Huh, I've been hoping to see an idle game about overthrowing an existing oppressive political system with an oppressive political system of my own. So disappointed :(
I've played it for a good while on the original site while it was still in closed beta. The game, despite having very few factions compared to the original heroes series and poor balance, brings some very good production values and well thought out basic ideas. It could have been great should it maintain the closed beta F2P model and continue development, but it's massively bug-ridden and it's been crippled by microtransactions on the release of open beta.
Overall, one of the sadder examples of a promising F2P game getting ruined by a greedy publisher - just what I'd expect of Ubisoft.
For those wondering, it seems the lord sword does work on bosses, at least in the arena. I just had it whack a random dragon pretty much right after spawn.
@SkuineaPig Actually, I think raids unlock at Graveyard Entrance. TBH, it's kind of odd, but it looks like farming zone difficulty and rewards kind of stop scaling up after Lord's Tomb or so, whereas raids scale up very strongly. I'd really like to see the scaling reworked, mostly to make farming progression more noticeable.
Noob question: How do I access overminds VII through XXX? I'm only on my 11th ascension out of 20 needed for the final achievement and my VIs are already up to quattuorseptuagintillions, and I didn't even start burning energy yet. I imagine at this rate, they'll hit scientific notation in 12th or 13th ascension and I can't even twin the suckers.
The game works correctly for me on 2 diffrent PCs, I'm running Firefox. Did you try diffrent browsers, samarye? As for drones, afaik mini-drones only offer a small extra effect if you have the regular version up, at least that's how I understand the description, I've never used them myself.
@yurifan1996 I believe there was some discussion on the forums as to what triggers shifts - looks like it's mining activity in general, especially hitting explosive rocks. So basically, those more aggressively a level is being mined, the faster it'll collapse.
@yurifan1996 - Levels are unlocked as players donate power cells at the drillship terminals and stay unlocked until their next seismic shift. Level 4 in particular will be unlocked whenever people donate 30 cells since the last time it shifted. Bear in mind, you'll need the lvl 4 license "skill" to access it once it unlocks. Lower levels only accept power cells once higher levels are up and running, so to unlock lvl 6, you'd need levels 4 and 5 to be on before donating cells.
mosan - 9000% increase means x90, so 18,000 from 200 stands. I'm guessing with an upgrade for triple profit, you'd be doing 54K a tick, are you sure it's 9k investors, 200 stands and 56k exactly?
Oh and as for bugs, the game doesn't load for me today - I see the loading screen flash briefly and then, everything disappears leaving the standard Kong gray background and game chat (not world chat). Given that the whole thing was working properly for less than 24 hours total since the devs fixed a bug that made battles unplayable, I'm not sure if I should be happy that the game is pretty fun when it actually works, or just peeved that it breaks down so often whereas if it sucked, I just wouldn't care.
So, I'm a sucker for turn based strategies AND for steampunk - this game takes both of those, adds some pretty great production values for a browser game and promptly proceeds to screw up the great first impression with an avalanche of bugs and massive amounts of hidden data (how the hell am I supposed to plan out an effective offensive if, for instance, the game doesn't tell me enemy bullet based units have an alternate AT fire mode? Lost a couple TDs this way today to BSTW - not to mention I'd like to know the exact damage efficiency ratings, rather than just the highly generalized approximations the tooltips display)
Looks like someone couldn't decide whether to rip off Buritto Bison (or some other launcher maybe?) or Flappy Bird, decided to go for both, and did it badly. The controls are aggravating and unnecessarily convoluted (why do we gravitate towards once side of the road instead of being able to move sideways at will? Just because it worked for FB doesn't mean it's a sensible gameplay mechanic in every game ever), the screen moves far to quickly to react at higher speeds (maybe add a bullet time factor or something? As it is, I keep missing mutation pods because they're sometimes gone in about 0.2s after appearing) and the whole thing is buggy as hell (hordes disappear, swag mutation reverses the road edges to which the zombie "gravitates" and the direction in which it moves when you hold mouse button...). All in all, I like the series, but this entry is a big disappointment.
@Lotherio: It seems autopilot turn rate is based on the ship type (fuel tanks don't work for reducing it). I could easily circle hiver officers with an assault carrier at 50-60 speed without getting in ther range, but it looks like with an assault command ship, I'll need to go 150+.
I am, of course, delighted to have new toys to play with, but there's just not enough space in the garage window with the new mod row. Could we maybe get a slider or several "page" tabs, please? I like to keep a number of diffrent parts on hand to swap setups as necessary, but as it is, about half of them is inaccessible.
Similar with the engine mod, one one hand it has the advantage of saving you some fuel consumption, but on the other, it's still vastly outdone by afterburners if you're going after high speeds and have at least one free active slot. Fuel burn is interesting in that it theoretically allows you to reduce fuel consumption to 0 (or 10% and still run an engine in an assault carrier), but with fuel being cheap, easily stored in large quantities and easily replaced by energy, fuel efficiency isn't really an issue.
I love the idea behind modulators, but I think they ought to be rebalanced. As it is, they're just kind of weak - energy boost is pretty good compared to other ones, and it needs at least 3 energy generators to make an artifact variant worthwhile (assuming it works on energy regen as well as capacity, and even then, it'll only boost 90% of your average reactor's regen and the main reason to use it would be to take advantage of high base energy pool in bigger ships). Problem is, that's already 4 slots total, and we're talking best case scenario. And since a huge energy pool like that isn't really useful (unless you're using it to run without a fuel tank for better turning), neither are energy overloads.
will do :) i guess my ocd keep my extras fairly low.