Great game you have so far. Excellent concept and balancing. Just one thing, I'm not sure why I can't use the Blacksmith when playing as the Huntress. Can you check? Thanks.
Hey, I realized there is a very frustrating thing with double click and auto sort on palette.
To be specific, I leave the mouse on first square of palette, double click, it works. But for the next color, I have to move the mouse a little bit. It won't double click on the same spot.
PLEASE FIX THIS.
I must comment that the progression curve is terrible for this event:
War Maul -> Gold Ore, and Gold Ingot -> Steel. Both are terrible compared to other events, even with x10 vendor boost.
There was a bug introduced with the 3.4 update that only shows up, when you have an event running. The issue should be fixed by now. Sorry for the inconvenience! When it still doesn't work, please assure that you run the newest update (3.4.4).
Suggestion to dev: it would be helpful to have a button to "reset city rating". For example, I made an important upgrade, but now I have to wait until the current city rating round fails before reaching a higher city rating.
This is a very lovely update. Thank you dev.
Also, can we have your confirmation on whether you'll move to the 300 BP cap or not? It's a huge concern. Thanks again.
@cueballkev, some of us has x10 and x20 research boost, and some has 5x and 10x vendor boost, and we use those boost during the event. I keep them all when I'm active. Other people also use x5 or x10 offline boost, and x5 and x10 click boost.
In my case, I knew the event was coming, so I farm lore and gems to prepare.
Suggestion to dev: I think reducing the cap to 300 is an overkill for us advanced players. Some of us are already struggling with 500, we had to delete a lot of BP during the past two weeks. Please let the cap be at 500.
I know that for some players it isn't easy to reduce the blueprint count to 300, that's why I wait two weeks before it is reduced.
Although I think this change will add an intersting twist to the game (because it adds another variable to consider when you decide how far you want to upgrade a blueprint and which blueprints you want to keep, merge, sell or "avoid" as an reward), the main reason is a technical and financial one. The database performance decreases while the maintenance costs increase (non-linearly) for every additional blueprint. I have to admit that it was totally my fault, that this cap didn't exist from the beginning, then it would probably be less of an issue. But I hope you understand my reasoning for the change and I hope the recent changes that make it easier to get specific blueprints or only lore make the change less painful.
I would like to summarize my suggestions to improve the new mission system:
1. Implement a default slider position or keep the previous slider position. This will save a lot of time for players on lore farming.
2. In addition, please give us an option to click instead of dragging. The click position would determine the "Min" position.
3. The ability to sell BPs gained on the spot, and sometimes the BPs are really not wanted.
Thanks for your suggestions. As you'Ve probably seen, some of them made it already into the new update.
I'm not sure, if the sell blueprint on the spot is doable with an acceptable effort. This is due to the current state handling and continue buttons (with boost, without boost etc.)
Another suggestion: is it possible to have a "default" or "preferred" slider position for reset? There is one place that I use all the time, and dragging the mouse around is not that fun after a few hundred times :P.
Suggestion to developer (this is to add on to my previous suggestion):
- Due to the decreasing BP limit, adding the ability to sell BPs gained from missions and packs right on the spot would help. Alternatively, you can also add an auto-sell function and allow us to set which BP to auto-sell. That would save us a lot of pain.
Suggestion to developer: Due to the new BP inventory limit, can we have the ability to sell BP gained from mission and packs on the spot? This will prevent us from making harmful mistake, like accidentally deleting a Stage V BP.
Problem with splitting BPs: Sometimes, and it happens with blueprint that I split after the first time, it does not return the correct levels. For example, I split a IV at level 51, it becomes III 51, but then it becomes II 50 with messed up score numbers.
The problem is that the stage's base revenue aren't saved after a merge, because this would be way too much data to save. The current calculation is agnostic of specific revenues or scores and just assumes an equal lore distribution across all blueprints before they were merged. This also means that there are some rounding errors, especially when merges happened at different upgrade levels.
What exactly happens? Are you upgrading an item that was already upgraded? Early blacksmiths can only upgrade once.