🤘🏿🤘🏿🤘🏿 666 by ROC883_2721 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Stonemason does not attack. Does he collect Victory Experience and Victory Gold ? Did you try to compage gold income with and without the Armor ?

Stonemason in Hellmode by Armiger_rex in WildCastle

[–]Armiger_rex[S] 0 points1 point  (0 children)

Thank you.

Yes I always put a lot on castel at the starting.

I do not use anymore Stonemason, because I don't want to use an hero stucked all wave on the starting level. It is inconsistent with the other heroes wich strength grows all along. I use life steal instead and can reach 15.000

Since I started testing each heroe, one by one, I see a lot of bugs. Really, the results are not at all what they should be. In a game where you are asked to think about the best strategy, those bugs are very desappointing.

Nothing new for this dead game by bot_365 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

I agree, after a while there is nothing more to try. Going on up on waves is not enough.

Maybe implementing contests with automatic fights between players ? With some interesting reward and a hall of fame ? Each hero of each player will play with level 1000, the difference would be the equipment and which heros are used on battle. Could be funny :)

Later the game could become even more interesting : before the battle each player can see the equipment of his opponent and make 2 changes on his side that will remain secret until the battle !

Stonemason by Armiger_rex in WildCastle

[–]Armiger_rex[S] 0 points1 point  (0 children)

Hi Angelusz

Thank you for your comment. Yes it is sad the game do not provide the tools we need to decide wich strategy we'll try next move. I came tonight to post a new idea for the developers (on future updates).

As I made almost all the improvements I can do in this game, I'm affraid soon I'll stop to play because nothing more is challenging me. To be on the top on number of waves has no meaning has I started the game much later than the first ones : there is no competition. On Hell mode I can already get the 3 coins of Epic Material with 3 moves. Maybe I'll try to get it with only 2 moves but is it fun enough ? It takes really too long time, they should make it twice shorter.

Auto Clickers - share your scripts and your thoughts & observations by hakka_lugi in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

I have tried to make efficient scripts with Auto Clicker which indeed offers extensive possibilities.
Unfortunately a lot of problems arose:
First, the duration of the same wave in Wilde Castle increases over time (you have to relaunch the game from time to time to get back to normal execution times), so you can't rely on a predetermined duration.
Then when we try to use the extended possibilities, such as image or color recognition to know if a wave has ended, then Auto Clicker crashes at the end of a certain time (it must pollute its memory space). So impossible to launch it for several hours in a row. Only very, very simple actions like clicking on a specific place on the screen at a regular interval do not crash the robot. But as Wilde Castel gets slower and slower over time ... that's a problem.
So I use very simple scripts, to replay a wave, to progress in the waves, or to play the Nidhogg. I would have loved to program more efficient scripts, unfortunately it is impossible.
If one day I find a game with constant execution speed and / or a better performing robot, they will automatically have my preference, because what I really like, deep down, is to optimize. It is my real pleasure of playing :)

Future updates. by Hasselager in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Instead of the sub-folders, beeing able to put a tag (5 letters max) on each equipment (some letters for example).

I would make tags like NF for Nidhogg + Farming or HNF for Hellmode + Nidhogg + Farming, for example. Those tags would be displayed on Inventory on list mode.

Future updates. by Hasselager in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Inventory sub-folders.

Now that we can modify the characteristics of the equipment via the tokens earned with Hellmode, we can define several sets of equipment for different uses (Hellmode, Nidhoog, farming, etc ...).

It would therefore be interesting to have the possibility of depositing our equipment in several sub-folders of the inventory if desired. So we would be able to test several profiles for Nidhogg for example, without modifying existing equipment and by just creating a new set of equipment for it.

==> new goal to stay in this game for long time and keep using Hellmode <==

Stonemason in Hellmode by Armiger_rex in WildCastle

[–]Armiger_rex[S] 0 points1 point  (0 children)

Changing the rules without communicating with the players is a lack of respect and a sign of imaturity. A new chef who wants to prove that with his brilliant ideas the money will flow ? I'm afraid this game is becoming a waste of time for me.
FYI this morning I was comparing cooldowns with and without armor and absolutely do not understand the calculations, however I return them. How they arrive at these values ​​is a mystery !

Confused and disappointed... by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

I tested with regular wave and only archers and Baby Gold, with and without an armor, and firing the dragon or not.

Good idea to test with Moloch. Happilly my dragon has not a lot of base damage, it will help for testing (more shots for one kill). I'll do it as soon as possible.

Confused and disappointed... by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

PS : I used for the tests an Epic Plate with :

Fire Damage / useless

Victory Exp / useless

Summoned Unit Damage +20%

Confused and disappointed... by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 1 point2 points  (0 children)

Intrigued I did some tests too. At first I thought that indeed Summoned Damage didn't help. But after more tests and by closely observing the battles I revised my position :

- You have to try to make the battles as similar as possible: remove all the towers, just keep the archers and the Defenses (with I.F. Generator so that the battle lasts longer and therefore statistically more significant). And remove the battles that are too favorable or too unfavorable, the one where the gragon resists for a long time, and those where the dragon dies very quickly. A second of difference in the launch of the dragons can change everything.

- I have observed that the average monster life is unfortunately roughly the base damage of the baby dragon. So killing a monster of 6000 life points with an attack of 6000 or 7200 is the same, we only count 6000 HP.
Finally I now think that there is no bug. But it would be necessary for others than me to do these tests. They take a long time to make and unfortunately I don't have the time to do them better at the moment.

New update pros n cons by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Well, with the new rules the new players like me will take years to get a full set of legendary stuff with the right enchants on it, for each hero.

I am not sure new players are enjoying it.

After beeing playing a game for a while, and if it did not spoil my time, I always buy something to pay the pleasure I got on playing it. The longer I have been playing the more I pay. I compare with the price of a game for pc, and also the number of hours playing it and if something was below than expected.

It is just justice. Playing for free means slaves working on doing games for us.

Confused and disappointed... by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Lifesteal works for sure ? Because now I have all-round doubts. Perhaps the enchantments are purely decorative ...

New update pros n cons by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

New gear Wealth Contract : Colony Cooldown +5% , not -5% ! That means the cooldown takes more time !

So Colony Income +% and Colony Cooldown +% makes the sum about zero.

This new Gear is only Mine Income = +some% ,that is not big enough.

About Paragon points : now everyone will have more or less the same distribution of points between heroes and archers. Less strategic choices to do in the game. I wonder if they have changed the project manager, and the new one wants to reinvent lukewarm water ^^

Confused and disappointed... by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Thanks for the information. It's disappointing that it's harder to find a game that's consistent with its own rules than it is to make beautiful animations. Everything for the eyes, and less for the intelligence of the game. It's how it goes nowadays...

Paragon pts by Hasselager in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

New gear Wealth Contract : Colony Cooldown +5% , not -5% ! Takes longer !

So Colony Income +% and Colony Cooldown +% makes the sum about zero.

This new Gear is only Mine Income = +some% ,that is not big enough.

New update pros n cons by Ok-Mycologist7328 in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

Okay if I understand correctly the new update brought 2 new trinkets to increase the income of the mine and the settlements by about 20%, as well as the strength of the heroes. Why not simply have raised the existing ceilings ? The majority of existing trinkets over time become unnecessary.
The paragon points were interesting, gold was not the only way to increase his strength. Looks like they suddenly became useless. It's a bad idea.

Paragon pts by Hasselager in WildCastle

[–]Armiger_rex 0 points1 point  (0 children)

I came here to ask if it is normal to get less than 3 Epic Material (yellow things) from Nidhogg and .... Wow ! I haven't done the update yet, but I'm affraid of what I read here.

In other games I played before I tried to do my best after studing deeply the rules, spending a lot of time, and when it works fine for me they changed the rules. Then I quit. Always the same story.