If possible, could we please get a "condense inventory" option, or a "send to first page" hot key, so it's easier to manage our inventories. I find switching pages can be tricky
R34, have enough gems to reincarnate, but still need the Flame of Bondelnar. but I need about 50 excavations to get it. should i reincarnate if I can't get it when I get home tonight or should i just wait.
Scientific mode/display is broken, standard mode isn't. Please fix this soon. I don't like Standard, I can't keep the number straight after a trillion.
If your cows vanish refresh the game. the cows will reload on the screen. if your items on the forest page go off screen turn the auto collect on. it should still collect them
Hey Devs. Could you at least put a limit on the down scrolling, because using the right click to navigate up and down is a PITA, but it would be easier if I couldn't scroll down past the Farms/first spell/etc
I'm still early, but would it be reasonable to make a minimume charge for our godly hand (god hand/mouse click), I'm thinking like 1% for every 10 levels, or something, maybe with a cap of 25%-50%.
Don't know if anyone has reported this bug yet. But my hover info disappears frequently after buying/selling or controlling venders, if the multiple buy/sell/reassign button appears. Generally need to use a negative button to make it reappear.
Could auto research be changed from less then a millisecond to less then a second. I just started playing today, and a lot of my research are at less then a second, and disappear almost as soon as I click them.
The blueprint levels on the right always show green now. Even though I don't have enough lore to upgrade them. Also had to reload the game to get my lump hammer to show up.
Can there please be some type of balance added, so we don't repeatedly get the same items (in large quantities) every time for the missions. I'm constantly getting millions of items requested in missions (like the iron Rivots), multiple times in a row. If it's not already, it would be nice if every time you got an item in a row, it's ability to appear in the next mission. And/r the amount requested would reduce the chance.
It would be interesting to know, if this happened in the event or main worksop, because missions are generated differently in events.
Saving everyones past missions/requirements isn't an option. This would result in tons of data, which would slow everything down. I will see, if I can make the generation more diversified, but I can't promise anything.
Came back to the game after a break, started a new town and my first mission. After a bit the game kept removing the items for the mission (for one it was around 500) but didn't remove it from the mission. As The mission should have been completed 2 hours ago. When I refreshed the page it was saying over 4 hours, now says 2 hours. IDK what the number were when I went to a different tab, but they weren't much changed if at all changed
It's hard to say what exactly happened there. You should know, that a fame mission starts over when it is completed. This means when you collected all resources for the mission, it will show the same kind of resources again, but with a higher quantity. You can see this in the mission name (Fame Mission X - where X is the mission's rank). You will get 1 additional fame point for each rank you accomplish.
So, having done a few expeditions under the new structure. I don't like it. As others have said, we are punished for getting a high number of expeditions, by reduced chance to get blue prints (for example, I'm at lvl 44 for the first set of expeditions, but I've only just reached lvl 21). And getting 5% off just for being two expeditions ahead of my level is not fun either. It pretty much makes me want to give up on expeditions. Especially since unlocking the hardest expeditions will set me back again, since I will be at lvl 36, but the expedition level starts at 21. This is also the issue with the event expeditions. It's too easy to get a penalty.
I'm not sure what you mean with expedition level starts with 21. In general expeditions should start with the level you have when you unlock them (which is 6, 16, 36 by default). There was an exception in the event, but otherwise this should be the rule.
When this isn't the case, there might be a bug that I'm not aware of.
really wish-full thinking: It would be nice if, instead of increasing income, evolution increased production speed. But if that were to happen, I'd suggest making min. evolution levels (which would also help people figure out when to merge blueprints).
If not my suggestion, It would be nice if there were *some* way to increase production speed, rather then just the number of items produced per cycle. This would help with the resource consumption that happens with certain items (like coal and iron ingots, they get used up fast), where it's hard to produce extra inventory for the expeditions or increasing the income after reincarnations. (like with wood and clubs or leather and boots)
I try to avoid production speed increases, because they tend do be probelamtic on some machines performance-wise. Multiplying the income with 2 is much cheaper than running the game twice as fast. Additionally I think it's hard to figure out resource needs for a production unit that runs for example 30% faster than all other ones. I might experiment with it in an event one day.
I'm so used to the auto build feature on the older items that when it doesn't happen for new items (ex/ the events) I keep forgetting why they haven't built themselves yet.
I do wish we could have a way to alter the build priority, to prioritize building items in the research panel, as it would speed up the first part of the game, where you just have to wait for all your old buildings to unlock, and that first big rush. I would also like a way to speed up the auto build feature (wouldn't be against another gold sink. If it were really good, a lore book sink).
Thanks for your feedback regarding the Auto-Build. There are lot of ideas for the Auto-Build and I will considers yours as well, when there is the next iteration of this feature.
@zero100scout, the evolution number can be green as well, I have two emerald ring blue prints, their evolution number is green. I'm just waiting to merge them until I decide if it's better to merge them now or at a higher level.
White is the default. Green means a merge or upgrade is possible. Red (new for the score) means another blueprint of the same type has a higher score, which means this score isn't taken into account for the set/total score at the top right.
An Autobuild save system would be helpful, though so would a "don't exceed resource production" option for automatic building. That way our leather production couldn't automatically build more levels then our furs can support. (I usually have this issue further on in the game then leather and fur. With Coal and Iron Ingots)
Thanks for the feedback. I'm not sure, if I want this Auto-Build to become a fully fledged bot, with 20 toggles and special set ups. I will think about it, but I can't promise anything.
This was just a bug in the error handling. There wasn't a real error and you haven't lost anything. This should be fixed in the recent 3.4.9.1 update.