Clone Earl, or 2x/4x size Earl, Or maybe an Earl with boobs, his sister Earlene.A clone Earl showing up does sound fun though.
Or JearlClone Earl, or 2x/4x size Earl, Or maybe an Earl with boobs, his sister Earlene.
And the monsters singing Dolly Parton's Earline - please don't kill me just because you can.Clone Earl, or 2x/4x size Earl, Or maybe an Earl with boobs, his sister Earlene.
It’s very slow at first. Rebirth and buy your doublers when you can and it snowballs. People here have been playing it since it linked so it’s obscenely fast (and slow to get endgame upgrades) in their case.I just started and have been playing for about an hour but I have 4% of a credit seems slow heh
This might be fixed in 0.83. That fixed a freeze after the computer had been on sleep for a while. That was also a relatively new issue, so could be related.Not sure what can be done/troubleshot about this, but just had the second instance of the game locking up (not bullet time slowdown, haven't seen that in a while, this is complete freeze) right at the end/beginning of a round. Last time it froze on the "Round Start" point, this time it froze right after last mob dropped...
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Just refreshing brings it back around.
It annoyed me too.can the skulls at least start off firing forward, half the time a skull gets fired behind his ass, which just makes cryptmaster worthless cuz its like you just need that one skull to make up for the retard ass skull
also a lot of time these skulls love to bounce up and down, up and down
It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.A definite improvement to the skulls.
Any thoughts on buffing the other damage so that it's not always a game of "get all 4 skulls on your high HP target of you're gonna run out of time" at the higher tier arenas??In the 30k arena territory you quickly notice dagger are measured in K, fireballs in M, and Skulls in B. You can be going full blast (Daggers+zap+fireballs) on a HHA (high hitpoint asshole) and not even move the red bar until your skulls attach.
I suggest adding +damage % to the ones that seem like they should but don’t. In addition to what they already do.It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.
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The trick might be doing something to help daggers that doesn't further amp up skulls.It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.
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Intentional they are back to straight lines. The squiggly was unintended but I'm thinking of making a new tier with that effect (+ some fireball damage).OK, cooking .86 this morning. Initial reactions :
- Balancing feels good man.
- Did Fireballs get "un-squiggly"? Originally we had fireballs which were straight line fireballs. Then somewhere, I think in the .7x timeframe, they changed slightly. When they hit something they would then make a bee line for the next nearest target. This made them take "Squiggly Paths". With .86 they're back to just straight lines. Intentional?
maybe a cooler multiplier like, skulls do more +dmg when 2 or more are on the same targetIntentional they are back to straight lines. The squiggly was unintended but I'm thinking of making a new tier with that effect (+ some fireball damage).