The difference is that now, long prestige vs short prestige seems to be pretty much 15 minutes of clicking vs 10 seconds of spamming science then prestiging. I'm at the point where I can increase my employees by a magnitude of 1e4 times every 20 minutes or so. At this point, even though I was at 1e35 employees just an hour ago, I feel like the final achievements of 1e200 of everything is only a few hours of clicking away, if I choose to go that route. It kind of cheapens the game a bit and makes it extremely short. Regardless, it's your game and you have your vision for it so I'll trust that you know where you're going with it. Cheers
The new science system seems to be pretty abuseable. You can just keep prestiging and spamming science to get your cap up, then use those to time-warp to progress insanely quickly (unless that's what you were going for?). Pretty cool update though
The plan for the Science was to give an end-game players tools to reach previously unreachable progress, if somebody wants to grind their Max Science by doing quick prestiges - more power to them. I felt that in previous version doing quick runs didn't really net you any benefit and now you chose between quick prestige (more Science) and long prestige (more Employees) and both are viable.
The game is pretty cool, but there's a few things that irk me. It looks like the healers prioritize the knights, then the archers, and then other healers. This would be okay if the knights had some kind of taunting ability, but it seems to end up just getting the other healers killed. On that note, there's literally no difference between each of the classes aside from their attack range, and the fact that healers can heal. This makes the knights pretty much useless, since enemies don't change targets and they often spawn near or around your back line. The party then gets split up and you have your knights doing their own thing and targeting what's nearest to them, and the ranged characters picking unique targets from each other.
This also makes the raids ridiculously luck based, where I've had my party only aggro 1 mob at a time, and the healers just focus their heals on who ever is tanking, but I've also had attempts where my characters run around and agro all of the mobs.
Yes, you're completely right! I'm going to make changes to how the classes work in the future to distinguish them from each other a bit more. I'm not sure yet if I will just do something like give warriors higher HP scaling and archers higher damage scaling, or if I'm going to go about it some other way. But I'm certainly going to introduce changes to make them more distinct. Thanks for the feedback! Regarding the second half of your comment: There are already ways in the game to make raids not so completely luck based, but I'm not going to spoil it! :D
There should be a help section clarifying the hotkeys and shortcuts. I'm not sure if it's a bug, but the shift+left click doesn't work for me even if I have enough money to replace everything.
I saw the update about income being reduced, and a bunch of comments about how the game's just ridiculously slow now. I noticed a gigantic change, but I just noticed that since that update, I've lost the 10 kred multiplier that I bought, which might be the bigger issue of why I'm moving so much slower. Any way I could get that back?
At some point the game just slows down way too much. Rare drops are just way too annoying to find. I understand the whole rewarding time and commitment thing, but at some point you have to draw the line. There aren't even multiplayer capabilities or anything, and there's no real economy to work around. The game turns into trying to find out where you can potentially get certain items. In the end, rares in drops and stealing just seem more frustrating than they're worth, especially when you have a whole team to gear up. The entertainment value just absolutely plummets, and the only thing keeping me going is the fact that I still kind of want to beat the Doom Lair after all the time I've already put in. Would it be possible to at least add some kind of end game shop where you can buy gear/gems for high costs? Maybe something like 100k per piece or something?
Something that's slightly annoying is the fact that buffs don't refresh if you re-cast them before they run out. They're pretty much needed for the fight with Koohi, but you give her 1 turn with them off and you're screwed. It takes too many turns to just try to attack and magic down her. Can you make it so that you can re-cast it to refresh the timers on them?
It seems like this patch just made physical characters obsolete. Cleave does noticeably less damage which makes wave clearing much harder. Shockwave is way too mana intensive to use in it's place. Increased stun resistance on bosses means Barrage isn't as useful against them.
The new changes around steal also seem like a huge overall nerf. Before this patch, most monsters guaranteed a gem which could be sold for the equivalent of 25 scrap metals, while many also guaranteed mana potions. Now neither of them are guaranteed or even very common. The fact that you can find rares through stealing doesn't help offset these by much.
Small bug, the Bat King in the Watch Tower respawns every time you revisit the area. Not sure if that's intentional, but as far as I've seen, no other boss does it and it's not a good place to farm anyway
I hit a brick wall after beating the boss that unlocks the 4 final dungeons. There don't seem to be any good places to grind; the lower leveled areas take 4+ battles for enough points to continue down the skill tree, and I can't even go into a fight with higher leveled monsters.
It'd be cool if there was a warning about everything getting like 5x stronger, or if there were a decent grinding spot afterwards. I didn't grind much before killing that boss (my characters were building down their first class 5 trees) and now things like a chimera casting storm 1 will wipe my team.
The plain old Heal talent (second one down the middle tree). It doesn't get used until I drop in HP, but if the hit is small enough, it'll heal me the full amount until I'm beyond max instead of stopping at max.
The quests seem like the rewards they give are very miniscule. There isn't much incentive for me to go fishing and whale farming when catching snails gives much more exp and the quests are easier to progress through for the same EXP per quest. Maybe fix around the rewards a bit to make them all somewhat worthwhile.
You are right, I've already uploaded a quick-fix that changes how that system works, it was too abusable and that was not my intent.