Clicking on a missing clover in amuseum schould show you what's missing. That way you could try to work on this specific pattern instead of just hoping that something new will pop up. Espacially if there are only 1 or 2 clovers missing in a tier.
The upgrades of the guid hall slots are way too weak at the beginning at way too powerfull at the end.
The problem is the time upgrade always reduces by 1 second. Lets say at the beginning we have 60 seconds. That's 60 guys per hour. Upgrading would be 59 seconds. That's 61 guys per hour - so not much more. If there's only 2 seconds left then it's 1800 guy per hour. Upgrading would result in a timer of 1 second, so you have 3600 guy per hour. So it's twive as much.
If it would always reduce by 10% until 1 second is reached it would be much more fair. It would be 60 - 54 - 48.6 - 43.74 - 39.366 and so on.
I also miss 3 important things:
1. A button to reset all Auto-Build presets. After setting up the production for the expeditions I don't want to let it build again the expedition setup after resetting.
2. A way to open the item menu from the build menu to set the Auto-Build target level.
3. A way topause production for a specific product. I want to pause production of small presents while I'm waiting to get enough wrapping paper for the expedition. Or I don't have enough wood for both arrows and clubs, so I want to pause clubs until I have enough wood for both.
Thanks for the suggestions. I like the first two, but I have to see how to fit it into the UI.
I'm not sure about the third one. I have to see first how the new expedition balancing is working out.
I currently have level 11 and I think expeditions are very hard for me. I need like 5 or 6 hours for a small expedition. Sometimes it's only 2 hours, and sometimes it would be multiple days when I get unlucky products. If it is meant to be that way maybe it would be better to have lower costs and lower rewards. It would feel more rewarding that way.
The christmas expeditions are way too hard - they would always take multiple days to complete. I'm level 16 at the event map.
Thanks for the feedback. I've just published a new version, which changes the needs and rewards of expeditions. Especially the smaller expeditions should be easier.
My counter is at 900% - and I dont get any units. I do get units when offline - but the game doesn't save. So I buy the same upgrades every day - just a little more.
I don't think the quest card slots are useful the way they currently work.
At the beginning it's alway better to have the cards for low quests. The cards for higher quests don't do anything because you don't have the quests or the guildians.
Later it's always better to have the cards for the higher quests - because the money you get of the lower quests is like nothing.
So basically we have to swap the cards but if you would give us unlimited slots it would not make any difference for the game.
I would suggest another slot system. There should be a limited number per quest. So I have 1, 2 or 3 Quest 1 card slots. I cannot put Quest 5 cards in them. That way there would still be slots which limit how much cards we can use at once and there would be no need any more to keep exchanging them.
Card for all quests (like batlle gold x 2) would hav their own card slots.
Hmm. I see what you're getting at. I'm not too sure if just adding slots for every quest is the answer, but I am starting to think about setting up a system where you can save 'hands' of cards. So this way you could make an early game, mid game, late game hand of cards that you could swap in/out much easier than what we have right now.
Ok, yesterday I wrote that I have too many chests. I don't know exactly how many I had at the end of the day. But logging in today I have only 7 chests left. Somehow they disappeared while I was offline.
Something seems wrong. Usually when I prestige I get like 6 or 7 chests. Now I have 16 and I am still far away from prestiging. Maybe it has something to do with the thiefs?
And even with 7 chests I would have liked an open all chests button. Now that I have 16 I feel like I really need it.
The knights should stand in first line and take all the damage. The mages and clerics should stand behind them and only get attacked if there are no knights left. I'm not sure about the adventueres - maybe add a middle row for them.
The way it is right now it's alwayws the knights surviving and all the others getting killed a lot earlier.
I didn't play for a while. When I came back there were 5 minutes of missions appearing. But somehow the time played wasn't part of it. So I guess now I'm the only person having 150k training points mission without play 1 day mission.
Thanks for the suggestions. I like the first two, but I have to see how to fit it into the UI. I'm not sure about the third one. I have to see first how the new expedition balancing is working out.