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My first team of 6 including the ghost in a 12h campaign only managed to get to level 4 and to bring items back once (only 8 items among 4 different types too).
But I did "export" the log to see what happened because I was feeling exactly like you "damn, my 15k growth and 1.5k levels pets are only bringing that much in 12h, it's going to take months to get the 50 lumber or whatever for evolving pets".
(here is the paste of it: https://pastebin.com/63kzKLXH )
What I noticed was that they went much further with each level gained, so I went to look at one of the pet's screen and noticed the "dungeon" button right above where "feed" is, and I compared the "dungeon" stats of my levelled up pets.
Level 1 pets only have 3 on each stat and 22 hp, but my now level 4 pets have 10 on eah stat and 54 hp.
If you look at the stats of the enemies in the first dungeon, you will see that the enemies there are basically impossible with level 1 stats (at least until you get to crafting equipments), but with level 4 pets they are already past all of them except the boss (their hp is a bit low as well but taking less damage is more important than the hp pool itself).
I have 5h left until my 10h long campaign finishes with the same pets but at level 4, if you want I will post the paste here to tell you how it went compared to the first, but I am pretty confident that the first dives are supposed to be failures where you only gain levels for stats and only after that you start to clear the dungeon easier and easier (before moving on to the harder ones).
Okay, let's try and help you. :)
First of all, go into the Info on the newbie ground dungeon.
You see the "Max 3 Each Room"?
That means any of the below monsters can spawn, 3 of them, at once, will attack your group of pets.
Try and have one pet of each element in there, any neutral pets in the front line I'd say. This'll prevent the random elements from doing +damage needlessly, keeping your newbie dungeon pets alive.
Secondly. Exp carries over, it doesn't reset on rebirths. So your level 1 dungeon pet, is only level 1 until it's level 2, then it's always 2, until it's 3. etc. (If evolving into a class resets this or not, I dont know.)
You'll probably have to put up with the deaths until you're level 5-6 on every pet in there, which is when, on a 2h dungeon run, I could beat the rogue shadow boss.
Is it helpful?
I still think it's tuned weird. I think maybe it's just not what I was expecting, or what I was looking for, more of the same stat management sim. I was hoping for less of the same and more of offering something different.
Dungeons are actually quite different than the rest of the game, especially the harder ones require some strategy and for the best result you need to think what pets and items you take into the dungeons. But they are something for the long run. Most players dislike speedrunning and prefer something idle which progresses even without them doing much. For dungeons you set up teams, go into a dungeon and wait for a few hours to see the result. You will see small, but constant improvements.
After a few days of dungeons you should be able to evolve a few pets and make a blacksmith and alchemist, then you can forge equip for your pets. The equip offers boosts for the whole game, makes challenges easier, and makes your pets stronger in dungeons.
I had opted into the beta so I saw it as it was being developed, and when the beta started he hadn't yet added that pets would retry after failing a dungeon if sent on a long run. Any player before that in the beta that started their first dungeon run by sending the pets in for any longer than one hour would find that the pets would die a couple rooms into it (even with that also being before enemies started using abilities besides their basic attack) and then all the rest of the time would be wasted. But after he tweaked it so that they'll retry, you only get one hour wasted after they die and then they're back in it again. (The log displayed in-game will only show details for the final run. You'd have to export to see the previous attempts.)
I just imagined the dungeons as having "instance doors" like in a MMO. Big colorful forcefield that you pass through to enter your team's own personal copy of the dungeon.
Bit of a "parallel realities" vibe in the concept, actually. Maybe in the context of this realm that we inhabit in ItRtG we can imagine that the dungeons are places in alternate realities that we've discovered through wormholes. The player character can't go through these wormholes because they won't possess their godly powers in the physics of these other realities. Perhaps that's why we're only sending the pets through, and why the pets' regular stat leveling is mostly irrelevant there.
("Mostly" irrelevant because he did at least set it up so that each pet's total growth works to multiply their dungeon stats by some amount. I forget how much, I think it was some small % per each 1k growth? ... Yeah, one of my pets that hasn't leveled in dungeons could go in with 22 HP while another that hasn't gone in could go in with 20 HP, and the difference between them is about 20k growth. I do kind of wish that the mechanic there was a bit more detailed though. Let each individual growth affect its own separate thing instead of applying one generic boost based on the total. Maybe even add on top of that some smaller boost multiplied by log10(stat) or something like that. (This could result in a very small gain, even for very large values in the stats.) But... meh, whatever.)
https://pastebin.com/2iDf2zxA
As you can clearly see this second run went significantly better than the previous so you can more or less expect no KOs from level 5-6 onward even on 12h campaigns.
If you wanted to be more efficient you could probably do the first few runs in much shorter times in order to avoid the KOs (and invest pet stones in a few phoenix feather, even if you can't get the permanent bonuses on exp and loot) but if you only need a day to get your first pets up and running on the first dungeon it's probably not as bad as you think when you try your first run.
will be a payupdate for another 15 bugs for sure ...gfu