Posts by TanarisJupiter

    The issue I observed lately was that event +100% AP was cancelled day before it's timer end and replaced by hellstones discount event. In result I lost around 100 AP because I had 370 AP at that moment and I didn't knew that they will reduce by 1 day 100% AP event. Now, I alredy farmed my potions and I'm on 4h timer when this event was fixed so why does it have to be like that?

    I don't see any bigger point of this update if we don't get better equipment.

    I agree, for players who plays without hellstones this update is nothing more than nerf and promotion of P2W.


    "insted making something easyer fur us,lets say when you put your army in layer option as SAVE army soo we dont need to press every time same layers"


    yes so I have to copy-paste inside-layer page and change number to quickly go to next one. Even a simple arrow allowing to go to next layer from battle result page would be quality-of-life improver.

    Recently I posted topic asking if Gameforge is collaborating with * and at first, my post was hidden from public view to be reviewed by moderator and then afterwards deleted without any message explaining me why, so now I cannot see it. I would like to know why.


    The case:


    Guy is making money out of your game by offering people automation tools from here:


    My only request was to ask Gameforge if they can report this addon to firefox addons and google addons to be deleted from public. That's it.

    As the new update came in, which looks like the missing part of previous ancestral ruins update we still face huge problem with items dropping in ancestral ruins. Those have such bad statistics that every single one I'm forced to throw away. The problem is that I have to do it often because otherwise my bags are full and this prevents me from doing certain actions like e.g. buying potions or even fighting in ancestral ruins on levels with possible item reward.


    My suggestion is as follows:


    Ultra simple but very effective way of fixing this problem:


    1. Do nothing except changing stats depending on which ritual buff player is on:


    a) 25% from potion S = stats of items dropped from ancestral ruins increased by 25%

    b) 15% from potion A = stats of items dropped from ancestral ruins increased by 15%

    c) 10% from potion B = stats of items dropped from ancestral ruins increased by 10%

    etc.


    This will slightly increase chance that at least some of them will turn out to be useful and it still won't match the power of items available for hellstones.


    2. Don't force players to have item reward chance and allow them to choose if they want item drop chance or additional gold drop chance. Don't put items on player's inventory slots if they don't want it.


    I would like to ask other players what they think of items from ancestral ruins from scale 0 to 10, how good they are for them? Are they happy with it or they are tired of being forced to throw trash stuff which have weaker stats than non-exceptional items from merchant?

    I don't see any bigger point of this update if we don't get better equipment.

    I only assume that paying hellstones for resurrecting troops in ancestral ruins didn't work for them as planned. They deliberately created such ruin battle system so that players either lose whole army or lose very little. Meaby they thought that we won't reverse-engineer it and that people will actually pay money for troops resurrection. This didn't happened.


    Now, I think that they're trying to force people to spend money on 4th slot and lucky roll S,A potions but I see here the bigger sad picture of lack of communication between developers and those responsible for making sure that the company will get enough money each month.


    It's only my opinion but I assume that noone or literally few people in entire game will buy 4th slot orb for 50 hellstones for 14 days...

    I've got 25% from S tier lucky me but they listened us, nerfed ruins, made p2w by almost doubling blood income for premium users and most important they increased drop rate of garbaggio items for me by 25% so now I have to throw them away more often :D

    Thanks for responding Maeve.


    Unfortunately, this issue persists across every browser, device, and location (different IP addresses) that I've tested. I checked other servers out of curiosity; in addition to server 49 UK, server 17 NL is experiencing the same problem. I keep getting the same grey screen, and the page is unable to load.


    I have been waiting for nearly two weeks for an update on my support ticket. I was previously informed that replying to my own ticket pushes it back down to the game operator level, but the ticket status now indicates that a COMA will be reviewing it. I suppose there is nothing left for me to do but wait... It's quite disappointing.

    Yes, it looks like auto-lock. I had a similar issue with wrong payment currency and, to this day, my account redirects me to .uk or .en instead of .pl, and changing the country in account settings doesn’t work because no matter what you pick, they will redirect you to whatever country they want. They did this block precisely on your account for some unknown reasons.


    When it comes to logging in, there are known unfixed major issues preventing potential new players from joining the game. The biggest problem is logging in using a Google account — it is not working for Bitefight. How did I create my account then? I had to go to the OGame page and from there log in to my Google account, then go back to Bitefight in order to pick a server and start playing. There was no other option — I tried registration, but it just doesn’t work.


    Problems with logging into the account persist in my case all the time. How am I trying to fix it?


    Method 1:


    When the “Last game” button doesn’t work on https://lobby.bitefight.gameforge.com/(country)/hub, you have to press “Play” and go to https://lobby.bitefight.gameforge.com/(country)/accounts. From there, you have to choose a different server and press “Play”. It should log you into a different server and not wait for loading (it happens in less than 10 seconds, or it won’t happen at all if you wait more than 10 seconds).


    If it still won’t work, try again by switching to yet another server, then press “Play” on the next one until you find one that works.


    Then go back to your target server on which you want to play (in your case, server 48 UK) and press “Play” from https://lobby.bitefight.gameforge.com/(country)/account.


    If it still won’t work, go to https://lobby.bitefight.gameforge.com/(country)/hub and press “Last game”.


    If it still won’t work, repeat the whole process but in the browser’s private mode.


    If it will work never press logout in-game.


    Try this and tell me if any of these fixes helped.

    I think I found an Easter Egg:


    Screenshot-2026-06-24-125539.png


    It was ages since I saw this picture in game, Anyone else got it?

    I found it month ago and I thought that meaby it have hidden always-win mechanic because it's (Game Administrator) but unfortunately no so I kept it for around 2 weeks and deleted it. If you look at it closely this slug thing dripping from blades is 0,1 binary system. You must be lucky I believe it's around 0,01% drop rate. Here is mine:

    IMG-20260611-195138.webp

    I'm not sure what is written there but it looks like beelord b-2000 (Harry Potter vibe detected, Nimbus 2000) - probably Game Administrator inicials and 2000 is the date it was introduced or something. When I was playing old version this weapon had +666 to all attributes stats. Back then most powerful weapon available for players was Tuxator with +67 to all and there was no basic and bonus damage as well as talent points and adventure so +666 stats was pretty much equal to always-win condition.


    I think that this weapon shouldn't be possible to obtain as well as this one which I cannot even equip:


    rammor-I.png


    This was meant to be garbaggio right? :D who cares if we all keep deleting this trash, one more makes no difference after all except wasting our time... Rammor Ω sucks big time.


    Does your simulator have a batch testing feature? If you have one, I would like to send you 300 randomly selected verified battle reports in txt format. You give me the results you get in txt format and I pass it through my simulator and tell you the result. - what is the point of this if we are not sure if 100% of those fights are 100% correctly saved results from the game? As I said, I'm not 100% sure that all my verified records are true because I have few stupid records at lvl 20+ with 0 losses so this is the issue I'm solving right now. I haven't seen any other results from the game which would be different than my model predicts for long time now. Probably I'm just circling around same repetitive fights and not having luck to find 15 layer 3 formations as you did. Our save format is different mine looks like that: lvl1: 3/1/0/1 vs 0/10 = [W] [verified].


    I can provide you few fights that don't give same results here u go:


    lvl90: 121/62/33/10/7/8/5 vs 15/27/24/26/23/4/3/5/7/5 = -116T1-62T2-33T3-10T4-7T5-8T6-5T7 [W]

    lvl95: 157/46/56/13/3/4/4/1 vs 7/12/8/26/10/11/10/5/7/7 = -109T1-46T2-50T3-13T4-3T5-4T6-4T7-1T8 [W]

    lvl21: 51/4/11/1/1/3 vs 0/33/21/17/1 = -26T1-4T2-8T3-1T4-1T5-3T6 [W]

    lvl17: 28/2/0/9/1/1/0/1 vs 5/38/23/6 = -1T4 [W]

    lvl78: 48/59/43/18/1/12/1 vs 15/24/13/8/17/10/3/7/6/4 = -17T1-59T2-18T4-1T5-6T6-1T7 [W]


    If your model predicts it then cool but those still might be wrongly saved one's.

    I'm testing it extensively the issue I face is not the model itself but the formation search engine at the moment. I'm trying to eliminate old wrongly saved battle records. I have 99,89% accuracy on all my verified fights. I may have less unique enemy formations on layer 3 than you but we all know the number of them is fixed.


    Meaby your battle saving system is not perfect and saved you wrong results?


    I am aware of this issue on my side because my model was developing and not all saved fights may be 100% correct to the truth in-game but 99.89% are the same as my model predicts.

    "Current enemy formation is generated randomly, to fill these points, but with some allowed ranges for units (you'd never see 10+ liches for example or very rare (I did not))." - that is wrong. Enemy formations are pre-determined and are repeating but not random! Creators added limited possible formations to the game and formation is not generated randomly by engine but taken from the pool - database of possible variants. Those variants seems to increase in number in higher layers but for lvl 1-10 predicted enemy formations are very much limited for example in layer 1 you have only 2 possible enemy formations 2 skeletons 9 zombies or 10 zombies and nothing more. For lvl 2 you have only this possible formations:


    1/10/3

    4/7/4

    4/10/2

    3/9/3

    3/12/1

    2/5/6

    2/11/2

    1/7/5

    2/8/4

    3/6/5


    so from 2 at layer 1 it jumps to 10 in layer 2. In layer 3 all possible formations are also 10 in total:


    4/12/4

    4/15/2

    2/16/2

    2/13/4

    1/12/5

    3/11/5

    0/11/6

    4/9/6

    3/11/5

    5/10/5


    and it keeps increasing in numbers of possible formations for higher levels. In layer 10 as far as I discovered there is 33 unique possible enemy formations in total.


    This way instead of processing and calculating each time game only choose one of the possible variants from the database and show it to player. It means that without changing anything to the mechanics game will use exactly the same pool of possible formations for layers in "Undead ruins" as it gives for regular Ancestral ruins resulting in very repetitive enemy encounters.

    Give me it in this format: lvl20: 14/2/11/11/1/1/0/1 vs 3/38/22/13 = -1T5 where cluster 1 is player troops and cluster 2 is enemy troops. I don't have time to calculate which lvl it is, your formation format is a mess.

    Ok, let me guess lvls:


    w1: lvl8: 1/2/0/5/1/0/0/1 vs 8/33/12 = -1T8 [W]

    w2: lvl5: 0/2/0/2/1/0/0/1 vs 4/26/8 = -1T8 [W]

    w3: lvl14: 12/2/4/7/1/1/0/1 vs 9/41/23/8 = -1T5 [W]

    w4: lvl30: 34/1/1/18/1/4/0/1 vs 32/15/15/21/18/8 = -34T1-1T2-1T3-18T4-1T5-4T6-1T8 [L]

    Some of the fights even with the same formations may differ still sometimes in cases with cultist RNG - W2 is example of this sometimes it will result in -1T8 loss and sometimes with 0 loss so for this one it is better to assume always -1T8 loss.

    "Remains less profitable than the current Ruins, helping maintain game balance."

    Removed this to avoid possible misleadings. Just wanted to note - this undead ancestral will be less profitable than existing ruins, but still profitable and still interesting

    How killing artificially created "leftovers troops" from enemy formations will be interesting? How those formations will form? What Cap limit, what lvl? Less profitable = why someone would like to do it when he/she can do "more profitable" regular Ancestral Ruins? :D

    Bro, please use your brain when you make suggestion for adding new feature to the game, we don't want to read ChatGPT creation here.


    First of all how you imagine this could work? You haven't described it precisely what is this new undead ruins mode so I'm guessing it's not player troops vs player troops but extension of regular Ancestral Ruins where you fight with predetermined enemy formations. If yes then it is no different to regular Ancestral Ruins - only change is new levels but don't you think that making layer 102-200 in regular Ancestral Ruins would be very similar concept?


    I know battle model very well and in it there is very slight room for any errors. Adding +1/-1 troop more or less often can cause front collapse and can result in full wipe instead of winning with almost no losses.


    Current Ancestral Ruins mechanics don't allow for anything other than fighting against challenging predetermined enemy formations that are set in such way that you can defeat them with given troops CAP.


    What do you mean by:

    • "Remains less profitable than the current Ruins, helping maintain game balance."

    Are you implying that players after finishing layer 101 Ancestral Ruins should switch to "Undead Ruins"? After reaching lvl 101 I should lose ability of repeating layers in regular Ancestral Ruins and get "Undead Ruins" as it's replacement? What then happens with lvl 101 which now acts as a reward for players allowing them to always get gear adequate to their lvl? It's crucial for all who reached lvl 5000+ because as we all know armors, helms, boots, jewellery, shields and gloves end up at around 5000 lvl and only weapon section goes to 9110 lvl - the highest lvl item that you can purchase in shop.


    • "For every 10 enemy units killed in regular layers, the player receives 1 undead unit.
    • Progress is accumulated. For example, if a player kills 7 units, they gain 7/10 progress. After killing 5 more units, the total becomes 12/10, granting 1 undead unit and leaving 2/10 progress toward the next one. "

    I understand it as copy-paste of Heroes III - IV necromancy mechanic or something very similar but it would mean that in order to get any troops in "Undead ruins" you must lose around 10x more troops in regular Ancestral Ruins.


    I don't get the whole concept and what are you aiming to achieve with it. There is absolute no plan for implementation of it and I still don't know how it should work.

    AI have no clue about Bitefight game so stop asking it for answers, think for yourself and reconsider again if this feature you are suggesting now is really necessary? Don't you think that it would be better to expand regular Ancestral Ruins instead? Having 2 Ancestral Ruin modes sounds confusing.

    Stats is your "power value" - it is calculated in pairs against enemy:


    Strength vs Endurance

    Defense vs Dexterity


    Example:


    PlayerA have 2000 stength and is fighting against PlayerB with 1000 Endurance -> it means that PlayerB will receive 100% more damage from all sources because the difference is 2:1 - I'm not sure if it's such basic or diminishing return % but it works like that.


    It means that if PlayerA have for example in total +800 bonus damage then it's real value is doubled to +1600. Basic damage is flat and stays in the same value regardless of players stats difference.


    In late game all that matter is + damage and + hit chance because monsters in grotto have such OP hit chance that it is almost impossible to reduce their hit chance to 25% (try doing that for lvl 8000 Knight on Hard mode) there are not much good items for hit chance reduction and compared to items with + basic damage and + bonus damage which gives a lot more value it is pointless to pick them at all. At lvl 300-500 they are worthy and can win you fights but later on the disproportion keeps increasing.


    It is all connected, the pattern is as follows:


    Stats difference between players which set % values for -> bonuses from items -> bonuses from talents -> bonuses from adventure -> final result


    "I’m trying to better understand how talents and stats actually work. For example, how is it possible for one player at around level 4400 to have 2500 Strength, while another player at level 4700 has nearly 4000 Strength?" - the answer here is simple: Some players were lucky enough to be able to stack gold for -60% cost for all attributes event and some had to increase stats for normal cost because they are facing other players doing PvP with them on their battle-value range.


    I hope I helped you a bit. If you have any more questions feel free to ask.

    Give me enemy formation and I will give you answer. I'm happy because I replicated model 1:1 and reached 100% match.

    Hello TanarisJupiter ... did you reach 100% match.... Can you share the script ... or give a hint in the errors of the python code that has been shared here before

    I can’t share this because there are people who want to profit materially by offering players add-ons for automation and clicking on behalf of players. I realize that your models are not complete and that sometimes you lose T8 on layers 21–30, or have other unforeseen losses that also occur on layers 11–20. It is better for it to stay that way for as long as possible while bots exist.


    Personally, I have an extensive database of fights: over 4,482 battles verified in-game. Through consultation with other people trying to recreate the game model, and later through my own reverse engineering, which took me two months, I finally completed the task.


    The only obstacle in finding the optimal formation against a given enemy formation is the time required for the calculations.

    Give me enemy formation and I will give you answer. I'm happy because I replicated model 1:1 and reached 100% match.