Losing all previous dark matter and dark matter upgrades on rebirth is not only stupid, it completely contradicts the whole point of rebirths within an idle game.
You could also add carriers as military craft. Standard config heavily emphasizes overall attack power and is extremely vulnerable to attack itself hence the need for supporting destroyers. s
Also for fleet you should add light and heavy cruiser as well as battleships. Battlecruisers generally sacrifice defense to have the attack power of battleships and speed of light cruisers. Rebrand Capital ship as the battleship. I never liked the idea of capital ships being a disting design when its a general designator of ships generally large enough to serve as fleetwide command and control, which battlecruisers could also qualify.
You have your corvette and destroyers backwards. Generally destroyers are larger and more dangerous than corvettes and focus either in attack roles (single major weapon system) or pickets and fleet defense. Corvettes are not so common as they aren't large enough to carry powerful enough or long enough range offensive / defensive systems.
Upgrade costs are so expensive, and except for faster attack speed enchantments are so lame, that its often best to just pick the highest levelcap gear and max that than waiting around for some crappy enchantment that's weaker than an equipment upgrade.
The negative AC comes from the old D&D style rules which were pretty wierd and not straight-up intuitive. The 10AC represented a 50% chance to get hit on a D20 roll with no hit bonus. AC 10 hit on 11 and above, AC 5 hit on 16 and above, 20 is always critical hit regardless of AC. For obvious reasons this has been largely abandoned.
Great game, winning actually requires strategy. Best way to level characters is to rest them overnight to 999 stamina, then train - rest - train and rest overnight, more efficient than sentry or training. Make your first hero the mushroom (berserk) guy; even if he's ill fight won't drain stamina. Rotate leader with different top-row sentries, strength matters as much as aiming for shot distance, max these early to take down ranged critters. 2nd hero builder, 3rd herbalist, 4th hunter, IMPORTANT -> 5th hero bomber, you need it to blast the critter waves on boss level. After day 20 at least 1 night repairer, by boss at least 4 repairers.
More: 1st run requires active player participation and you have to use spells to beat most every battle. Heal whoever is low, if monster hits in party order keep your tank healed if it lets him survive an extra hit. Switch to shield soon as you can (immunity 1 hit > 20 heal). By the time you get shield spell don't bother with armor/health gear anymore, put all in attack stuff. You'll have to wait for shield to recharge between each monster. Yeah first run sucks but once you can do floor 15 speed runs you'll be crushing these guys in no time. Also, progress through later levels requires active play. Once you can farm don't bother bashing yourself against an impassable tier, farm dark mana.
I see a lot of people having trouble so here's some basics. Use bonuses (lightning bolt near bottom right) focus in production. 1st run to 15 always takes a long time. Use dark ritual as soon as you can attack > health (farming) > pierce > crit > mana (others help too, but these are priority to farm). That makes runs to 15 much faster. Farm 15 until runs take ~20mins or so. Hit floor 20 for production speed perk, keep maxxing it. Use alchemy + gemrise spells for permanent gold/gem gain w/ reset. If a level tier takes too long just drop back to farming lower tiers for dark mana.
Hello Fasalrod! It seems Firefox is having some issues with the game and we are investigating about it: meanwhile you can play the game with Chrome! :)
Fixing this now, will be uploading a new vers soon, edit: Fixed, message goes away if more than 2 seconds have elapsed