souls bugs. placed souls carry between prestige however the benefit does not (placed 3 into rebirth attk up to get 10 total but attk only goes up 3 on rebirth), and prestige points prior to souls being implemented did not give souls
There is no reason to go for longer trips. The soul gain stagnates and getting a good return requires multiple short farming runs. game gets boring fast once you get the fourth weapon and the prestige options raise the price too much compared to the bonuses so they can't catch up to the original fourth weapons.
You are right about the, having to harvest constantly the intial levels, and the prestiege weapon. I changed so the souls gained from harvest scale with your level and the multiplier of your prestiege weapons should be based aroun the initial cost,rather than the total cost surrounding your prior to that. Let me know if it made for a more enjoyable later levels experience.
Benefits from points need to be more obvious and helpful. I didn't see or feel a notable difference between 40k points and 200k points except that I needed a lot more memory than supposedly required to buy an app(only place that might be different is in cpu and ram reqs).
I am not sure why this is happening to a few people. I am working on a manual backup hopefully for the next release so you can back up your saves in case this happens.
Battles take way too long, especially when you can't continue them offline. Currently in the 5th room fighting the third enemy having over 500-1 in power combined with an 800k entry limit and I'm killing over 400m enemies a second when you account for their production of 50m I am still killing over 350m enemies per second.
Since I have a surplus production I am guaranteed to win, however it will take me 8 HOURS to kill all 10 TRILLION enemies with a minimum of 3 even longer battles to follow and likely another room after that (if I don't need to reset and do those battles again).
We need some way to speed battles up, and if they are going to take more than ten minutes they need to be offline. I suggest using calcium to increase the entry limit as one possibility.
Another annoyance is needing to buy other parasites I'm not going to use every reset. Can we get a way to permanently unlock them?
Ive made a new version where you can choose if you want the game to pause or not when offline, but I'm having trouble uploading it. Maybe my internet is better on monday, otherwise I'll have real internet after january 30th.
Please reorganize museum to make it easier to see what is missing so we can work towards that. I'd suggest grouping them by number of mutations per tier.
I suggest opening up advisors for view before first company sale. It is a bit disappointing to sell and then find you can only buy one, when if you knew you would have saved to get two or three.
3 things from easiest to hardest.
1) Fix the last production line prices(worm bait>worm>sushi-picnic).
2) Don't drain water when full.
3)AUTOMATION juggling 60+ planting tiles (not including production lines) is insane! Perhaps stack a spring on your ponds to upgrade them to autofill, ranchers to autofeed livestock, farmhand to autoharvest produce, and a plow+donkey to auto plant as long as you have money for seeds(or prepurchase seedstock).
Good concept and a decent game, but this is the limit until you fix planting/harvesting multiple plots.
1. I noticed that we can change the active research however it goes back to default after completing, can we have a way to skip certain research without constantly changing the active research.
2. A points store that we could buy bonuses in(different bonuses require different levels) or some other mechanic to get them besides achievements.
3. We make all this equipment and all we do is sell it, how about adding a way to use it like equiping our own army (or making a town if we get non combat gear like plows and hammers).
I enjoy the game.
I think that a characters power level in relation to a level should have a modifier on equipment break chance both positive and negative. Losing level 17 gear in the sewers is ridiculous, while if I send a new character to a hard quest to lvl they should be losing lots if not all their gear.
Thank you for the feedback. The heroes you unlock later in the game are considered to be higher tier than the beginning heroes and thus are stronger. The equipment's break chance will vary on how close the equipment level is to the hero.
upgrade stone warehouse button is increasing the gold warehouse while gold warehouse button does not work. (I gained access to gold before stone by selling wood in stock if that has anything to do with it.)
Glad to see this is still being worked on.
achievements are still a little buggy. Right now I have 42sp fame and the achievement for having 1sp is still unearned (it went over 200% before I couldn't see the number anymore).
Perhaps add an option that will let you buy an investments and missing dependencies at the same time.
So if (assuming dependency of 2) i had 3 I1 and 1 I2 and wanted to buy an I3 it will buy the missing I1 and I2 for me as well.
For now, I just made v0.0.39+ restore any dependencies that were lost. This will allow me to tune dependency ratios without messing people up in the future, too.
Yes there was a miscalculation on rebirth. I'm fixing it atm.