Removing 1 unit from the battle, seems to withdraw everyone. And even though adding Units resumes the attack, after a little while the battle counts as lost. even though I have a full roster attacking again.
Possible bug. I´m at world 50 square 44. My hp shows 606++ and my enemies damage is 52.9++-79.3++. He one hits me and I don't dent him. Seeing how he 1 hits me, I can assume his damage is one order of magnitude higher than my HP. But with such a difference should I even have been able to beat the enemies before him? (Really wish I had checked their stats)
Could you please add better support for big numbers. After world 40 things get confusing. you start with xxx++ and after that you get x.xx++ and the 2 keep alternating. It is impossible to see how much you or the enemy have this way.
I think the balance for collected resources from fighting is good, although at world 50 everything suddenly grounds to a halt, and it will take way to much map farming to advance.
Really loving this. It has a little bit of A Dark Room feel, with automated exploring. Currently at world 14 and it feels that my workers are all useless. The only real way to get resources is the world till you stall, and that map farming to get your metal up and upgrade your weapons. Gym/Trainers could also do with a buff. Have 150 gyms and 1250 Trainers and my block is at about 3 billion while enemies atm hit me for ~10 trillion.
All in all great game, and can't wait to see how it will grow.
As long as i have below 200 humans on the screen everything is fine. but if i go over it, they freeze up. It's not lag since a ew humans still work just everyone else that freezes on the spot
Loving the updates. been hit by a massive bug since 0.1.1 though, my humans freeze at random intervals for random lengths, whilst rest of game carries on (day night still moves, recourses still spawn/despawn)
Thanks for the note. I have some updates for the withdraw/win/lose code pending that should help with this.