It seems this is a Kong-wide issue that is already fixed but needs some time to be processed: http://www.kongregate.com/forums/1-kongregate/topics/735868
The current blueprint advancement system requires expanding your inventory to a number of blueprints equal to the level you want to advance to--and that's if you're diligent about merges along the way. I can see where a long time player could easily run into problems with a cap. I suggest either being generous with that cap or--if that's not feasible--developing a new advancement model.
I hope that the recent changes (the direct blueprint reward and today's one that allows you to automatically optimize for lore) will make this less painful. Yes it means, that you need to decide which "project" is more important to you. E.g. you have to decide, if you're going for Coal V or for Club VI. Then you can either sell the other blueprints that aren't that important, merge them at a lower/cheap upgrade level or don't get any new blueprints until you grinded enough lore to upgrade them with the intended upgrade level.
@bizarreWraith: I accidentally flagged your comment for review and can't find a way to undo it. Very sorry. If anything happens (which it shouldn't), please refer them to this comment or to me directly. Sorry again!
It's interesting seeing the comments from people who think that the game designers are the ones controlling how many ads you get and when you can get them. I can guarantee you that if I had a game giving bonuses for ads, I'd let you watch ads (and thus generate revenue for me) all day long.
I would appreciate a quick and easy way to see a list of which items are in the autobuilding queue as opposed to only the one currently in work (perhaps displaying the list as part of the information displayed when mousing over the autobuild area?). For my purposes, I don't need to see the exact queue in detail (for example: Coal, Iron Ore, Coal, Iron Ore, Iron Ingot, Coal) but just a quick and easy way to know which items are being worked on (so instead of like the example before, I would just get Coal, Iron Ore, Iron Ingot).
[Context below.] I worded that badly. I meant the circle icons for the expeditions.
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*Very* much like the black/grey/white arrows and would very much like a similar mechanic for the regular production arrows as well.
Developer response from RevelBase
Well, isn't this the case already? Maybe I'm not getting it, but imho the colors indicate where you have to build something.
Alright, I understand now, thanks. The thing is, that the expeditions (and the circles, which are intended to be a compass) will be removed with the next major update. So it's not really worth it changing them just for a few days. I hope you understand this.
On reflection, while I think my point about autosaving switching between Workshop and Event tabs is not without merit, I just realized how many detours I take into the Dynasty tab and suspect the server load from all the saves that would generate if anyone else plays similarly to me would be a bit much to ask.
@Revelbase: "It currently isn’t saved, when you switch tabs and I’m not sure if this is needed. You should know that the (auto)save always saves the main workshop and the event workshop together.” To clarify, the reason I suggested an autosave when changing tabs is because when I move between them it's because I've done what I wanted on one and would like that saved. BTW, I wanted to say thanks for how responsive you are with the player base--it's much appreciated.
I see. Saves are currently done always together, which means even when you're playing in the event tab, the main workshop is still saved every 3 minutes. The same happens for the manual save of course.
Thanks for the suggestion. It currently isn't saved, when you switch tabs and I'm not sure if this is needed. You should know that the (auto)save always saves the main workshop and the event workshop together.
@dantose: I was just trying to make a funny. I'm in pretty much the same situation. Assuming everyone's math is correct, there does seem to be a case to be made for encouraging a change to the algorithm to favor missing prerequisite items to avoid frustrated players.
"The game is saved regularly and after important changes" is one of those fuzzy sorts of statements that only goes so far to reassure those of us who have developed a strong sense of paranoia about saving things after a lifetime of losing stuff because we forgot or an autosave function didn't save when we needed it to. A more specific description or (even better IMO) a counter that shows how long since the last save would be much appreciated.
Just in case I was unclear: My dislike of some things producing at different speeds than others was not because it wasn't labeled (but it does help, so thank you for doing that!). It's because I actually don't like the differing speeds mechanic. I would *far* rather get an adjusted number of things in the same amount of time as everything else produces.
That's why it isn't part of the main workshop. It would have been possible from day 1 technically, but it makes everything much more complicated. I just wanted to give it a try this event.
There appears to be a discrepancy between the amounts needed and the amounts the popup boxes claim are needed in the flower soil->roses->rose bouquets chain.
Thanks for reporting, but actually this isn’t a bug. The roses take twice as long to produce and I adapted the consumer stats and arrows to help indicating a shortage. It seems that the progress indicator alone isn’t enough to recognize the production speed difference, so I should probably add a hint somewhere. Sorry for the inconvenience!
The bit where the icon turns red when you have excess vendors is good. Would it be possible to add it turning green when you have excess capacity above the number of vendors currently assigned so you know where it would increase income if you were to add more vendors?
There is a text above the 3 tabs when an event is running or is going to start. Of course new players won't know that, so maybe I have to change this somehow.
It seems this is a Kong-wide issue that is already fixed but needs some time to be processed: http://www.kongregate.com/forums/1-kongregate/topics/735868