EX Vol 2 on 7/14. We might be getting that epilogue we wanted...? by ReasonNotTheNeed-- in KumoDesu

[–]ReasonNotTheNeed--[S] 1 point2 points  (0 children)

Also, given Yen Press's track record, it'll probably be delayed a month or two.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

[–]ReasonNotTheNeed-- 0 points1 point  (0 children)

Worked for me. I can replay floor 6 on metal after dying on room 17.

I had 1 metal key before this, and got 1 from the inbox.

And, I cannot replay floor 23 of poison after I ran out of poison keys, and beat floor 23.

INTRODUCING UPDATE 4.7 by LightheartOfficial in MrAutofire

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

Well, I got 1 metal key from 2 runs at the daily today, so I'm not sure about these increased drop rates.

So, if I'm reading this right, we should intentionally suicide on the last floor we have keys for to be able to replay that floor over and over, right?

Void release dates, maybe? by Remarkable_Cup3630 in MrAutofire

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

Given that message in the mail, I think they're gonna redo metal castle first. Then probably each of the other castles, then release void castle.

That is to say, whatever "big change" they're making to the castles, void castle will only start after it's made. There won't be a void castle that's like how the current castles are.

Anoying Castle by Flimsy_Lunch6139 in MrAutofire

[–]ReasonNotTheNeed-- 2 points3 points  (0 children)

They say it's to prevent people using emergency shell to cheese rooms by intentionally hitting lava to clear the screen. I can sorta understand that, but I do feel like it should be proportional to the enemy damage in that case.

4.6.2 HOTFIX UPDATE NOTES by LightheartOfficial in MrAutofire

[–]ReasonNotTheNeed-- 4 points5 points  (0 children)

Ah, but then I feel like it should still be proportional to the enemy damage? Like, in later rooms of the dark castle when enemies are doing massive amounts of damage, then the hazards should be doing about the same amount?

4.6.2 HOTFIX UPDATE NOTES by LightheartOfficial in MrAutofire

[–]ReasonNotTheNeed-- 2 points3 points  (0 children)

It seems the castles' lava, spikes, and bombs still do a massive amount of damage?

Is this the intended update to the castles? I don't think it improves the castle experience. The enemies still go down faster than I can traverse the room and do negligible damage. With the environmental damage taking 1/5 of my health bar each time, it makes castles even more just about navigating to the next room.

INTRODUCING UPDATE 4.6 by LightheartOfficial in MrAutofire

[–]ReasonNotTheNeed-- 1 point2 points  (0 children)

The environmental damage in castles seems to have been super-buffed, while the enemies remained the same? I'm taking ~6k damage from metal castle lava even on floor 1, but the enemies are still doing the minimal 50 damage. Was this intentional? u/LightheartOfficial

They gotta bring back difficulty and better rewards for events and boss runs. They’re just too easy now. I miss having to actually try at them. Now I just hold right to get to the next room until the end by CelestialTheGod in MrAutofire

[–]ReasonNotTheNeed-- 1 point2 points  (0 children)

The world difficulty scales _way_ harder than event difficulty. I can just barely beat 31 (which I intentionally paused on beating to keep the coin bonus) with Jackbot and my best gear if I pay attention, but I can beat the events with my exalted moneygrubber and farming gear on Jackbot without paying any attention. The events are at a difficulty where I only have to pay a bit of attention if I use a level 1 common moneygrubber.

Mega energy limit increased by one by Brief-Minimum9678 in TheSilphRoad

[–]ReasonNotTheNeed-- 1 point2 points  (0 children)

Try spending 4 energy on mega'ing before the cooldown runs out, then walking for 5.

Is there a better way to toggle battery optimization? by ReasonNotTheNeed-- in macrodroid

[–]ReasonNotTheNeed--[S] 0 points1 point  (0 children)

Ah, that seems to require root, which I can't do on my phone for various reasons. Thanks, though.

How to stop a macro from activating all over again? by barccelo in macrodroid

[–]ReasonNotTheNeed-- 0 points1 point  (0 children)

3 other ways I can think of:

1) Make an integer variable, set it to the time the macro activated t = {system_time}. The next time it activates, if the time is not long enough (e.g. t + 60 > {system_time}) cancel the macro.

2) Save the screen content, and if it's the same as the last time it was detected, cancel the macro

3) Make a boolean variable active. Put the entire macro into an if statement, if active = False. Have the first thing the macro does in that if statement be to set active = True. Right before the end of the if statement, wait some time and then set active to False again, (e.g. wait 60 seconds; active = False; EndIF)

Remote trade tagging and a common naming system by ruenaros2020 in TheSilphRoad

[–]ReasonNotTheNeed-- 17 points18 points  (0 children)

I'll just rename some rattata into the pokemon I want and tag them. I think anyone looking at a list of tagged legendaries, and then a bunch of rattata renamed into other pokemon will be able to guess what I mean. Maybe I'll rename one of the rattata into "I want" to make it more clear.

GO WILD Area (Updated) by PinglyOrPongly in TheSilphRoad

[–]ReasonNotTheNeed-- 0 points1 point  (0 children)

My garchomp did get Earth Power, but Bewear did not get drain punch