There is a small bug of some sort thats reoccuring constantly. When I try to buy units with '@1e50' notation for example, what I end up buying instead is 9.9999999e49, and I have to click again to buy the last 1e30 units to get the round 1e50. It occurs quite often, and mostly with round numbers, but also when I buy untis by clicking on the blue links. It's somewhat frustrating.
My conclusion after testing all factions: at the moment hell seems to be the weakest. I think they would need some boost to balance it. Goblin Central Bank barely affects anything, the most I was able to get was a 1% boost to profit, and using the money I had to save to get it, I got more than 8% production raise. All in all it doesn't really help at all. Other than that the only thing is that it all ends too quickly, I only have 10000 gems and am already able to buy most updates after 1 or 2 hours of gameplay. Other than that - a realy great game, and one of the most efficiently written. I saw games 10 times less elaborate eating out 10 times the processing power this game uses.
Overwiev after one month with the game. It's good, fun to play, and the various fixes helped. Still there are many problems. I'm starting to hit the limits here and there (seeling price, training session ascension skill). Gatherers updates are FAR too cheap. as it is now for the price of one blacksmith upgrade I buy 100 or 200 Smelter upgrades whenever he seems to lag behind. All in all some things are still very inbalanced. Well it's still great.
The upgrade window seems like a nice addition for those who likes the first part. I find the new interface comfortable enough. The game still seems a bit slow. And I don't think the problem lies in the prices. The work power curve is very shallow. It takes like over 130 levels to double your power (when price rises many times faster), which makes most of the progress rely on the ascension system. That would be fine and all in turn, but the cost curve of ascension rewards is so high that I can already see the soft limit on the horizon despite playing for but three days. So, yeah, still needs some twicking if you want to get it correctly, espcieally without making the game too easy. You have to somehow bring both curves (the work power and ascension reward) closer together so that they can go, hopefully ad ifinitum. It's all mathematics in the end.
The things that keeps bugging me now is the balance of equipment and enchantment levels in quests. Like now for example I'mcraftic Autunite Boots of MAGIC. Thats Autunit Boots (22 M workload a piece) of MAGIC (300k workload) thats like 80 times more workload for items, when my blacksmith has roughly 1.4 times more work power than my enchanter. It's like a bit of a waste. Similarly with Herbalist and Explorer. The items part of quests can take hours, when gathering plants and treasures rarely takes more than a minute. It's very imbalanced that way.
Also I add my own voice to previously requested feature. Each ascension effect's cost should increase independently. The way it is now makes some of those skills literally worthless. Rich Starter, Ecological Industry and Training Session will never be worth investing in a single level as it is. They are completly impractical in cost versus benefit calculation as things stand now.
At this point I must really applaud your dedication. It's rare to see such prompt response. Great job with the game. It's really great and fun, and all points that it will be better still. Alas, much rebalancing will probably await you over the next couple of days, but it's all progressing in the right direction.
Also, those strange threeshold kind of mess the whole game. One moment the upgrade costs 200 Tril, and then the next one is 8 Quad. It's frustrating to me as a player, and I guess it makes balancing the game an excercise in frustration. Why not go with a normal goemetric progression, and get rid of the jumps?
What I would really like to see now is prices of the items BEFORE they are crafted, and also how the enchantments affect the price (that's hard to figure out with all the crits all over the place, and you cant figure out which enchantment is the best to use...)
I would seriously boost the potion price. As it is, you can earn many times more by selling the ingredients than the potions themselves (even the critical potions), and that's just wrong...
Critical power add +X at the potion name. For each +1 the potion have the duration is 30 seconds longer. Some achievements and ascension skills can help to boost the duration as well.
a bug: When you have library perk decreases the cost of research, and it is displayed correctly. Now my currency research says it demands 230 population, but I cannot buy it untill the population actually reaches 250. It seems to be the case with other resources as well (the consumed resources seem to match the description, but the research does not become available untill the original (full) price is gathered).
I think the sale achievements should be changed. I completed all of the others but am still at half progress with the sales. Shouldn't it be - sell x items very cheap, seel y items cheap etc. up to impossible price that is?
Thank you for your comment. I'm still balancing the game. I'll put that on my list for future updates.