:( Can't get a second Altar of fire because Monks appear to cost 1e37000. The other altar works right, though, and the bug fixes for garrisons, Sci Notation, etc. are appreciated!
Tabbing away from the game and back in a few seconds appears to instantly triple my food supply! I'm getting only thousands of food per sec, but my store of 150M turned into 450M instantly, then again into the billions. (This is AFTER using the First Bug Amnesty button.)
I like the new archers! They're more money efficient, but less food efficient than upgraded swordsmen. They work well with the Forester's Grove, which gives me more of a reason to consider using it. It's delightful seeing the game gradually improving over time.
Wow, the Druid Assimilation is a LOT stronger now with the frogs giving staff multipliers. I didn't find it very helpful before, but now it's a game-changer.
I can't stand the interface of Heart of Galaxy. Second time playing a version of this, and last time I got pretty far. This time, though, I'm checking out, because I can't stand having to click through several screens and read various texts just to know where any of my ships are at a given moment, (it's a game, give us simple visuals or something) or having to interpret the weird ways to merge a fleet of 1 with another fleet of 1. This simplest example of bad interface is how the bottom buttons are so distant from the top ones, and how they disappear while you're in certain screens. You have to "button hunting" to get to the building screen, just because you peeked at the map! Thanks for the interesting puzzle, but I'm done.
The three symbols on the generator power cord were too dark to read for me, but from other comments I deduce that they are "MMC" (bottom-right, bottom-right, bottom-middle). Useful if you want to turn the power off!
Checked back in. Bug was fixed, and I played to the last level. Boards sometimes need to be bigger for more complex design, and I kind of wish I could preserve a board from accidental clear-alls and such mistakes.
Last level seems like about 10x difficulty of the previous ones. I felt like I needed some previous state, and the circuits weren't making it easy to set it up. An S/R latch is fine, but it isn't really "memory". (I'm somewhat versed in electronics.) I gave up after realizing I'd have to wrestle with the game's sensitive interface for more than 30 min.
Like Skezh, I used import a few times (to try to work around the recent can't-access-many-buildings bug), and my tech levels jumped. I could see four hops away before, and now Interstellar Travel is at XIII, 13 hops. Will wait for fixes. Good luck getting things in working order again!
Would play the game to the end, but the chips I build don't seem to give output. For example, I made a new chip and put a straight line from the left side to the right side, but when I used the chip and attached a red input line, the other lines all stayed white! Guess it was working for others, so is this a new bug or just on my machine? Or am I using the chip wrong?
Holy Tamolie... good catch TvGuy6. Thats just plain bad testing on my part. I just published v1.18 that fixes this problem. The issue was that the right and bottom sides of the chip... where the outputs should be, were also inputs. There is an arrow (apparently to small since I missed it) that shows you which way the traffic flows.
Greying out the clues once they're done with was a great improvement to the gameplay. As a sidenote, it looks like the 'click twice to grey out a clue manually' doesn't work right -- it gets undone when you clear another box.
+apotsepko Probably b
ecause the modifiers apply in the order shown, and the +% is before the -%. Example: +20% of 100 is 120, then -20% of 120 is 96 catnip!
It's a well balanced upgrades RPG, with a rather gentle difficulty setting. The controls are spectacular (I used keyboard), the spells are cool and flexible. Monsters have enough variety to be somewhat interesting throughout the game. It's VERY well made.
Just one bug: Like er651fs, I had Rizon's programming switch to only moving, i.e. no attacking/tired states. It happened after I got in close, he used his short range "eat" attack, and I used space bar (defend). I waited a while, tried attacking and leaving by the door. I finally left via menu and fought my way to his room again.
I've been testing out the different settings for an hour or two but haven't yet been able to convince the drivers to make the first sharp right. I think they are overfitting for the gentle right that comes before it. You might try letting the cars start at several different parts of the track, (or start the players with several diversified tracks,) so the cars don't overfit so much.
Or it's intended to take several hours to train them...
First, sry for late answer... It is really hard to predict how long training will last. When I tested it with different brain or genetics setup it lasts from 100 up to 200 generations till the drivers where competitive. As the training uses an evolutional algorithm with variables intialized with random values, it can differ each time you reset the brain setup. But yeah it can last some time! No master was made in a few minutes ;-)
Thank you for the feedback TyGuy6, I'd agree that the interface ultimately did not work as well as I had hoped.