So I've found the SECOND most addicting game to exist on the internet. No, really.

Is there some sort of penalty that kicks in around zone 480? Enemies get tougher, or trimps damage reduces or something? It just seems to suddenly slow down to snail’s pace about there.

Well, 480 is the last zone of a poison area, and that is always a sharp downturn in speed if you’re close to the edge of areas you can reasonably clear. But nothing unusual happens there.
You may be reacting to the end of coordinations. The magma is an area of rapid progress since growing population and shrinking battle group size means you can buy noticably more coordinations every run. But eventually you have so much population and so small group sizes that you can buy all of the coordinations you get. At that point, progress slows down a lot as you are left with much more slowly increasing sources of damage. And 480 sounds like about where that happens. But that is a between runs sort of slowdown, rather than a within run slowdown, so I may be imagining things. :slight_smile:

I’ve maxed out coordinations quite a while ago.

Last zone of a poison area might be it. I’ve never been sure when the various nature things kick in. I thought it was random. So, it always changes at fixed zones? What numbers does it change?

I’m betting you need to re-run your challenge2s. Has it been a while since you leveled them up?

No, I’ve got them all maxed out. Most of them up to #460, a couple up to #470. 2003% bonus, just enough to get the Challenged achievement bonus. Did that a couple of weeks ago. I couldn’t add to it significantly right now.

:frowning: Huh. Well, try the bionic trick and see if it helps. When you are almost out of the last poison, grind out as many bionic maps as you can get to, and pick up all the equipment.
I don’t know what else to tell ya.

It’s a fixed cycle of 5 poison -> 5 wind -> 5 ice repeating. A zone number with an even multiple of 5 is always the last in its section, and in the zone after that you get tokens for the element you just left. You may also be interested to know that the last zone of every poison section is when the number of healthy enemies ticks up, making that the optimal point to run void maps.

Major update today!

The way you unlock new tiers of mastery has been changed and a new mastery has been added to each tier. (The one that boosts attack and Dark Essence rewards when using Scryer on Corrupted cells seems especially useful.) You also now get a 4x to Dark Essence for every Spire you’ve beaten, which should make earning Masteries easier.

Looks like there’s also some new stuff for Fluffy, which I haven’t gotten to yet.

I just unlocked Geneticassist. I know, ancient history for you guys…

What do you recommend for Geneticassist settings?

I rarely use Geneticassist, honestly, unless I’m near the end of a run and I need to keep my breed constant as my nurseries close down.

Generally, your breed timer should be as close to 30 seconds as you can get it, so you can get the maximum attack benefit from Anticipation. The only reasons I can really think of to go lower are to maximize loot gain if you’re grinding maps in Wind, or higher to buff your health for a Spire run or a high-level Bionic Wonderland.

If your trimps can survive for 30 seconds, set it at 30 so that you’re always fighting with max Anticipation.

If you’re not surviving 30 seconds, then you’ll have to decide whether it’s better to wait 30 seconds to breed and then fight with full Anticipation, or to be always fighting with reduced health and attack. IMHO, if you’re neither surviving 30 seconds, nor quickly killing enemies at a lower breed time, then you’re probably about due for a portal.

The Patience mastery changes 30 seconds to 45.

If you need a lot of health for a Spire, then turn off Geneticistassist and buy a couple hundred Geneticists.

With the latest v4.9 update, I had to switch from Limited GA Fire to Geneticistassist Fire. AutoJobs wasn’t saving any trimps for Geneticists.

I’ve had No Gene Send set for as long as I can remember. My trimps are always fighting with full Anticipation. I don’t recall how the Gene Send options were supposed to help or what undesired side effects they brought. Maybe play around with those options if your breed timer gets stuck at 1B years when you suddenly get a lot of housing, or if Geneticists are using a non-trivial amount of your food or population.

(ETA: Next time I run a Daily Challenge that kills my army every 5 seconds, I’ll experiment with Gene Send to see if there’s a way to improve my Anticipation without waiting to breed.)

A neat little update today - if you mouse over the Scryer button, the tooltip will show you how many enemies left on your current zone have Dark Essence. I’m not far enough in my current run for Scryer to become profitable, but it looks like this should prove useful as far as knowing when to turn it on or not.

The Pumpkimps have returned! Huzzah!

Finally made it to Spire II, ages after everyone else has apparently forgotten about this game. :slight_smile: As before, I know it’s gonna take me several more runs before I’m strong enough to beat it. I assume I’m going to need to pretty much save all my Nurseries until I get to the Spire itself, and pump as many of my tokens as I can into improving my Poison ability. Any other good tips for this Spire?

Also - Dimensional Generator. What’s the optimal use of Overclocker? It seems like a good way to boost population at the expense of turning off Hybrid and not gaining Magmite. When should I be using it?

ETA: The system that generates daily challenges seems to have gone mad if today’s is any indication;

Trimp max damage increased by 125% (additive).
Your Trimps have +90% Crit Chance.
Gain a stack after killing an enemy, reducing breed speed by 0.50% (compounding). Stacks cap at 400, and reset after clearing a Zone.
Enemy attack increased by 280%.
Gain a stack after killing an enemy, increasing all non Helium loot by 0.60%. Stacks cap at 500, and reset after clearing a Zone.
Trimps have 200% more attack on even numbered Zones
Enemies have a 25% chance to crit for 1200% of normal damage.
Enemy health increased by 60%.
Gain 170% more resources from gathering
40% of bad guys in the first 6 rows of the World will be mutated into Mutimps.
Trimps gain a stack of Pressure every 55 seconds. Each stack of pressure reduces Trimp health by 1%. Max of 60 stacks, stacks reset after clearing a Zone.
Enemy health in maps increased by 240%.
Enemy attack in maps increased by 180%.
Enemies gain a stack of Bloodthirst whenever Trimps die. Every 5 stacks, enemies will heal to full and gain an additive 50% attack. Stacks cap at 20 and reset after killing an enemy.
Enemies have a 2% chance to dodge your attacks on even Zones.
All housing can store 10% fewer Trimps
Trimp min damage reduced by 64% (additive).

For all of that, you get a mere 202% bonus.

I think the way dailies are generated by first picking a few modifiers to start, and then adding more until the helium bonus ends up in an acceptable range. In this case a lot of strong positive modifiers showed up, so it had to keep piling them on until it got a helium modifier above 150% (which I believe is the minimum).

For the dimensional generator, I’d go all fuel when you’re going for a deep run and trying to beat new spires, but try to get more magmite during daily runs.

One unintuitive thing about fuel is that as your runs get longer, the fuel you get early gives you more population than the fuel you get later, even though later zones give you more fuel. This is because the 0.3% population increase you get from Tauntimps adds (or rather multiplies) up. Tauntimps will double your population roughly every 80 zones. Since you’re working on Spire II that effect will not be huge yet, and most of your population will have been generated directly by the DG, but for later spires it will be more important.

Woohoo! I got Nerfeder! Still can’t quite do Spire V, though.

Managed my first Spire II clear tonight! 51 billion Helium. Didn’t even have to respec or anything. Just went with Golden Battle, overkilled my entire way to the spire, farmed BO for Level 62 gear, and finished it with three deaths and 80 coordinations remaining.

Time to learn about Fluffy!

A whole new gameplay mechanic got added today - you get to build your own Spire using a new resource found in Spires, and set traps in it to kill Bad Guys trying to climb it. There’s a tutorial involved that I’m going to need to go through, but apparently it persists through Portals and you can eventually use it to earn stat boosts for your Trimps.

Configuring Golden Upgrades just got a lot easier. Used to be I’d get 3 levels of Helium and then 5 levels of Void, then back to Helium, to max out 60% Void. Now you can get 72% Void (levels 1-8), and automatically switch back to Helium with Voidlium.

Is anyone still playing Trimps?

Anyone completed Spire VI yet? I’m working on it using the 2019-06-28 Daily Challenge. It took me a couple hours from portal to zone 689 (last odd poison zone before Spire VI). Now I’m working on BW 725. I’ll have the dagger from 711 in about 48 hours, then dagger from 721 a couple days later, and things should speed up. From what I’ve read, even with full 725 equipment the Echo of Druopitee could take a day or more.