Idling to Rule the Gods

Idling to Rule the Gods

Rune Jan 8, 2019 @ 9:06am
Dungeons..wow.
I hate to say it, but what the hell is this?

It's so.. bad.

I sent my five strongest pets and the ghost into the newby dungeon and all of them died.

a: therefore losing all items they may have found and

b: gaining XP that they can't do anything with snce they can't rank up until they evolve.

c: and the evolve requirements need items from the dungeons you have to survive through.

If my six best pets can't survive the newby dungeon enough to farm up starter items, how the hell can I advance any pets to evolve them?

I'm actually wondering what the hell this is and how we're supposed to do it.

Or if it's the impetus I've needed to finally stop *playing* this thing after all these years.

I've tried to quit before, but ugh.

No "Git Gud" replies please, either honest advice or earnest commiseration.
Last edited by Rune; Jan 8, 2019 @ 9:07am
< >
Showing 1-15 of 39 comments
Fel Jan 8, 2019 @ 9:29am 
I got surprised as well until I noticed that the pets have different stats for adventure and they all start at stats that can't even clear the first dungeon.
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).
sfnhltb Jan 8, 2019 @ 9:32am 
"Strongest pets" seems largely irrelevant, pets go up in dungeon levels separately to the normal levels and stats, and yes my first newby dungeon adventure was a wipe as well, but they got enough xp to get dungeon level 2 and haven't had trouble since.
Last edited by sfnhltb; Jan 8, 2019 @ 9:33am
MaceX Jan 8, 2019 @ 9:37am 
It feels like starting the campaign process over again, except you can lose.
Zero, Dark Knight Jan 8, 2019 @ 10:22am 
Alright, you want some honest advice and tips?
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?
Rune Jan 8, 2019 @ 10:31am 
That's at least helpful, yes. thanks.

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.
TanisX Jan 8, 2019 @ 10:47am 
The only gripe I have with pet dungeons is you can only send 1 team to the same dungeon at a time. It would be very helpful if we could send 2 or 3 teams in the newbie dungeon at the same time for early leveling purposes.
damadorPL Jan 8, 2019 @ 11:34am 
by the time when you can handle multiple slots your first team will be stron enough for other dungeons - I run scrpayard and Water one with ~12 / 13 lvl teams - took me 5 days to lvl it with newbies...
Ryu82  [developer] Jan 8, 2019 @ 11:46am 
Pets have different stats from dungeons which are independend on most of the other pet stats, so even newer players can do them if they have enough pets. Pretty much everything dungeon related is permanent and not lost on rebirth. The only exception is that rebirthing will cancel the dungeons your pets are currently in.

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.
muljostpho Jan 8, 2019 @ 12:26pm 
The overarching design goal, as I understand it, is that evolving all the current pets should take a player somewhere around two years. Even with that in mind though, yeah, it did feel rough to start out. It sounds slightly better now than it was initially though.

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.)

Originally posted by TanisX:
The only gripe I have with pet dungeons is you can only send 1 team to the same dungeon at a time. It would be very helpful if we could send 2 or 3 teams in the newbie dungeon at the same time for early leveling purposes.

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.)
TanisX Jan 8, 2019 @ 1:20pm 
Can anyone who played the beta and crafted the 1st tier of equipment say how large the bonuses to your pet and god character are?
Fel Jan 8, 2019 @ 3:27pm 
As promised before here is a paste of the second run (10h instead of so less rooms in total but a lot more drops and only one pet downed):
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.
masterjunko Jan 8, 2019 @ 4:42pm 
Bring some pet food helps? I have heaps of puny or strong feed. Sending pets into dungeon with enough food on hand seems to help them survive.
Fel Jan 8, 2019 @ 5:36pm 
Originally posted by masterjunko:
Bring some pet food helps? I have heaps of puny or strong feed. Sending pets into dungeon with enough food on hand seems to help them survive.
I'm not sure, the two runs I posted did have food in the item slots but as far as I can tell from the logs it didn't seem to do anything and there was the same amount in the slots after both campaigns (not sure about the stockpiles because I fed pets from campaigns right before finishing the dungeon both times so I didn't think about keeping track of those).
Ryu82  [developer] Jan 8, 2019 @ 5:40pm 
Food is only used for the wild animals event, it gives growth to the pets in the party. It only appers in Forest.Health potions or phoenix feathers can help you to survive but you need an alchemist to make them for you. It is more something for the other dungeons after you start to get strong enough to go to them.
C21 H23 NO5 Jan 10, 2019 @ 3:38am 
worst thing is there no improved cancel....i in my endless naivety thought i comes with the improved campain cancel...how was i wrong <.<

will be a payupdate for another 15 bugs for sure ...gfu
< >
Showing 1-15 of 39 comments
Per page: 1530 50

Date Posted: Jan 8, 2019 @ 9:06am
Posts: 39