Also, for any further sequels, it may be an idea to give mages some form of weak dagger, rather than hand out one of the best three weapons in the game as freebies to accompany their vastly superior skill sets. Or at least take away the slap in the face that is attack accuracy, melee classes are bad enough without having to deal with even more random.
Game could really use a key for attacking with your equipped weapon. Dying because you clicked a pixel over the border between squares and moved instead of attacked isn't fun.
This game would be greatly improved for me if some of the unlockables and their requirements were shown beforehand. As it is, I'm getting research for research's sake, I'm keeping a positive in Hides production just in case there's a requirement for Hides at some point in future, and upgrading buildings just on the offchance that it unlocks something, while actual upgrades and new building tiers seem to appear without rhyme nor reasons. It all just feels a bit aimless right now with nothing to shoot for.
While I appreciate it may not be feasible for this one, perhaps for the sequel the combinator might be based on the actual strength of the combine? Currently it's possible, for example, to add a Morning Light ring, and have it halve critical%, lower Crit Damage%, range, and potentially not even add an ability (or actively downgrade it), yet it's significantly more expensive to combine than something like the Unnamed or a soulbound Orcish Sword.
How about Tap Rings, rings that alter what tapping does, rather than the heroes? Increase Tap Damage. Tap Knockbacks from closest hero. Tap pulls enemies towards the closest hero. Tap causes DPS burn per second or has a % chance to deal 5% of enemy's health. Tap has % chance of teleportation to random room. Tap reduces attack damage by X for 1 second. Tapping a hero has a % chance to restore 5% of current health. Tapping a hero has a % chance to revive a fallen party member. Tapping enemies heals your entire party by % of damage dealt. Taps on allies applies a % of healing amount to all other party members as well. The possibilities are endless, and would give a viable alternative to just slapping Heal on every item of equipment.
In my experience it's significantly cheaper, and more effective, to combine soulbound gear onto your archer than it is to dilute it across your whole party, especially early on. You can increase their move and attack speed to double digits and breeze through 1st reset dungeons faster than you could with a party until you can equip everyone else to a similar degree of badassery. There's definitely no need to specialise, except maybe to avoid taunt gear on your healer with Dark Night. Likewise, there isn't really much reason to hold onto +range items. It's not hard to accumulate non-ranged gear just by running 1st reset over and over again, and the equipment you can make without +range is easily five times as powerful at a fraction of the price.
1: The fact that "pull" is only found on two, ranged, weapons means it can't cheaply be put onto anything. Perhaps the Shield Ring should be Pull as well? 2: Would it be possible to remove the unequip on reset effect? Trying to figure out which of ten visually identical items goes on which character each reset is a chore, and I don't have any non-soulbound items equipped by reset level 2. 3: I have not used a potion since first reset. How about allowing consumables to be placed in the combinator to create permanent stat boost potions? Damage Elixir + Ancient Rune = +10 damage per level. Haste Elixir + Fast Forward = +0.01 Move and Attack Speed, Healing Potion + Damage Elixir = 1% Lifesteal, Greater Heal + Healing Potion = +100 Max health per level. Damage Elixir + Fast Forward = +1% crit damage. Total Stat Potions consumed could be capped by reset#, giving both the requested character customisation and some purpose to something that otherwise does nothing but take up space.
As a warning to others, the new update gives the undocumented option to sell soulbound items without confirmation. While this is... a reasonable way of handling the endless escalation of loot, the fact I didn't know about it means I've now restarted due to accidentally selling half my accumulated stash while trying to tidy out some trash drops, so be careful. As for me, time to restart. Again.
Considering about a third of my inventory at this point is populated by soulbound items each reset, and most of those items are "useless" combinations, with inevitably high knockback and range (which makes them cost billions to tidy/condense further, and glitches the game if used), how about a "Soul Dust Coverter"? Put the item into a converter, pay a small fee, and all properties are removed from the resultant "dust" item except Soulbound status, Damage, Health, and Combination charges. To compensate for the loss of all the other properties, this dust could be much cheaper to combine, especially with other dust, making it much easier to manage the ever increasing clutter. If that's not good enough, then perhaps dust combinations don't "dilute" the existing crit/dmg%, drain or range, allowing more or less a straight upgrade of an existing weapon.
1: Soulbound pickups should probably not be "autosellable". Ideally nor should unnamed, which are always sold if you have an autosell above level 1.
2: Since there is no cap on knockback, and it stacks extremely easily, this means that flails and other soulbound items are the worst possible soulbound pickups, since it only takes 2 knockback to glitch the ???? out of the super buggy secret level.
3: Please, please disable the stairs in the secret room, if not removing the walls themselves. I've wasted a dozen scrolls because clicking crossed over one of the stairs while they were moving.
Please consider amending the Soul Bound drops. Currently, you can beat a boss, only for the summons to finish off your party before they can get the soulbound drop, meaning no soulbound item ever.
The employment demographics of my kingdom appear to be broken. Why do only 60% of women work? And why are my children and old people not down in the salt mines as they should be? This doesn't make any sense from a historical or sociological perspective, let alone from the "evil overlord who routinely culls their population" bent. Hopefully this isn't supposed to be some value judgement as to the value and contributions of females through the ages and can be remedied when I unlock customisation.
I spent more than three quarters of the game not realising I could upgrade my stats, by which time my dungeon was a sprawling morass of traps, stamina potions and thousands upon thousands of saved up gold. I was almost disappointed when I found out and won in the next two runs.
With angels you eventually get enough mana to keep Call to Arms and God's Hand up at the same time, even with Autocast active. Multiplying the two together for gets over 30,000% production for all buildings. Meanwhile my Elves get less than half that amount with a Moon Blessing they can only cast a fraction as often. Perhaps elves should be generating bonus mana from clicks or something instead of a 1000% cash bonus?
Loving the update so far on my heroic replays. I don't suppose hotkeying "Escape" to close menu (or at least take one step back in menu) would be an option would it? The 8 key is a little far for my most used hotkey.
Love this sequel, it's streamlined the missions and really moved beyond its Rebuild roots for me. I did rather miss the plot however, which I enjoyed from the original. - I do have a minor concern about the comparative worthlessness of hydropods though, 1 pod produces enough food for 1.5 population? Considering how important it is to expand and keep a high population, this makes it borderline impossible to stabilise your food consumption and actually start turning a profit. At this point you might as well just expand as much as possible and scavenge until you can get a starport and just convert ship salvage.
Just a few of my thoughts. 1. The Ranger's dog is meh, enemies ignore it unless it's in the way, it misses constantly, and it's not even survivable. 1b: It steals health orbs unless you waste two level up's. 1c: Dog command wastes a spell slot. Trade the dog for stats plz? 2: The Mage's Freeze Bomb spell is a waste. Fire cools down much faster and can be used safely in melee, and Leech is pretty vital for Suicide mode, ruling out inspiration. Might be worth it if you could target empty squares. 3: Headbutt is a trap. You being stunned is terrible, and uppercut is already one of the best skills. 4: Paladin not being able to progress faith tree to unlock their ultimate skill is meh. I appreciate you may not want them to get Judgement, but forcing you to boost Attack and get a useless skill (If you're not swinging a Consecrated weapon, your crits won't be able to stand up to your dangerous enemy. If you pick up Holy Weapon, you'll crit all the time anyway) is kind of awkward and unfun.
Just reworked the Paladin skill, that won't happen again!