Reincarnation without purchasing multipliers is either bugged or work differently than the accelerator one. All I needed to do for the accelerator one was just to turn off autobuy for accelerators and boosts. Doing the same for multipliers does not work.
IDK what happened, but ever since the update on the 30th, my mining has been completely gutted. Had to lower my Mining from like 12-15 to 4-6. Next damage upgrade costs a couple hundred quintillion but I'm only producing a few million per node. What happened?
For anyone doing the "use bonfires to block your raiders" strat, you can actually just do it with the tents. Removing structures refunds the cost completely, so you can just use them rather than waste 80 gold on "useless" structures.
Also the level 20 block skill for warriors seems really weak. 25% chance to halve the damage taken is equivalent to a 12.5% increase in HP, which is slightly lower than the level 10 skill for +15% HP.
I understand that enemies can spawn in a dungeon when you fail to clear it, but I would like it if I could see a "highest floor cleared" on a dungeon so that I know about how far I've gotten through a dungeon.
it seems to me that right now, rogues are far weaker than warriors. i dont know if its that defense with a higher hp pool is just too strong, but i can have a warrrior, that is one or two levels lower than a rogue, get farther into the same dungeon as a rogue. both are in +2 gear for their class.
Can we get an option that tells your guys to wait for a whole party to leave. Currently the only characters I have making it through my 3rd section are my warriors because they're the only ones not being 1-shot...
You can eventually unlock a party which will let different classes move together like one unit! Until then you'll want to make sure to upgrade your classes to get them surviving things better.
Feature suggestion. HT bullet splitter: similar price structure to the coconut shavers (low total # of levels, high cost). make the bullets from the HT split X number of times.
I'm not sure splitting has much sense for current amount of enemies and formations. And making bullets fly all over screen and hit same enemy multiple times will be not cool.
Coconut Shavers don't affect the first sector after transferring. Haven't tested if its only sector 1 or w/e sector you start on (using jumphole generator)
The one thing that is confusing me currently is Overdrive. I understand how it works but there's currently two strategies around it; using Gunner Clown and leaving it at 0, which only affects the auto weapons, or using Waterpool+Battle Stream+Broken Mouse Cemetery to keep overdrive maxed which affect the auto weapons AND the HT. One strategy will eventually prove to be more mathematically efficient, rendering the other one useless. Also you misspelled cemetery (missing the last e).
I keep getting an error. Not sure what's is causing it. "An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project's WebGL player settings to be able to catch the exception or see the stack trace."
Also, would it be possible to make it so that, when getting a MK upgrade, it doesn't choose a weapon I don't have the schematics for. On my first reset after the update that gave MK upgrades on reset, I received one for a gatling laser, or something similar (I can't remember the name). I don't even have the waver schematics and I don't know how many guns are between there that I still need the schematics for.
Most exceptions just fail webgl build and currently webgl build is crappy as hell, especially with exception handling (i can't use it or performance will be very bad). About MK i really don't think it's a big deal (random power) but i can disable generation for weapons without schematics :)
Can you add in the cost of the first upgrade to the ship feature shop, and maybe a tutorial popup when you go in for the first time explaining that buying the feature doesn't actually give you any of the bonus until you invest more cargo containers into it. I bought the coconut shavers first, but couldn't do anything with them as I reset with 10 containers and its 50 to get the first level after buying it.
Sure. Added info in 0.69: Button "Buy new feature" -> "Order new feature: X" where X = price for order and tooltip about 0 lvl. Also added new field "First level price" with price for first upgrade in ship feature list entry, next to max level :)
--- I'll add tutorial entry later
the exponential curves make it so that ~700-800 the most lucrative modules cost the least (except for the nanoassembler, which becomes relatively cost effective, but is going to eventually fall short, as it has ran out of milestones...)
Yeah, some of the skills need a little rebalancing.