Breakdown of raw material cost, Part II. Advanced Substructure: FE 32, AG 2, LAV 5; Enter Frame: FE 40, AG 6, TI 2, LAV 9; Modular Framing: FE 48, AG 10, TI 20, LAV 13; Digital Lens Refractor: AZU 45, AME 45, EME 45, RUB 45; Multi-Spectrum Lens: AZU 63, AME 63, EME 63, RUB 63, LAV 24; Gyrochromatom: AZU 15, AME 15, EME 15, RUB 15, FE 80, AG 6, AU 2, LAV 32; Stabilizer Array: AZU 54, AME 54, EME 54, RUB 54, FE 101, AG 10, AU 4, LAV 38; Whirring Gizmo: AZU 3, AME 3, EME 3, RUB 3, FE 32, LAV 3; Atomic Boggler: AZU 51, AME 51, EME 51, RUB 51, FE 35, LAV 3; Molecular Discombulato: AZU 153, AME 153, EME 153, RUB 153, FE 38, LAV 27. I hope this helps people wandering how much more they have to mine for their upgrade.
Since many asked: This is a breakdown of the raw material cost for crafting the more advanced parts, in tiny units: Gemstones: GEM 18, LAV 6; Semi-Conductors: AZU 13, AME 13, EME 13, RUB 13, FE 1; Coil Springs: FE 5, AU 2, LAV 24; Compression Springs: FE 5, LAV 3; Multi-Tier Tank: AZU *, FE 63, VES 15, LAV 2, OBS 1; Pressurised Storage Can: FE 27, OBS 1; Dual-Flow Tank: FE 63, TI 6, VES 60, AMA 45, LAV 6, OBS 1; Ribbed Casing: FE 9, AG 2, LAV 4, OBS 1; Airtight Casing: FE 9, LAV 2; Reinforced Casing: FE 9, AG 2, TI 2, LAV 8, OBS 1; Gear of War: FE 30, TI 2, LAV 6, OBS 1; Toothed Wheel: FE 12, LAV 1; Bevelled Cog: FE 30, LAV 2; Fragile Frame: FE 24, LAV 3. Part II follows.
Bizzare bugs that are totally awesome: Retiarius has only one arm left in which he holds his shield and (with his imaginary third arm) paralyzes an opponent. Murmillo is missing a leg and sitting on one knee. Not only is his blocking rate just as good but he also still counters. In the best case, he even wins the game that way all by himself and then hops around his only leg to execute everybody. If it wasn't as funny I might have started having nightmares of the one-legged executioner. Great szenes BerzerkStudio!
@berzerkstudio: Bugreport: (a) contender fights in rome are ridiculus. Healing of > 900 per round with incredible speed. Also my guys (lvl 60) keep missing at least 90% of the time, even when opponent is paralyzed and hit rates are illustrated around 55% (when targeting). Therefore, this becomes and endless circle. (b) "no gladiator lost" does not register among goals (I have beaten opponents without even being touched). (c) dodging / blocking when paralysed. (d) there should be a button to change to manual while in autofight mode. sometimes both sides can no longer attack and keep blocking forever. Autopilot also keeps attacking dead people. Its especially funny when I cut of his head first, then his arm (during which his head reappears), or I cut of everything and only the head is left. Just change hit or to number of remaining body parts as first priority. Also game becomes tiresome after lvl 30 as levelling up takes too long. plz + for dev
Nice game, great setting + graphic execution. Experience from winning rome, then playing till level 50. BUGS: dodging / blocking when paralyzed, "win combat w/o loosing glad" not working (had even full armor wins). Auto-play attacking glads with more than 2 missing limbs. BALANCE: Regen > 600 is overpowered (combined with shield bash), as miss rates are high + critical hit unlikely. Block prob. to high. Off. Glads are too weak. Solution: attack power also dependent on speed. Missing limb -> instant death + injury more likely than cutting. Reduce missing s/o paralyzed. Prices ok (only glads too expensive), since rewards increase proportionally. Yet, levelling up becomes too cumbersome above level 30. Should increase, just not as steeply. WISHES: Add help -> game concepts (block / cut rate). Status (as in 15/20 kills) for goals. Players “choose” whether to injure or cut (kill). Cut less likes to succeed. Add finishing moves (double blade decapitation, etc). please + so dev. sees this.
Siread, nice game. Improvement wish list (in increasing workload): Winning a cup / league / best scorer for year should win you some reward and news clipping. Team loyalty and championships should be rewarded by fans. At the start, let us choose among minor teams (wouldn't you like to play for your hometown team and lead them up the ranks). More work may be necessary to include a champions league which I really wanted to play after winning the premier league with bolton. :) Pass rating depends only on distance and direction, yet not difficulty. Could you adjust for opponent proximity before (+), during (+) and after (-) the pass? In scoring pass setups, your teammates are just as likely to score when you pass behind them as they are when you pass into their movement. Plz increase the power arrow as your rating increases. Tackling challenges could be a true change for the next version, especially with the caveat of being sent of if you hit the opponent. [plz rate + so dev. sees this]
Really great game, awakens the composer in everyone. Here are some updates I would love to see (along with implementation suggestions):
+ include all notes, maybe highlight scales
+ customizable bar line setting
+ 16 same length notes do not allow for three-four times w/o changing pages
+ an X to check, whether page should be included in autoplay, then more possible pages (so far, it has to be 8 continuous
+ more than 3 octaves (scroll within game)
+ different length notes (may be done by connecting/splitting the sqares?)
+ possibility to copy themes, not only entire pages.
+ overview page, that controls when which INS / drumkit is mute or increased in volume, basically an expansion of your page-section which allows for individual length themes to be saved and then run repeatedly on the overview page.
+ game-specific chat
plz vote +, so developer sees these. Also, I have uploaded my own first composition (search name) . Feel free to rip it :)