How do you calculate the exp value a skill gets per use? I've been using the same 4 for quite a while now and Water Blade is falling way behind., especially compared to Storm Spike.
make it through 8 levels, it was a challenge, but fun. Spawn into level 9, 7 mobs on screen, 1 mob spawner and like 2 clicks later a wall breaks down revealing 3 more, and i'm stuck in the middle of all of it...fml
Won on turn 119, (35/35) but I was waiting about 10 turns for the last city to show up even though I had the map fully explored and all other 9 cities as allies.
Found a bug that lets you get into negative gold.
If you toggle the 'do not hire more than you need for the next building' button, you can still buy MAX 1 after you reach the next building tier. It'll even let you do this if you don't have enough gold to buy whatever in the first place.
fun enough game i guess but for the love of god give me a character creator, even if it's only 1 slot. There no fun in smashing the refresh button for 15min trying to find a good party.
@MOCZAN you say mutations are 98.5% location inherent but that is simply not what I am experiencing. I've got 5 breeders with brand new tier 3's in them, and in less than an hour that tier is 73% complete (including a new tier 4) without swapping in any new clovers.
It's nothing like the first game originally was; new clovers might produce 1 new mutation, 1 mutation and a new clover might reproduce the mutation, no mutation, or a 2nd mutation. There was strategy, you would evolve and build off of previous generations. Now, in the space of time it took me to write this comment, those 5 new-tier-clover breeders filled in another 8% of the museum (up to 81% now) You can't plan around that, just wait to get lucky.
That's probably because your mutation chance is high and they just mutate more than once per breed no matter if they inherit location based or not. Low tiers always progress fast, once you reach T10+ it gets much harder and strategy matters more.
Unfortunately, this game suffers from the failings of it's predecessor, no strategy involved here anymore, mutations are completely random based on the number of mutated leaves and does not take the original location of the mutations into consideration. Want a top half mutation? a top-right quarter plus a top-left quarter won't get you there! 2/5
The breeding formula in the current version of the game has 98,5% to inherit the location of mutation and 1,5% to inherit the number of mutations but in random places (to help people progress when they idle). Actually micro-managing your breeds lets you progress much faster and easier, but there is still an option for less-active players to play the game.
this new random breeding is no good. I was sitting brand new on tier nine for an hour before i had to go to work, left it running and had 4 new single mutations when I got home. 10 minutes later i filled out the whole museum. Before you actually had to work for it, now as soon as you get that first mutation, you might as well have all of them.
Not a fan of the new updates, as the game is now, I have to drop my rating down to a 3-star.
The changes to breeding are no good, Everything is too random now. What I really loved before was the strategy involved in selective breeding and filling out each collection; that doesn't exist anymore.
The new autosell/museum is annoying too. I'm trying to pick a clover to put in the breeding table, but it keeps getting bumped down and then sold as I try to pick it up. I'd rather have it work like before, sell all newly created clovers, but check the museum first and save a new clover to the stash if it isn't part of the collection yet.
I get that you wanted to improve the idle aspect of the game, and you probably have, but the best idle games have a decent active aspect to it too, and the new updates destroyed that.
Read the instructions. There is mouse control