Why doesn't the stats screen show us production per second for each business? I shouldn't have to divide each of those numbers by the time it takes them to tick every time I look at the page.
Also my tractors are supposed to have the same speed as my miners, but they are actually very slightly faster. Not like the mine carts, which are much faster, but the tractors have like a fraction of a speed point higher than the miners.
When it says level I investments have less risk, often the level II investments will also have their risk level decrease. Same for the other way around.
How does the risk for investments work with the news updates that say risks are reduced or profits are increased? Are those helpful if they're in effect at the time you start the investment or at the time it completes? It should be at the starting time since otherwise it's just random after you've already started.
Some reason my guild ranks on the Hero screen only show my level in the first four guilds, not the fifth one. When I go to the guild screen it shows all 5 correctly.
The game seems a little short for an idle game. I started playing this morning and already have pretty much everything completed. I hope there are more updates to come! Great start.
My wood was at around 6 million and I completed an explore and now it is listed as "too much". Lol. I think I'm just going to give up on this game for a while.
"Too Much" only appears if you get extremely high numbers (10^300) I've put in a cap to sort of eliminate this problem, but that was never really supposed to be reached. I updated the formula to be slightly exponential after a few complaints and didnt think about people actually hitting those numbers. Unfortunately the problems with firefox have taken most of my attention so balance issues haven't got as much as they should and thats my fault.
The dungeon seems to really suck. It gives crap amounts of coins and gives items slower than the crafter does. Maybe at higher levels it will do more, but I haven't gotten to a useful place yet. Also the button to increase the starting floor does not do anything.
A few others: I can't see worker rarity level without hitting the "Fire" button. Auto-sell seems to miss things sometimes and I can't tell why. i.e. I currently have a couple green items in my inventory even though I have auto-sell green on. On the worker page, the workers should auto-sort so that the unemployed ones are easier to find.
Clicking on the workers at the bottom brings up their stats. Auto sell doesnt miss stuff, but it doesn't automatically sell equip removed from your workers either by firing or auto equipping. This is because sometimes those pieces are still usefull to other workers so they aren't immediately discarded.
So I've played for a bit and here are a few comments: Wood is too hard to get - either let us trade one type of resource for another or buy resources with coins or give some other way to generate wood. Explore is way too variable - one time it takes 6 seconds and all I get is experience and another time it takes 15 minutes; one time I got 46 stone and the very next time I got 3.5 million wood and 3.9 million stone. Needs tool tips - how much do I need to level up, what do most of the weapon/armor statistics do, what does energy do? The button to increase dungeon floor does nothing. Auto-equip has to be manually clicked every time instead of just automatically working. Item sell prices are absurdly low. I get 155M per second and my best item is 200 coins.
I'll look at the explore resources and see if I can atleast make it more consistent. The exp percent is shown on the stats screen, but I guess I could put more solid numbers. I wanted auto equip to be manually pressed instead of a set it and forget it, since basically everything else is auto, I wanted it to be like upgrades where you have to come back occasionally and push it. It auto equips everyone so it should be pretty simple. Energy is just time till you need to rest, and is based off workers stats. The item sell prices were more a get something rather than nothing. I didnt want them to become a significant source of income. I suppose I could look into adding tool tips for worker stats but they are a bit complicated, and (I hope) pretty evenly applied so that you dont necessarily need to put strength in Job A, Int in Job B, ect...
I've been working on the save issue, so haven't had time for much else. Firefox apparently doesnt like webgl, or me very much.
Dark Zhiro, first you need to unlock more spots for minions. Click the little keyhole things in the lower left of the minions tab. Then assign someone to dungeon and they'll start dungeoning. Same thing for explore, which is the only way I've seen to get wood.
Is there a way to get wood other than exploring? Is there a way to tell your explorers to prioritize wood? I currently cannot upgrade anything other than my merchant because all other upgrades cost wood and wood seems to be hard to come by.
The same thing happens on the other tabs, except for some reason on the Crafting tab it only happens to some of the upgrades. Offhand, Head and Necklace show correctly and the others are incorrectly shown as higher than they are. How was this not noticed in play testing before the game was released??
So I understand this is unacceptable. I'm gonna have an update for it as soon as I can. As for why it wasn't caught before release, maybe I can explain a little bit. Each of the upgrades is assigned an index number when you open the scene, than all of their text it updated based on their index number. The problem seems to be that the index number isn't assigned quickly enough when loading the tab. This wasn't a problem in testing because the files were locally stored, so the index was assigned immediately. Since now the files are stored on kongregates server, there is a bit more lag, which means the text is updated before the index number is assigned. I'll delay the text update a little bit on load which should fix the problem. I believe its just visual so if you buy the upgrade it should cost the actual cost and not the displayed cost.
There is a bug where upgrade levels do not display the level of the highest upgrade, rather than the actual level. For instance, in the Explore tab, my Item Quantity (which is misspelled, by the way) is level 16 and my others are only supposed to be level 12. But they all show as level 16, with upgrade cost based on level 16. If I click one of the others to upgrade them it only charges me the price to go from 12 to 13, not the higher price it showed. And then it correctly shows level 13, but if I go to another tab in the game and then come back it will say it is level 16 again. Very confusing, please fix.
I've made this comment on other games, but I really don't understand why so many devs rush to release their idle games before they're ready to be played. If you took a couple more weeks to work on the game before you released it then it would have a better launch, would get more players faster, etc. Next time do yourself a favor and get your game to a minimum level of playtesting and playability before you release it.
"Too Much" only appears if you get extremely high numbers (10^300) I've put in a cap to sort of eliminate this problem, but that was never really supposed to be reached. I updated the formula to be slightly exponential after a few complaints and didnt think about people actually hitting those numbers. Unfortunately the problems with firefox have taken most of my attention so balance issues haven't got as much as they should and thats my fault.