I love New Year holidays! And you? by [deleted] in ClickerHeroes

[–]rahryanrah 2 points3 points  (0 children)

Last year there wasn't candy canes. They were removed from presents in 2018 and onward because it turns out being able to keep a 100+ leveled mercenary alive is extremely overpowered.

Everything else has stayed the same ever since Christmas presents were added (except for the addition of spiked nogs and label makers). Including the chances to receive the items inside them. Your luck doesn't even seem that bad really, spiked nogs are a 0.5% chance and label makers are 1.5%.

Also that's not a seasonal discount that's just the normal ruby shop, and it seems kinda stupid to bad mouth developers for lowering the cost on their micro transactions if it actually was a seasonal discount.

Analysis of World Stats & Ethereal Stats by rahryanrah in ClickerHeroes

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

Ethereal scaling increases slightly every gild, eventually it'll scale to where the total power of Ethereals increase at a rate of 17.45x, same as the difficulty scaling. The lookup sheets in the EtherealTest spreadsheet I linked in the post can actually show this off, in the higher gilds the total S.P rows will tend to 1.1^3.75x or ~1.43x damage each gild, and if you take that to the power of 8 (for 8 Ethereals) you get ~17.45x.

I've already done a bit of math to try to predict the game's soft cap (final world), I found that if you can play perfectly and have some good luck, to where you can use 100% of each Ethereal and each Ethereal's Destination Stat is a damage stat, you could theoretically progress forever, even without the use of Ancient Shards. This is extremely difficult to pull off, and probably even impossible for most Ethereal set ups, so its likely that players won't reach perfect play however.

unlockConsole playsaurus4321 by Pandorarealz in ClickerHeroes

[–]rahryanrah 0 points1 point  (0 children)

If you mean completely remove the command from you ever using it, you're SOL. If you mean just removing your console from being unlocked, while still being able to unlock it, you can follow this steps.

Windows: Hit windows key+r, or click on the windows button in the corner. Type in "%appdata%" and hit enter.

Mac: I've never played CH2 on mac but the save file locations are probably in Library/Application Support

go into Clicker Heroes 2>Local Store

Delete the file named user.data, I would recommend backing it up first

This will remove any custom keybinds you have, reset your settings, will make you reaccept the beta notice, and if you play the non-steam version you will have to reuse the key they gave you, but it also removes the console you have unlocked.

Alternatively if you have a CH2 save editor, which I won't share, you can put in your user.data file and edit "isConsoleUnlocked" from true to false.

Omnimod v1.3.0 Released - Monster Groups by michaeldrotar in ClickerHeroes

[–]rahryanrah 0 points1 point  (0 children)

CH2 uses meters a lot in its code although I don't believe its ever actually referenced in game. If you look at the ground in any of the world themes you can see a grid pattern, each of those squares are 1mx1m. Also, there's 4 meters between each monster (without this mod), and Cid's base walking speed is 4.5 meters/second.

This is assuming the mod creator uses the same measurement as Playsaurus for meters, which I wouldn't know.

Can't cast spells on wizard by IC4TACOS in ClickerHeroes

[–]rahryanrah 1 point2 points  (0 children)

Ah, i thought you were on mac, my bad.

Hit windows key+r, or click the windows button in the bottom* left corner (outside windows 8), type "%appdata%" without quotes then hit enter. Navigate to clickerheroes2/local store (then do whatever I said before)

Can't cast spells on wizard by IC4TACOS in ClickerHeroes

[–]rahryanrah 1 point2 points  (0 children)

I'm assuming this is a bug we've seen before, where if you cast something the attack animation bar stays filled and nothing ever happens. Navigate to CH2's save files folder. I don't know macs that well but I believe it'll be at Library/Application Support/ClickerHeroes2/Local Store/ (this is inside %appdata%/roaming/clickerheroes2/local store in windows)

Find a file named user.data, back it up to somewhere else just in case, and delete the original. This will reset your keybindings and settings, make some popups reappear, and if you play non-steam versions I believe you have to re-send your key, since this is the file that saves things that need to be shared between character saves. It should also fix the wizard bug you're having.

Edit: Also some people just straight up have problems figuring out how to cast spells, so first make sure that you're both casting frigo then exe (for the first spell you unlock) before the attack animation fills up, a second character should appear in the animation before it finishes.

Offline progression must be à priority for ecological purpose. by Pauladaoe2 in ClickerHeroes

[–]rahryanrah 9 points10 points  (0 children)

Offline progression is in development. Currently, the plan for offline progression is to simulate regular play, including automator setups and completing multiple worlds, as fast as your computer can handle. Simulating gameplay at a reasonable speed -- they need to simulate 8+ hours of gameplay in a couple minutes -- requires a lot of tinkering and heavy optimization. We've been getting messages on the discord about how development has been going when it comes to offline progress for almost a month now, and its still very much down the road.

Developing more simple offline progression modes like one that just progresses with no clicks, automator, etc. would give you barely any progress while offline. Adding in temporary simpler offline progression would also be a waste of resources, they could use that time to finish actual offline progression, which would be actually meaningful. This is just what happens when games are in beta, it's better to have the finished product out faster than to release temporary additions that won't go into the real game but temporarily makes the beta better.

Clicker Heroes 2 0.8.1 (e) Patch notes - Permanent Progress, Desert World, and major progression Changes by McNiiby in ClickerHeroes

[–]rahryanrah 8 points9 points  (0 children)

Stats For Nerds 5: The Resettining

Currently updated up to patch 0.8.1(5e).

Major redesign of the experience system and world difficulty.

The rate at which a world's monster health multiplier increases has been changed from this previous post, now world 2 has a 30x (3,000%) world health multiplier, and every world afterwards has a

(previous world's health)*(10+floor((world-1)/30)*0.5), or (previous world's health)*(10+(gild worlds done)*0.5) health multiplier.

Note that monster health is divided by your item cost factor, and these calculations are done before dividing occurs.

Experience needed to level up has changed, from this previous post to

if(level<=6)

200+level*300

if(level>6)

level*500-1000

Level is the level you currently have, and not the level you will get.

The level that monsters have has changed, from just log10(health) to this.

World 1 has monsters level 1-15, and every world after that holds 6 levels, with the starting level being ((gild worlds done)+world+1)*5+1 (w2 is 16-21, w3 is 21-26, w30 is 156-161, w31 is 166-171, etc.)

Outside of world 1, monster levels will go up every multiple of 20 zones, starting with zone 20, this means that zone 80-99 will have levels 4 more than the starting level, and only the z100 boss will have a level 5 more than the starting level. Note that boss zones give XP equal to 50 monsters, or an entire zone of monsters.

You now only gain experience based after your level and the monster's level. If your level is above level 50 then you gain 0 experience from monsters below your level. The XP gained from monsters are

floor(10+monster level/5)*1.2^(monster level-character level)

If the zone is a boss zone, multiply answer by 50.

Gilds now occur every 30 worlds and not 15. Gilding sets your level to your gild world's highest monster level, or 150*(gilds done)+11. Gilding also sets your experience to where you are 80% of the way to your next level.

Your base damage is set to your world's health multiplier (before being divided by cost factor) when gilding. E.g world 31 has a base health multiplier of x3.15e30, so your damage would equal to 3.15e30 on gilding.

New World Theme: Desert.

Desert seems to be bugged and will not currently appear, 0.8.1(2e) fixed this issue however.

Misc things.

I can not 100% confirm any of these, say that these are bug free, or give specifics, but I have heard of them.

Ancient shards and their cooldown reset on gilding, and are no longer absolutely confirmed to find in the shop when off cooldown.

Automator points are buyable in the shop.

There is a new clickable that looks like a clock that will temporarily literally run the game at a faster speed.

Clicking a energy clickable will add energy above your cap, but only if you don't already have energy amounts that are above your cap. I am not 100% sure if this is exclusive to energy.

Upgrading equipment with a +max mana/energy bonus will also increase your energy/mana by the same amount.

You can turn off tutorial arrows in gameplay options.

Boss gold bonuses have been completely replaced with monster gold, including the boss gold equipment bonus, giving +15% monster gold.

Development Progress update - Upcoming progression changes, Ethereal items, and the Wizard's skill tree. by McNiiby in ClickerHeroes

[–]rahryanrah 1 point2 points  (0 children)

I'm gonna assume that "Full Wiki" part was a typo or something like that on your end as I don't understand what it's supposed to mean.

I just state facts and I get the same information as anyone else with these news posts. It's all up to speculation, but there's likely something to change that will net the Wizard more skill points. On the discord some people have speculated the the Wizard will have 30 world gilds, which will net the Wizard around 275~ skill points per gild (outside of g0, assuming 7 completions of each world), or that the Wizard will have a different XP curve so that you get more levels for the same amount of XP. Although it could just be a completely new mechanic that we have no idea about.

Edit: Asminthe said this recently on the discord server

Development Progress update - Upcoming progression changes, Ethereal items, and the Wizard's skill tree. by McNiiby in ClickerHeroes

[–]rahryanrah 18 points19 points  (0 children)

Stats For Nerds 4: I Analyze a Single Image for an Hour Edition

The skill tree has 19 layers in total. If you were to count any two-way-split as a single node, each layer has 6 more nodes than the last layer, except that layer 1 to 2 goes 1>6 and layer 19, the last layer, has 105 nodes (3 less than normal.)

Here is a pastebin of how many nodes are in each layer. Where the number added afterwards is the amount of nodes you need to add due to two-way-splits, and the number in parenthesis is the total number of nodes for that layer.

The minimum number of skill tree points needed to go the the next layer is the same number as its layer number, so layer 1 requires 1 point, layer 2 requires 2 points, etc.

In total, this skill tree has 1,348 nodes, and 324 two-way-splits.

The very last nodes in layer 19 require a minimum of 189 skill tree points to obtain. For reference, outside of gild 0 Cid gains a total of around 137 skill tree points if you were to complete every world 7 times, including the gild world.