Ooh, the dev still reads comments? :D Here's my biggest gripe: the boss kills leaderboard on Kongregate hasn't been updating for a very long while. If it did, I should be at 80 right now (400% boss depth), and I want to know how others are doing. :P
Hikaru-kun, you should be waiting quite a while before using a prestige; the game clearly indicates that you will be losing all your upgrades. For example, today I burned a stockpile of 4332 gems, which took me about 10 weeks to save up (My current prestige stats are +720% FP, +480% HP, +985% inc).
For your second concern, it is worth mentioning that prestige multipliers are not taken into account for the combat preview stats. Before prestige was a thing, they were actually a decent indicator of strength.
Level 6 can be done in 19 moves rather than 22:
↑ ← ↓ ↑ → ...
Level 22 can be done in 27 moves rather than 28:
← → ↑ ← ↑ ← ↓ → ↑ ...
Maybe remove the extra moves? :P
Whoa! What a good spot, man. Well, mistake on my part >< I think I will leave that as a bonus :P am I too generous? Thank you very much for your feedback!
My preferred hardcore party is Ranger (slow heal), Cleric (fast heal), 2x Warrior (2H axes/spears). First turn is usually Swiftness, Holy Light, 2x Overwhelm. This kills 2 things outright and blinds the rest, so you won't take much damage back. Having 3 heavies in front thins the damage out further, and nobody ever dies past the early floors. The team has alternate options with Anoint+Inspire+Cleave to wipe a fragile frontline, or Anoint+Overwhelm to oneshot a boss, and everyone has some form of healing. Though to work best, it'll want +speed gear and/or swapping some heavy gear to medium for 41+ base speed on the warriors.
Great game! Got my time slightly under 1 hr on my 2nd proper playthrough. Feedback: 1. In the current implementation, woodcutters find the tree nearest to them to cut next. This causes them to cut right across the map (often way too far for reasonable log collection) until they get hungry, while behind them some trees have already regrown, blocking construction. This results in a lot of unnecessary micromanagement, or else we need to get most of our wood by gathering sticks (which I do for convenience). Please add a toggle on the cutter to prioritize trees by the nearest stockpile instead, and maybe check it by default. 2. Multiple save files would be nice, so I don't need to wipe an advanced world to try a run for a better time. 3. Consider the option to assign some gatherers to use a specific stockhouse only (like the one I build in the rabbit-meat forest :P ). This would, for example, keep my meat collector from ever migrating to work the berry bushes and leaving meat uncollected.
4 teammates with 70+ starting SCS in a good distribution, 5 rebirths each, lv200, all wearing cap & vest of the stars. I am now completely capped, it seems. :P
Suggestions: 1. Mobs more likely to drop loot when taunted (to better allow farming for desired gear). 2. Ability to dismiss a character (and reduce the hiring cost from tavern by one level). Since rebirths are limited, I'd like to spend gold to get better characters, but I can't sustain indefinitely-increasing costs for that.
dimissing a character will definitively be a thing soon. i already tought of reducing hiring costs by a portion, for now, but definitively that won't be the way good characters will be acquired, in the future new characters with randomly slightly better stats will be found in missions
Actually it looks something like attack speed being used in set increments (700 and 730 attack speed are treated as identical, where 710 and 740 are not).
The problem is that becoming very high, atkspeed becomes less accurate at being calculated, it doesn't really have a cap right now, i might find a way to make it more accurate, but it shouldn't have gaps as big as 30 points already at 700, i'll give it a look later : )
I intend to reduce archery atkspd scaling in general when i will have better skills for archery, anyway.
There appears to be an attack speed cap around 700 (which is 300 Agility for archers), regardless of what the stats page says. I noticed this by comparing the flight of arrows in combat.
Minor bugs: 1. Sometimes an item in inventory will take the name of a different item. This doesn't change its stats, but is annoying. 2. Ranger's Boots acts like a helmet item, even though it says "Slot: Feet."
Damn, i made a mistake, those items weren't even supposed to be released yet, but i messed up a few things :)
Now they are going to be released in a few minutes, and the bug should be fixed already
norcekri - The undead berserk battleground effect always had its expiration time listed; it ended on the 10th. The game gave you plenty of time and information to plan ahead. Current events are listed in the crow's banner, which you might not have paid attention to because it also advertises the latest purchasing options. Future events are at Menu in the bottom right, with their corresponding run times.
If you want to keep the rising chest costs, at least base it on the farthest depth cleared instead of on player level. Because level isn't something a player can decide to halt the growth of.
Whoa! What a good spot, man. Well, mistake on my part >< I think I will leave that as a bonus :P am I too generous? Thank you very much for your feedback!