Autobuyers for manual prestige are mostly working, but when I prestiged for lvl4 points, they didn't kick in. I'm now stuck with 1e11 points with upgrade cost at 1e6, and all lower level prestiges gone.
Autobuyers are still messed up. I have them all enabled up to prestige lvl 8, but the game only buys lvl2 and lvl3. I can prestige for 1e14 lvl1 points (which has no upgrades at all) but no, let's instead improve lvl3 x6->x8. And I have manual prestige allocation enabled in the options, but prestiging for lvl1 points didn't trigger lvl1 autobuyers.
With the latest update: Floor 92 enemies have "NaNeNaN" stats. Turning autobuyers on/off is much less laggy, but the game still desperately needs a single page where all autobuyers for any prestige level can be turned on/off with a single click. Suggestion: autobuyers for prestige levels should be bought with that prestige level points, not next level points. Reason: Going to prestige lvl9 for 3e6 points - and there's no way I can deposit them manually.
After an update, a bug happens often: enemy is killed, its debuffs don't disappear, no new enemy appears and can't embark. 10 minutes after reload, two of my locations are already locked.
That's a nasty bug. I've been unable to reproduce it so far but I'm looking. Do the battlegrounds eventually timeout and reset? The battleground interface is in for an overhaul in the not too distant future, hopefully I'll be able to fix it then if not sooner. Really sorry for the aggravation.
Can we have more uniform distribution of the levels bought by autobuyers? Right now, if I have 4 of them buy levels very unevenly, like 80:60:30:20
Ideally, I'd like to set up proportion for desired levels, like 1:1:3:2 Or at least make them buy evenly - prioritize the cheapest upgrade, not the first on the list.
New healing AI is probably worse than an old one. Now, healer stops using healing as soon as floors become challenging (total monster dmg > heal). With 2+ heroes in the party, heal should be used as soon as missing hp > healed hp. And the best would be to give players control (with options to not use heal at all, allow overheal, etc.)
Some tips:
* Resets only zero out your basic skills levels, so you keep levels for advanced and other skills, and also keep all your unlocks and items.
* DO NOT click "Train" button more than a few times. It will make "Training" exp deeply negative, so it wont't leveled up for days.
* Reacing skill levels 10, 20, etc. grant permanent increase in exp gain speed for that skill.
* "Family Acquiring" skill growth is limited in two different ways: a) exp gain limit - you will have to wait till the "Family Acquiring" button becomes active. After a few resets, it becomes enabled frequently ehough. b) level gain limit - even if you have enough (or even excess) exp to level up, the level might remain unchanged until you increase level for one of your other skills (not telling you which one, it's simple).
* Comments from Daeiros contain instructions for unlocking extra options, I'd recommend reading and following them since original tooltips suck (poorly worded and inaccurate).
Somehow, the only skill that increases over time became RNGing, anything else requires clicking. Non-clickable skills like "Not Dying" don't grow at all.
Can we get a history of actual stats for recent jumps? Current History page doesn't have much of the stats (no dmg dealt, whether it was crit, exp and anger received, air time, etc.) And exp received is way off: it says 488 exp per jump, but I'm actually receiving ~10k. Also, dark/sec stat would be nice to see.
Add "Leave" button to more screens, so we can change our minds and go back to smithing screen after a wrong bar has been picked first time.
If a view is scrolled all the way up/down, don't propagate mouse scroll event to the parent window so that the game screen itself isn't scrolled up/down.
Honor "Compact View" option in shopping screens. Also, this option is randomly reset - make it permanent and move to Settings screen. Hide descriptions and damage values for inventory items in compact view on Bank screen.
Add useful tooltips for each item EVERYWHERE (and don't forget skill screens), like where to get specific resource, what ingredients to use, what it smelts into, etc. Don't just say generics like "you lack ingredients", say how much and what type. Maybe this will let me find out how in the hell to craft arrows.
I can smelt brass bar from copper ore + calamine and can smelt zinc bar from calamine, but can't smelt brass bar from copper ore + zinc bar.
I've tried to implement a number of your suggestions, thank you! Unfortunately blocking scroll propagation doesn't seem possible at this time. I'm still looking into it, but it will require some more learning on my part. If I can figure it out, I'll put it in right away.
Few UI suggestions:
Have independent scroll bars to each UI section (map, log, skills, inventory). Add expandable item groups (like in the map section) to inventory and bank: weapons, tools, food, etc. Sort items inside each group by type (swords, knives, bows, etc). Groups should be collapsed by default and expand after clicking on group name. PLEASE make expanded group collapse when it's clicked. Have an extra group for "favorite" items, have a small star icon that will toggle favorite status. Preserve favorite status even for items that are sold/used/moved so the next time the same item is crafted/bought/collected, it becomes favorited automatically.
I've added individual scroll bars to the game. Thanks for the suggestion! I like the grouping/favoriting idea as well, but it will take some time to implement.
That's a nasty bug. I've been unable to reproduce it so far but I'm looking. Do the battlegrounds eventually timeout and reset? The battleground interface is in for an overhaul in the not too distant future, hopefully I'll be able to fix it then if not sooner. Really sorry for the aggravation.