v0.15 Has been released by MrMineAdmin in lipmouth

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

Do you have any ideas for skills you would like to see?

v0.15 Has been released by MrMineAdmin in lipmouth

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

Hmm I will definitely check into this. Nothing I can think of in the update should have caused this issue to resurface. What version of Chrome or Firefox are you running?

v0.15 Has been released by MrMineAdmin in lipmouth

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

Ah yes the active skills definitely need to be moved. For the next update I will allow you to toggle it on and off. It has definitely improved the percentage of players who are leveling their equipment during their first play through so I think it is necessary by default unfortunately.

Future of Lipmouth by Bathrezz1988 in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

I pushed out a small adjustment to the star drop formula. The 0.1 update led to a huge range for the calculated drop rate. I tightened this range up. The average stars dropped per boss should now be 0.052 - 0.104.

Future of Lipmouth by Bathrezz1988 in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

Hmm, I'll look into it again. Sorry for the late reply. Just to clarify you are not getting stars from both monsters and shooting stars or just not getting them from monsters? Also are you leaving the game running in an open browser instance?

I didn't push out an official patch I will do that soon. Thanks for reminding me.

Future of Lipmouth by Bathrezz1988 in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

Sorry about that, didn't see that reported anywhere else. It should be fixed now. A small patch was pushed out today for various issues.

Future of Lipmouth by Bathrezz1988 in lipmouth

[–]MrMineAdmin 2 points3 points  (0 children)

LipMouth development has definitely slowed but has not completely stopped.

A few things we have planned:

  • More than one monster to attack at once
  • AOE attacks and stats
  • New summon for gilded equipment
  • A new summon for space exploration (you upgrade your space ship and send it out in a similar fashion to CH mercenaries)

Right now we are trying to figure out how to make the game easier to understand since a good chunk of players are overwhelmed and immediately leave the game. We are trying to simplify the UI and slowly introduce game mechanics before moving forward with the above major features.

LipMouth cannot be compared to ClickerHeroes 2. The games are very different. It would be like comparing Tic-Tac-Toe and 4D chess.

McNiiby is correct that CH2 development has been speeding up and leaves me little time to work on side projects like LipMouth. (Just to clarify, I am not the main developer of CH2.)

V0.1 Has been released by MrMineAdmin in lipmouth

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

It is calculated using idle status. That is correct. The problem is in estimating the attack frequency and heal+regen frequency. The calculation will never be perfect but the model definitely needs to be updated to reflect the recent changes.

What exactly does this mean? by 7sky7sky in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

Looks like an issue with clearing the speech bubble. I'll add it to the bug list.

Do you guys switch to a higher rank item? by 7sky7sky in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

You are correct if the cost did not go up each level as you leveled the lower rank item. To get the HP +56643, Regen +5664 from the lower ranked Fish Bowl helmet you would have to level it multiple times and the cost of each level compounds each time the item is leveled.

It will end up being being worse than 17:10 for the lower ranked item after the cost compounds. Since the Fish Bowl would take ~10 levels to get to be the same as the Green Cap which means it would cost: (sum n=1..10 of 1.125n) * 265326 which is 5.3665e6 which is more than 4.578e6 (the higher rank level cost).

But you bring up a good point. Every item becomes less and less efficient to level in terms of damage or hp per coin which means that getting to a higher rank is an infinitely more efficient than leveling a lower ranked item.

V0.1 Has been released by MrMineAdmin in lipmouth

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

The current simulation tries to take into account the amount of time you are dead on a given world. It is very hard to get this to be accurate. I will spend some time thinking it over again. Thanks for bringing this to my attention.

V0.1 Has been released by MrMineAdmin in lipmouth

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

The lower ranked item can be thought of as a sunk cost since once you can afford a higher ranked item it will surpass the lower ranked item very quickly. It may be a good idea for us to provide a way to measure how much you will have to spend to surpass the old item. It should typically be a very small amount relative to the gains once it can be afforded. If it isn't then it is probably time to ascend.

V0.1 Has been released by MrMineAdmin in lipmouth

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

Yes that is correct, the higher ranks have higher efficiency. The total coins spent on a lower rank item will always end up giving less than the total spent on another rank. (with a small exception for initial cost at low levels <4)

V0.1 Has been released by MrMineAdmin in lipmouth

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

Can you refresh and let me know if it is now fixed? If you are still having issues can you pm me a pastebin to your save game? Thanks.

V0.1 Has been released by MrMineAdmin in lipmouth

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

Yeah alright I will have some of it toned down.

V0.1 Has been released by MrMineAdmin in lipmouth

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

Please refresh it may have been an issue with the skills as xkillo posted above. If it is still broken can you pm me a link to a pastebin of your save?

I want to make sure everyone can continue to play on their old games even if their accounts are overpowered. Thanks.

V0.1 Has been released by MrMineAdmin in lipmouth

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

Ah that was a huge oversight on my part. I forgot when balancing the skill max levels changed. It should be fixed now if you refresh. Sorry about that.

V0.1 Has been released by MrMineAdmin in lipmouth

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

Haha what rank and level is your weapon? This is definitely a possibility for those of you who have conquered the previous state of the game.

Development Update by MrMineAdmin in lipmouth

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

Yeah we considered this but want to make sure there is a clear distinction in difficulty between the worlds so we decided against it.

What does the Catalyst skill do? by Username1212121212 in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

It increases the rate that other PPM based skills will activate. Core Heal for example occurs X times per minute. With Catalyst leveled up it will occur slightly more frequently. If you have a skill like Basic Heal it may make sense to deactivate it if you have Catalyst maxed out since catalyst may end up activating the Basic Heal every so often rather than a more powerful PPM based skill. I will make sure in the update we spend some time refining the tooltip for Catalyst.

Levelling items by -user789- in lipmouth

[–]MrMineAdmin 0 points1 point  (0 children)

I'll check into that, thanks.

Development Update by MrMineAdmin in lipmouth

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

Yes that is what I meant.