Every night I came home, I was afraid the little girl I had saved hadn't actually been saved, and had turned while I was away, and that I'd come home to what was finally a home, only to find it completely destroyed. Then having to use my professional skills to hunt and slay her....
I was glad when the last frame came, the game ended, and I realized I wasn't going to have to do just that... at least not in this episode...
The blueprint tiering system is too sudden death. It needs to be interwoven better (so a well designed blueprint with good technology would be able to get a ways into the next tier, that sort of thing.) --As it stands now, I can hit the next tier with almost none of the blueprint purchased, and once I do, it's basically just set the autostart to a couple hundred waves earlier and let autostart farm resources until I can buy the rest of the blueprint - the problem is that ALL that extra purchasing does (very literally) nothing at all. It doesn't reduce the time needed to get to the next tier of enemies and die, it doesn't allow me to survive any longer once I hit the "tier wall" - just basically a timer, counting how long it'll take to open the next tier - and once the timer is up, I have more than enough points to do the same thing in the next tier - there's no game left...
Also, would love a technology that increased the skip cap (more enemies on the screen at a time). Also, a mind control aura (has a chance to confuse a cube and make it shoot one of it's neighbors).
Oh - nope, nevermind, I was right before. Once you tier up one blueprint, the blue cubes go away, so no manually tiering up the other blueprints, and the other blueprints don't tier.
Oops, my apologies about earlier comment. I saw that I didn't have orange cubes (with which to buy the blue cubes for upgrading). But the blue cubes do stick around, you can manually tier up the other blueprints, and this is the better solution since you might want a non-tiered blueprint.
So... Having now tiered my blueprint, I've noticed a few things... 1) Farming diamonds is essentially free (a nearly blank blueprint, max out attacks per second and max out the diamonds per wave/kill. I think it was something like 1e7 blue cubes to max the important stuff.) 2) I have to manually quit battles because enemy health tiers up faster than enemy damage, so I'm invulnerable to their damage but suddenly become very slow at getting kills, ie the enemies no longer stop the run themselves, even with no points spent in defenses, but instead wave progression becomes so mired that it's more efficient to Give Up and restart manually. 3) Looking forward: it looks like once I've gotten tier 2 or 3 I'll be able to start at such a high wave, that I can essentially tier up my blueprint after just a few waves. It looks like (NOT fully tested) it'll take longer to click max on all the buttons in the blueprint than it will to get the resources needed...
Tiering up one blueprint doesn't tier up your other blueprints (and you don't have the resources to tier them up manually)
Also, blueprint tier seems to be ignored in challenges (this is probably intentional, since that'd really break them, but thought I'd share.)
Hey, yes this is actually planned. It's just horrible to implement this in Unity by using the graphical editor. I'll have to generate the UI dynamically via scripts at first in order to make this possible. I just added this feature to show that I haven't forgotten about it. After v0.20 (or in other words after all core features are implemented) I will start with the main polishing of the game. --You don't need to create the UI via script, you can just create an array of anchor points (xy coords of the points each button anchors), and an object that holds a reference to each button (even ones not normally on its page), then have the function that shows the UI set the locations of the buttons when it's invoked. So the UI is still built in the editor as normal, you just then drag each button into your container's array (to create references), and hard code your position array, then assign each visible button's position before the containing panel is shown.
Once all the factory red square purchases are made, the only value more red squares have is as purples, so once the factory is maxed, you can turn the red square into a proportionally slower purple square producer - maybe?
Something I've noticed about the new interest limits technology is that it eventually leads to a point where the auto-upgrades from the utility are increasing your costs faster than your white blocks can come in. ... For instance, I have the interest tech up to E66, my actual white blocks is up to around E70 and pretty much not budging now. The auto-upgrades from the utility have my Damage (currently the cheapest of my offensive upgrades) up to E80... needless to say, the white blocks are never gonna catch up to that now that the interest isn't adding (at least significantly). ... The interst tech then represents a kind of limit on your capacity to upgrade with white blocks, which may be the intended purpose, which may or may not be fine, but I wanted to note my observation, just in case it is an unintended and undesired side effect.
I'd really like to be able to "lock" different of the technologies in a blueprint to make it so they were unavailable (and didn't show up in game). This would also prevent the utility auto upgrades from hitting them (basically, it's as if the tech doesn't exist, can't be upgraded in the blueprint, with white blocks, or auto upgrades.) The basic technologies (damage, crit, etc) wouldn't be lockable of course.
As a side benefit, this would allow for a whole new set of challenge types which lock specific abilities (do this challenge without fortify, do that one without interest, or Darkness attacks, etc)
@fried1409 How __I__ understand it is it's another chance to crit after a successful crit, so it's a chance to REALLY crit the enemy, example (again as I understand it) assuming 100 base damage per shot, 100percent base crit chance, and 25percent super crit and a x100 crit multiplier - when you hit the mob, you have a 75percent chance of getting 100base x 100crit = 10k, and a 25percent chance of getting 100base x100crit x100 crit = 1M
So... Regeneration isn't capped, but unless it's applied instantly after taking damage instead of on frame advance, or death checks happen only once per frame after regen is applied (instead of every time you take damage), having a regeneration greater than frame rate * 100percent is useless (ie, 3k or 6k, not sure the frame rate of this game), as you'll be healing 100% of your HP per frame, and if something (or multiple somethings) do 100% of your HP during the frame, and the death check happens before the regen is applied, you're dead and regen doesn't matter. So there may be a technical limit to the regen, and if there is, there should be an enforced limit as well, to stop the free upgrade per level from being wasted.
Allowing the elemental/etc technologoies be fruther researched to reduce their white cube cost would be cool (like -5% cost, multiplicative, or the like)
When playing challenge levels, it doesn't display the difficulty (below the wave) as a challenge (ie, it just says "normal", instead of "challenge normal", or even Normal* would be nice) - while you're at it, if you could display the current challenge bonus special amount, that'd be cool too.
For those wondering about the point of attack/hp research, the 3percent increase is multiplicative (exponential) meaning, it becomes more powerful as you progress. For instance, my current level of attack research is lvl L (50) which means my damage is multiplied by 1.03^50 (A little under x4.4 damage, which fair enough still isn't alot, but considering it's ALWAYS there, and yet another multiplier on top of everything else, can make it significant)
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