I don't even.. The same is so out of sync I want to start pulling own feathers from that accursed owl every time it is telling me that I missed when did not.. Or pull those feathers from wings in that supposed rhythm I should be following.. Is that what I need to get the rhythm registered?! Is that it!? Or is it chrome browser that is not compatible enough!? How did even +200 people get that badge!?
Just hit lvl 10. And now I am curious.. How does one get perks for the slots? Should we have been placing all APs in single attributes to get a perk or something? Or is it randomly gained, or for quests?
I'd like to see some kind of reward for each quest as well, more visible than just increase in encounters/etc.
In "Metallic University of Thieves" world, with Human Dwarf race, somehow I am getting Better Elf Workers upgrades in research tab. Maybe a bug..? Although I do not have actual units, so upgrades are useless and just taking spots..
Can we have prestige system reflect items found + level? While items found do reflect how much a person played the game, it still has "change" factor- I would prefer to have prestige that also reflect how much time I spent on playing.
1. Capture wyrms/pigs 2. Feed steaks/pigs 3. Sell baby dragons 4. Get nets/cloths 5. Rinse and repeat.. Soon, the sky will be filled with the countless dragons I farmed and traders spread all over the islands, and this planet will be under control of the army of the dragons I raised, all the while I get the gold to spare.. Mwahahahaha! (Wait a minute, how will the dragons even remember you!?)
Is Lucrative, Profit and Luck's effects being added or multiplied together? I got curious while trying to get auto-upgrade use 100% or at least 95% before I stop spending all fortunes on Profit. Surely upgrading Luck a couple of times in between is more effective than only upgrading Profit if it is multiplied instead of added =D
Also, as someone who likes meaningless calculations inside head.. Can we have stat/data sheet, pretty please?
Umm, I am guessing there are more quests I missed..? Haven't found golem/cocoon/pizza as of yet but I have seen the credit.. Or are they supposed to be found after sailing the boat?
Is there any way to keep one of the worlds when we try to get a new world, pretty please? Also, how about exp upgrades for decreasing cost of getting more units/upgrades?
Game is fine, but once you start upgrading for health regen skill tree, the dmg is frozen for a while- right after you hit the wall of Map 1 with level 101 guard. I probably won't unlock the inventory for days at this rate.. Or I am doing something wrong =X
Interesting concept and idea. Can we have a bit more varieties for events? As it is using time loop concept, series of events with minor plot line that requires a player to already experience primary story line / already learned certain facts/experienced events by making certain choices, to proceed to next level stage of events?
The concept is nice, but I lost my save four times already, both in New and Old save method. Can I have export save, or cloud save linked to Kong id pretty please?
New Royal Exchange purchase screen is so big, compared to sizes of the others- it feels out of balance. Maybe make everything else bigger in general to match, or make Royal Exchange screen a bit smaller?
3 Mil researches makes me wish I had a way to increase the recruit efficiency badly.. Otherwise, not bad so far, other than significant slowing-down of the game pace. =)
1. Can we assign scientists just as we assign workers? Also, maybe researches/special equip/etc to improve worker/scientist production efficiency?
2. If there's option that shows "+ or -" "x" "resource" /min or /sec, it would be wonderful.
3. Click, Click/hold is slightly time consuming.. Instead of changing x1/x10/x100/x1000 by holding, let us choose the options quickly? Also, entering each item by click/hold makes it harder to quick reassigning workers. Maybe having a 'gear' or something on the icon to open the detail tab would be quicker?
4.Game interface is nice, but maybe production line/product for assigning the workers and warehouse to show how much each items you have & can sell can be separated.
5. I understand in x(y) below scientists, x is the number of scientists I have. So, what is y? In case of workers, y is number of workers that is not assigned any job- but I have no idea what it is in case of scientists.
"but maybe production line/product for assigning the workers and warehouse to show how much each items you have & can sell can be separated." Mm, they separated, or you mean than you want them to be combined? "I understand in x(y) below scientists, x is the number of scientists I have. So, what is y?" That's because game doesn't differ scientists and workers. Does that second number such critical? "If there's option that shows "+ or -" "x" "resource" /min or /sec, it would be wonderful. " So instead of fading out text you want to see text which shows item production per time unit?
Is there unlock-able researches/recruit with auto-sell function? Or somehow auto-sell goods.. ...The logic that the copper coins can't be used to pay my recruits... =P
Game interface is quite confusing. Perhaps separate tab for selling items? The need to selectively go into different items and selling different amount to keep continuous production is quite irritating.
Otherwise not bad.. Looking forward how it will go =)
Upgrades with science with x.xx^8 costs weren't even necessary.. Got the Tier 9 Museum complete without. Either Science increases too slow, or cost is too high =P
Anxiously waiting for next update =)
All achievements are gettable before sailing the boat - sailing the boat is the current end of the game until we add more islands.