After a prestige, if you don't turn off miners first, I keep running into a full lock-up bug. And a suggestion as a side note, the storage buildings need a way to upgrade similar to the production buildings. There are never enough nukes...and having a battery that holds 1.e6 when your production is 1.e15 is barely a drop in the bucket.
Unless I'm seeing things incorrectly, critical hits are only dealing half the damage it says it should, or the critical hit damage amount up top is showing double what it should. Not sure which one is the glitched one.
Either zombies don't regain lost speed from injuries when regenerating, or the regeneration is no longer occurring. (The healing symbol overhead no longer seems to appear)
The healing symbol doesn't appear for the passive regeneration because it would be too spammy. It only appears when zombies are healed by plague explosions or water golems.
The balancing at levels 400 and up would probably be aided by the addition of a prestige purchase for zombie damage and armor, harpy damage, and perhaps a smaller booster to golem stats. Or, perhaps some sort of bonus could be added from overall prestige points attained, perhaps a 0.1% or a 0.01%bonus to each for each total prestige point gained. The in-game methods for increasing zombie stats quickly have their cost outstrip their effectiveness at higher levels.
Also, an auto-sacrifice option would be useful for more idle players rather than manually detonating at the right time...perhaps tied in to the final mechanic like the bone collector cleanup. In theory, it would sacrifice everything short of those that would fit into the cages.
In order to make harpies useful, perhaps a research that either eliminates a villagers ability to regenerate, or reduces it permanently by a set amount per hit (perhaps with another research to increase the regeneration reduction).
It would be nice if you could get a partial haul on hunting from ending a hunt early, perhaps based on a percentage of the time passed. Ending early to test 7 hours into a hunt was admittedly a bad way to test the system.
Chicken feather drops will be improved with the next update. I accidentally nerfed them when trying to fix the bandit lord coin drop bug. Thanks for the heads up!
Odd glitch. Scanned for both the 11th and 12th planet, sent a probe to the 12th, probe refused to count as arrived and the planet remained unexplored. Reloaded to try and fix the problem, 12th planet disappeared, yet the scan cost remains as if the 13th planet is next to scan.
The "equip all" feature seems nice, but it doesn't appear to take potential stats from improving with fragments into consideration, just the current stats. I.E., it counted a level 52/52 maxed blue bracer, and refused to equip a purple 47/57 bracer, even though the final outcome when leveled would be far superior. Maybe it should calculate by potential maxed stats rather than current stats?
Purchased the starter pack yesterday, put in some decent hours into gameplay. Load back into the game today...all progress has been wiped, starter pack bonuses and bonus sheriff character are gone, and the kong kreds are still counted as spent. Any ideas how to correct this issue?
Pity they disabled the ads with a very low cap, it was nice being able to buff offline gains. Also, the timer appears to be off on some of the "Watch for 1 minute" ones, and still counts towards your cap. Dunno if that issue is on Kongregates end of the deal or not.
The critical damage on top is a %. I will add the '%' onto it so it is less confusing