good tip (I think): for best auto-farming income, fight at the level where you and your pet 1 shot the enemy, if your crit/double attacks are higher, where you 2 shot the enemy. Length of time to kill enemies increases faster than rewards, so this is more efficient.
critical strikes, double attacks, poison, and pet attacks don't work in the tower battles, is all that purposeful? Also it would be nice to be able to switch directly from different work places, i.e. go from woods to strip mine without backing out to the main window.
It is supposed to be like that (i will add a description on every battle condition in the azur tower)
I'm also working on the possibility to switch directly from different work places
imo crystals should be more powerful but only apply to one spell instead of all. Then there's actually incentive to diversify. As is I just have ruby x4 for growth and 27 rubies added into slots.
hmm just found out about the permanent bonuses gained upon crit. Adds more strategy to upgrades, however since they don't seem to persist after reset I'm not sure if it's worth diversifying spells at all. And the water one seems the best because it compounds with itself. Perhaps add an option to sell/remove spells without reset?
For example in determining skill tree strategy, my hypothesis is I should just max damage for more money until progress slows down, then focus on XP/damage. I don't know if crit chance/multiplier is ever better than damage, I guess maybe for specific spells.
Strangely bosses get easier as the game progresses. 1st is hardest, 2nd and 3rd are about the same, last boss is easiest. And not just because the player is stronger, the technical difficulty is less.
Regeneration is broken... it eliminates all danger of damage build up between waves. Based on bonuses it seemed you wanted healing to be hard to get. I'd suggest making it regeneration per kill or a set amount between waves instead of over time.
How to make the game incredibly harder and more intense... play ironman mode, no mission retries, start over after loss. So far I've got to mission 5 on first try, mission 6 on second.
Am I misunderstanding or is reserve not that useful, especially for idle players? I suppose if you micro a lot of extractors onto the bonus elements while holding the mouse over for manual boost it could add up to a bit...
Some ideas: Have the girls jump from doing one hobby to the next. Then if you join them, it could grow passive affection, and maybe make you learn faster (trying harder to impress them). I think affection should overall play a bigger role, right now you just spam until you reach the cap for the next level. Perhaps an upgrade system of sorts you can spend affection on.
Interesting idea!! We're toying with features like having buffs applied to girls so affection pays out more if you are specialized in their fav hobbies etc. Lots of cool things you can do with that, or an upgrade system like you said.
two tips I think are correct for idle play 1: focus on auto-mine, because swords are most cost efficient and it's hard for the mining to keep up with it. 2: auto-craft the most expensive item possible, again due to cost efficiency for mining material.
Update adding is bugged so will put update here for now: Project costs reduced for era 5 and 6, upgrade cost multipliers lower for era 3-6 (now a linear 3/4/5/6/7/8 multiplier). Random events have been written and coded for era 1-3 so hopefully that'll be up tomorrow. To anyone getting white screen on reset, this seems to be from a recent firefox update and only happening on certain OS's (windows 7). If you transfer the save to chrome it will work 100%, can PM/shout me for specific instructions on how to do that.
I only did suggested planets and the game seemed impossible at challenge 10. After I noticed that there were side planets and completed 15 of them I'm an unstoppable harbinger of death and there's absolutely no challenge. Kill little guys with lasers, fire off several nukes at boss, ram into his heart and let the the lasers outside the claw range finish him off, while I watch from the cockpit in the rear right of the ship.
It's kind of disappointed how few uses there are for gold, considering it's such a big part of what you earn. An equipment system could be neat, where equipment could bolster skills (either make them level up quicker, or artificially increase the level until unequipped)
Oh that's bad. If you experiment lag only after long sessions of play, try refreshing the page that can help. If you lag all the time, try reducing the quality.
It is supposed to be like that (i will add a description on every battle condition in the azur tower) I'm also working on the possibility to switch directly from different work places