Clicking on the autobuild progress bar should instantly build whatever autobuild would build next.
I would like the game to continue while I'm watching a video.
And research times get too long for later products.
Even if I'm far away from the cap - I can see why it could be a problem. If you want to increae wood to level 5 you need one level 4, one level 3, one level 2 and two level 1. That's 5 blueprints. But you need to wait for them - so you might have 4 for wood, 4 for clubs and so on.
You should make the blueprint cap increase with either overall blueprint scroe or with the maximum blueprint level available. Or you allow the player to increase it by himself with buying upgrade for crafting lore.
I hope that the recent changes (the direct blueprint reward and today's one that allows you to automatically optimize for lore) will make this less painful. Yes it means, that you need to decide which "project" is more important to you. E.g. you have to decide, if you're going for Coal V or for Club VI. Then you can either sell the other blueprints that aren't that important, merge them at a lower/cheap upgrade level or don't get any new blueprints until you grinded enough lore to upgrade them with the intended upgrade level.
I playerd for a few day - saved a few times - loaded a few times - everything worked fine. Logging in today: Please select your gender - 0 dark knights everything at the beginning. I think my last save was manual.
If you cleared your browser history or ran any kind of windows cleanup tool your data will be erased (If you share your computer with other people in the house they could have done that). I always recommend at least making one backup save every couple days using the export. Also if you have a very slow computer and close your web browser immediately after saving it might not have had time to save it properly.
I still like the new mission system. But the rewards for resetting don't feel right. I still think that you should give all rewards reached, not only the last one. And maybe you could put less blueprints in the packs, so you still get many packs but they are worth less.
Thanks for the feedback and suggestions. The 3.3 update will introduce the missions to the main workshop and will have some changes. Most importantly you will be able to move the min/max sliders. The distance between them is still fixed, but you can optimize the sliders for your desired reward. Another change is, that the order of rewards is more mixed, so that you can get for example a blueprint much easier.
I think you get too much packs and almost no crafting lore with the new system. Also the progress in the event is much faster than usual. I'm not sure if this is the event or the new system. Usually I was happy to complete the last product of an event at the last day or maybe the day before. This time it seems I could finish it about 3 days before the end.
I only miss the last field of the 9 pieces pack/set (whtever it is named). Usually I complete it once in a whole event - if I'm lucky. So this is way more than before.
On the other hand there was very little crafting lore. I think it's not even half of what I got before. If I get a lot of points for a reset, I will probably get the pack - instead of a lot of crafting lore. If I get few points I will only get little crafting lore as well.
And a minor thing: If the mission currently doesn't need eucalyptus because I already paid all eucalyptus then I would like another color of the arrow. Maybe gray instead of black.
And for the clicking problem saas mentioned: You could just allow the disable production checkbox for the mission. That way the player can decide if he currently wants his production to go to the mission or if he wants to keep it for clicking or whatever else. Activating the mission production again just takes everything from the storages.
Thanks again. I've added the different arrow color with the latest patch already. A disable option for missions is planned as well, but will probably not be ready until the end of the event.
Basically I like how the new Mission system works. But it feels bad to not get any crafting lore when resetting and gaining the blueprint pack. And it feels a little starnge to be able to spend 99 diamonds to imrpove the reward from blueprint pack to 40 diamonds.
I would make the rewards additive. If the player rolls diamonds he gets diamonds + crafting pack + crafting lore 2 + crafting lore 1. That way you always get crafting lore - and higher level rewards can't be worse than lower level rewards and you don't have the chance of loosing everything by spending diamonds (gaining 40 diamonds and paying 99 and loosing the pack is loosing eerything for me).
Thanks for the suggestion. I understand your point, but this would also mean a rebalance of the rewards, which would probably make it less appealing as it sounds now. I'm currently considering the option to select one of the rewards you reached instead of automatically getting the highest one, but this is not set in stone yet.
When resetting you should get coal for the value of your punishments. currsently the game rewards you for not spending the money on punishments before resetting.
Hello, I agree...We have something somewhat similar planned with the 'Daily Task System' ahead when it takes majority vote in the surveys. Basically making the redundant daily tasks less of a chore :)
@r00t they will be unlocked when the dev updates the game. After completing alls the updates you can try to get all achievements and enough gems to buy everything. I've just been able to buy the spirit bonus with free gems. And then you can try to get more spirits to be prepared for a possible update.
The chance modifier is based on the expedition level compared to the workshop level. A higher distance means a higher modifier. This means you have the unmodified chance, when you have workshop level 15-17 for a level 16 expedition.
I noticed after autobuild triggers I always (or often - I'm not exactly sure) have $0. It is possible to have $0 after autobuild - but I would expect to have something left most of the times.
Plus at the moment I notice the money stays at $0 for some time. At least 2 cycles of a product with vendors on it completed before I got some money.
When I've got the wrong money bug at the event at least the tooltip shows the real value - but in this case the value in the tooltip is still 0. So isn't this just a visual bug?
The $0 is shown for a short time, because the money earned from vendors "flies to the bank". But this only affects the view. The Auto-Build works with the real money that is updated instantly. This way the Auto-Build might purchase something a few milliseconds earlier before the money "arrives".
When it takes more than a second as you described, then there is probably something wrong. It would be great, if you could create a bug report when it happens again, especially when you know a way to reproduce it.
Thanks for the feedback. The game doesn't run, because it might influence the videos performance. I will consider a speed up for the Auto-Build.