Elona Shooter
Drawing inspiration from popular "castle defense" games like BowMaster Prelude, Elona Shooter adds a serious helping of Asian-influenced, tactical RPG mechanics. You not only get to defend your castle from swarms of oncoming monsters with a satisfying array of weapons and skills, you won't have to go at it alone; an entire tactical RPG-styled party of helpers comes to your aid, eventually.
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Tips:
Don't start with the sheriff unless you either know what your doing, or you're really good at this. He is definitely the hardest starting character.
I suggest using the hunter myself. And if you've unlocked it, the sniper, he takes out single enemies insanely fast, he just needs some buddies for when things get a little crowded.
If you have trouble aiming, go militia, his big guns have a wide area of effect, just make sure to burst your shots or else your accuracy will drop like a rock. The noble is another good choice (again, if you've unlocked him) as his starting weapon is a sub machine gun.
The tower tab (upgrades) has a page two! Click the two on the right side. (It took me a long while to figure this out)
I'll come back if I come up with anything else!
Buy chickens in bulk. if you don't have breed as a starting skill, get it (with capable) or find a recruit who has it and upgrade all the way.
when picking recruits: if you lack money, use two rogues and upgrade their critical capacity (sense, luck, killer), as well as a non-rogue heavy hitter, like a sheriff or a militia.
if you lack firepower, use either militia/noble, at least two of them, and maybe also pick a rogue to keep you in spending money.
upgrade active all the way for all classes/strategies.
When you've got a bit of money: avoid the museum upgrade unless you possess most of the awards; it is costly and does not provide much capital. use economic upgrades like looter, extra inventory slots.
lastly: new update by noanoa has added 'laptop difficulty'. enemies move 30% slower. on casual mode you should be able to get to at least level ten easily. (i'm at lvl 40 as noble with three militia, saved before the lastest upgrades)
Hints:
My favourite weapon is the rapid bowgun - if you max out bow mastery then it can shoot through enemies and hit upto 10 at a time, im level 66 on day 72 and I often take out anything that comes my way, 3 tanks is a bit hard, but I manage.
A great upgrade at later levels where you might wonder what to spend money on, is the villa, ive got mine to level 7, and so I get 70% extra damage for the party next round, if i use 3AP's on the skill - alot cheaper than upgrading
combined with a bowgun, cripple shot is another excellent skill, as there are so many shots, it slows most of the enemies down.
Sp Trainer is a waste of money!
Hope I helped anyone who needed it
just so all of you people know.
in the "tower upgrades" tab, on the right, there is a 1 and a 2. theses are pages of upgrades.
on the second page, you can find:
smith- +1 random item displayed in shop forever
chicken -
sisters (the suicide bombers)- +1 max sister on screen
villa-
sp trainer-
--
correct me if I'm wrong
about this ragnarok:
it summons a ton of dragons,
if you somehow survive, you get the "ragnarok survivor" medal; which translates into +1 luck.
to survive:
a)
do it after all the enemies are gone at end of day.
b)
when the energy things in their mouths start growing, use the grail of jure.
c)
get rapid bowgun mk-100
with 10 mod slots
fire-rate mod lv 100 x1
anti-armor mod lv 100 x1
damage mod lv 100 x5
leech mod lv 100 x3
[this is gives you ton of xp ;D]
Just a little spoiler help for everyone:
Armor piercing on Bowguns causes the arrow to hit armored targets over and over again. I've dispatched tanks with a single shot with Bowgun Mk3 and no damage upgrades (just AP lv2).
MODs appear with a weighted percentage chance to drop.
Leech
Damage
Seem to be the rarest drops
Not all classes can get all abilities. And even if your class has a weapon trait, it may not be able to get all the awesome accouterments that _should_ (imho) come with it:
Bow Master
Da Bomb
etc
Are not available on all classes with Rifle and Big Gun.
Actually, reforge does *NOT* strip all your mods. You only lose one. Besides, lvl 3 mods are a LOT easier to find than a high level weapon of the specific type you are looking for.
For example, my characters currently have weapons that are Mk-8,Mk-6, Mk-12 and Mk-5. I have found at least 4 lvl 3 dmg mods and more than that for all the others, but I have only twice seen higher lvl weapons than those I already had.
So as far as I can tell, I can get stronger weapons by reforging them as much as possible before modding them. And if I reforge them again after that I just replace the one mod that I lost.
I love stacking modifiers
The really impressive thing was that it was done with a Pistol Mk. 9, which as a base damage of 32 or so.
One Shot x10
Power Shot x1.5
Aimed Shot x1.07
Partying x1.5
Rampage x1.5
Head Shot x2
4 Damage 3 mods (with some Engineer) x4
and Duelist's Adrenaline for the rest
partial List of Achievements and their bonuses (? means I haven't achieved yet):
-
Newcomer - no bonus - just start the game and you get this badge
-
Experienced +100 gp starting money survive 10 days
-
Survivor +200 gp starting money survive 20 days
-
Veteran +300 gp starting money survive 35 days
-
Elite +500 gp stating money survive 50 days
-
? Savior ? survive ?? days
-
? Chosen One ? survive ??
-
Chicken Lover +5% egg revenue buy 30 chickens
-
Chicken Prince +15% egg revenue buy 60 chickens
-
Chicken King +30% egg revenue buy 120 chickens
-
Sister Lover +10% bomb damage 10 sisters convinced
-
Sister Mania +20% bomb damage 20 sisters convinced
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Sister Master +30% bomb damage 30 sisters convinced
-
Novice Defender+1% castle asorbtion 1 perfect game
-
Skilled Defender+1% castle asorbtion 4 perfect games
-
Adept Defender+1% castle asorbtion 7 perfect games
-
Master Defender+1% castle asorbtion 10 perfect games
-
Hunter's AwardUnlocks ranger class level 10 hunter
-
? Rogue's award ?
-
? Sheriff's award ?
-
? Militia's award?
-
KillerStarting bonus Luck +1 10 critical kills in 1 battle
-
? Assassin? 30 critical kills in 1 battle
-
? Unseen Hand? ? critical kills
-
Prayer+1AP ChancePray 15 times
-
Provoker+1AP ChanceTaunt 10 times
-
Boomer+1AP ChanceHold 10 Parties
-
Gun Mania+15% modding bonusrecycle 10 guns
-
RobberStarting skill "Robber" +2 rob 20 times(this is done in the museum
Here's a great money making tactic, if you're using the continue function.
I had a laser pistol, grenade, grenade, then ragnarok.
Hit 2,3,4 while aiming at the left side of the screen, you are launching 2 grenades, then summoning the dragons just as they hit.
Then start laying into them with the laser. You will kill most of them, and get a LOT of money. Use the money to upgrade a lot. When you get good at it, you can finish off the dragons, and you will gain many, many levels.
ok. start with the hunter. DO NOT CARY OVER!!! just click "go to menu". Unless you want to have fun, then just cary over after you have claimed your title, and keep loosing and clicking continue. you keep getting money. and, after the first battle, go to the barracks and click on your charrecter. below the new recruit, there will be a drop down arrow. click that, go to the bottom, and click the last one. you will not have to do anything. if you get capable, click that one.go for storage and repairman. focus on one type of gun, and dont have ppl who are the same type. always hire rouges. make them focus on small gun, and get them a lazer pistol. have someone who has big gun level 11. If you arent that lucky, find someone who has big gun, and focus on that one. IF you have someone who has lvl 11 big gun, then get them a gravity gun, and if you get two of them, then your set for the RAGNAROK. make sure you have a lot of grenades. i will bring more hints, and tips when i can remember some more. have a fun time player, john over and out!
Complete achievement list:
Newcomer - play the game: no bonus
Experienced - survive 10 days: +100GP starting money
Survivor - survive 20 days: +200GP starting money
Veteran - survive 35 days: +300GP starting money
Elite - survive 50 days: +500GP starting money
Savior - survive 80 days: +750GP starting money
Chosen One - survive 150 days: +1000GP starting money
(These bonuses are cumulative, so once you've achieved Chosen One you'll start each new game with 3050GP.)
Chicken Lover - buy 30 chickens: +5% egg revenue
Chicken Prince - buy 60 chickens: +15% egg revenue
Chicken King - buy 120 chickens: +30% egg revenue
Sister Lover - buy 10 sisters: +10% bomb damage
Sister Mania - buy 20 sisters: +20% bomb damage
Sister Master - buy 30 sisters: +30% bomb damage
Novice Defender - 1 perfect game: +1% castle wall absorption
Skilled Defender - 4 perfect games: +1% castle wall absorption
Adept Defender - 7 perfect games: +1% castle wall absorption
Master Defender - 10 perfect games: +1% castle wall absorption
(I assume these stack multiplicatively, so that maxing them all will give you 156% egg revenue, 172% bomb damage, and slightly over 104% castle wall absorption, but I haven't confirmed it.)
Hunter's Award - make a level 10 hunter: unlocks ranger
Rogue's Award - make a level 10 rogue: unlocks duelist
Sheriff's Award - make a level 10 sheriff: unlocks noble
Militia's Award - make a level 10 militia: unlocks sniper
Killer - get 10 critical hits in one battle: starting skill Luck+1
Assassin - get 30 critical hits in one battle: starting skill Sense+1
Unseen Hand - get 50 critical hits in one battle: starting skill Accuracy+2
(Crits from Sense count, in addition to those from head/torso/limb/core shots.)
Prayer - pray 15 times: chance of +1AP after each round
Provoker - taunt 10 times: chance of +1AP after each round
(Provoker is based on the "Taunt" skill, which I believe is Sheriff-exclusive, not the random taunt event from "Go Searching." I didn't have any Sheriffs in my party the first time I played, and it took me until day 240 to give up on getting the achievement, then I figured it out by accident when trying to get Sheriff's Award.)
Boomer - party 10 times: chance of +1AP after each round
Gun Mania - recycle 10 guns: +15% modding bonus
Robber - rob the museum 20 times: starting skill Robber+2
Kongregate - click the Kongregate link: 3% wage discount
Ragnarok Survivor - use Ragnarok & don't die: starting skill Luck+1
Ha-na-bi - watch the fireworks at the end of a round without clicking: +25 fireworks (no mechanical benefit that I'm aware of)
Elonian - survive 40(?) days, until the variety of enemies resets to just the basic ones with higher HP: "you will be able to import weapons to Elona, someday!" (no mechanical benefit that I'm aware of)
Hardcore - survive 20 days in Hardcore mode: starting skill Sense+1
Ultimate Hardcore - survive 40 days in Hardcore mode: starting bonus weapon Gravity Gun (you still need the ordinary level of Big Gun skill to use it, sadly)
RNG Award - survive 80 days in Hardcore mode: starting skill Luck+3
Hardcore Mode tips:
Achievements carry over to other modes, so get all the non-hardcore achievements beforehand in normal or casual mode, except perhaps for Robber. Your character is limited to 15 non-base skills, and the Robber 2 you get from that achievement will use up a skill slot and can't be removed.
The best classes are probably the rogue for his extra money and the noble for his extra EXP gain (the accuracy bonus is nice too, but the damage bonus is mitigated by not being able to get class-specific damage boosters.) Both help you build up your character at the beginning, which is the most precarious time. I used a noble.
If you have all the survival achievements you'll be able to immediately upgrade your house once, so you can have three people by the second or third day if you have trouble with the early waves, or ideally you can buy chickens and perhaps one museum upgrade to get your cashflows set up early.
Keep multiple copies of repair hammers and grenades in item slots 2-5. Each is on a separate cooldown, so this lets you significantly increase your peak healing/damage output.
The Revolver is the best personal weapon IMO. It has excellent DPS for a small gun, fires quickly enough to make up for its low accuracy, and holding the space bar down will function as a pseudo-Auto Reload, automatically reloading after every shot. It reloads faster than you can fire it (until Mk. 10+, or you put on a fire rate mod,) so you can fire constantly without worrying about getting stuck reloading right as a heavy hitter comes charging toward you walls. It also synergizes well with rogues and nobles, as its high damage makes them more likely to get the kill and reap the associated benefits.
A NPC with a gravity gun is basically a must-have, or else you'll eventually catch an unlucky break and be overwhelmed by a wave of barbarians or exploders. Aside from skills like Da Bomb, a gravity gunner's DPS is almost solely a function of reload speed, so set Reloading as a focused skill as soon as he gets it.
Leech is incredibly effective on a gravity gun, or any weapon that hits multiple enemies. I never could figure out whether Leech triggered randomly, periodically, etc. but in any case it can heal you for dozens of HP at a time. Another good mod combo is Impact on a combat or auto shotgun, especially in the hands of a sheriff. Being hit with an Impact weapon interrupts ranged attackers who are about to fire, so it prevents damage even if it doesn't kill the enemy outright.
The number of mod slots on an item is semi-random, and an item with more mod slots can be a better long-term investment than a higher-level one. Machine guns and laser pistols are especially good because they seem to often have 3-5 mod slots and can be improved with almost any mod, whereas the selection of valid mods for a bow, bowgun, or especially gravity gun is more limited.
Party hard! Early on, investing in your villa is much more cost-effective than buying new weapons, and partying every round basically becomes a necessity for survival after day 40.
Hiring henchmen can be useful on boss days. Your earnings on the summary screen will be negative, but you'll still come out ahead overall since you can sell the weapons the bosses drop. Boss days are those ending in 0 for the first round, then days ending in 7 for the next one I think, then presumably 4 for the third round if it follows the same pattern as normal mode (meaning that boss day is also mod day in the shop.) I was so sick of the game by the time I got the RNG Award I haven't touched it since to find out.
In general, hedge your bets. You need to be able to deal with air enemies, armored enemies, fast enemies, bosses, swarms of enemies, and any combination thereof.
My final set-up
Classes, weapons, notable skills, and settings:
Noble
Revolver w. Damage mod
Anti-armor & Anti-air
Hero mode (for judiciously picking off the enemies that the NPCs were too dumb to realize posed the biggest threat)
Ranger
Gravity Gun w. Leech mod
Reloading
don't attack air mobs, attack boss, don't defend (to maximize number of enemies hit by shots. If I could have set him to fire straight down the middle of the field every time, I would have.)
Militia
Machine Gun w. Leech mod
no great skills (would have liked Burst)
attack mobs in weapon range, attack boss, defend (all-arounder)
Sheriff
Combat Shotgun w. Ammo & Fire Rate mods
Cripple shot, Dr. Holliday
don't attack armored mobs, don't attack boss, defend (close-range defense)
Useful non-combat skills:
Active on two party members
Breeder
Cook
Defender
Love
Tower:
Low investment in sandbags
Low-medium investment in looters and trainers
Medium investment in repairers
Medium-high investment in walls
High investment in villa
Max investment in inventory and shop slots
Can someone please chime in with a decent strategy to start this game? I can get characters to level 10 relatively easily, I've got 8-10 achievements total. I just fall on my face around level 25.
I'm not using the charge item, I can't ever seem to use reforge because I find something moderately better than my current wep later, I don't declare new title, I only usually get to about 45 chickens.
Any step by step walkthrough is great
You may be overinvesting in chickens. Each chicken produces about .8 eggs per day before Breeder, and eggs sell for 15gp before the Chicken Lover/Prince/King achievements, so each chicken will earn you 12gp/day on average when starting out, assuming you collect eggs every day.
From that you can calculate the break-even point--how long it will take to turn a profit on your chickens--as a function of their price.
Chicken 1 costs 20gp = BEP of 2 days
Chicken 10 costs 90gp = BEP of 8 days
Chicken 20 costs 160gp = BEP of 14 days
Chicken 30 costs 230gp = BEP of 19 days (w. Chicken Lover)
Similar calculations apply to the Looter and Museum upgrades, although it's hard to calculate exact values for Looters because loot is so variable and the average number and value of loot items dropped by enemies doesn't stay constant across levels.
Unless you're confident you can survive past the BEP, don't buy a revenue-enhancing upgrade. Until then you'll be poorer than if you'd spent the same amount of money on offense/defense boosting upgrades or simply saved it.
You're right not to use Charge, since it's easy to get grenades and hammers from enemies or the shop. On the other hand you should usually upgrade your title at the first chance you get since, especially at the beginning, it provides 100gp/day or more with hardly any downside. It might be worth putting off for a day so you can have dinner on a boss day, or if you need to collect eggs/rob the museum to get the cash for a particular weapon/mod in the shop that you're just a few gp short on.
Starting strategy:
Select Casual Mode and Laptop Difficulty.
Play as a Rogue.
Obtain Killer and Power Shot (if planning to use a Revolver) or Burst (for a SMG) when they first become available.
Preferentially raise Small Gun, Luck, Killer, and Power Shot/Burst at level-up.
Have the little girl specialize in shotguns.
Set at most one other character to attack bosses, and always try to get the kill shot yourself.
Don't set characters with less than 35% damage against armor or air targets to attack them.
Definitely focus Active and Cook on any characters that get them unless they need more points in their weapon skill to be relevant.
Also focus Breeder, Love, and maybe Accountant & Negotiator for out-of-combat benefits, but not Insurance or Quick Eyes.
For in-combat benefits, Defender, Threat and the class-specific ones (Dr. Holliday, Da Bomb, Bow Master) are generally best. Leadership is helpful at low levels as well, but it will eventually become irrelevant. You can't go wrong with Reloading if you have nothing better to focus at the moment.
Priority 1: Buy chickens until you run out of cash on the first day. Optionally, do so on the second/third days as well.
Priority 2: One repairer.
Priority 3: Upgrade house and get a third team member, ideally one who doesn't use small guns or shotguns.
Priority 4: Upgrade storage and blacksmith a few times, and perhaps 1-2 more repairers.
Priority 5: Save for the final house upgrade and team member, but don't hesitate to pick up good weapons (e.g. a Combat Shotgun for the little girl and a Machine Gun or explosive weapon for your third team member) along the way.
Priority 6: Buy more chickens if you're not having problems killing enemies. Buy sisters and villa upgrades if you are.
AP use: At the beginning, have dinner and collect eggs every day, unless a new title is available and the next day isn't a boss day, in which case claim it. If you have extra points from Active, either rob the museum or party if you've unlocked the villa.
Don't carry over if you die. If you can't pass a stage, try hiring a henchman. If that still doesn't work, start a new game with the benefit of whatever achievements and expertise you've obtained.
Eventually you'll learn what works for you and/or have enough starting capital to be able to steamroll enemies indefinitely. Then try it without laptop difficulty, then without casual mode, and so on. Yes it's repetitive; it's supposed to be.
Very easy and it becomes really boring with no challenge whatsoever especially on later days. Once you pass day 100 or so it is same routine all over. First of all unlock noble class. After day one make sure you get Taunt skill. This is you primary money maker, forget chickens, museum, etc. Max out Taunt, get Active, max it out. Do not use AP in Inn on anything but taunting. If you have unlocked medals for additional AP its even better. For allies choose Guardian, Duelist, and Sniper. Make sure Guardian gets Leadership, Defender and Threat, equip him with auto shotgun. Get Negotiator and Engineer for Duelist, equip him with any non automatic pistols. Sniper also should be using non automatic sniper rifles. Weapon of choice for main should be a Bowgun. When upgraded and modded correctly it will literaly rain arrows. Autofire and fire rate are primary mods for bowgun. My Bowgun MK-19 with two Fire rate lvl 3 and Autofire lvl 3 has fire rate of 4.2/sec. Combined with maxed bow mastery there is rarely a monster that even reaches walls just to be greated by barrage of fire of allies. On later days its better to have Leech mod in it just in case. Althought in my case i try to get perfect game even on days after 200.
I don't understand all the enthusiasm for the bowgun. Its too weak to one-shot dragons.
My mini-walkthrough, written from my perch around day 200:
In the beginning, your primary goal is to collect medals. Medals carry over every future game, so they just make you stronger. Set a medal goal and just go for it one game, then start again and go for another. It gets easier every time.
Medals you don't need are the Chicken medals and the Sister medals. They are a waste of time.
Once you've got a good set of medals its time to start a solid hardcore run.
Pick Sheriff. His shotgun is the best starting weapon in the game, and you'll be using the normal shotgun for your entire career. The combat shotty and auto shotty are worthless.
Here is what you do. Hold down the shift key, which puts you into auto-reload mode. ONLY FIRE ONE SHOT. Shoot once, reload. Shoot once, reload. In the time it takes you to recover from the recoil, the next bullet will be in the chamber. Do this and you will never stop shooting, ever.
Upgrade Doc Holliday and Taunt. Holliday turns you into a killing machine and you'll be blowing all your spare AP on Taunting to build up gold. The HP bonus the enemies get does not stack, but the gold bonus does. Taunt early, Taunt often.
For your allies you want one Ranger and two Nobles -- three Nobles if you're feeling feisty. The key here is all these classes start with the Big Gun skill. IMMEDIATELY put every ally to focus on this skill. The goal is to get it to 11 as soon as humanly possible. Big Gun 11 is needed to use the Gravity Gun, otherwise known as "easy mode." You will want three of them. Every ally should have one equipped. Use your AP to cycle the offered recruit until you get the desired mix.
DO NOT UNDER ANY CIRCUMSTANCES ACCEPT AN ALLY WHO CANNOT USE BIG GUNS.
A note about party skills: Active is the only one that makes any real difference. Cook, Accountant, Robber, Breeder -- none of these have any impact on the game. Taunting drowns out every other gold bonus and the Noble's inherent damage bonus will turn their gravity guns into mass-killing nightmares. Pick an ally and get his Active skill up to 10.
But wait, you don't have a gravity gun? Its okay, it happens. As soon as you get your 4th party member your goal is to max out the shop's inventory. Get every slot in the game.
What? Still no gravity gun? That's okay. Use your AP to cycle the shop's inventory until you get one for every party member. If you had the Ultimate Hardcore badge you already start with a single gravity gun, and by milling the shop inventory over and over you can quickly get two more. I usually am fully equipped by day 20. Maxing Active early really helps with this.
Okay. So you have 3 guys with grav guns, right? You're taunting like mad so you're rolling in gold, right? And your funneling the gold to the Villa and partying every day so that you keep doing more and more damage, right? Okay, good. You've beaten the game. Nothing can possibly stop you. Use your Sherrif's gun of Absolute Death to just roam around the board picking off ranged units while the gravity guns mow down wave after wave of footsoldiers.
Set every ally to focus on Reloading after Big Gun 11. They'll naturally gain Big Gun skill by firing, and once you hit Reloading 50 or so they'll be firing another Grav shot before the first has even exited the map. It is absolute murder.
Replace guns with better guns as they become available from the shop. Horde coins to spend on targets of opportunity. Equip every grav gun with a Leech module and never feel pain. Horde Damage and Anti-Armor mods to build a shotgun of annihilation for your Sheriff. Upgrade walls and sandbags at your leisure. Never buy looters or trainers of any sort. Party every single day, priority #1.
Fun bug time! Stop reading now if you don't want to know about possible exploits!
Know what happens when you hit day ~120 or so and your Sheriff is level 90 and you've run out of max-able skills to put points into? I mean you've got 10 in Defender, 10 in Fury, 6 in Taunt, 5 in Holliday, 2 in Capable, on and on and on. The game is supposed to show you 5 options at level-up, but the Sheriff only has 4 un-maxable skills! So what does the game put in that slot?
A maxable skill. You can blow through the maxing-cap on a single skill, and if you're lucky, that skill is Capable. That means you can get Capable 3, 4, and 5, which gives you more and more maxed-out skills to add onto. I have a Sheriff lying around with Holliday 15 (ie, nineteen pellets per shot) and is currently working towards Defender 50 (100% damage negation, ie god mode). Fun buggy stuff!
Also, this wasn't addressed in the latest patch. Noa doesn't appear to be looking at bug reports.
Masterq,
The thing about taunt is that it stacks infinitely, but you can only harvest eggs once per day. You don't taunt once -- you taunt 5 times in a row.
So if your starting gold is 1000...
1000 * 0.6 = 600
600 * 5 = 3000
Total reward: 4000 gp (5200 if you score perfect, which you should)
So by blowing 10 AP on Taunting you get between 3000 and 4200 extra gold, but even with maxed breeder and tons of gold invested in chickens (gold best used elsewhere), you might be pulling in ~2000gp for 1 AP. Chickens might be more AP-efficient, but they're capped very low. Taunt exceeds it easily, and earlier. Keep in mind that while the gold stacks with each successive taunt, the HP does not. The enemies will still only be 30-50% stronger.
I really don't understand why you'd put a Rogue in there. You're sacrificing a huge amount of damage by taking on a guy without a Big Gun skill, but the gold you're getting in return is still dwarfed by the gold you're getting by Taunting. I just don't see the point?
So ive noticed a really affective "trick"..... if you get the sheriff with the shotgun you can autimatically get a auto shotgun with the same power as the normal on. The trick is to hold the space bar while shooting and iw will reload before the next shot. Then when you start getting like mk 4 or higher at a low lvl it will be really strong and automatic. Also if you get all or almost all the metals and restart and get the musuem uprage(located on second page in "tower")and you will get a lot of money each round.(considering it matters how many metals you have).
Bill
I have changed my mind with the rogue part
[sheriffs knockback + auto shotgun = barricade]
but there is no "max" on chickens.
I have been getting 6-8k per day. and thats only 200 chickens.
Chickens are DEFINITELY a GOOD investment.
there is no tax on em too! [breeder skill makes it OVERKILL]
oh, and NO, I don't see the point in spending 8 ap to get 5k more $.
I'd be using the 8ap in "searching", or dinner (with cooking, its 50%+ more exp).
and/or party.
masterq,
The thing about 200 chickens is that it is not a zero-cost investment, like Taunting is. 200 Chickens cost you thousands upon thousands of GP in investment money, but each chicken only provides a linear rate of return.
In other words, chicken #1 might take 2 days to pay for itself in eggs and start producing a profit, but chicken #100 might take 200 days to have paid for itself. During the time your chicken hasn't paid for itself it is producing no gold that you wouldn't have had if you just kept the money and hadn't bought the bird.
On the other hand, taunting is pure profit. It is AP turning directly into gold at a pretty obscene rate, and it stacks with the perfect day bonus. You might be getting ~7000 gp per day harvesting 200 chickens, but keep in mind you've spent so much to get that point, whereas taunting gives you the gold straight up without having to wait for a return. You have to consider the investment cost before you can calculate the profit.
With a long enough game the chicken strategy is superior to the taunt strategy, but not as quickly as you think. The reward-per-day rises as you progress, but the but anyone who can keep going past 400, 500 days is a stronger man than I.
But seriously -- why only do one? Taunt and funnel your money into chickens if you think you can spare it and are interested in playing a very long game. I tend to get 20 chickens and leave it at that, and gold just doesn't matter past level 50 or so. By that time, you're just invincible.
On the subject of AP costs, I've never found Searching to be all that useful, and eating dinner becomes pointless past level 50 or so. Robbery is pretty good, but Taunting is better. Has recycling your gun ever been a good idea? I've never gotten anything useful. You MUST party every day past ~70.
Bill,
Taunting has been fixed to stack the hp gains properly now. I could never win without getting lucky if I taunted more than once, and eventually I stopped taunting all together just to make getting to day 150 easier. My build wasn't amazing, I'll admit, but stacked hp gains do change the game considerably when comparing chickens to taunting.
You're right about having to pay back the initial investment in chickens before they start to profit, not that I've done any math myself on it. I just bought chickens with my spare gold here and there, and eventually got the last medal and stopped. I found investing too much in chickens really messed me up early on, so I stopped doing that and all of a sudden got to day 150, getting a perfect game about a third of the time.
I haven't had the heart to try for the hardcore medals yet, though...
I read many of the strategies and tried them out. The best strategy BY FAR is Bill's.
3 characters using gravity gun = enemy wipeout
taunting = rolling in coins
shotgun = massive area damage
His strategy is by far the best way to stay alive through the game. I was on day 45 or so and decided to throw in the ragnarok just for fun. I wiped them out without using the temporary invincibility, grenades, repair or anything. just killed them like i would kill anything else. great great guide. go follow his guide if you think this game is difficult like i did for a while.
i'm in day 122 on hardcore and my tips are:
first play on casual until you get all medals. Save money until you have about 30.000 then buy chikens, you will get the chikens medals, then click return to tittle without saving, you'll get all your money back and then do the same with the little sister, if you need to you can sell even your guns, it will all be back once you load your game again also the medals you got. With 2 members with gravity guns and one sheriff only in defense way, you should easily get to day 50 on hardcore, buy sandbags only to lvl 6, villa to lvl 10 (if you have the money) and never buy guns or mods, you can always find what you want on boss day just be patience and if you didn't like what you get, refresh your page or click on return to tittle and do the boss day again, eventually you'll get exactly what you want (tip not for hardcore your game gets deleted once you start your day), if you think you are good at this use taunt, if you don't buy museum lvl 3 or chikens,but find a way to get money, upgrade your walls everytime you can and don't by sisters, loot, trainer or anything that doesn't help to make your team stronger, also and one of the most important things, good luck!!!!!
Elona shooter is easy after my 1 of me helpers got the gravity gun with level 3 damage mod. another got a level 24 small gun with level 3 leech mod to heal. And my last one got a level 21 rifle with level 3 ammo mod. I tried to die on round 30-40 but it was hard, even just sitting there because my gravity gun helper kills almost everything.
First off this is an awesome and deep little castle defense game. This game rewards perseverance and if you want to get the last hardcore badge then your going to be spending quite some time. I don't want to do an exhaustive breakdown of this game, but I'll post my strategy at least. Once you have gone through and earned all the medals that don't involve hardcore mode(I mean all-this is important), start off with a rogue. This class has the best money making abilities and if they are properly talented they can do more damage than any other class(barring duelists and snipers, but they do not have the party skills to make it really far). Early on you need to focus on getting your three companions (you can hold of on the final one for a while to help get your money stream built up), I prefer either two rangers and a noble as my backup or a noble,ranger, and militia. This setup gives you plenty of firepower and a lot of party skills to boot.
Wall of text inc...(good info though)
-Companions Weapons and Skills-
These should all be set to train Big guns and then given a gravity gun as soon as possible. Once they reach Big gun 11 switch them over to reloading, the only caveat to this is the party skills that are important; I would have my noble focus cook early on and later (day 55+) have him max out accountant to help keep your money flow up. Your ranger should focus breeder when you start to get around 40+ chickens; if you have two rangers have them focus on leadership and supplier once you get in your groove. These skills will help you on those tough exploder waves later in the game; supplier will help you spam repair hammers and leadership will make your buds shoot a wall of death from their grav guns before the exploders hit. Once you have your party skills maxed out on your companions put the Rangers and militia on Da Bomb and after that everyone should be on reloading and leave them there. As far as mods go leech and impact are hands down the best for grav guns, leech obviously for the healing and impact's push-back gives keeps the enemies in range of the gravity ball longer.
--Your weapon and its mods--
The rogue focuses on critical hits and takes advantage of them more than any other class, so being a good shot and knowing where the enemies weak points are is very important. The best weapon for this setup is the revolver, it deals huge damage and has a fast rate of fire. Getting a revolver early will help you enormously, and always go for a revolver with 3 or more mod slots; even a 2 or 3 level lower revolver with more mod slots is better than a high level one with only one or two mod slots.
The most important mod to put on this gun is anti-air, putting a rank 3 anti-air mod on the revolver makes it deal 61% damage to air units. After you have the anti-air mod on a fire-rate mod is is your next priority and damage is your last, never put an auto-fire or auto-reload mod on this gun. With three mod slots you should have the anti-air and fire-rate deepest within the slots so when you reforge they stay on the gun.
--Your Skills--
Rogues have many skills that increase damage, but some are more important than others and one is only effective at a certain point in the game. Your first priority is power shot, each level increases your damage by 5%; focus this skill and only put points in it unless capable is available. Your next focus should be on killer, luck, or sense; these all have their own specific purpose. Focus on killer if you want to gain levels more quickly, focus Luck if you are short on money, and if you are worried that enemies aren't dying quickly enough put points in sense. Don't put points in Aimed Shot until your companions all have grav guns, the revolver should still be able to one shot any small enemy for quite a while and the increased fire rate will let you pick off enemies quickly. Once your companions all have grav guns start putting points in Aimed Shot, but don't go over rank 5 or 6 until you have a revolver with a fire rate over 3.6/sec ; don't max it out till you have your guns fire rate over 4.5/sec or so. This will cause your revolver to deal 155% more damage than normal, but it will also fire much slower and thus be easier to control. I often kill bosses with two hits from the revolver if they aren't shielding. I max out negotiator and threat after these 5 skills are maxed and then just put points in accuracy, cool, and small guns.
--Castle Build Order--
This is the part that is subject to the most variation and is very dependent on your play style and skill. I always try and get two companions on the first day and then buy some chickens or upgrade my defenses. Buying a museum early is very handy if you are living past 10 days and running out of money. I buy walls up till i have 75 MHP and then alternate between sandbags and wall upgrades depending on which is cheaper at the time. Repairmen should be bought intermittently when they are cheaper than 3 wall upgrades. I normally get my last lvl of the house upgrade around day 8, but you may want to get it earlier or later depending on how good you are at making money. I don't buy villas until around day 40+ because they aren't necessary. Buy smiths often and early to give yourself the best chance to get a grav gun and a good revolver, inventory slots should also be bought as the funds become available. I also buy 3 or 4 levels of trainers to increase my exp gains and push my levels up earlier.
--Odds and Ends--
Make sure you hold down the space bar when using the revolver to keep it in auto-reload mode. If you are having crappy luck with the rng you can simply close the browser tab that the game is in and open it up again to avoid saving any data from poor luck draws on refreshing recruits or refreshing stock. This only works if you actually close the tab and not just returning to the title screen.
Ok, this is a sure-fire way to kind-of carry over w/o losing the acheivements that you would for carrying over.
Just click go to the main menu, and press continute. Ta-da! now, you won't get back action points or money, or sold items in most cases, but you can still hire a henchman or use the money you do have to buy something.
This works. NOBLES RULE.
Does anyone know if there is an end to this game.
I have been playing for the longest time I can't lose. I am on day 442 and it's getting to boring to play because the day lasts for ever. i'm just going to give up if there is no end.
As a tip I started with the Hunter and then I recruited two Rangers and another Hunter. Buy bows for the Hunters and Start out the Rangers with HMG'S and when you get far enough try to buy the Gravity gun.
And important on your own bow try to instal the level3 Auto fire mod so you dont have to click the whole time.
Ragnarok is for getting the ragnorok survival medal basically when you use it it summons 20ish white dragons on the field that will charge and fire their laser doing 22 damage each so pro way of surviving is to activate holy grail of jure right as their about to fire and spam fire and gernade buttons will level up about 10 times
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Walkthrough Guide
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Complete achievement list:
Newcomer - play the game: no bonus
Experienced - survive 10 days: +100GP starting money
Survivor - survive 20 days: +200GP starting money
Veteran - survive 35 days: +300GP starting money
Elite - survive 50 days: +500GP starting money
Savior - survive 80 days: +750GP starting money
Chosen One - survive 150 days: +1000GP starting money
(These bonuses are cumulative, so once you've achieved Chosen One you'll start each new game with 3050GP.)
Chicken Lover - buy 30 chickens: +5% egg revenue
Chicken Prince - buy 60 chickens: +15% egg revenue
Chicken King - buy 120 chickens: +30% egg revenue
Sister Lover - buy 10 sisters: +10% bomb damage
Sister Mania - buy 20 sisters: +20% bomb damage
Sister Master - buy 30 sisters: +30% bomb damage
Novice Defender - 1 perfect game: +1% castle wall absorption
Skilled Defender - 4 perfect games: +1% castle wall absorption
Adept Defender - 7 perfect games: +1% castle wall absorption
Master Defender - 10 perfect games: +1% castle wall absorption
(I assume these stack multiplicatively, so that maxing them all will give you 156% egg revenue, 172% bomb damage, and slightly over 104% castle wall absorption, but I haven't confirmed it.)
Hunter's Award - make a level 10 hunter: unlocks ranger
Rogue's Award - make a level 10 rogue: unlocks duelist
Sheriff's Award - make a level 10 sheriff: unlocks noble
Militia's Award - make a level 10 militia: unlocks sniper
Killer - get 10 critical hits in one battle: starting skill Luck+1
Assassin - get 30 critical hits in one battle: starting skill Sense+1
Unseen Hand - get 50 critical hits in one battle: starting skill Accuracy+2
(Crits from Sense count, in addition to those from head/torso/limb/core shots.)
Prayer - pray 15 times: chance of +1AP after each round
Provoker - taunt 10 times: chance of +1AP after each round
(Provoker is based on the "Taunt" skill, which I believe is Sheriff-exclusive, not the random taunt event from "Go Searching." I didn't have any Sheriffs in my party the first time I played, and it took me until day 240 to give up on getting the achievement, then I figured it out by accident when trying to get Sheriff's Award.)
Boomer - party 10 times: chance of +1AP after each round
Gun Mania - recycle 10 guns: +15% modding bonus
Robber - rob the museum 20 times: starting skill Robber+2
Kongregate - click the Kongregate link: 3% wage discount
Ragnarok Survivor - use Ragnarok & don't die: starting skill Luck+1
Ha-na-bi - watch the fireworks at the end of a round without clicking: +25 fireworks (no mechanical benefit that I'm aware of)
Elonian - survive 40(?) days, until the variety of enemies resets to just the basic ones with higher HP: "you will be able to import weapons to Elona, someday!" (no mechanical benefit that I'm aware of)
Hardcore - survive 20 days in Hardcore mode: starting skill Sense+1
Ultimate Hardcore - survive 40 days in Hardcore mode: starting bonus weapon Gravity Gun (you still need the ordinary level of Big Gun skill to use it, sadly)
RNG Award - survive 80 days in Hardcore mode: starting skill Luck+3
Hardcore Mode tips:
Achievements carry over to other modes, so get all the non-hardcore achievements beforehand in normal or casual mode, except perhaps for Robber. Your character is limited to 15 non-base skills, and the Robber 2 you get from that achievement will use up a skill slot and can't be removed.
The best classes are probably the rogue for his extra money and the noble for his extra EXP gain (the accuracy bonus is nice too, but the damage bonus is mitigated by not being able to get class-specific damage boosters.) Both help you build up your character at the beginning, which is the most precarious time. I used a noble.
If you have all the survival achievements you'll be able to immediately upgrade your house once, so you can have three people by the second or third day if you have trouble with the early waves, or ideally you can buy chickens and perhaps one museum upgrade to get your cashflows set up early.
Keep multiple copies of repair hammers and grenades in item slots 2-5. Each is on a separate cooldown, so this lets you significantly increase your peak healing/damage output.
The Revolver is the best personal weapon IMO. It has excellent DPS for a small gun, fires quickly enough to make up for its low accuracy, and holding the space bar down will function as a pseudo-Auto Reload, automatically reloading after every shot. It reloads faster than you can fire it (until Mk. 10+, or you put on a fire rate mod,) so you can fire constantly without worrying about getting stuck reloading right as a heavy hitter comes charging toward you walls. It also synergizes well with rogues and nobles, as its high damage makes them more likely to get the kill and reap the associated benefits.
A NPC with a gravity gun is basically a must-have, or else you'll eventually catch an unlucky break and be overwhelmed by a wave of barbarians or exploders. Aside from skills like Da Bomb, a gravity gunner's DPS is almost solely a function of reload speed, so set Reloading as a focused skill as soon as he gets it.
Leech is incredibly effective on a gravity gun, or any weapon that hits multiple enemies. I never could figure out whether Leech triggered randomly, periodically, etc. but in any case it can heal you for dozens of HP at a time. Another good mod combo is Impact on a combat or auto shotgun, especially in the hands of a sheriff. Being hit with an Impact weapon interrupts ranged attackers who are about to fire, so it prevents damage even if it doesn't kill the enemy outright.
The number of mod slots on an item is semi-random, and an item with more mod slots can be a better long-term investment than a higher-level one. Machine guns and laser pistols are especially good because they seem to often have 3-5 mod slots and can be improved with almost any mod, whereas the selection of valid mods for a bow, bowgun, or especially gravity gun is more limited.
Party hard! Early on, investing in your villa is much more cost-effective than buying new weapons, and partying every round basically becomes a necessity for survival after day 40.
Hiring henchmen can be useful on boss days. Your earnings on the summary screen will be negative, but you'll still come out ahead overall since you can sell the weapons the bosses drop. Boss days are those ending in 0 for the first round, then days ending in 7 for the next one I think, then presumably 4 for the third round if it follows the same pattern as normal mode (meaning that boss day is also mod day in the shop.) I was so sick of the game by the time I got the RNG Award I haven't touched it since to find out.
In general, hedge your bets. You need to be able to deal with air enemies, armored enemies, fast enemies, bosses, swarms of enemies, and any combination thereof.
My final set-up
Classes, weapons, notable skills, and settings:
Noble
Revolver w. Damage mod
Anti-armor & Anti-air
Hero mode (for judiciously picking off the enemies that the NPCs were too dumb to realize posed the biggest threat)
Ranger
Gravity Gun w. Leech mod
Reloading
don't attack air mobs, attack boss, don't defend (to maximize number of enemies hit by shots. If I could have set him to fire straight down the middle of the field every time, I would have.)
Militia
Machine Gun w. Leech mod
no great skills (would have liked Burst)
attack mobs in weapon range, attack boss, defend (all-arounder)
Sheriff
Combat Shotgun w. Ammo & Fire Rate mods
Cripple shot, Dr. Holliday
don't attack armored mobs, don't attack boss, defend (close-range defense)
Useful non-combat skills:
Active on two party members
Breeder
Cook
Defender
Love
Tower:
Low investment in sandbags
Low-medium investment in looters and trainers
Medium investment in repairers
Medium-high investment in walls
High investment in villa
Max investment in inventory and shop slots
Posted by: grahf | November 8, 2009 9:02 PM