cooldown anyway) Arms: Manta claws for that fantastic Manta Sting, Poison Claws and the option to use Claw Swipe (I've done ridiculous amounts of damage when Critical Strikes, Claw Swipe and Manta Sting work together) Legs: Fast legs for Super Sprint (I'm lazy) Non-restricted: Bark and Stone Skin For wilderness exploring, I go with Flower head, Turtle back, Rock arms and Spider legs. My hotkeys are Breaker Punch, Teleport, Earthquake and random fourth skill I'm playing around with.