Difference between revisions of "Tips"

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={{Star|3}}s vs Higher Rarities=
=Protecting/Transferring Your Data=
A lot of units share the same (or very similar) skill sets across rarities. For example, {{Companion icon|Arsalan}}, {{Companion icon|Chouji}}, and {{Companion icon|Triton}} are the exact same across rarities, just different costs and base stats. Because of this, it might seem that raising his {{Star|4}} is the way to go, but in reality, focusing on his {{Star|3}} not only saves on party cost, but less resources are required to max him out (coin cost, stars, LB materials, etc).
One of the most common issues regarding playing the game is losing access to account data. Uninstalling the app will cause account access to be lost, so avoid deleting the app if you wish to continue playing the game. In order to prevent losing all your progress, it is recommended to perform one of the following actions beforehand.  
 
On the other hand, you have units like {{Companion icon|Shirou}} who slightly have different skills. On paper, it seems like his [Phase Start] CP gain 100% of the time is a good thing, and having an [After Moving] skill seems kind of pointless. However, due to how [When Attacking] skills are handled during a Charge, [[Shirou]] charging faster is mor eof a bad thing, as he won't be inflicting Curse as easily. Because of this, there's no shame in using his lower rarity variant.
 
However, you have units like {{Companion icon|Snow}}, {{Companion icon|Aizen}}, and now {{Companion icon|Wakan Tanka}}, who share similar skills, but an additional effect on their last skill that makes them a great magnitude better. These units are pretty unviable (namely [[Snow]]) as {{Star|3}}s.


When it comes to units with beneficial [When Attacking] different weapon spreads like {{Companion icon|Agyou}} and {{Companion icon|Benten}}, you need to consider that a wider range, while it inflicts less damage, are typically better at activating more, as each individual unit hit is a chance to activate a skill. In this case, [[Agyou]]'s {{Star|3}} and [[Benten]]'s {{Star|4}} cards are better than their other forms, as they both have a wider weapon spread.
=Transferring Your Data=
==Smart Way==
==Smart Way==
To create a transfer code data, simply start up the game, go past the title screen to the map, and go to Options(オプション) on the bottom menu. Then hit Transfer Data (データ引継ぎ) in the middle left.
To create a transfer code data, simply start up the game, go past the title screen to the map, and go to Options(オプション) on the bottom menu. Then hit Transfer Data (データ引継ぎ) in the middle left.
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When you're ready or need to use it, start up the game. At the Title Screen, hit the blue button (Account Transfer) on the bottom left. Enter the Code in the top box, and your custom password you made in the bottom box. Then hit the green button.
When you're ready or need to use it, start up the game. At the Title Screen, hit the blue button (Account Transfer) on the bottom left. Enter the Code in the top box, and your custom password you made in the bottom box. Then hit the green button.


Since the version 3.1.3, the transfer codes expire after 14 days, so this is not a fully reliable way to keep your account backed up in case of phone data damage or a lost phone. It is recommended you keep your User ID handy and ask for help with contacting the developers in such an event. Or, recover your account using your AuthKey.  
As of writing, transfer codes/passwords do not expire anymore, so it is recommended to record this information (transfer code/password) down for account backup. It is recommended you keep your User ID handy and ask for help with contacting the developers in such an event. Or, recover your account using your AuthKey.  


==Risky Easy Way==
==Risky Easy Way==
Unlike using the transfer system as a way to recover data, on Android devices under <code>/SD/Android/data/jp.co.lifewonders.housamo/files/Data/</code> is a file labelled <code>AuthKey</code>; this key is used to keep track of account information, and is used to transfer between devices (all the device transfer option does is remove the <code>AuthKey</code> from your device and write it to the new device). You can back this file up onto cold storage, but there's no guarantee that it'll work on further versions.
Unlike using the transfer system as a way to recover data, on Android devices under <code>/SD/Android/data/jp.co.lifewonders.housamo/files/Data/</code> is a file labelled <code>AuthKey</code>; this key is used to keep track of account information, and is used to transfer between devices (all the device transfer option does is remove the <code>AuthKey</code> from your device and write it to the new device). You can back this file up onto cold storage/online, but there's no guarantee that it'll work on further versions.


<s>For iOS, it is unknown where exactly the app stores <code>AuthKey</code>.</s>
<s>For iOS, it is unknown where exactly the app stores <code>AuthKey</code>.</s>
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NOTE: When you transfer your account to another device using this code, a new Authkey will be created in this device and your account will be bound to this new Authkey, while the previous Authkey will be bound to a new account. So remember to backup this new Authkey after transferring your data, as the previous Authkey will be rendered useless.
NOTE: When you transfer your account to another device using this code, a new Authkey will be created in this device and your account will be bound to this new Authkey, while the previous Authkey will be bound to a new account. So remember to backup this new Authkey after transferring your data, as the previous Authkey will be rendered useless.
NOTE-2: It's still recommended to transfer between devices using the in-game Account Transfer. It's been officially acknowledged that LW can "detect" this through the User-Agent your device sends out (make/model of phone), so please don't actually rely on this as a lazy way to transfer between two good phones. Whether you can just simply re-transfer to yourself on the same device will un-dirty your account state is unknown.


=AuthKey=
=AuthKey=
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On the flip side, you can also store multiple accounts on the same device; just back up your <code>AuthKey</code> and reload the app to create a new """account""".
On the flip side, you can also store multiple accounts on the same device; just back up your <code>AuthKey</code> and reload the app to create a new """account""".
=Starting Party Composition=
In the beginning, it's really hard to recommend a "go-to" party layout and units to aim for, as most units shine at their end game (that being, maxed out). The "difficulty" curve is minimal in the beginning, so focusing on a solid team is just not needed, and the old <em>use units that looks nice</em> adage is actually the way to go.
Additionally, recommending what units to use essentially boils down to "don't use this one", as, again, good units only shine in their late game. Harder quests only really exist as a challenge for veteran players who do have the units ready to tackle. New players simply lack a wide spread of units to pick and choose from, and [[Event Quest|Events]] typically give what you need through an Event unit or units with the focused skill in a [[gacha]].
In short, if you're a new player, you don't have to worry about "playing right", just "playing wrong".
=Team Building=
A frequently asked question is how to build a good team. There are multiple aspects to this:
# Each unit should be fully leveled (includes all limit breaks) and skill leveled in a team. It is very important to have these aspects fulfilled as limit breaking unlocks a unit's skills, and skill level dictates their potency/accuracy. Going into a high level quest without a fully leveled team will make things more difficult than necessary typically.
# The type of quest being challenged. Each quest has its own requirements, so it is recommended to use a team which fits the appropriate situation. For example, some story/challenge quests may require surviving for a certain amount of turns, so characters which can defend/heal are appropriate for that situation. As another example, the weekend daily Coin quest has an enemy which bestows {{Status|en name=Evasion}} to other enemies, so it would be best to have a units which address that issue.
# The resources dropped by the quest. Some units may boost a particular resource that a quest drops, so it is recommended to bring resource boosting units when applicable, such as the forms of {{Transient icon|Andvari}} for the aforementioned Coin quest. Another common example of this is Event quests, where it is recommended to use units which increase the amount of Event currency dropped.
# Guild affiliation. This is a relatively new mechanic with potentially powerful effects. Guild affiliations potentially have the ability of boosting a unit's attack/defense by roughly ten times, so using units which have the same guild while investing in this mechanic can be a method of boosting a team's power. As the resources for this mechanic are currently time-gated, it will be difficult for new players to fully use this effect.
A related question is what is considered a good unit. Over time, specific answers to this will change due to power creep/skill evolutions, which is why older resources such as tier lists are outdated. In general however, this game heavily favors an offensive play style as enemies can't retaliate if they're eliminated from the board. For this reason, units which either boost damage, in ideally the largest range possible, or deal great amounts of damage, in ideally the largest range possible, are generally considered to be strong units. Keep in mind that guild affiliations can greatly boost a unit's damage and defense, so units that have an affiliated guild are preferable.
# Damage boosters. As of writing, one example of a good damage booster is {{Transient icon|Wakan Tanka∞|rarity=5}}, as he can potentially bestow {{Status|en name=ATK Up}}, {{Status|en name=Brawn}}, and {{Status|en name=Concentration}} in a board-wide manner to the entire team. Since the damage amplifiers from status effects multiply, this in total is roughly an 11x damage amplification to the entire team. A more accessible and commonly used damage booster is {{Transient icon|Leannan Sidhe|rarity=4}}, as she can give a single unit on the team three offensive status effects, {{Status|en name=Vigor}}, {{Status|en name=Ardor}}, and {{Status|en name=Limit}}, and is a permanent {{Star|4}} unit, unlike {{Transient icon|Wakan Tanka∞|rarity=5}} above. Another oft-lauded unit here is {{Transient icon|Oz|variant=Summer}}, due to his unique ability to turn allies into All-range while boosting their damage. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}}, {{Transient icon|Yoritomo|rarity=5|variant=Standard}}, {{Transient icon|Fuxi|rarity=5|variant=Standard}}, and {{Transient icon|Tindalos|rarity=5|variant=Standard}} are options to consider choosing for new players.
# Damage dealers. Units who can deal large amounts of damage innately and ideally have a large range are recommended. One example of this is {{Transient icon|Shiva|rarity=5|variant=Summer}} as he innately has {{Status|en name=Ardor}}, {{Status|en name=Limit}}, a 5x advantage against enemies with {{Status|en name=Burn}}, and is effectively All-range for the first three turns. Another example is {{Transient icon|Oscar|rarity=5|variant=Standard}}, as he has easy access to All-range while having damage amplification of his own. Other used units in this category include {{Transient icon|Andvari|variant=Beachside}} and {{Transient icon|Takeminakata|rarity=5}}. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}} and {{Transient icon|Cthugha|rarity=5|variant=Standard}} are options to consider choosing for new players.
These two categories of units tend to be highly favored for clearing quests, as high damage can brute force through quests while clearing them quickly. As these labels are fairly broad, there are other well-regarded units which have their own unique and specific niche which make them valuable. One such example is {{Transient icon|Oz|variant=Summer}} mentioned above, as his usage extends far beyond the labels mentioned. Outside of playing offensively, some other possible categories of units include the following:
# Debuffers/Skill Lockers. For challenge quests in particular, it is sometimes useful to have units which can prevent enemies' skills from activating through status effects such as {{Status|en name=Bind}} and {{Status|en name=Skill Lock}}. Some examples of units here include {{Transient icon|Taromaiti|rarity=4|variant=Standard}} and {{Transient icon|Licho|rarity=4|variant=Standard}}. {{Transient icon|Zhurong|rarity=4|variant=Standard}} who can refresh debuffs on enemies, and {{Transient icon|Shiro|rarity=3}}, an early game debuffer for new players, are also notable here. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Bael|rarity=5|variant=Standard}} is an option to consider choosing for new players.
# Defensive support/Healers. For quests which favor survivability, units which prioritize defense and/or healing can be useful. Some examples include {{Transient icon|Ganglie|rarity=4|variant=Standard}} and {{Transient icon|Tangaroa|rarity=5|variant=Canaan}}. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Ahab|rarity=5|variant=Standard}}, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}}, and {{Transient icon|Daikoku|rarity=5|variant=Standard}} are options to consider choosing for new players.
# Debuff Prevention. As some debuffs can be particularly nasty when applied to the team, it is sometimes helpful to bring sources of {{Status|en name=Nullify Debuff}} and/or {{Status|en name=Reflect Debuff}}. This includes {{Transient icon|Ganglie|rarity=4|variant=Standard}} and  {{Transient icon|Horkeukamui|rarity=5|variant=Standard}} mentioned above.
={{Star|3}}s vs Higher Rarities=
A lot of units share the same (or very similar) skill sets across rarities. For example, {{Companion icon|Arsalan}}, {{Companion icon|Choji}}, and {{Companion icon|Kuniyoshi}} are the exact same across rarities, just with different costs and base stats. Because of this, it might seem that raising their {{Star|4}} is the way to go, but in reality, focusing on their {{Star|3}} not only saves on party cost, but less resources are required to max them out (coin cost, stars, LB materials, etc).
On the other hand, there are units like {{Companion icon|Shiro}} who have slightly different skills. On paper, it seems like his {{Star|4}}'s [Phase Start] CP gain 100% of the time is a good thing, and having his {{Star|3}}'s [After Moving] skill seems kind of pointless. However, due to how [When Attacking] skills are handled during a Charge, [[Shirou|Shiro]] charging faster is more of a bad thing, as he won't be inflicting Curse as easily. Because of this, it's recommended to use his lower rarity variant instead.
There are also units like {{Companion icon|Snow}}, {{Companion icon|Aizen}}, and {{Companion icon|Wakan Tanka}}, who share similar skills but have an additional effect on their last skill which makes them a great magnitude better. These units are pretty unviable (namely [[Snow]]) as {{Star|3}}s.
When it comes to units with beneficial [When Attacking] different weapon spreads like {{Companion icon|Agyo}} and {{Companion icon|Benten}}, it should be considered that a wider range, while it inflicts less damage, is typically better at activating skills, as each individual unit hit is a chance to activate a skill. In this case, [[Agyou|Agyo]]'s {{Star|3}} and [[Benten]]'s {{Star|4}} cards are better than their other forms, as they both have a wider weapon spread than their other rarity.


=Avoiding the initial grind=
=Avoiding the initial grind=
Expanding on the use of making the best use out of that <code>AuthKey</code> file; you're guaranteed 10 stones to get 2 companions with; although, you need to keep going through the tutorial and first battle again and again. Didn't get the companion you want? Just delete the <code>AuthKey</code> instead of deleting app data (deleting app data causes you to lose assets downloaded if you do this, but by clearing the <code>AuthKey</code>, you still keep your cache).
Expanding on the use of making the best use out of that <code>AuthKey</code> file; you're guaranteed 10 stones to get 2 companions with; although, you need to keep going through the tutorial and first battle again and again. Didn't get the companion you want? Just delete the <code>AuthKey</code> instead of deleting app data (deleting app data causes you to lose assets downloaded if you do this, but by clearing the <code>AuthKey</code>, you still keep your cache).
=Restarting a battle with no AP loss=
=Redoing a battle to guarantee drops=
Battles in the game may drop items which are rare, such as event ARs/units/mobs or higher tier seeds/blossoms. As retreating from battle does not cause AP/stamina to be lost anymore, it is possible to guarantee drops by retreating from battle before the victory screen appears.
 
# Enter the quest/battle.
# Turn on airplane mode.
# Play the quest as normal while keeping track of what has dropped. This option should be turned on in battle settings if turned off.
# When the quest is won, you will receive an error message before seeing the victory screen since the game's servers cannot be contacted due to airplane mode. If you are satisfied with what has dropped, disable airplane mode and tap proceed on the error message (may require multiple taps/restarting app). If you are not satisfied with what has dropped, force quit the app, disable airplane mode, and restart the app. Press the "Give Up" button and you will have retreated from battle while having retained stamina.
# Repeat process until desired drops are acquired.
 
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When you lose (or know you will lose) simply force quit the app and then restart it. At the tittle screen you will be prompted with 3 choices.
When you lose (or know you will lose) simply force quit the app and then restart it. At the tittle screen you will be prompted with 3 choices.
Pressing the left button and then the left button again will restart the battle from the beginning. The position of the enemy units will stay consistent but yours might change, as might whether skills will activate or not. If you used any stones to continue they won't be reimbursed. The middle button will let you continue where you left off. The right button will make you give up the battle. You will lose your AP and any stones you might have used.
Pressing the left button and then the left button again will restart the battle from the beginning. The position of the enemy units will stay consistent but yours might change, as might whether skills will activate or not. If you used any stones to continue they won't be reimbursed. The middle button will let you continue where you left off. The right button will make you give up the battle. You will lose your AP and any stones you might have used.
=Changing your support unit=
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<!--=Changing your support unit=
The leader of your current team can be used by other player as a support. In order to change your support unit, you first change the leader of your team and then enter a battle. Winning the battle is optional. There is a free quest in Shinjuku with cost of 2 stamina and if you have completed the main quest to a certain point, you can use a challenge quest in Minato with 0 cost.
The leader of your current team can be used by other player as a support. In order to change your support unit, you first change the leader of your team and then enter a battle. Winning the battle is optional. There is a free quest in Shinjuku with cost of 2 stamina and if you have completed the main quest to a certain point, you can use a challenge quest in Minato with 0 cost.
=Technical Workings Under the Hood=
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From current understanding, on Android devices, the app stores game information and data under <code>/SD/Android/data/jp.co.lifewonders.housamo/files/MasterDatas/</code> as base64 encoded strings; however, whether or not these files are further encrypted or obfuscated is unknown as well.
 
=Lag and Slowdown=
=Lag and Slowdown=
If you are on a Galaxy S6 or S7 and experience frequent slowdowns while playing, it is recommended you download the Game Tuner app (https://play.google.com/store/apps/details?id=com.samsung.android.gametuner.thin&hl=en) and reduce the resolution of the game to 50% or less.
If you are on a Galaxy S6 or S7 and experience frequent slowdowns while playing, it is recommended to reduce the resolution of the game to 50% or less through a third party app if possible.
=MasterDataVersions=
This file is located under <code>/SD/Android/data/jp.co.lifewonders.housamo/files/Data/</code>, its function specifically is unknown, but bits and pieces can be gleaned from unexpected behavior [[Bugs#Malformed_Cache|here]]. In this file is simply a number.
 
Under [https://twitter.com/housamo_xyz_bot/status/919356671734042624 this malformed state], the game cannot function properly, as damage, and buffs/debuffs, fail to process. Through the "fix" [[Bugs#Malformed_Cache|here]], it sheds some light that a mismatched <code>MasterDataVersions</code> and <code>/SD/Android/data/jp.co.lifewonders.housamo/files/MasterDatas/</code> caused this.
 
An out-of-date <code>MasterDataVersions</code> and an in-date <code>MasterDatas</code> (say, from an old backup with your AuthKey on an updated copy of the game) will simply update <code>MasterDataVersions</code>, while, unfortunately, an out-of-date <code>MasterDataVersions</code> (say, from any copy of your AuthKey and an old/too fresh copy of the game) will do nothing except soft-brick.
 
The steps to (possibly) recreate this malformed state is as followed:
* From an already initialized system, copy everything from <code>/SD/Android/data/jp.co.lifewonders.housamo/files/Data/</code> into a safe place.
* From a clean slate, open the app.t
* Sometime during initialization / account creation, close the app.
* Return to <code>/SD/Android/data/jp.co.lifewonders.housamo/files/Data/</code> and replace it with the copy from earlier
* Start the app again, and enjoy.


While this is dependent on the contents of <code>MasterDatas</code>, it paves way to client-side modification and exploitation of the game through in-battles to ease/aid completion.
=Enemy Movement=
See the [[Enemy Movement]] page for more details.  


{{Guide}}
{{Guide}}
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