1.Yeah, I understand that craft must give better equipment, but not 100 times better. I had equal teams for crafting and dungeonering and my highest crafted item was 82 lvl when higher dungeon was 14 lvl. 2(6). Still lack of gems. Maybe you gonna add more achievments? I'm sure that most people will agree that with all achievments starter gems must be close to able to buy all gem worker slots. And now it's far away from this. 5. I meant construction skill by workers. Construction is slow so they get skill ups very slow.
And can you give information about super-bosses? Anything can change their chances to appear? They can spawn on any floor? They have better chances on higher floor or not?
Nothing has been updated since I responded to your last post so the same problems still exist. I'll hopefully be able to get something out by friday, but my time during the week is much more limited than one weekends. Super Bosses have a chance to spawn in the last room of every floor, with a slightly higher chance on higher levels.
7. It would be nice if high rarity (close to 100) will give more effect. It really fun to collect all lvl 100 workers, but gives very low boost. Getting from 90 to 100 is +10 skills and little stats, when my item set gives 500+ skill to each guy and tons of stats. Or just let rarity grow more and more (but faster, some way)
8. Imho, bonuses and boosts price goes up too fast. Hey, they are one-timers!
9. For auto-equip it maybe like "the best summary of all, but professional skill costs x3 or x4)
10. More info for dungeon battles really wanted. "Fighing" isn't enough at all. Or even some way for player to do something with active playing in dungeon.
7. I'll look into adding something more special for The highest teir workers. 8. Boosts at least are only meant to be used a few times a game. Bonuses could probably be cheaper, but I also dont want them to be cheap enough to use continuously. 9. I'm looking at auto equip but since stats are somewhat subjective, would you rather have more attack, or critical or health, ect... it comes down to a bit of a judgement call. It will most likely just be stats added together, and than skill weighted. Too many calculations can cause it to lag when you get lots of equipment, so I need to try to keep it somewhat simple. 10. Ill see what I can do.
5. Skill by doing work must grow faster for constructionists. They buid too long.
6. Would be very nice if diamonds will affect start gems. I was going to write about idea to make "diamond shop", where you can buy permanent (working after soft-resets) upgrades by diamonds, for example, starter pack of items/constructions/workers and, of course, gems. But it hard with current system of diamonds gainings (it will give cheat method to restart again and again to farm diamonds). Well, current system not so great and the most problem is - we know nothing about it (it the greatest problem in the entire game). We don't know if skills affects better than stats, we don't know how construction goes, we don't know...aaarrrgh)
5. Construction buildings are pretty powerful, I could make them level faster but would have to proportionally lower the benefit. 6. Starting gems are just the gems you have earned through achievements. Since achievements arent reset, you get the gems for all of the achievements you have already completed. Gems will most likely be adjusted again next update, but it wont have anything to do with diamonds. Also planning on adding more tool tips which should help with the stats
1. Dungeon equipment is totally sucks. My uber-team of 6 rarity 100+ guys, tons of constructions, upgrades etc on level 90+ dungeon gets lvl 10-14 equipment. WTF?
2. Gems and super-bosses achievments nearly to impossible complete. Gems drops is ultimate rare, also as meeting super bosses. You must do something with it. Low-level dunfeonering still needs lots of time (why should i fight minutes with guy, who must be killed just by see me?). If you change that - problem with super bosses would be half solved (if chance to meet super boss not matches with dungeon lvl)
3. Is "craft spree" gives static boost or percentage? It must be second.
4. I have a sense, that rarity of owned workers boosts rarity of new workers. Is it true?
1. crafting and sometimes super bosses are gonna give better equipment, otherwise there is never a point to craft. I can probably bring the basic dungeon drops up a bit but they arent gonna be as good as crafted. 2. Gems were increased a bit with the update for spells/bonuses/boosts they will most likely be adjusted again as time goes on. You can change the level you start your dungeon on once you get to higher levels. you can start at multiples of 5 once youve beaten 10 levels after that (5 at 15, 10 at 20, etc...). 4. Construction tavern level, and some achievements are the only things that boosts new worker Rarity
Skill levels or stat levels? Skill levels don't have anything to do with level ups, they come randomly while working that job. Skills are capped at rarity level, so once you get them to the rarity level, the won't increase any further. Stats (str/vit/dex/agi/int) have a chance of gaining a point every level up based on the workers rarity. Low rarity workers will very rarely get an extra point while very high level workers will probably get points in a few stats every level.
Hmmm...I got this thing with craft at lower lvl. It's really not bug? Are you serious? Yes, there must be luck effect, different quality of resulting items, but doing lvl 1 items on incredible skill when you already can do gold items? It's...not ok.
I'm not saying there's not a bug, but if there is a bug that rolls over the level from 59-1, I am not able to reproduce it, and if you look at the high scores, others have been able to get higher, so it is not simply an overflow bug. I've tested a lot, and have been able to go from level 40-60+ items without problems. I did discover that dungeon items are lagging behind at higher levels, which a plan to fix, so perhaps you are simply seeing low level dungeon items pop up and believing they are from crafting, while your crafting items are at a point they are coming out of lower rarity. I can't imagine they were still coming out lvl 1-4 unless you were neglecting dungeon, but they were coming out way behind crafting items.
And about diamonds. Looks like I was wrong, diamonds works with income, but in some strange way. In the very beginning after restart I got VERY BIG profit from diamonds. Even without merchant I buy few "small booth" and get pretty rich in few clicks. But in late game my income don't really make difference with income before restart. Looks like diamonds works well only with low merchant upgrades which don't work well in the late game.
You didn't get what i said.
I had very high crafting, lvl 30 construction, lvl 2700+ crafting by full team of crafters. I usually did lvl 40-55 items. Then, without firing crafters or reset or smth I started to get items lvl 1-5. (white and green stuff was on auto-sell). When I turned off auto-sell I started to get normal lvl white and green and still super-low lvl blue+. When I fired one crafter after that - normal high level items started to craft again, without lvl 1-5 stuff. So I'm sure, that there is a problem in item level algorythm. Maybe lvl 58 turns 1, 59 turns 2, etc (it's because I never got lvl 58 craft)
Now I almost sure, that craft with lvl 58+ (or mb 60+) turns into 1+ lvl craft. I turn on white and green stuff and most of that still high lvl.
Now going to delete one crafter to see if i will craft ok stuff again.
The logic behind it is that you can get higher level equip, but quality will suffer until you get used to making it. You can auto sell white/green and it wont be auto equipped so if you only wanna wear high rarity equip, just set up auto sell for qualitys you dont want. There will be droughts in every type of rarity.
I could not found your answer about that, few people mention it, looks like diamond don't work at all. At least gold income at the same amount after soft resets. With 595 diamonds=1190% I must see difference
Nothing has been updated since I responded to your last post so the same problems still exist. I'll hopefully be able to get something out by friday, but my time during the week is much more limited than one weekends. Super Bosses have a chance to spawn in the last room of every floor, with a slightly higher chance on higher levels.