My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Jun 02, 2018 11:44 am

First "win" on the actual matter update. For this build I collected all passives that give you some sort of defense bonus.
Aux guard needs a little something something to be on par with aux power, it felt underwhelming (maybe partially because I already had a bunch of defense?). Aux power gives you extra damage, less SP costs and lowered cooldowns, guard is just damage reduction and status effect resistance. Need a 3rd effect to make it even. Maybe increased SP recovery rate, natural HP regen or just faster maxHP recovery.
Had pretty amusing fight with madevra: when I found her I didn't have anything that could damage her reliably and the floor was mostly cleared already. I retreated, searched some corpses, got copro-seco for set alight and ukobach for greek fire, copied that to angel, came back and slowly and painfully melted her.
With Ruhin soul armor, healing factor and a bunch of defense I could take on most packs in solo. Aux upgrades helped too of course. My party mostly was consisted of healers and buffers, later I got some light smiters.
Image Got that Zagh with uncurse host and healing rain from Jayle, lost it 2 times and had to use mirror chimes to save it. I wish my first negotiation link with it was that easy, had to basically delete 2 good demons to make it work. Thankfully good creatures can join you even when you run out of everything. Here I got lucky and didn't lose any patience when I refused to get rid of oppressor.

Had similar to madevra experience with tremane - he was resistant to everything I had. Again, cleared the floor, got a shikome from heart ghost, wasted my last credits to give it some stuff and then tremane just killed it when it had 60hp left :evil: . Had to abandon him in the end. My ghost turned out relatively weak, but if you won't have infection/melting/max hp drains it will take forever to kill judging by my mirror fights. Hopefully my ghost will have that shikome at least.
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 6/2/2018 3:43:50 PM


Summoner Tanky...
was chosen by the Titan's Fist,
selected Slash and Healing as their starting elements,
has earned a score of 72957,
is currently at Tower:23,
and is quite dead!



--==== Main Character ====--

Name : Tanky
Level: 33
MaxHP: 186
MaxSP: 100

Strength: 85
Magic   : 4
Vitality: 110
Agility : 11
Cunning : 5

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (0))
4) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
5) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Aux Guard I (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 17%. No effect when Heroic.)
Aux Power I (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 34% increase and 17% reduction respectively. No effect when Heroic.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Blizzard rune
17 Pure stone
11 Heal stone
3 Chakra stone
6 Pure gem
2 Peace offering
2 Wind card
2 Meteor rune
4 Pain glyph
1 Magic map
3 Heal gem
2 Curse rune
2 Calm card
1 Might gem
1 Heart glyph
1 White essence
1 Bolt glyph
1 Flame glyph
1 Venom rune
2 Tempest rune

Current Credits: 1121



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1*         0          1          6*         0         
Impact       0          0          0          6*         1         
Pierce       1          0          1          6*         0         
Fire         0          0          1          5*         1         
Ice          0          0          1          4*         2         
Electricity  0          0          3          2          2*         
Body         2          1*         3          3          0         
Mind         1          1          4*         2          0         
Matter       1          1*         1          5          0         
Light        2          3          1          3*         0         
Dark         0          1          1          3*         2         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Lethal Eloko
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 57
Magic   : 21
Vitality: 36
Agility : 28
Cunning : 43

Resist: Electricity Body Mind
Weak  : Fire Ice

Abilities Known:
1) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
7) Acidic Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to inflict Melting, causing damage over time.)
8) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)


Name : Radiant Civatateo
Level: 33
MaxHP: 118
MaxSP: 100

Strength: 17
Magic   : 87
Vitality: 45
Agility : 28
Cunning : 38

Resist: Fire Ice Body Light Dark
Weak  : Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)


Name : Umdhlebi
Level: 29
MaxHP: 129
MaxSP: 100

Strength: 23
Magic   : 23
Vitality: 67
Agility : 15
Cunning : 67

Immune: Mind
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
5) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
8) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)


Name : Imbued Scarab
Level: 24
MaxHP: 90
MaxSP: 100

Strength: 27
Magic   : 27
Vitality: 48
Agility : 55
Cunning : 13

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
5) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))


Name : Sainted Ruler
Level: 31
MaxHP: 117
MaxSP: 100

Strength: 23
Magic   : 70
Vitality: 36
Agility : 23
Cunning : 53

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
4) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
5) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
8) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))


Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)



--==== Recent Messages ====--

 It isn't very effective.
 Your unicorn hits Tremane.
 It isn't very effective.
 Tremane looks calm!
 Your eloko feels less guilty.
 Tremane slashes your unicorn.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You are no longer stunned.
 Tremane slashes your unicorn.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Tremane slashes your unicorn.
 Your unicorn hits Tremane.
 It isn't very effective.
 Tremane slashes your unicorn.
 One of your allies is in danger!
 Using Dismiss...
 You unsummon your unicorn!
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your unicorn!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your ruler!
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You begin resting.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 You continue resting to restore your
 inactive allies.
 Rest complete, but you must defeat enemies
 to restore your allies' missing Maximum HP.
 Using Restore Demon...
 Nevermind then.
 Using Copy Ability...
 Nevermind then.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



--==== Recently Slain Allies ====--

Name : Angel
Level: 22
MaxHP: 84
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 32
Cunning : 25

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
6) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)


Name : Blessed Ruhin
Level: 21
MaxHP: 90
MaxSP: 100

Strength: 12
Magic   : 25
Vitality: 31
Agility : 40
Cunning : 47

Immune: Body Matter
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))


Name : Foul Chachapuma
Level: 27
MaxHP: 118
MaxSP: 100

Strength: 60
Magic   : 12
Vitality: 30
Agility : 24
Cunning : 59

Resist: Electricity
Weak  : Ice Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
5) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
6) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
7) Judge's Veil (Type: Light, Reactive. 35% chance to inflict Guilt on adjacent characters that deal damage to you, healing those who damage the targets (excluding reactions).)
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Fatewarper Cherufe
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 24
Magic   : 48
Vitality: 36
Agility : 18
Cunning : 59

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
7) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
8) ------------


Name : Lifebender Zagh
Level: 28
MaxHP: 122
MaxSP: 100

Strength: 12
Magic   : 68
Vitality: 43
Agility : 30
Cunning : 37

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Reprobus
Level: 29
MaxHP: 133
MaxSP: 100

Strength: 67
Magic   : 31
Vitality: 39
Agility : 35
Cunning : 23

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Shikome
Level: 31
MaxHP: 106
MaxSP: 100

Strength: 20
Magic   : 70
Vitality: 33
Agility : 41
Cunning : 41

Immune: Dark
Resist: Ice Body
Weak  : Mind Light

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Possess (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (5))
3) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
7) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
8) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)



I noticed that AI sometimes overuses Expel, even when enemy has almost no hp left demons prefer using expel over smite.
oneeyedjoe
 
Posts: 184
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jun 03, 2018 4:16 pm

Congrats on the ghost win. :D

I'm a little reluctant to buff Aux Guard, at least at the moment. The upgrade revamp will include the ability for upgrades to cost different amounts of points, which will give me a much easier tool for addressing differences between quality/value of upgrades. Then too, Aux Guard is specifically supposed to give the defensive benefits of Hero rank, so I'm reluctant to drift away from that too.

:D I've often wondered if people notice things like that, re: certain demons being willing to join you via negotiation if you simply run out of stuff they can ask for.

I'll look into why Expel gets weird preference. :)

Thanks for the report!
User avatar
Ferret
 
Posts: 1526
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sun Jun 17, 2018 2:39 am

Tower 22 death
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 6/16/2018 9:31:31 PM


Summoner Stone Jaw...
was chosen by the Crown of Glory,
selected Mind and Mind as their starting elements,
has earned a score of 58353,
is currently at Tower:22,
and is quite dead!



--==== Main Character ====--

Name : Stone Jaw
Level: 30
MaxHP: 161
MaxSP: 100

Strength: 63
Magic   : 4
Vitality: 59
Agility : 42
Cunning : 42

Resist: Dark
Weak  : Light

Abilities Known:
1) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
2) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
3) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
4) Tangler (Type: Matter, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
7) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
8) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)

Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Far Summon I (Increases the range of Summon by 2.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)

Inventory:
1 Blizzard rune
2 Venom rune
6 Pain glyph
1 Trouble chime
12 Chakra stone
2 Flame glyph
1 Silver offering
1 Guardian gem
14 Heal stone
2 Chakra gem
4 Peace offering
2 Calm card
2 Tempest rune
4 Heal gem
1 Pure stone
1 Pure gem
1 Meteor rune
1 Mirror chime

Current Credits: 4214



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          0          6*         1         
Impact       2*         0          0          6*         1         
Pierce       2          0          0          6*         1         
Fire         0          0          2          3*         2         
Ice          1          1          0          5*         1         
Electricity  0          0          1          5*         1         
Body         1          1          2          3*         1         
Mind         1          1          1          5*         0         
Matter       1          0          1          6*         0         
Light        1          2          0          2          3*         
Dark         1*         0          4*         2          1         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Virtue
Level: 36
MaxHP: 109
MaxSP: 100

Strength: 18
Magic   : 112
Vitality: 18
Agility : 27
Cunning : 55

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
7) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Hunter Oni
Level: 27
MaxHP: 109
MaxSP: 100

Strength: 57
Magic   : 12
Vitality: 39
Agility : 39
Cunning : 38

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
7) Numbing Needle (Type: Pierce, 25 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
8) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)


Name : Foul Druj nasu
Level: 25
MaxHP: 109
MaxSP: 100

Strength: 11
Magic   : 28
Vitality: 34
Agility : 11
Cunning : 91

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
4) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
5) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)
6) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
7) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Lifebender Yuki-onna
Level: 30
MaxHP: 132
MaxSP: 100

Strength: 26
Magic   : 68
Vitality: 45
Agility : 26
Cunning : 35

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))


Name : Ya-te-veo
Level: 31
MaxHP: 130
MaxSP: 100

Strength: 62
Magic   : 16
Vitality: 49
Agility : 33
Cunning : 45

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
5) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
8) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)



--==== Recent Messages ====--

 You flail about wildly.
 You hit the basilisk.
 The basilisk looks worried!
 You feel refreshed.
 You miss the basilisk.
 You hit the basilisk.
 The basilisk looks worried!
 You feel refreshed. You hit the basilisk.
 The basilisk is poisoned!
 The basilisk is restrained!
 You feel refreshed. You hit the basilisk.
 The basilisk looks worried!
 The basilisk is stunned!
 You feel refreshed.
 The basilisk touches you.
 You will be terribly poisoned longer!
 The basilisk touches you.
 You will be terribly poisoned longer!
 Your unicorn gestures at you.
 You feel better.
 The basilisk is no longer stunned.
 The basilisk touches you.
 Your relic struggles to keep you alive!
 Your relic struggles to keep you alive!
 Your druj nasu gestures at the basilisk.
 The basilisk looks vulnerable!
 The basilisk looks less evasive!
 Your druj nasu looks refreshed.
 Your yuki-onna gestures at you.
 You feel better. The basilisk touches you.
 You will be terribly poisoned longer!
 The basilisk touches you.
 Your relic struggles to keep you alive!
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the pure stone.
 You are no longer terribly poisoned.
 You feel more vigorous.
 The charun slams you.
 Your relic struggles to keep you alive!
 Your unicorn gestures at you.
 You feel better. The basilisk touches you.
 You are poisoned!
 The basilisk touches you.
 Your relic struggles to keep you alive!
 You are badly poisoned!
 The basilisk touches you.
 You die...



--==== Recently Slain Allies ====--

Name : Tlaloc
Level: 25
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 42
Agility : 24
Cunning : 21

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))


Name : Ninkasi
Level: 27
MaxHP: 100
MaxSP: 100

Strength: 21
Magic   : 36
Vitality: 36
Agility : 46
Cunning : 46

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Bright Blood (Type: Healing, Passive. Increases natural HP regeneration and MaxHP recovery from earning experience by 200%.)


Name : Charun
Level: 30
MaxHP: 119
MaxSP: 100

Strength: 80
Magic   : 32
Vitality: 40
Agility : 32
Cunning : 16

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 30
MaxHP: 105
MaxSP: 100

Strength: 70
Magic   : 38
Vitality: 46
Agility : 31
Cunning : 15

Resist: Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) ------------
7) ------------
8) ------------


Name : Baba Yaga
Level: 32
MaxHP: 114
MaxSP: 100

Strength: 16
Magic   : 69
Vitality: 36
Agility : 20
Cunning : 69

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Defiler Yuki-onna
Level: 28
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 65
Vitality: 24
Agility : 24
Cunning : 53

Immune: Ice Body
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Putrid Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Infection, preventing most HP and SP recovery. Cooldown: Breath (5))
7) Arresting Glare (Type: Body, 25 SP. 70% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (9))
8) ------------



Wanted to go for petrification build with crush but game handed wild frenzy to me in anomaly and accursed a couple of levels later. So I just stacked some annoying status effects and went ham with wild frenzy. Entire time I was lacking some sort of defense, teleporting into the middle of enemies and starting to flail wildly isn't the best strat sometimes, but that the only thing my build could do. :D Specifically Oozes and Basilisks gave me a really hard time everytime I've encountered them.
Weird summoner AI thing
Code: Select all
Stone Jaw unsummons the aitvaras!
 Stone Jaw summons the aitvaras!
 Stone Jaw unsummons the aitvaras!

Was fighting my mirror to restore one of my lost demons and ghost did this. Aitvaras was low on health and I think ghost didn't have anyone else to summon so it just wasted one turn on this.

The build following that will probably be me a tiny build involving making some new abilities and sprinkling them about because doing two heavy tech/non gameplay builds in a row will make me sad.

Oh hey, after my titan's fist run I had some abilities ideas. Passives like dreamstalker, but for other status effects would be useful for some variety. Something like extra damage and accuracy against panicking enemies with less than 50% hp, for infection passive that reduces target's SP if it is infected could work, stuff like that. Light counterpart for oppressor - bonus damage against targets who have their hp higher than yours, "righteous fury" if you will. Sacrificial dagger - weak pierce melee attack that gives you 10SP on hit for every active magical ability you have. Ability similar to meditation that would give you some other benefits would be nice, maybe +20% to block or something like that, because sometimes staying back and not getting involved is the best course of action so having a few abilities that compliment that mindset would be nice. And what about element related buffs - buffs that would work only if target is immune/resistant/normal, e.g. giving blessings to holy creatures.
oneeyedjoe
 
Posts: 184
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Jun 17, 2018 3:38 pm

Tower:22! Sooo close. :D

Wild Frenzy *is* pretty hard to say no to. :D Though I agree popping into groups of extra-nasty meleers and spinning to win might be a bit unsafe. :D

I've noted the summoner bug and will look into it. Likely related to Quick Summon/Dismiss being free actions and raising the evaluation of summon/dismiss actions artifically, and/or possibly the changes I made to encourage pacifists to be summoned... though that would be a weird aitvaras if it was pacifist.

More status-effect related passives is definitely an area ripe for exploration. :D We do have some element related heals: I hadn't thought about extending it to buffs. Not sure buffs are currently strong enough where players would bother with them... but I could see it being a thing once I (someday) do a pass on Buffs/Debuffs. Hmm.. maybe I could do that during the ability romp, but that one might be better saved until after Demon Preservation is a thing. I like the concept on Sacrifical Dagger too: there's a lot of fun implications baked into it (i.e.: you are a caster, in melee, willing to spend a turn doing almost nothing) :D

Oh, while we're here, an update on the save file corruption stuff.

So, the good news first: I did find a few techniques I can adopt to try and reduce the odds of save file corruption on a power loss. Yay.

The bad news: I have serious doubts about the success of them due to the combination of Demon needing to save often plus hard disk caching. In essence, just because I write code that says "write this to disk please" doesn't mean it actually happens right away, and that's where we can get in to trouble: if you lose power while an update is cached, the file ends up empty when you power back on. The problem is made worse by the fact Demon likes to update save files pretty often. As you'd likely guess, Unity doesn't exactly let me control something like hard disk caching directly (and I'm not sure I'd want to mess with it even if it did; frankly we are well outside my usual areas of competence here already.)

We'll try the stuff I was able to figure out first. If that doesn't work, I can look into adding a option for disabling / reducing auto-saving. Good news: that would reduce the odds of the files being lost, since the cache would have a lot more time between updates to actually write to the disk. Bad news: you could still end up rewinding a lot of progress if you lost power and hadn't saved recently... and it would also make cheating a hell of a lot easier. Granted, I have no illusions that I can prevent cheating entirely, but I have at least been trying to make it take a little effort. :)

At any rate, thanks for the report, T:22 is a solid run. :D
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Ferret
 
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