Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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Lauren Jan 3, 2015 @ 7:34pm
Max FIDS generation?
Hi!

I've tried to google this question, but I'm trying to avoid delving too deep into guides since I want to see what strategies I come up with on my own. I've beaten the escape pod a couple of times on too easy mode, and I still can't figure out what determines the cap on the large modules. Sometimes I have up to 30 something resources being generated, and sometimes it seems to cap out at 15. Does anyone know how this is calculated? I hate building another large module only to find out that it doesn't actually increase my resource generation.

Thanks so much! This game is fun!
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Showing 1-7 of 7 comments
Zsrai Jan 3, 2015 @ 8:37pm 
I have never had my incoming resources "cap out", and I've had something like +75 food coming in on Too Easy once. You didn't build a new module and then move an Operating character around, right? That would change your incoming resources for that turn, as your characters need a turn/door to start Operating and bringing in extra resources.
Lauren Jan 3, 2015 @ 9:51pm 
Hmmm interesting, I just remember a couple instances where I had +15 industry, then I built another module, and the number didn't change. Maybe it's a bug? I'll have to pay closer attention next time. That's good news that it's not supposed to cap though. Thanks for the answer!
Faust Jan 4, 2015 @ 6:57am 
There is no cap. Operating a module can give a small to huge bonus depending on the Wisdom of the operator. There are also random encounters that can increase/decrease/prevent resource generation for a couple of turns. And events that enable all heroes to Operate or prevent all heroes from operating.
Sassafras Jan 4, 2015 @ 5:12pm 
Originally posted by Lauren:
Hmmm interesting, I just remember a couple instances where I had +15 industry, then I built another module, and the number didn't change. Maybe it's a bug? I'll have to pay closer attention next time. That's good news that it's not supposed to cap though. Thanks for the answer!

If you built a module in the middle of a wave, it is likely that monsters destroyed it immediately.
kopiC Jan 5, 2015 @ 1:19am 
Only some monsters target modules. Modules while constructing cannot be targeted by monsters. So feel free to build in middle of a wave.
(Tested on a run where out of shear boredom and excess amount of industry)

For missing resource generation, are there rooms under EMP effects? (Its easily to miss if you did not look carefully) Or did any room accidentally become unpowered due to core damage.

Regarding max production, there seems to be no limit. I hit 70-80 generation rate with 5-6 full level module, 4-5 robots with each major module, Josh/Mormish/Rajyest with wit boosting equipments. Single hero alone can contributed 14 plus points.
Last edited by kopiC; Jan 5, 2015 @ 1:20am
LordBlade Jan 10, 2015 @ 6:43pm 
Originally posted by jc:
Only some monsters target modules. Modules while constructing cannot be targeted by monsters. So feel free to build in middle of a wave.
(Tested on a run where out of shear boredom and excess amount of industry)

Actually, they can and will attack modules as they are being built. It's those crystal things usually which just go right for your modules.

I like having a tanky character with the Me First ability to make things focus on them instead of my modules.
Lauren Jan 10, 2015 @ 9:47pm 
Yeah, I learned the hard way that it's kind of a bad idea to build any of the FIS generators as soon as you enter a room if there are monsters present. It didn't even show it as being built... just a pile of rubble. Those crystal guys are a pain, especially in easy mode, they take down my modules in just a few hits. =[
I'm still not sure what caused me to think there was a cap on generation in the first place. It happened again in multiplayer; maybe it's a bug or something. I'll have to pay closer attention next time.
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Date Posted: Jan 3, 2015 @ 7:34pm
Posts: 7