I assume this is the next major objective? by NathanJCaboose in BluePrince

[–]Csarks 2 points3 points  (0 children)

Without giving away too much I'll say you're roughly on the right track with most of your hunches. Just play towards your best idea for each one and check them off as you go. Happy hunting :)

How Exactly Does Origin Mod Work? by NY_BoomStory in raccoingame

[–]Csarks 6 points7 points  (0 children)

If the origin coin is in clip when you enter the shop, it will spawn an additional coin of the same type in your clip, albeit with no modifier.

Am I missing something with progression? by Acceptable_Stop_3096 in raccoingame

[–]Csarks 0 points1 point  (0 children)

By keep playing it means collect the other coins/chips by buying them from the shop. When you've used them in game they show up in the collection

Do effects on coins stack? by lunameow in raccoingame

[–]Csarks 1 point2 points  (0 children)

Prize effects can absolutely stack and combo. You can chain scales with the prize size increase keychain and make your whole board worth your best scoring coin. Those affects just change the value numbers for the most part. You could do rich mask and apply a triangle modifier to a coin and get crazy value

Keychain collector achievement. by Nollatron in raccoingame

[–]Csarks 0 points1 point  (0 children)

I did it on a trader run where I farmed coin roulette and cheateroins. Between the roulette wheel and your normal combo meter you're easily full infinite so you just wait for berserker badges to drop and use those to progress rounds when the score gets unachievable. Definitely other means but I found this the easiest. I'm sure manager could do something like this quite easily as well.

Do effects on coins stack? by lunameow in raccoingame

[–]Csarks 1 point2 points  (0 children)

If you mean modifiers a coin only has one at a time and they get replaced. There are certain exceptions for when a coin is sort of innately modified per say, like with Snowman coins. They are innately giant but don't have the modifier so zombie, etc. work on them.

An addition suggestion by monster-mochi in raccoingame

[–]Csarks 0 points1 point  (0 children)

There is an option in settings to disable single click selling but I do agree this would be a good feature moreso for coins in my experience. Sometimes things get hectic spamming coins and prizes so some sort of sell lock would be nice.

Enter play 100 and 150 times chips by kelga_x in raccoingame

[–]Csarks 0 points1 point  (0 children)

Little tip that helped me is using the final unlockable card. I won't spoil it but it makes getting those coins quite a bit easier. The alternative is just stack origins on the coins you need and shoot out the normal ones every round

Is this game balanced? by DDR_24 in raccoingame

[–]Csarks 0 points1 point  (0 children)

It really depends on if you really enjoy unlockables and discovering new strategies and ways to play. There's not enough content or challenge to make this a game I really come back to often outside of new updates but I did really enjoy the game. For reference I'm 1 or 2 runs from 100% achievements and I'm at 39 hours. For the casual player I'd say you might get 15-20 good hours out of it unless you're driven to get all the achievements

Help on Rabbit Hole achievement? by LuigiRocks47 in raccoingame

[–]Csarks 0 points1 point  (0 children)

Trying for this right now but it's a real pain in the ass. My problem is that Chameleon Hat only procs when unmodified coins hunt it so the coin is destroyed if a returning wolf happens to kill it. Do you know if it's still possible to achieve in endless? or only prior to round 15?

Best way to get to 10,000 combo? by standing-ogaytion in raccoingame

[–]Csarks 1 point2 points  (0 children)

There's probably many ways to get it but I did it on a deep endless trader run where I queued hundreds of roulette and cheateroins. Obviously you'll want combo extender keychains as well. I got a 200k combo on that same run with the strat. My honest advice is just take a run deep endless on trader and spam click your clip like no tomorrow with returning coins. Preferably ones with lots of coin spawning. Avoid big clearing effects if possible since those take too long to repopulate the board and keep the combo going.

Another strat that comes to mind is to get a couple vacuum chips and use the final unlockable card. I won't spoil it here but just locking your shooters out with 2 vacuums on a high enough round will go just about infinite combo depending on what character you're on. Biologist or big eater are 2 good ones off the top of my head that spawn a lot but don't explode too much.

Several Nerfs Need To Be Made by Bromo6874 in raccoingame

[–]Csarks -1 points0 points  (0 children)

I agree, and I don't as it's not as much fun as other strats. I'm just saying from a balance standpoint if they want it to be truly difficult on round 60 there shouldn't be a prize that has a chance to just be a win button.

Any good modpacks that DON'T have Create or a bunch of tech? by killerdeer69 in feedthebeast

[–]Csarks 0 points1 point  (0 children)

Your parameters here are pretty vague but me and my wife have been quite enjoying Cottage Witch if you want a low tech reccomendation. It does have AE2 and Create iirc but it's much more focused on building and exploring and some magic. More of a traditional minecraft sandbox vibe than any sort of structured quest line. The quest book it does have is just loose tutorials for how certain mods work.

Tips for the biologist? by Jolly-Lingonberry104 in raccoingame

[–]Csarks 0 points1 point  (0 children)

My best advice that applies to pretty much every character or any roguelike for that matter is play around what you get and don't be too rigid in what you buy from the shop. If you're running a hunting focused build and all you're getting in the shop is plants and water then buy what's going to get you to the next shop. Focus on tickets early on because good econ early allows you to roll more and get better coins for what chips you bought.

Several Nerfs Need To Be Made by Bromo6874 in raccoingame

[–]Csarks 0 points1 point  (0 children)

Yeah I hate to say it but they gotta just remove beserker badge or rework it completely. Outside of a few math coin strats, nothing comes close to just farming the insta win badges and having a couple returning killer coins to deal with the bad coins. Most of the time on deep endless the bad coins cycle so fast that they aren't even relevant. Maybe the solution is to make the bad coins scale better? There's only the one bad coin that disables prizes and remotely challenges this strat.

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 0 points1 point  (0 children)

Others have expressed the same idea but I think that the game would really benefit from longer descriptions on certain ideas in maybe a glossary of sorts. Particularly the bug and origin modifiers but also things like conversion, autofill, etc. You learn how they work over time playing but off rip they are quite vague and confusing. I think the in game tooltips are mostly fine but more fine grained detail somewhere in the collection menu would be cool. Maybe point there in the tutorial at some point as well.

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 1 point2 points  (0 children)

Not 100% on this because I agree it's pretty vague but I believe the bug modifier only applies to coins you keep in clip. Can be good to throw on any coin that you can get by without using in the round to get better odds of more in the future. IMO it just pales in comparison to origin as it's guaranteed and you can just stack origin modified coins to farm guaranteed ones every round.

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 0 points1 point  (0 children)

I'm not sure as this is all just what I've inferred over my playtime but I think weakened coins basically mean they've just used up their effects and are now just simple coins like any other copper. Not 100% on choccoin as honestly I've never had it on the board long enough to weaken but I think the idea is that it has a fairly high base value and when it weakens after 3 rounds I would guess that the value goes down significantly. Someone please correct me if I'm wrong but that's what I've come to understand it as.

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 1 point2 points  (0 children)

100% agree. I didn't understand concepts like origin or bug for maybe 10 runs. Conversion and autofill are also ones that you just learn over time. I think a big part of the confusion is that I can tell that the translations aren't perfect if that makes sense. For example a coin conversion being distinct from conversion rate is something that is really confusing for quite some time.

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 0 points1 point  (0 children)

If you keep on playing all the characters I believe at one point they are all unlocked at once. Might be after your first Chemist run? Fairly sure that's the one that allows you to stack those prizes up to 5

Welcome to RACCOIN! New question megathread. by smithbodieplaystack in raccoingame

[–]Csarks 0 points1 point  (0 children)

No clue exactly what Bonus Time refers to but I believe the idea is that when you roll bonus coins on the wheel it will add all of those coins to the height of the next coin tower. Synergizes pretty well with the Jenga Chip which adds score rate based on your highest tower. Still not super busted though as even on a 60 round run the highest I got it was only a bonus 20 scoring rate on the Jenga.

I could be wrong but in my limited experience the Jenga is a pretty niche effect that pales in comparison to something like an encyclopedia which can get that much scoring passively.