@moonwatcher, I //think// the e900 is AFTER reduction, so you're actually making e3100 RAW, but the taxes are reducing you to e900. I base this on my observations of how my coinage increases as taxes decrease over time, but I'm not 100% positive of course.
Raven0ak, been a while, but to my knowledge Achievement Points (AP) do nothing on their own, however at least one upgrade uses them to determine its effectiveness (Mythos 2nd row, 2nd col for example)
(continued from above)
Likewise, while waiting for 2eXXX makes sense for most Ant upgrades - doing so for the FIRST ant of a new tier does not. Also, the Inceptus Ant always increases the rate of gain from what I can tell, and so shouldn't wait. I'd also prefer to have the Praemonio upgrade purchased second, before the remaining upgrades (whose order doesn't seem to make a meaningful difference that I've noticed yet) as it also indirectly increases the crumb rate of growth (through the SI rune).
Anyways, just some feedback from what I've observed. The delays in buying the first ant of a new tier seems the most egregious though, the rest are somewhat minor optimizations.
Being able to manually set the order would be nice, if not too inconvenient to implement.
Feedback on the Anthill:
I would like the auto-purchases to buy ants of the highest level first, followed by the lower level ants. This can make a significant difference as the crumb income relative to ant costs slows (ie, if it takes 10 minutes to gather 1e100 crumbs, buying the first Tier 7 ant makes buying the first through sixth trivial, whereas buying the first through sixth before the 7th essentially wastes an hour in this scenario). The same is true of buying the upgrades before ant tiers (again, 80+ minutes wasted before buying the Tier 7 Ant).
Idle Play (cont.):
2) Later game idling does the same as above, except that you can also add in dungeons that you can survive in for longer than their timers for MASSIVE xp and material gains. Further, once you've unlocked Slime Bank upgrades with Epic coins, dungeons can be used along with certain equipment (ring) and buffs (angel coin buff) combined with the second and final slime bank upgrade to farm truly MASSIVE amounts of slime coins and rapidly increase the slime bank coin cap, and/or other slime bank upgrades.
3) With an epic coins unlock, these "long runs" can also advance your alchemy level/purification rate to enable much faster alchemical production than is possible in non-idle runs. Which can, in turn, allow you to advance to higher challenge levels (dump potions like crazy and push your max up a lvl or two to increase their passive bonusses), which in turn can allow further dungeon progression, which gives more slime coins and exp gain rate, etc. etc. etc.
Some hints regarding "idle play" in this game:
Butting aside the extra idle options that are given by the Epic coin store, the idle game involves the following:
1) The earliest idling is to simply pick an area and let your guy finish it over and over and over for craft materials (and character levels). Make sure "auto-progression" is turned off in the system menu to stay at an area you can successfully farm. This idle activity does a few things: 1a) provides character levels that will allow you to push the current rebirth a little further if desired, 1b) provides materials for crafting (and alchemy) that can advance your play for all rebirths (not just this one), 1c) allows your stone/crystal/leaf to advance - possibly unlocking a few more skill upgrades (that also persist through rebirth).
A note on capturing bosses (cont.):
After a while, your passive bonuses will make even that impossible, but at that point you should be able to generate enough slime coins to purchase the full health capture option in the slime bank (it works on bosses as well, at 1/2 the chance, bring lots of traps). At which point you just do the same thing, but don't do ANY damage (make sure to un-equip the slime ball equipment and as many attack skill as you can - then run in circles to avoid the boss while you try to capture it.)
A note on capturing bosses that are too weak to survive your attacks: There are 2 methods I used to overcome this problem:
The early method is to build up a collection of traps before I rebirth. Rebirth as a wizard and use the basic physical attack only (with angel heal and/or armor for protection when those are available). The wizard's abysmal physical progression was usually enough to allow me a couple of captures (I would take the boss down to about 4%, then use traps until captured or I run out. You can run in circles around the edge of the map for the bosses that move.)
@NickCon: To start capturing you need spider silk (from world 3) and alchemy at least up to 100ml. You also need to unlock the "trap" item from the alchemy menu with alchemy points (it's one of the 100ml/1l options).
(A response to Artgor's comment):
Please note that Reincarnation is the Tier2 "rebirth/reset" and does not occur very often. Requiring a minute or two of active play to do what amounts to a "full reset with minor perks" is not unreasonable. It is quite possible to idle quite a bit, but all idle games require at least a little active play to actually advance; and you can gain quite a bit from idle play in this game (more so than a lot of others in my opinion, especially if you set up your build to maximize its value.)
(Artgor's original Comment)
A WARNING for those wishing to play an idle game. There are two challenge bosses (at least now) who require a very active play. You can't reincarnate without killing one of them. You have to actively dodge for a minute at least.
Another Feature I'd like to see added: On the craft page (for building items)
When you have enough materials to evolve and restore an item to its current level (not it's new maximum, but current), I'd like the button to light up (and possible say "Evolve and Restore"). Ideally this would calculate the new level needed to restore it to it's current stats, but since that information is (at least nominally) hidden until the evolution, I always wait until I have enough materials to restore it to it's current (the previous maximum) level before evolving. Since I DO have all the information needed to do this, do that math over and over just gets a little tedious - so I'd like the game to do that math for me and (more importantly) show me at a glance which items I can upgrade without any kind of reduction in stats.
Features I'd like to see added:
1) Hit spacebar (or other key) to resume auto-moving again.
2) Auto Boss Level fights. This could easily be set up as a multiple level upgrade to give multiple slots, but basically:
Rt-click a boss/time restricted Area (the x-4 and x-8 areas, x-8 could be a sepearte upgrade with different costs if needed for balance) to mark it for auto farming. Once turned on, upon completion of any wave, the system checks each marked Area's timer (exact implementation could be different of course) and if a marked area is available, initiates the next wave in that Area. Upon completing the area, the next marked Area can be checked, and so on, until all marked Boss Areas are on cool down then fall back to the set default Area.
Currently at 533+ hours of gold scroll bonus time, and it's only gonna increase, so could I throw out the idea of making the bonus increase and time reduce at certain thresholds? Like at 120+ hours, it turns into a 100% for half as long (uses the time at double rate), at 240+ becomes 150% for 1/3 as long (uses time up at 3x normal rate) or something along those lines? Just waying that at this rate, there's not gonna be alot of value in buying scrolls any more since the bonus will start exceeding my lifetime (ok, that a LITTLE bit of hyperbole... or is it?... ;)
Shield shouldn't deal damage to rocks ;) I realize there's a lack of clarity with the purposes of each stat. I'm working on adding tooltips to explain this, but for the time being I've updated the instructions.
The GUN is a lie! Your REAL weapon is the ROCKS! (Got to 10k and bought best ship without firing a single shot or buying a single upgrade in about 5 minutes...)
I'm trying to fix that, people wanted me to make enemies drop money when they died because of rocks so I made them do that. I'm going to fix it soon :|
Am I a bad person if the first thing I did upon entering the attic is try to use the match on the guy hanging before me? Personally, I think that's a perfectly sane response to the scenario I found myself in... My NEXT thought was why don't I go get that knife I JUST HAD....
Hello. Thank you for the feedback. I see your point. I will think about some kind of an improvement in this matter. Cheers!