I like the new mission system in Alchemists's Kitchen event. One issue I've noticed regarding stockpiling resources: the mission automatically takes all resources on hand (after vendor sales) each cycle of the mission. This leaves none available to build intermediate products. Perhaps the mission info window (the window that appears when you select the mission icon) could have a slider for each item going into the mission that allows you to select the percentage of surplus items on hand that go to the mission.
The mission units should leave 2 times the amount of resources needed for production in the storage (the same as vendors do). Of course this doesn't help, when you want to speed up production with clicks. It is planned to have a disable mission option as well, but it will probably not be ready before the event ends.
@ XartaX:
Museum should be sorted better. First all single leafs, then two leafs, etc.
Makes sense to me as it is just counting in binary. However, the precedence in the stash doesn't strictly follow progression in binary counting. I have no way of knowing if a higher binary counted clover will sell for more (within the same color scheme).
In Hammer Time event I'm noticing the same $ bug as in the Christmas event. I have insufficient money to buy the next item (and it's price is red) but my amount of cash listed at the top is well above what I need to buy the item. Also the time warp lists 0$/min. I believe it is a misreporting of actual $ on hand.
This is a visual bug. I hoped to fix it with the 3.1.1 update, but I was not able to reproduce it on my machine, so it might still be there. Please create a bug report when you know how to reproduce it.
The time warp probably shows zero, because the product's sold by vendors don't have all resources they need. It is difficult to calculate the exact number in this case, so zero is the safest way to go (The money tooltip shows a more optimistic income/minute, assuming there are infinite resources for production)
Banks.
Just bought my first one.
The description is misleading.
The bank does not boost surrounding offices by a multiple of 2.5. Instead, it boosts surrounding offices by an addition of 1.5 times base sell power.
This means it is better to have 1 bank surrounded by 4 offices (10 X sell power of 1 office) and not 1 office surrounded by 4 banks (6 X sell power of 1 office). If it were indeed a multiple, as the description suggests, then the better setup would be 1 office surrounded by 4 banks (39.0625 X sell power of one office)
To get 6 explosion combo: The last 3 explosions are the kamikaze bomb (1) in between the two cars on the right side of the screen with large kamikaze bomb explosion. This will set off the two cars that will be 2 more explosions. To get 3 before this, there are no ground vehicles close enough to detonate missile between, so go hunting for an airplane. Do not manually detonate missile or camera wont track it. Ram missile into a plane as high as possible (near space). This is one explosion, and hope a domino effect takes out either 2 more planes, or 1 more plane and a ground vehicle for 3 plane explosions. Then follow the preceding instructions for 3 kamikaze explosions. Good Luck!
Discovered bug in save game feature that lets you repeatedly sell a tower that won't disappear after selling. Only did it once but here's what I did:
-saved game
-end game
-loaded game, it came up at same level with no towers
-buy towers, I bought a tack shooter and ice tower
-save game
-end game
-load game, all original towers were present plus the two I purchased which I couldn't sell but got the $ for each time I sold, Ice Tower fully upgraded gives $4832 each time you sell
The mission units should leave 2 times the amount of resources needed for production in the storage (the same as vendors do). Of course this doesn't help, when you want to speed up production with clicks. It is planned to have a disable mission option as well, but it will probably not be ready before the event ends.