They hotfixed the negative-income-exploit. But now you cant disable producers even when you have a full storage. Can you throttle/disable buildings when the storage is full or empty, in the next patch?
The ballance realy feels off. Carrots restore as much energy as you need to plant them. Crafting and farming may actualy loose you money if you deduct the cost/effort for tools (which break far too early) and energy. There is no need to advance, when hard work at the tablesaw is outperformed by mushroom picking.
How to survive/get a better score? Its the little things that count: 3 Wood is a single item for the Gatherer. Keep Trees and Lumberdwarfs at the same level so they fell a tree with 2 swings. The more Luberdwarfs you have, the same wood they gather....because they gang up and wait. Lumberdwarf/Gatherers reaching the edge equals wasted time. Dont Buy Upgrades you dont need (e.g. Spending 15k for the lvl10 home upgrade Vs the 5 extra coins you make, while you save for 40k to win?). You dont need more than 4 Fisherdwarves Level 6 (including both challenges).
i just had the memory-leak crash too. Game run several hours with 30+ heroes. (afaik the problem isnt the amount of memory, but memory allocation and clean up)
Chance: "Current Chance" and the "Default Chance" in brackets.
When you buy a new Bar, you'll always get a Red Bar (100%). If you win your Green-"Current Chance", you'll get a Green Bar instead and your Green-"Current Chance" resets to the Green-"Default Chance". Repeats for all Colors you've unlocked. ("Current Chance" increases by 0.01% every time a Bar of the previous Color fills up. "Default Chance" increases by 0.01% for every upgrade of its Color.)
it would be nice to set the assignment priority (e.g. man medicine factories before farms) and maybe switch to a evenly/percentage worker distribution.
I love the Idea of a IC2-Reactorplanner based Game. I kind of hoped to get some Crafting aspects, like Breeders. And the Extreme Capacitor (its heat is really annoying) doesnt seem to affect the Active-Venting/Exchangers - Upgrades.
How do you destroy a resilient Virus? It is almost indestructable, soaking all damage and buffing everything else :( Good TD otherwise although the level feel a little short
The only repeatable tech to increase production per worker is Mining(in the first age). If you want to reach those 1.5M Production for the Wonder, you better make sure to have some levels of Mining before turn 50! Oh and I want to attack those tribes: for Loot, Safety, Land, XP or simply REVENGE!!!
Ballance is a little off imho. Dmg-upgrade increases by 2-3 times, while the Bolt-upgrade starts with less, decreasing every lvl. The Atk is trivial: the Hp-Pop ratio gets worse every planet (after earth) and WTH: disease/disaster... 1%atk/def??? Atk is cheap, the gaps are too large and it always perfectly matches the planets Def.
I enjoyed playing it. But it needs some adjustments: You get 200 cash per (successfull) attack. While the difficulty increases, the reward almost doesnt. Every Tier3 Upgrade costs ~30 wins, requiring repetitive farming :( And the other thing beeing MvM: to be able to attack, you'll need the max possible (full) tanks and a lot cash invested into MvM-buildings and -upgrades...there are basically no options (e.g.: cheap vs strong or camo vs lead) and less reward than cost.
Buying, Selling and spending HR for personal wellbeing ...but where is the evil? Sometimes it just looks like an shallow Trade-Sim. And the last Trip of the Year could be replaced by an "next Year" Button, since you cant trade and start the next Year at your Island.
To be honest I was a little disappointed, I expected more like Mastermind:WC.
I wasnt able to re-create the bug, but hopefully it is fixed now :) Could you let me know if it still crashes for you?