Posts by ChuGun

    I’m posting this here because the new event uses things from the latest update.

    The Blood Harvest Event could have been really cool, but it isn't working.

    Only the +350% gold and XP bonuses are active; the others aren't applying.

    Maeve  diabla2

    Hi guys, I’d like to give a bit of feedback on the latest update.


    1. After spending B‑rank blood on the ritual, I received the following bonus:

    -10% Shorter cooldown of Blood/Heart slots

    -10% Faster return of your units

    +10% Better chances of equipment

    -10% Shorter recruitment times in the Nourishing Pits


    These are nice minor buffs, but they’re definitely not “a powerful sacrificial blessing” as the teaser suggests. I’m a bit disappointed that there’s no option to choose 1 buff, but a more powerful one; and that on 2 accounts I received the same set of buffs, which doesn’t include “More gold and experience from the Ancestral Ruins”.


    2. I'd like to see for each layer how many times I’ve completed it that day, so I could understand when I’ll reach the limit. Currently, there’s no such information.


    3. Thank you very much for adding the Combat Reports. It’s nice to see that the developers are listening to the community’s requests.

    But because I’ve been going through quite a few low‑level layers over the past 10 days, the page selection in my journal looks strange - it have a button for every page from 70 to 170. I assume there should be buttons for the first few pages, the last page, and a button to go to the next page, just like on the forum. This is a non‑critical visual bug, but I hope it will be fixed.

    screen2026-09-02161521.png



    4. The new missions in the tavern are a good innovation, although it will take some time to figure out which of them are really worth it.


    5. The price in HellStones for Purity Elixir and Premium Storage Slot is quite high, so I don’t think there will be many people willing to use them.

    Привет.

    Я конечно не знаю что происходит на самом деле, но свои 5 копеек вставлю:)

    Прочитав твой 2й пост в теме у меня сложилось впечатление, что ты считаешь, что раз ты вкладываешь деньги в игру, то прав на ботоводство у тебя больше, чем у подозреваемых тобой игроков.

    Если это так - пора найти бревно в своем глазу, а не искать соринку в глазах других игроков.


    Если ты уверен, что никаких ботов не используешь, никакого совета лучше, чем "создавай запрос в поддержку" быть не может. Мне разок помогло, правда предупреждение было по другой теме.

    For 6 wins in the abyss, I got 1 item.

    Its an armor 800lvl that gives health and defence and is similar to non-hellstonable items of about the same level. So, its almost useless.

    Absolutely not fun.

    Looks like the value of the abyss will be very low until the character reaches ~5k level and cant buy items from the merchant anymore. It will only be useful for extremely high-level characters, for whom getting a new item once per ~1-2 weeks will be a big event.

    Hello!

    After a while, I'd like to add some positivity to my previous post.

    I have now received 6 items for 13 wins in the abyss (1 for 2 wins on one server and 5 for 11 wins on the other). Of course, more wins will be needed for more accurate statistics, but I can already say that the chance of dropping items is not so bad.

    However, almost all of these items are useless. Therefore, my modified suggestion is to exclude from the pool of items from the abyss those that give only some combination of basic attributes (Strength, Defence, Dexterity, Endurance, Charisma), and do not give any of the fight modificators (basic and bonus damage, basic and bonus hit chance for your and\or opponent character). I believe that attribute items are not something that high-level players want to get (maybe I'm just a low-level noob and don't understand why they're needed haha), so this excludion will improve the average quality of the items they receive.


    I also want to point out that the amount of received essence is pretty well balanced. I went through all the layers, doing extraction for BBB or better 4 times a day. This allowed me to complete 3-4 layers per day at some early stages, and at later stages I managed to build an army for more than 1 attempt per day (about 1.2 on average on layer 75+). In my opinion, the reason why there shouldn't be much more essence is to prevent players from farming a lot of the lower layers, regardless of the number of losses. The reason why the essences should not be much less is that at 75+ layers, if you defeated, there will be too long a wait to build an army for the next attempt.


    In conclusion, I'd like to say what has already been said several times on the forum. Ancestral Ruins have given characters the opportunity to gain additional exp and accelerate the growth of levels; this is true even for those who only pass 1 new layer every 1-2 days and does not interact with the lower layers. So I hope this will encourage developers to create new high-level content - at least I've seen suggestions for adding talents and items for the merchant.

    Hello.

    I completely disagree with your idea of closing the lower layers.

    Players' activity should be rewarded. Those who want to log in once per 3 days and "planning" can continue to do it; nothing's stopping them.

    Perhaps it would make sense to reduce the experience gained so that it's still profitable but doesn't level up too quickly.


    I also agree that players need feedback on the level caps, not just 500 at layer 101, but also at the previous layers. For example, on my test account, after level 50, I only did essence hunting and progressed through the following layers. As a result, I can't start layer 65 because it requires level 250, and I'm only level 199 lol

    For 6 wins in the abyss, I got 1 item.

    Its an armor 800lvl that gives health and defence and is similar to non-hellstonable items of about the same level. So, its almost useless.

    Absolutely not fun.

    Looks like the value of the abyss will be very low until the character reaches ~5k level and cant buy items from the merchant anymore. It will only be useful for extremely high-level characters, for whom getting a new item once per ~1-2 weeks will be a big event.

    Also, I just completed the Primordial Abyss and was disappointed. This layer doesn't differ in difficulty from the other 91+, and I didn't get an item. So I got the same amount of gold as on layer 100, and the reward consisted of only twice as much experience as on layer 100.

    Since most of the items dropped on the previous layers are useless to players, and those that are useful can require a lot of money and hellstones to change the build, I want to suggest to significantly increase the chance of items drop in the abyss.

    Hello!

    Mika Thanks a lot for the post Path to Ancestry - Q&A. Its clarified many points, but in one example I got even more confused:


    Q: How is the Wraith’s ability calculated? Does it carry over between rounds?*

    A: The bonus is recalculated on every attack and does not carry over.

    The ability increases damage by +50% for each instance where the enemy unit count is double the Wraith group's count.

    Example:

    If 2 Wraiths attack 32 Tier 2 units:

    Enemy count (32) vs Wraith count (2) → multiple doubling instances

    Result: +1500% damage bonus

    Total damage multiplier:

    100% + 1500% = 1600% → 16× multiplier

    Final calculation:

    (2 × 7) × 16 × 0.5 = 112 damage


    I can't figure out where the +1500% bonus comes from, I don't seem to understand what the word "instance" means here. I'll write here 3 options, as I understand it:


    Option 1:

    2 Wraiths attack 32 Tier 2 units - it is 1 attack, which means it is 1 "instance". So the bonus should be +50%


    Option 2:

    2 Wraiths attack 4(doubled once) units is 1 "instance".

    2 Wraiths attack 8(doubled 2 times) units are 2 "instances".

    2 Wraiths attack 16(doubled 3 times) units are 3 "instances".

    2 Wraiths attack 32(doubled 3 times) units are 4 "instances".


    Thus, the bonus should be either 4*50%=200%, or the total damage is calculated as 1.5^4=5.0625, that is, the bonus is +406.25%


    Option 3:

    2 Wraiths attack 4 units is 1st "instance"

    2 Wraiths attack 5 units is +1 "instance", for a total of 2 "instances"

    2 Wraiths attack 6 units is again +1 "instance", 3 "instances" in total

    ...

    2 Wraiths attack 32 units is again +1 "instance", 29 "instances" in total.


    The bonus must be either 29*50%=1450%, or the total damage is calculated as 1.5^29=127834.039489, that is, the bonus is +12783303.9489% =O


    As you can see, none of my options gives a +1500% bonus. Could you please clarify this?



    Another question that I couldn't ask earlier is how the t8 unit's ability works - "the unit also ignores weak points when attacking" (I'm not sure if the translation is correct, since this unit is only available for me on non-English servers). Does this mean that the t8 unit always does 100% damage regardless of the opponent's types? If not, could you please give an example of damage calculations if a t8 unit attacks 2 groups with different types of creatures, say, occult first and brute second?

    There are no "working" or "correct" combinations on high layers, its too important to consider the enemy build.

    I can show you some examples from my battles, but since I only record my own formation and losses, and do not record the enemy's formation, it willnot be very useful.

    Similar to previous posts, my notation has the following form:

    layer: my build in the form of t1-t2-..., losses in the form of t1-t2-...



    As you can see, in the early 70s, I felt that a lot of T7s would take up too much of the limit, so I put what worked in the 60s, adding only 1 T7 unit as an additional recipient of the hits instead of T1 - one of my attacking groups.

    Also, since I still don't understand a significant part of the mechanics of combat, maybe I just got lucky in each of my victories:)

    Seems that starting from layer 85, there is no limit on the level of dropped items. So I expect that in the near future someone will show a screenshot of the received 4000-6000 level item, and then a screenshot of a useful high-level item.

    If you spam the lower layers too often, then deleting the junk is a small fee for the benefits you receive:)

    No, I do not know whats going on there.

    If only T5 gets a buff, then it makes no sense to have 5-10 of them in the lineup, because I agree that they die from a single hit. That's why I don't understand why anyone doing that.

    To survive in round 1 and deal a significant amount of damage, you need to have at least 30 T5s on average in your build, and the whole group will die in round 2 anyway. But it takes too much army strength even at the 80+ layer.

    Hello!

    What idea are you trying to implement in your builds when you use up to 10 T5 units? Did you manage to confirm that each of the units in this group gives +10% damage buff to other your units even after death (since they all have to die in 1st round from enemy T4), meaning you get +100% damage for each died group for whole battle?

    Did any1 beat lvl 71 ? I beat 70, little bit of stuck at 71 atm...

    For me, up to layer 75, the same layout idea worked as for the previous layers, I just added 1 new unit.

    After layer 75, none of my strategies work stably. Without answering questions about what is happening in the battle from the administration or the combat report, this is just a casino that wastes my nerves instead of bringing fun.

    I am wondering whether the programmers anticipated this "flaw" that could, in fact, ruin the game experience of many players.

    You will have two choices: either climb levels by repeating the same layers over and over again on an hourly basis, day after day, or fall behind... and that sucks.

    I'm sure that this is not a "flaw", but a goal of the update.

    In other games from GF, starting from a certain level of account development, there is a PvE mechanic that encourages players to be more active than those who do not use this mechanic (for example, farming barbarians in Ikariam, expeditions with T18 lfs in Ogame, and UW costumes in Gladiatus). It's time for BF to have something similar.

    Ah, we have stories, but did anyone really spend half a day after level 200 by clicking on them for faster growth instead of spending their APs twice a day in the grotto, especially on the low speed servers?

    Hello!

    I've compiled a few questions about combat mechanics that my tests haven't answered. It would be great to receive another post in the FAQ thread with comments, but I'd also be satisfied with an official response stating that "no other information will be provided, and players should conduct their own tests." diabla2  Maeve


    Before we begin, I'd like to remind you that several players on the forum have expressed the need for a combat report. If its wolud be detailed enough, players can learn all the answers to their questions about various mechanics from it. If such a report isn't planned in the near future, it would be helpful for players to receive a notification from the administration about it.


    Speed mechanics:

    There are two pairs of enemies that stand in the same position (Vanguard/Rearguard) and have the same speed (Bloated Corpse/Bone giant and Bonewing/Wraith). I've seen several questions on the forum about which one attacks and who gets attacked first. In my battles, I assume that the left-most/lower-tier unit attacks and takes damage first, and this assumption almost always works as expected, but not in 100% of cases. Without a detailed combat report, I can't determine whether my assumption is incorrect, if I've made a mistake in my calculations, or if it's a bug. It would be great to receive clarification.


    The next set of questions pertains to the passive abilities of player units and enemies.

    Player units:


    1. Does the passive ability of Tier 5 (Necromancer) provide a damage bonus to all my units, or only to the Necromancer itself? Does this bonus depend on the number of Tier 5 units in the group, or is it always equal to 10%? Since the description doesn't include the phrase "While this unit is alive," as is the case with the enemy T7 (Revenant), does the bonus persist after the death of my T5 group?

    2. The aura of the T6 group (Gargoyle) provides a speed debuff. Does this debuff only affect the enemy groups that are attacking the Gargoyle, or does it affect all enemies that are attacking at least one unit? Does it affect all groups that are attacking, including my own? Can this debuff be applied to a group multiple times?

    3. Does T7's ability to deal damage to all Rearguard units also can hit my units?


    Enemy units:


    1. How does T2's (Zombie) revival work? I've noticed that if the first attack kills all the zombies, the revived ones deal damage to my units in the same round. However, I'm unsure about what happens if not all the zombies are killed during the attack. Does a portion of the zombies revive, resulting in two groups of zombies, each capable of attacking and taking damage?

    2. T3 (Undead cultist) - the 10% bonus does not depend on the number of this unit in the group, correct?

    3. If T6 (Wraith) receives a bonus to damage, does this bonus disappear at the end of the round, or is it retained? If it is retained, is it applied additively or multiplicatively in the next round?

    4. When T9 (Broodmother) survives, does it create exactly 10 spiders, or 10 for each surviving Broodmother? What type of unit are these spiders (Brute/Occult/Monstro), and what position do they occupy (Vanguard or Rearguard)?

    Hello.

    I haven't encountered any of the issues I read about on the forums since the update, so I'd like to share my positive feedback and some suggestions.

    I've only completed 15 layers, so it's too early to talk about balance, and I won't be suggesting any changes that could significantly alter it (for example, changing the 5-hour cooldown or increasing the number of extraction slots).


    Things I liked:

    1. Human hunting now makes sense. I like that essence gain is tied specifically to hunting, not cave battles. Players can now choose how to spend their APs instead of getting everything at once.

    2. Those who don't like the update can continue playing the old way without losing anything. Those who were bored with the monotony of the previous version and aren't striving to become the top-1 player on their server can switch completely to the new gameplay.


    Suggestions:

    1. On layers 5, 10, and 15, item levels are capped at 150 for higher-level characters. I don't know what will happen on subsequent layers, but if this cap remains, I'd like item levels to be more in line with character levels. For example, by using a formula like

    Code
    1. item_level= character_level*[ 0.76+0.25*(layer_level/100)^1.5]

    Ofc devs need to add a slight spread and a cap on the maximum item level currently in the game, but I hope my idea for leveling up is clear - allow item level slowly grow up to a little more then player lvl.


    2. I'd like to receive messages about battles on layers, similar to messages about battles in caves. If the battle algorithm is currently hidden from players, the message doesn't need to be detailed. It's enough to indicate the layer level, the composition of the armies on both sides, losses, and the reward received.

    Okay, we want to change the way we get blood from the cave or the story instead of hunting humans. The current method of obtaining blood cells from hunting humans is a huge waste of activity points. I'll go back and look at what I'm saying. There's a lot of rejection among the players. This update isn't what we expected.


    SilentSlayer  Mika  Maeve  Chento

    I like this update because players can choose what to do — spend their APs the old way or participate in new activities.

    So I wouldn't want the game to go back to pressing a single button (attacking in a cave or launching a bot to start the story haha)