After each cycle of holding the function keys, the program can then hit either the “Q,” “W,” or “E” key in order to load a previously saved formation for an adventure. The program will now, periodically, hold each of the “F1”-”F12" keys in order to level up all of the champions on the bench, while skipping the function keys corresponding to the slots where a familiar has already been placed.
If the upgrade click damage slot and all field slots have been filled with familiars and there are still some left, the rest can be used to alleviate some of the programs periodic key presses by placing them on the bench slots of champions.įrom here, the most arduous steps have already occurred and the player’s interactions with the game decreases as the adventure continues.
The positions the familiars can be place will also utilize OCR due to a built in shortcut that allows players to simply hold down the “F” key to simply click where they would want their familiars. Once the adventure starts, the program will, once again, use OCR to recognize the number of owned familiars in order to determine what possible configurations the familiars can be placed in, prioritizing placing them on the field and a single one on the upgrading click damage slot. Theoretical Implementation of the Process Usually, the game waits a certain amount of time before items are automatically collected with familiars, item collection happens as soon as an enemy is defeated, speeding up the time it takes to gather gold or complete areas that require obtaining a certain amount of dropped items. The reason to prioritize familiars being on the field instead of upgrading champions is because that task could easily be handled by the program simply hitting the corresponding function keys for each bench slot and, primarily because, familiars collecting items on the field is the easiest method to speed up an adventure. The Theoretical Alpha A theoretical alpha version of the program would primarily involve automating the placement of familiars and buy/upgrading champions in the formation. 6 familiars: automatically click background entities that drop extra goldįamiliars themselves have to be placed into the circle spots manually every time an adventure is started and cannot be saved between adventures.5 familiars: automatically collect gem bags that drop from boss areas.3 familiars: automatically collect any items that drop on the field.This has different effects depending on how many familiars are placed.Placed onto the field to click enemies (on the right side of the screen).Up to 4 familiars can be placed to activate ultimates more frequently.This activates a champions powerful ability whenever it is available.Activate ultimate abilities at random (on the circle above the bench).This acts exactly the same as a player manually clicking the button.Buy/Upgrade champions (on the bench slots).Familiars can be used to do 3 specific actions: In Game Automation Idle Champions has a way to semi automate some processes with items called familiars.
Placing champions in certain spots the primary goal of the game figuring out how to maximize the damage of a single damage is the most effective method of advancing through an adventure in order to maximize gold gain with every run. For example, some buffers buff champions’ damage in the column ahead of them, but could also apply a shield buff on champions withing two slots of them. Buffers typically have a range in which they affect other champions.
DPS: The main damage dealer, kills enemies in the area.Champions in the formation have specific roles that include: Champions are bought from bottom bar, called the bench, and placed in the circles on the left side of the screen, called the formation. The primary gameplay of the game involves buying and placing champions in order to advance through each area. The collected gold is converted into a percent increase to found gold (called favor) in any adventure within a campaign. The game consists of advancing as far as you can through areas (top right) of an adventure in order to collect gold (top left) dropped by enemies, whose worth increases as the number of completed areas increases.