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welshwizzardd

21
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1
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A member registered Dec 27, 2024

Recent community posts

Hooligart, are there any plans to provide the Earth, Dark and Water decks with a second +1 to base gem level deck perk any time soon?  Earth had one as set 7 (scarlet whores),  Dark was set 6 (dungeon crawlers) and Water was set 3 (Moonlighters).

By having them it would allow for more useful hands in colosseum matches; right now there are far more options for building competative hands that can piggy back off your opponent's hand with fire & light due to the base gem level bonus .

My suggestion is to first look for your hero id.  It's a number that appears in the bottom left of the screen with authenticating your account on log in.

To find it: Open the game in the browser, look for the icon that says 'Hero' in the bottom left. It'll show your profile page - chosen hand, health, base damage, name, etc. Next to your name is an 8 digit number inside brackets eg (67891234). That is unique to your account.

Next, email: support.app@flushee.games.  They are the publisher/developer accredited on steam for dealing with Dirty League. I have emailed them before regarding glitches during events.  Explain your situation and what you want to do. For the record, they are based in Cyprus so GMT+3 for time zone, as it's summer time.

They might be able to provide you with a copy of the relevant .dll file, that you would need to overwrite to change your steam id to match your browser id. You'd have to place it somewhere in: C:\Program Files (x86)\Steam\steamapps\common\DirtyLeague, probably \DirtyLeague_Data\Managed. My best guess is that the file is named  ''Sentry.System.Collections.Immutable.dll''
 

I'm not familiar with the .dll file types used by unity, so I don't know which file reader you'd need to go in and manually change your hero id, if you wanted to do it yourself. It's not something they'd openly disclose to prevent account hijacking.

Could some one please tell me how the hell there is a player with a mythic card that has yet to be released at the time of me posting this comment (about 8 hours before the event goes live)? 

The game files were updated around 16:20 British Summer Time to include the new Classy Broads set.  I was playing against a tier 3 opponent in the colosseum (their tag: ramiroweissnat), when I realised they had a girl (Baby <spice>) in their deck that wasn't meant to be available until 1AM GMT on the 29th May.

Are you guys populating the higher tiers with bot accounts to offset the fact there are relatively few people who reach this level in the tower? 

It would go someway to explain why some hands feel incredibly powerful (here 6.1k baseline damage), but also don't feel synergised for damage output (-80% damage to water, no perk, head start, faster, head start). What's not shown here is that they are level 1 mythic cards.

Random question Moonzoo - what is your best tower rank? 

I'm asking as the points awarded for a 1x win vs a player of the same rank rise by +15 per tier after you get to rank 6 (80). At present I'm rank 3, so in the colosseum I can earn 125 pts - 375 pts depending on my win multiplier when facing a fellow rank 3 opponent.   Assuming I don't lose a fight, I can collect the mythic pack with 40 wins. The only reward that I find extremely challenging is the gem chest (45,000 points) - 120 fights minimum at my current rank.  I'm expecting this to drop to 100 at rank 1.

Side note: Personally I'd like to see the price drop from 45,000 to 28,000 with a new core path arena costing 20,000 that awards a mythic doll. Plus a better screen for completing all 18 arenas in one session.


The way I approached the tower was to collect as many different cards as possible so I can play the maximum number of viable hands before having to wait for the cooldowns to reset. Currently I can play about 52 hands before I'm down to mainly common cards (400+ in my collection). My view is that this mode tests my ability to build hands from my entire collection instead of relying on just a few cards.  I've also spent time boosting my health (L47 with 85,750 hp) to make it hard to be taken down in turn one.

For me the tower is the test of your ability to build a hand that can deal 150,000 damage in the shortest time possible (level 55 players with max health boost). The world bosses are test of the best deck you build using only one colour to deal as much damage as possible. All I can say is 1 million damage on turn 2 isn't enough.

Glad to see it has been fixed quickly.

For any player wondering if it is possible to clear the colosseum within the 48 hour time limit the answers is yes.

However the requirements are awful:

  • Have access to tower rank 3 or better due to the points required - about 98,000 all in.
  • Your own health pool is 80,000+ to survive a lucky first strike by the defender. I'm level 47 with 83.6k health.  There were a number of attacks that dealt 50-75 thousand damage in one turn when facing rank 3 opponents;  this was without them unleashing their active abilities.
  • Have a balanced spread of potion bonuses to maximise your damage output. I had 5x +65%, 1x +85% for damage and +95% to health.
  • Possess an extremely large card collection outwith the common cards (double drop rate and +1 gem level commons will be wanted, the others I generally ignored). You're going to be playing 50 or so hands in one session before you run out of hands that can win quickly and earn a decent amount of points - i.e. ignore the rank-4 fights. My unused cards were generally common cards or had less than 100 damage on their profile. I currently have 389/430 cards aka 90% of the deck with most of my cards being level 5-10. Only my world boss fighting deck has been heavily invested into.
  • Be willing to switch to medium difficulty opponents when necessary in order to protect your 3x multiplier.  I lost about 6 times through a mixture of being cocky/over confident and unfavorable drop rates. The latter I couldn't avoid.
  • Have 12-14 hours spare to attempt the challenge. I was on the 7th cycle of my deck when I cleared everything, so about 330 -340 matches were fought.

You won't get a steam achievement and the on screen confirmation of your accomplishment is shown below. You CAN still fight arena fights afterwards to allow you to farm for event silver and card top ups.



The event room monsters have the wrong element - they're playing with 4 earth/green and 1 fire/red. Usually its five of a kind.

I've emailed them a few weeks ago regarding 2 bugs/coding errors - Thalestris & Katara having the wrong combat animations. Also there are 3 girls with the wrong gems: Dieter (Necromancers) and Thalestris (Amazons) have fire when it should be dark and Sumi (Nuns) has water when it should be fire. 

What I'm not privy to is if there are glitches being caused by changing the gems if people have already began upgrading the cards. All I can say is updates are more likely to occur outside of the event window, so the 19th April is the earliest possible date for a fix, but I'm expecting the 22nd allowing for the Easter weekend. Only recent fix during an event was when the event was bugged - rare monster room wouldn't open for 24 hours or so.

Disney's version of the Robin Hood story are the monsters?  Are you planning on using the cast from Atlantis as a set of villains for the next water set?

Are there any plans to increase the number of Steam achievements?.  Specifically:

1) card collector count: 200/250/300/350/400 as the highest currentaward is for 150, and there are 425+ cards at present.

2) Gladiator Supreme- clear all 18 arenas in a single session.

3) World boss stage 25 - 1 for each boss and a further award for defeating all 5.

Short answer: The Quantity of cards in your collection not the quality of your opponent.

I'm tower rank 4 with 333 cards as of 17-3-25 (card split: 78/84/72/67/33).  I'd say ~200 of those cards make ~40 playable hands that don't feel like a chore to win with as i've not levelled up a lot of my higher tier cards.  5 play cycles (~90mins each) gets me the first 17 arenas. If I were to skip all the optional arenas I could possibly claim the libido gem chest if I have sufficient free time for 8 play cycles .

I'm currently using the last arena for silver & gold farming after I collect the mythic card draw.

***BUG REPORT***

since the Amazons set released there are two animation errors. 

1) Activating Katara of the Water tribe set - 17th and most recent water set display's Thalestris' (Amazons set) animation. The icon matches Thalestris' colour.

2) Activating Thalestris of the Amazon set - 17th and most recent dark set display's Sumi's (Nun's Set) animation. The icon is a duplicate of of Sumi's.

How about them adding colour specific chests to the tower and colosseum?  

Say a 40% chance that a coloured chest will spawn in lieu of a regular chest of the same quality. 

At least then you'd be able to have improved odds of hunting a card, especially at higher tiers. It would also make for tactical choices: in the colosseum - go for more points or go for an easier chest that has a chance of drawing a card you desire.  I'd rather have my odds reduced to 1 in ~16 over 1 in 77.

in the tower - burn or spend diamonds to open a chest when your slots are full. When the odds are low for a common card, I accept burning the chest and taking the initial gold.

(6 hours before launch). Hoping that this isn't a deck with start the game with 3 gems of charge as it's bonus .  Crossing my fingers for +100% damage or +1 gem level.

Having done a little reading around it appears an older version of the game had an exploit that allowed players to drop their tower rating in order to get easier opponents in the colosseum; this has been since removed in an update much like the removal of healing gems.

Now, all that dropping your tower rating does is allow you to have a long run of fights before you have to worry about rising to the next challenge rating. You'd want to do this as the amount of silver awarded during events is based on chest type with no modifier for tower level. i.e. a legendary chest pays the same silver at level 12 or level 4.  All that differs is the number of cards you get when you open it.

What you are seeing are a number of old accounts that haven't been touched in a while - they don't delete inactive accounts. I've migrated to tier 4 since my last post and have yet to draw anyone above 35k hp, with most being less than 15k with basic rainbow decks or with cards from earlier sets. I was expecting a tougher selection based on the lurkers in tier 5. 

They applied an update that changed the rules to prevent killer smurfs.

It works off your highest ever recorded rank in the tower.  I tried dropping down to Level 11 and staying there until the weekly timer ended. I didn't raise my level until the next weekly event started but was still presented with my best level-4 as my soft option.

I changed my tactics: I've delayed progressing up the tower so I can farm new cards.

(1 edit)

All mythic cards have upgradeable abilities; some of the earlier sets also have an effect that can linger for 3 turns. These haven't been implimented since the 7th set for each colour and are unlikely to comeback as it's now set 17-ish that is being released.

To upgrade a mythic card's skill you need 2 things.  The first is to level up the Mythic card to level 5/10/15/20/25. The second thing  you will need are libido gems; the amount depends on whether you're trying to reach level 2/3/4/5/6. Each tier costs 5 more than the last, as tier 2 costs 5 gems and tier 6 costs 25 gems. Usually the colour of the card matches the colour of the libido gem required; however there are at least 2 exceptions where the wrong colour is needed (Sumi (B) - Nuns (R); Dieter (R) - Necromancers (P) ) .

To acquire these gems you're going to have to do one of four things: 

1) beat a world boss stage that is a multiple of 5 to get that many gems of the colour they correspond to . e.g. stage 5 = 5 gems.

2) reach the end of the colosseum - defeat all 12 mandatory stages and go for the hardest optional stage: 45,000 pts (green banner). You can ignore the five optional stages (red banner) that grant more cards. You'll need a high tower rank and large deck to even consider this.

 3) get a top 2 finish in the daily rankings of an event - Usually 32,000 points as a minimum for 2nd.

4) pay $50 for the upgraded buttpass during an event and reach step 8. 

Note: #4 only worth considering if you can reach at least step 16 of 17;  then you can also collect 5 card pulls - 1 of each rarity of the same element as the current event. e.g. Light themed event = light only selection. The card pulls will give you 8-10 options irrespective of the rank.

numbers 2 - 4 see you recieve a special chest that grants 5 gems of the colour of your choice.


Don't assume that all mythics are created as equals. Some abilities are rubbish for quite a while, others are great from the start. See what damage they do with your hand before commiting.

As person who fits this criteria (L5 rated with 30.2k HP, full green perks, base damage of 1093), I'll explain why I haven't progressed further up the ratings to L2 or L3, where I probably should be.

The simple answer is I'm using the colosseum to gather 4 cards per cycle. By not progressing up the tower (which determines your colosseum rating), I can gather a 3x multiplier and sustain it long enough to gather 4 cards in 3 sessions. Each session can last about an hour as I can play 30+ hands before I'm out of options - low level common cards. By having a large health pool I can make synergised hands with 500 base damage defeat opponents with 12k HP. This allows me to play casually and still be succesful.

My goal is to collect at least 50% of the legendary cards before increasing my tower rating, which is about +15 cards from where I'm currently at. Besides, the cards you get for completing the tower aren't the best when compared to more recent premium sets.

Recently picked up two of the adored ones (common & rare) - the third  light set and the first one with a perk, where all the lasses are African tribal designs. You really need to get them re-worked. 


The ONLY way you can reliably trigger their ability is to first play the rare card from the children of the sun set as this places 3 healing gems on the board, otherwise you're hoping that the rare card from the ladies of the sea set places healing gems on the board. 

The simplest switch would make the Rare, Epic & Legendary cards a clone of the Tamelesses set whereby X gems adjacent to the light gems become light gems to generate damage.  Keeping the mythic as is would provide variety. The set perk could be switched to -80% dark gem damage as that is the only damage type that doesn't have a damage penalty against it.

My tactic is to chase the common & rare cards in the colosseum and weekly events. At the time of writing there are 81 different sets. 5 levels in common or 4 levels in rare gives you the first gem. 8 levels in both or 5 if you've got 3 cards in a set will get you the second gem . That's 162 low cost gems.

Regarding the number of decks available as of 27-12-2024. There are 15 Earth decks, 16 for Fire, Water & Dark,  but 18 for Light.

When looking at the deck perks all colours have 7 common abilities, but light has 2 unique ones - 2x more Health replenishment from healing gems for the Adored Ones set (seems redundant since gems no longer spawn naturally) and dark skills recharge 6 gems slowers for the Tamelesses sets.


Are there any plans to roll out the latter buff (slower recharge) to the other 4 elements, following the same  logic as the -80% damage abilities?.  So Fire slows Earth, Water slows Fire, Earth slows Water and Light slows Dark. Or do users choose not to equip the Tamelesses deck and that's why the set is the only one with that ability?


Random deck design idea - Earth Deck: Swamp Witches. 

Have the skill be 1-4 columns of gems be removed when activated. However, to add some variety instead of it being column 1 or column 6 as the starting point how about the following pattern: C3, C4, C2, C5. This would leave the outer edges untouched. 

Or use an unorthodox pattern such as C2-C5 on the bottom row, C3 & C4 on the row above to remove 6 gems for the rare, add the mirror of this to the top of the playing field to remove 12 gems for the epic;  Add a full row of 6 to the top and bottom to remove 24 gems for the legendary. For The Mythic add 2x 4 gemT-shaped indents at the sides to remove 32 gems in total. Leveling the ability up would increase the number of strikes and a potential gem level up.