I think many people are running into a problem of having a difficult workflow when it comes to missions. Most of us have a smallish set of products that we product every time, so when we want to complete a mission, we have to hunt in the product selection menu for each item to turn on, and they each of the prerequisite items to turn on. Can you either respond to this issue directly by telling us the more efficient workflow you are envisioning for us, or implement something to streamline this process?
There are certain products that I want to buy always (the products on my production chain) products I want to buy sometimes (products further along on my production chain that I can't reach at low levels and products that are sometimes needed for missions) and products that I never want to buy (event bps that don't fill any of my gaps). Even within the first two categories, the order I want isn't the automatic order. For example, if I am only going as high as mag hilt, I don't need to product steel, but if I am going higher than I do, so ideally I would like to research steel after mag hilt. Can we pretty pretty please get an option to change the order products are researched to reflect our own priorities?
Suggestion: Allow us to drag and drop the order that products get researched. Minimizing the products helps, but it would be better to have full control of the order
Sorry for all the troubles during the last 2 weeks. I needed to do some changes to the whole load/save system, which caused plenty of problems, including this one. Everything seemed to work fine in the testing environment, but there were many different variables in the live environment that caused some special unhandled conditions.
In the meantime all special conditions should be handled and everything should work as expected again.
Feature Request: A button in the left sidebar that calls all the vendors back. In other words, clicking it would remove all vendors from the workshop to be redistributed.
Thanks for the suggestion. I'm still not sure if it's worth to add another button for this (and making the game harder to understand for new players), especially because you normally don't have any vendor shortages in the mid and end game.
Please be also aware that you can right click the small vendor symbols on the production units to reduce them. This also works with Shift/Control, so that you can remove all vendors pretty fast without selecting any production unit.
I like that when we get enough fame, the "min" slider catches up to the "max" slider, making the overall window smaller so that if we want a blueprint that is in a small section at the end, there is a way to ensure that we get it. Could you make it that if we get the fame that high, then the min and max sliders still slide together so that there is a fixed smaller distance between them, and we can ensure we get a particular reward, even if it only has a very small range?
In reality the min slider doesn't catch up in the case you described. There is just no more space for the max slider to advance to the right and I didn't want to scale down everything to make this possible. I will see, if I can add some information to make that clear.
The problem with your suggestion is, that you could get gems very easily. Thant's why a bigger range is needed.
I've talked to the Kongregate staff about the videos. It seems that my implementation is still as intended and the problems are caused by some specific videos. But the main problem is that there aren't enough advertisers, especially for non-US regions. Because of this, the quality of the available ads suffers. Kong already stopped video reward integration for new games, so that the situation doesn't become worse and it seems the video provider tries to improve the situation as well.
I'm currently figuring out with Kongregate staff, if there is something else that can be rewarded and how this fits in Kongregate's terms of service.
The situation with the booster videos is getting worse and worse. I can almost never get the videos to load at this point, and without the boosters this game is way to slow.
There was a indeed a bug in the last version that caused problems with the savegames. It seems that my last update (2.4.4) fixed that. Sorry for the inconvenience!
Those persistent improvements improve the booster effects. This means for example the booster increases your research rate by x6 instead of x4, but only when the boost is active. You still need to activate the boost by watching a video or spending a gem.
Currently there is only one benefit from earning Crafting Lore: Being able to earn Crafting Lore faster, because of the increased Reset Point to Crafting Lore conversion rate. Other than that it's currently only a value for the highscores.
But this is only the first step. It is planned that you can invest your Crafting Lore into all kind of bonuses or items. So it's intended to become a real currency that you can use to buy something. People, who want to "be prepared" for this update, can already use the Reincarnation to be able to gain more Crafting Lore. The other reason why I published it already is, that some players already reached the level cap.
Of course you can just ignore the Reincarnation and Crafting Lore until the update with the investment possibilities is out.
Thanks for the suggestion. It is planned to improve the build menu and Auto-Build, maybe we can do this as well. But I can't promise anything.