Sorry - let me clarify. I was talking about ignoring farming the actual magmite - not farming IN Magma (i.e. 230+). He’s not going to get any real use out of running or upgrading the DG any time soon.
When you wrote “comfortably climbing in the 250+ range”, did you mean 230+? Because trying to get strong enough to get to 250 without generator upgrades seems like doing it the hard way to me. 
Context: My highest zone reached is 247, I pull in 100+ magmite per run, and have bought the 14 cheapest upgrades.
I agree that one shouldn’t overpursue magmite at the cost of zone progress. Even if your main goal is getting magmite, you’ll get more of it by spending fuel to get farther. But once you reach a point where a zone’s worth of fuel will not get you that many more coordinations, it seems better to go for more magmite to help future runs. The first time I reached 230 I got enough fuel for a generator tick for the achievement, and then switched to magmite, since I wasn’t going to get any farther, generator or no, and I think that was the right decision.
Yay. Got the Realtor feat done and now enjoy +20% damage.
I think I’m just going to stick with Dailies from now on not look at the feats any more.
Yeah, the % difference tends to be subtle, particularly after the first few hundred.
Getting over a threshold to faster golden upgrades is awesome, though, so you might want to start paying attention to them again when you’re close to a break point.
You cannot get feats that require you to complete the challenge when doing Challenge2. At least, it doesn’t appear that way. I hadn’t done the feat for Watch yet and it was next in line for Challenge2 and I tried to kill 2 birds with one stone, and it didn’t work. The challenge shows as still available the whole run until you abandon the challenge, but neither beating level 180 nor abandoning the challenge thereafter get you the feat.
That’s unfortunate. It makes some sense in that the phrasing of the achievement specifically mentions completing the challenge, but you’d expect it to show as unavailable. You can make a bug report at Issues · Trimps/Trimps.github.io · GitHub, if you want.
Version 4.4 is out, with new mechanics and new currencies for zone 236+.
I like it. Poison works really well against Tough enemies.
I’ve nearly saved up enough DE for my next Mastery. Any thoughts on which I should take?
I’m on Tier 2, and I’ve already got Metallic Coat.
Turkinp Tamer and Void Power both have obvious uses.
Foremany speeds up building, but how much? Building usually doesn’t take all that long anyway. Is it worth buying?
Headstart gives me corruption 5 levels earlier. Do I get extra DE at that level, or just extra helium? Worth having or not?
Headstart only affects corruption/helium, not dark essence. The key thing to realise is that the amount of corruption in a zone is based on how many zones past the start of corruption it is. So the mastery doesn’t just give extra helium on zones 175 - 179, where the helium amounts are small, but also every zone past that. The headstart sequence are among the best masteries, in my opinion.
Foremany is pure convenience, but it’s a pretty nice convenience, as it means you never have to micromanage what activity you’re on, just set yourself to where you want the turkimp bonus and forget about it. 50000 foremen is enough that every building will complete in 0.1 seconds (the minimum).
I’m only missing five masteries at this point, and both Void Power are among them. The effect is too small to make a difference in what zone you can do the maps on, so it’s just a minor speedup of an activity you can easily let the game do for you without input while doing something unrelated.
So my recommendation would be Headstart first, then Formany and Turkimp Tamer in either order.
Thanks for your reply.
Anyone else have opinions?
Headstart is far and away the best available choice. The first headstart is basically an average of 1 2/3 more corruption squares per zone after 175.
After that it’s less clear, but I’d take Turkimp next, followed by void. I’m not really a fan of foremany, but if it bugs you to click build on and off I can see the use.
I’m trying out a new strategy, which so far seems to be working.
I’m buying every Upgrade but not buying Equipment. It saves Metal and I’ve only had to buy Nurseries for Voids that extend Breeding time. I haven’t needed to buy any Geneticists, so that’s less Food to produce. I’ve been speeding through the zones like a hot knife through buttah.
If you mean that you are buying Prestige upgrades but not Leveling up your equipment, I agree completely.
As long as you have plenty of Health, sure. But Nurseries and Geneticists are a pretty cheap way to get a big health multiplier.
Things finally stalled around zone 110, but it was a wild ride. Now I am buying a few equipment levels and geneticists, but not nearly as much as before.
If you liked that strategy, you should try just getting Dagger and Boot upgrades (“Equip First” option in maps). I’ve never really upgraded equipment before, just focused on prestiging.
Today’s Daily Challenge is really sweet.
[ul]
[li]All enemies gain 6 stacks of Empower whenever your Trimps die in the World. Empower increases the attack and health of bad guys in the World by 0.2% per stack, can stack to 9999, and never resets.[/li][li] Enemies gain a stack of Bloodthirst whenever Trimps die. Every 4 stacks, enemies will heal to full and gain an additive 50% attack. Stacks cap at 20 and reset after killing an enemy.[/li][li] Enemy health in maps increased by 270%.[/li][/ul]
Empower challenges are really easy. Turn off Autofight, and whenever you die run a map. As long as you do this every time, Empower does not increase. Essentially it’s free helium.
Got back into the game a few weeks ago after ignoring it for awhile, and I’ve hit another wall.
I can make it as far as zone 160 now before progress gets unbearably slow, but I’m having trouble with helium - I just can’t seem to raise enough per run to boost Resourceful/Coordinated/Carpentry. It seems like luck of the draw getting a good daily challenge, and the regular helium challenges either aren’t profitable enough or are too difficult to complete. Back to the grind, I guess.
Anyone got a good recommendation for when to run void maps? It seems like at lower levels they aren’t worth it, and at higher levels they’re unwinnable.
See my post above. Thursday’s daily challenge will give you a really juicy helium bonus. If you do it right, it’s not much harder than a straight run.
All enemies gain 6 stacks of Empower whenever your Trimps die in the World. Empower increases the attack and health of bad guys in the World by 0.2% per stack, can stack to 9999, and never resets.
What this means is that enemies become more and more powerful every time you die. But it only happens if you immediately respawn and fight. If you run a map after every death, it doesn’t trigger, Empower doesn’t increase and enemies remain at standard strength.
Resourceful isn’t as useful as it sounds. It makes very little difference to how many buildings you can buy. Have a few levels, but don’t spend *too *much on it. Prioritize Coordinated. It’s worth losing a few levels of carpentry to boost coordinated.
Are you using Overkill? It gives an enormous speed boost early in the game. What I like to do is start with several levels. Later in the game I might respec my overkill to coordinated. Then when I portal use my helium bonus to replenish Overkill.
Have you been running Challenge2’s They do give a pretty good increase to all following helium gains.
Already done it.
Haven’t reached the zone to unlock it yet, and I’ll likely have to do a few more runs to get to the point where I’m capable of unlocking it. My last big push was 2 or 3 days to make it to 161 so I could unlock the damage bonus for that achievement. Hopefully I’ll make it there within the next few runs.
Not yet. May have to take them up.