Just a suggestion, but dim the background image some. It's a gorgeous image, but there's not enough contrast between it and the foreground icons/buttons so it's often hard to see that something is lit up and ready for clicking/purchase.
There's either an error on how armor is being displayed or how it's being applied. My Warrior has 1.56e10 armor, enemies are doing 3.74e10 damage, warrior is taking 0 damage.
You need to invert order of the loop variables. Right now I have loop1 through loop4, and upgrading loop1 gets the least return per upgrade. But with the way the 'code' is written, increasing loop1 would get the highest amount of change because it's the most outside loop. Easiest change would be to adjust the 'code' so that each time it adds a loop you put it on the outside of the existing loops. That would mesh with the increasing cost/return of each loop variable upgrade.
Really enjoying the game and haven't read all the comments so someone else might have made these minor suggestions. 1) A color change, small icon, or other indication as to when a job has 'maxed out' it's promotions. 2) A way to 'select' the job without starting/stopping it. Right now, if I want to see if a job is maxed out or how many cycles I have to go before my next promotion, I usually have to click it twice (first time selects but turns it off, then I have to turn it back on again).
Ah the double clicking is a pain; we're going to add mouse overs with that info in a future update so that'll help. I like your suggestion to change the color when it's maxed out; it never occurred to me before. Great ideas, thanks so much for sharing them!!
Thank you for implementing the gold per minute display. However, there are two bugs with it: It is affected by 'gold earned while off-line' which inflates it greatly on starting the game, and 'gold spent on upgrades', which actually runs it into the negative. My guess is you're calculating changes to the player's total gold over time and not just limiting it to how much gold they get from one boss kill.
Just got the evasion/defense reducing attacks on the barbarian. Noticed defense going into the negative (and am assuming evasion can do the same). Does negative defense increase damage done? Would negative evasion give a % chance of a double attack? I think it would be a cool thing to do, turning protection into vulnerabilities.
I've seen people asking for gold/sec info, and I've seen developer's comments believing that it wouldn't work. Here's a simple solution: Instead of making it a real-time updating field, with each boss death, divide the gold earned by the amount of time it took to kill that boss and update the gold/sec display field. Is it 100% true and accurate? No. But it'll be 'close enough' for most people to be happy.
One thing I'd like to see on the hover tool tip for the skills: current GP earned per cycle. Also, once you buy the automation for a skill, do we really need to have the button there anymore?
Not getting any off line gold earnings. I saw from an earlier comment that you have to collect it manually but I see no indication of where I go to collect it. No button, notification, highlighted area, or anything of the sort.
Multiple items:
1) Over all size is much better now. With some exceptions.
2) Font size on investment 'results' section (what you get if you buy) is not standardized. Many of them are now even smaller than the previous version and are impossible to read. (24" monitor with 1920x1080 resolution)
3) Identity investments, Library Network requirement is x10 School Systems. This seems to be a pretty major bottle neck. I'm almost to the point where it costs less to buy 1 Library than it does to buy 1 school and I still don't have enough culture to get my second planet (Joy is over 20, Identity is barely over 4).
A better than average game in the idle category. I do have two suggestions: First, have the 'assitants' actually 'click' the treasure. Meaning, once a second show the coins gathered (as well as any faction coins of course). Right now I only have one assistant so I know the returns are miniscule but even seen that 5% flash up will at least make me feel like they're trying instead of me sitting here wondering if the mechanic actually works.
Second (and this really is just cosmetic) but put some space or even a bar between unpurchased and purchased upgrades. I think it would make the screen look less cluttered and confusing.
Ah the double clicking is a pain; we're going to add mouse overs with that info in a future update so that'll help. I like your suggestion to change the color when it's maxed out; it never occurred to me before. Great ideas, thanks so much for sharing them!!