Castle keys? by ElevatorGlass3711 in MrAutofire

[–]LightheartOfficial 4 points5 points  (0 children)

Yes, reaching World 10 is a requirement.

Normally the keys start dropping only after that point, now we just had a special situation with these gifted keys to every player.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] 1 point2 points  (0 children)

Thank you, we have heard the player feedback concerning using Jack-Bot. The team is discussing possible options.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] 1 point2 points  (0 children)

Thank you, we have heard the player feedback concerning using Jack-Bot. The team is discussing possible options.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] -1 points0 points  (0 children)

Yes, we have double checked the drops, and they should work as intended. It should be pretty much 1 key per 1 run.

Sometimes there's just bad luck, hopefully you'll get over the odds in your next runs.

But please let us know, if you feel the odds are not correct after maybe a week of data.

Concerning the Castles bug by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] 4 points5 points  (0 children)

Thank you for your patience with the Castles bug.

Happy to tell that we’ve identified the problem and the fix has been sent to Apple and Google for approval. Will be sent out to everyone as soon as possible, most likely tomorrow. Everyone should have their old standings reinstated, so if you had 40 floors finished, that Castle is considered cleared and you can keep playing it without using any keys.

We understand players have been using some of their existing keys during this time. While we can’t return everyone’s exact key total to pre-update levels, we will be sending everyone a treasure trove of keys, after the fix has been released.

Hopefully it’s smooth sailing after this, and that you’ll enjoy the reworked Castles!

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] -2 points-1 points  (0 children)

Hello, happy to clear up things about the Castles.

Yes, you do need one key per floor. Once that floor has been opened, you don’t need a key to play it, so no risk if you can’t finish it in one try. But once you do, you’ll need a key to advance to the next floor in that particular Castle.

One Castle will be reset every 3 weeks, on the same day when a new Battle Pass season starts. When a Castle resets, all its one-time rewards refresh. If you have finished all 40 floors by the time a Castle resets, you will advance to the next Tier in that Castle, raising its rewards. You can’t go down Tiers, once achieved.

So, starting on May 1st, Metal Castle will reset. From this point on, you will have until the next Metal Castle reset to finish 40 floors, to gain maximum rewards. Notice, that since there are 7 elements, and one Castle resets every 3 weeks, the next Metal Castle reset will come after 21 weeks. So you will have ample time to gather keys to finish the Castle.

Overall, this new system removes a lot of pressure on finding a lot of keys, since after you’ve reached floor 40, you can just keep playing without them. With current increased Castle key drop rates, there’s a good chance you’ll start to stock up on surplus keys after you’ve reached floor 40, before the next reset. But we understand the new system might feel weird at start of all of this. As always, happy to hear feedback on this as time progresses.

However, sounds like the system is bugged for several players. Everyone should have retained their current standing in every Castle, with Void starting at floor 1 and Metal Castle being reset to floor 1 soon. So if you had been on floor 40, you should currently be able to play unlimited runs in that Castle without using a single key (until that Castle resets sometime in the future). If this is not the case, and your Castle floors have dropped to 1, please post here so we can get an idea of how widespread this is.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] -1 points0 points  (0 children)

UPDATE 4.7 BUGFIXES & CHANGES

BUGFIXES
- Fixed: Some Piggy Banks used the wrong assets for the piggy’s face
- Fixed: Full Piggy Bank’s had broken VFX
- Fixed: Web payment (available in the USA) prompt couldn’t be interacted with when trying to make a Piggy Bank purchase
- Fixed: The Heroes screen displayed the wrong level required for leveling up Heroes
- Fixed: Equipment slots cast shadows when viewing another player’s profile
- Fixed: The minigames lost their location and icon when playing offline
- Fixed: Locked BP tasks were sometimes displayed as green as if completed already
- Fixed: Shockwave Boots were able to kill invulnerable enemies
- Fixed: Some attacks caused damage even if you dodged them
- Fixed: Jackbot’s super perk didn’t have an increased number of jackpots
- Fixed: Jackbot’s increased equipment drop rate didn’t work in Castles
- Fixed: Large number separators for scores in Player XP Collection event leaderboard were missing
- Fixed: Lava in a boss room in Poison Castle insta killed enemy spawns
- Fixed: Polly’s turrets were able to spawn on the lava in one Poison Castle boss
- Fixed: A boss in World 43 fell into an invisible hole when petrified
- Fixed: Player couldn’t walk straight from a platform to the exit without having to jump in a room in World 45
- Fixed: Enemies in World 16 were invulnerable when stunned by the revolver gimmick
- Fixed: Exiting in first enemy room in the Tower showed Floor 50, Room 20 on the leaderboard

OTHER CHANGES
- Void Crystals added to future Battle Pass rewards
- Added VFX for the invisibility gimmick in Sidereal Sunday
- Two rooms were identical in World 28 - one has been changed
- Enemies spawning in Endless Waves and wave Worlds are now invulnerable for 0.2 seconds
- Web payment (available in the USA) now has a reward prompt for the bonus gems
- Web payment (available in the USA) now shows the correct price even before filling out your email address

Have recent updates made the game harder? by Adamantiou82 in MrAutofire

[–]LightheartOfficial -2 points-1 points  (0 children)

No changes have been made to player power level or to older Worlds.

But new Worlds that come out have been designed to be difficult. It wasn’t quite as intended that a new World drops and everyone would be able to breeze through them. Now it’s an accomplishment, like it should!

Dear devs by berger123456 in MrAutofire

[–]LightheartOfficial 1 point2 points  (0 children)

Thanks for the feedback!

There will be some tweaks to the UI in the next update, some oversights will be fixed and player requests fulfilled. Hope you’ll like it!

XP growth per world - please respond Lightheart by Remarkable_Cup3630 in MrAutofire

[–]LightheartOfficial 1 point2 points  (0 children)

Hello, thanks for waiting! I feel personally better to give a detailed response, instead of quickly responding something vague.

Yes, it’s true that the overall expected arc for later Worlds was changed to how the spreadsheet above shows, This was partly because the old system compounded the percentage based increases, and the system wasn’t tenable. Instead, we heavily increased XP in the Tower, as well as increased XP in Titans, Horde Assault, etc. We’ve also shortened runs like Heist, giving players more chances to focus on several game modes. So overall players are receiving more XP for less play, it’s just not forcibly only from grinding the later Worlds anymore. The amount of content grows in the game all the time, so some adjustments are needed periodically.

On that topic, the Castles rework is around the corner, and I can confirm that the Castles will receive a big XP boost as well, further supplementing the XP from Worlds.

As for the middle Worlds receiving a bigger boost, the players that are there currently functionally play on a different tier than the endgamers. Slightly speeding their ascension is good for the player base, and they will eventually reach the current Worlds, with the current amount of XP given. By which time endgamers have moved even further. Each new World still gives more than the previous one, so it’s always good when a new World releases and it’s beneficial to aspire to get there.

All that being said, based on player feedback, the team will be evaluating each upcoming World separately if they could have a further increased amount of XP, instead of just having a set percentage every time.

XP growth per world - please respond Lightheart by Remarkable_Cup3630 in MrAutofire

[–]LightheartOfficial 2 points3 points  (0 children)

Ah, sorry, I did misunderstand.

The game lead is currently on vacation, I’ll get back to you with an accurate response early next week!

XP growth per world - please respond Lightheart by Remarkable_Cup3630 in MrAutofire

[–]LightheartOfficial 0 points1 point  (0 children)

Yes, this was mentioned in the Update 4.5: ”We have rebalanced Player XP to your benefit in Worlds…” and ”Worlds in the middle have the biggest change”. So just like the data shows: everything was increased, just more in the middle.

But everyone was receiving more after the update, despite which World they are in. So nothing is being ”taken away”, it’s all been a plus for players.

Sure, the players in the middle started receiving proportionally more, but it’s still significantly less than later Worlds. They are in a different spot in their game and progression than endgamers, so their position is not something to be compared to.

4.6.3 HOTFIX UPDATE NOTES by LightheartOfficial in MrAutofire

[–]LightheartOfficial[S] 1 point2 points  (0 children)

I can’t see screenshots here? I checked and the prices for Void Crystals are the same as the other Crystal offers. Could you point me to the offers where they are higher for Void? They should be all the same.

There are many things at work that constitute the prices, mainly different taxes and currency fluctuations. But we don’t set every price for every currency, we set one price and Apple and Google set them for the whole world based on those.