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 Loop Hero Cheats

 
   
 
 
Loop Hero

Cheat Codes:
------------
Submitted by: David K.

How to Unlock the Secret Boss:
------------------------------
Written by notwoodenshoes

For Loop Hero players,  (Spoiler) there is actually a secret boss hidden in 
the game and this guide will explain how to unlock the Secret Boss

-=Unlock Conditions=-
To unlock the secret boss, you must have completed Act 2 (beaten the Priestess).
 Once you have completed Act 2, you can spawn the boss on any Act.

You will need at least 5 of the following cards in your deck to spawn the boss:

* Vampire Mansion
* Chrono Crystals
* Battlefield
* Blood Grove
* Beacon
* Bookery
* Temporal Beacon
* Roadside Lantern

You will also need the Oblivion card for this to work.

-=Spawning the boss=-
Once you have 5 of the listed cards and Oblivion in your deck, start a loop and 
look for a U-shaped bend in the loop. This will be where you start placing tiles. 
Your goal is to create a road tile that is overlapped by all 5 tile effects, and 
if you have done it correctly you will see blue sparks on the tile. Once you see 
these sparks, place an Oblivion card on that tile and congrats, you have spawned 
the boss!

-=Loop Hero How to unlock the Secret Boss=-
(there are 6 overlapping effects here, but you only need 5 to spawn the boss)

 
The boss is really hard, but you get to listen to some dope boss fight music 
straight from another game you might recognize!

That’s all we are sharing today in Loop Hero How to unlock the Secret Boss, if 
you have anything to add, please feel free to leave a comment below, and we’ll 
see you soon.





Variables.ini translation:
--------------------------
Written by Russian Sly

* In the game folder there is a handy file named "variables.ini".
* It contains, well, variables for basically anything that requires a variable.
* While variable names are more or less self-explanatory in most cases, dev 
  comments are written in Russian.
* Translating those might (or not) give some insight for our English-speaking 
  friends.
* Variable without comments are not featured in this guide.

If some of those comments don’t make sense in English – do not worry, they are 
not making sense in Russian either. Given the pattern of typos and grammar errors 
both in comments and in-game text, I suspect that developer’s native language is 
Bulgarian. Russian was probably used just for communication between developers.

-=Items=-
INI_HPMAX=15; +HP for single point
INI_HPMAX_BASE=76; +HP base (*level)
INI_ATT=1.2; +Attack for single point
INI_ATT_BASE=3.5; +Attack base (*level)
INI_DEF=1.2; +Armor for single point (shield only) was 0.8
INI_DEF_BASE=2.4; +Armor base (shield only) was 3
INI_DEFUP=1.6; +Armor base but as attribute (for anything else and not as primary attribute) was 2
INI_DMG=2.2; +damage for single point as magic damage (i.e. for all items not primary attribute) was
INI_ATTSPD=4; was 4.5
INI_REGEN=3; was 4.5
INI_EVADE_BOOTS=2; was 2.5
INI_HPMAG=11; was 2
INI_HPMAG_BASE=17; was 12
INI_LVLPLUS_BASE=0.25; was 0.25
INI_SKELMAX=10; chance that one of item’s stats will change into +1 to max skellies
INI_SKELPOWER=0.15; was 0.13
INI_SKELPOWERBASE=0.6; was 0.5
INI_SKELPOWERUP=0.27; was 0.25

-=Game=-
herospd=0.30 ; previously was 0.24
timespd=0.25 ; previously was 0.2

; number by which enemy stats are increased per loop for specific difficulties
round_buff_0=0.02
round_buff_1=0.03
round_buff_2=0.04
round_buff_3=0.04

; number by which enemy stats are multiplied for specific difficulties
enemy_scale_0=0.95
enemy_scale_1=1.0
enemy_scale_2=1.05
enemy_scale_3=1.1

; lightnings, evil grass, arrow hail and etc
; lightnings then we add target’s armor*number of temples
lightning_dmg_base=8
lightning_dmg_round=2

ATTSPD_BASE_NEKR=0.4 ; necromancer’s attack speed
TURN_START_NEKR=0.85 ; necromancer starts with attack bar filled by…

STAMINA_BASE=100; base stamina
STAMINA_PERSEC=15; stamina regen by second
STAMINA_ATTACK=25; how much stamina is deducted per attack
STAMINA_EVADE=10; how much stamina is deducted per dodge
STAMINA_NOEVADE=10; how much stamina is added for taking a hit in a face

RYTSAR_DMG_PER_SEC=0.02 ; knight’s damage increase per second

-=Hero_perks=-
Editor’s note: they mention skill names in quotes. I am just haphazardly guessing 
how they translated those into English, those are more than likely to be wrong.
If you would be so kind to point out that out to me while providing correct skill 
name, I will add them into this section.

; common skills
no_lost_card=10; chance not to loose the card when played, with exception of glod (sic) cards “Cheater”
topography=0.5; how much hp/loop/road adjasent tile hero restores when passing the tile “topography”
forget_heal=0.1; oblivion’s heal in percentage
supplies_leave=0.1; how much loot hero leaves in camp, percentage “stock”

; boss skills (also common)
fastertime=1.15; how faster is the time flow with “endless voyage”
chunk_to_full=2; chance that shard will transform into a full sphere with “lucky find”
chest_spawn=5; chance to spawn a chest with “treasure hunter”
blood_light_nekr=20; chance to launch a blood lightning for necromancer or his skeleton “blood gift”
search_pockets=30;chance to get a shard with “pickpocket”
build_exp=8;how much experience*loop does hero get for each building with “experienced architect”
enemy_noskill=25;chance to remove the last enemy attribute with “eye of the god”
range_reflect=60;chance to deflect an enemy shot from third row “(barely translatable Russian idiom)”
potion_nospend=40;chance to save a potion with “bottomless bottle”
blind_fury=0.2;threshold below which “blind fury” will be activated (4 fast hits)
lightning_hits=20;chance to make3 hits by n% damage “lightning hits”
lighthit_dmg=0.5;which percent of damage are dealt by “lightning hits”
hunter_mark=2;how much damage*loop is dealt with hunter’s mark

; knight’s skills
shieldbash_chance=10; stun chance with “shield master”
ram_chance=75; chance to stun every enemy with first hit with “ram”
shieldbash_time=1;stun time for “shield master” and “ram”
bronnik_def=1;+armor per loop for “skilled armorer”
buckler_heal=1.5; how much hp/loop is restored per counter with “buckler”
dogmat=0.65; how much percents from max hp becomes a defense bar
eskanor_dmg=2; damage multiplier from “eskanor gift”
dodge_strike=35; counter chance with “somersault”
potion_dmg=1.5; how much damage each imbibed potion gives for “strong aftertaste”
def_to_dmg=0.2; armor percent converted into damage with “mass superiority”
doubleregen=0.3; hp threshold below which double regen starts with “survival master”

; rogue skills
soomatoha=0.07; by how much enemy damage is reduced with “Flurry” (0.1=10%)
smokescreen_hp=0.2; by loosing how much hp in percentage a smoke screen is activated
smokescreen_timer=2; duration of smoke screen
counter_theft=50; chance to steal a clothing item when countering
marauder=3; starting with this many enemies give additional trophy
volk_chance=75; chance to summon a wolf
trophy_maxhp=1; how much maximum HP is added to rogue per trophy by “old scars”
gigacrit_chance=0.5;chance to deal 1000% damage per each 10% of lost hp
kill_heal=3;how much hp is restored per kill by “nothing sacred”
fencer_chance=10;double hit chance “fencing master”

; necromancer’s skills
skel_anotherone=20; chance to summon two skeletons while summoning the last
skellvl_plus=0.25; adds to skeleton level each loop
skel_deathheal=3; how much hp/loop skeleton death will restore
skel_kill_buff=0.1; strength and hp buff to skeleton from killing an enemy
skel_protechit=15; skeleton’s chance for a free attack after hero takes directed damage
summon_maghp=0.5; how much magic armor is gained per skeleton summon

-=Enemy_skills=-
Editor’s note: Finlal is a developer of this here gaem. Deceiver, blinch and limbo 
are probably just some random words.

chest_emptychance=20; chance for chest to be “empty”
worm_escapechance=40; chance for worm to “retreat”
skeleton_breakchance=50; chance for skeletons to survive (“unfinished”)
rupturechance=20; “rend” chance
spider_net=5; chance to net
poison_chance=10; chance to poison
itemdestroy_chance=5; chance to destroy hero’s item per hit “thief”

pugalo_hitall=0.3; amount of damage to all from scarecrow (percentage from damage)
poison_dmg=2; amount of damage from poison/loop

presence_debuff=0.15; by how much speed is reduced “presence”
stone_gaze_debuff=0.1; by how much speed is reduced “stone gaze”
legion_buff=0.15; by how much damage is increased by every other “legionnaire”
slippery_evade=20; dodge chance “moist lovers” //editor’s note: sic, but also WTF?
tracked_down_debuff=0.2;by how much armor and dodge are reduced by “tracking”
book_maghp_buff=5; how much magic armor per loop will book give to allies at the fight start
nabl_maghp_buff=5; how much magic armor per loop will be given by observer per buff
impenetrable=0.4; damage reduction for “impenetrable” enemies (0.4 = 60%)
learner_dmg=0.3; how much damage/loop is given by “learner”
corrosion_def=0.3; how much armor is removed by corrosion hit
thickhide_dmg=0.3; defines max percent from max hp given by “thick hide”

gool_resptime=0.7; ghoul respawn timer (in seconds)
gool_respawn=20; ghoul respawn chance (“brain intact”)
stackarmor_time=3; duration for stacked armor to last
stackarmor_size=1; how much armor per loop is given by each shield of stack armor (“breeze up”)
forsee_time=3; how much per second does foresight work

komar_hits=2; how much hits does mosquito need to fill his blood bag
komar_explosdmg=40; explosion damage per loop

deceiver_hp=2; deceiver hp per killed enemy
deceiver_hp_minus=0.02; deceiver’s hp reduction for each vacant slot in supply
deceiver_deadline=0.2;hp threshold which double’s dima’s attack speed – “deadline”

blinch_loop_evd=2; blinch’s evade per loop
blinch_volume=0.75;how much damage is added/substracted to/from blinch for game’s volume setting
blinch_procrast=30;chance that attack wont happen because of “procrastination”

limbo_dmg_buff=5; dmg buff given to lim for each empty tile in camp
limbo_disputes_hp=0.6; hp threshold for “pointless arguments”
limbo_disputes=3; stun duration for all enemies “pointless arguments”

finlal_map_atspd=0.01; finlal’s attack speed buff for each vacant spot on map
finlal_bug=0.01; hp threshold for “feature, not a bug”

-=Enemy=-
; ?????
; BOSSES

;palace buff
lich_palace_buff=5; by how much percentage does palace buff lich’s hp and damage

prist_hits=1 ;once per how many hits does priest restore windows. 
If 1 – then each second (bcs we count from 0), if 2 – then each 3rd and etc

hunter_hits=1 ; once per how many hits does hunter buff the dogs, dropping aggro 
is hardcoded to avoid introducing another variable. Counting logic is same as priest’s

; ????????? ????
; secret boss

-=Ally=-
skelnormal_hp=10 ; necromancer’s skeleton
skelnormal_str=4.8 ; was 5
skelnormal_def=4 ; was 3.9
skelnormal_spd=0.54 ; was 0.56

skeldefence_hp=13 ; armored skeleton
skeldefence_str=3 ; was 3
skeldefence_def=6 ; was 5
skeldefence_spd=0.41 ; was 0.41

skelattack_hp=8 ; assassin skeleton
skelattack_str=6.5 ; was 7
skelattack_def=4 ; was 3.6
skelattack_spd=0.63 ; was 0.66

-=resources=-
Editor’s note: Yeah, I am not touching the resource names at the moment as I am 
not sure if orbs or shards are implied here.

; chunk prices – price of whole/number of chunks +20% 
  (writing this down is not necessary, but I wrote down zeroes to avoid confusion)
; sell price – half of buying price
 

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