To everyone concerned about the gap-to-100 from an uneven number in cost... showing it the other way would get rid of any means of comparing the cost of buildings outside of the x1 buy pattern. If you're not at a 100 marker, you can still buy up to the x100 cost if you can afford it... and if you're working with OCD, it's already at a hundred marker, so it's accurate. I don't understand.
not to diss the dev - making a game is hard work, and I'm trying to provide helpful explanations for where to look, but just saying "it's unity's fault" doesn't appear to be a good explanation.
@castlesiege or the dev could ask helpful devs of other projects that use unity (there are some popular examples, like AdVenture Capitalist) which are NOT experiencing the same issue, and look into the cause. Since it's a triggered issue that's inconsistent at points in the game, it's also quite possibly an error that is NOT based on Unity Web Player. Since it periodically starts and goes away, I suspect that to be the case.
Upon a next page reset, reached 1k/700 of each with no serious lag problems. Not sure what's triggering the issues, but there's a problem "somewhere" that doesn't always act the same way.
The lag issues are extremely inconsistent. It can be fine reaching 1k/700 all, then on page reload lag immediately. The lag persists through reset until leaving the main tab, then disappears until buying 100 Nanosentinels. Not sure what it's tied to, but I wouldn't simply conclude it's background and needs to be fixed in player design, unless you've seen some specific reason for it.
@Kelebek there's a "hidden" x1 at the end of the calculation. 256 bits is (100+1024)%*1 = 1124. If you had 512 bits, you'd have (100+2048)%*1 = 2148. With 256 bits and the first upgrade, you have (100+1024)%*2 = 2248. For 1k bits, you have 4100% or, with the upgrade, 6152% (744 bits, 1 upgrade).
Bug report: income (only checked for CHARLESing for obvious reasons) is only providing pre-upgrade amounts. Using an x1000 upgrade, you can have income per tick under listed income/s (60 Quat tick listing, 1.1 Quat tick in reality). Upgrading by 1 each effectively solves the problem, but doesn't mechanically.
What's the new soul calc based off of in the 1.54 hotfix version? ATM I'm sitting at 0 new souls to be gained (1/4 of all time power gained this reset). This IS with the final staff, but without any sellbacks to the store, so if it's counting at +50 undecillions, I'm with you - but would like to know, mechanically, what's happened.
you guys need to hang in there, had to change it, will change it again soon, but there was an exploit i needed to fix fast, and this was it. i will make a new system soon :)
The new sexvigintillion upgrade scheme reduces the cost of everything by 27.75% instead of (I think it was 1500% each and 100% all?) 30x (or more) production. There is a complete wall atm in the low undecillions of souls. The next X5 multiplier is 510,000 seconds away after multiple resets, with the final staff, at 67 undec souls. It's looking like a good 6-7 more somewhat lengthy resets before seeing anything new.
Enemy absorb feels very awkward. Relying on 1-2 spells to be able to kill Necromagi (45s CD each) in order to auto them to death just feels wrong. Using a weaker spell (stun them, armor break, w/e) will let you auto... but without x3 damage modifier, your odds of outdamaging yourself (absorbs) is really questionable. By floor 5, players can (and should) avoid most fights when spells are on CD just to save time.
@Hoistmaster I frequently but inconsistently load without a rested gain of any kind. Also, mute keeps disappearing on resets, also inconsistently. Both happen independently of the other. Not sure what that tells you.
"and more than 5 hours on location 16." Once I'd spent twice as long on neptune as the rest of the game combined, and found I was less than halfway done with the place, I decided there wasn't enough upcoming complexity to make anything about this become more interesting. You can't just shove exponential and sharply increasing time demands without something more than the game provides now. Especially with money/exp upgrades being so, so worthless.
Does anyone else find it ironic that almost EVERY negative comment on this game takes place on "badge of the day" days (now week), or that people call it "unoriginal" when it came out in 2010?
Putting a diminishing return on stunning enemies and getting stunned (both) would be really nice. Once you're looking at 20+ enemies that can stun, either you get stunned or you don't -- and as a SPoCrit and stun character, the same goes for them.
The 10th is incredibly silly. Either you've got a magic combination for dealing with it (e.g. extended stun - 20/40 int AoE stun build) with enough health regen to handle it, and you mechanically hit stun every 3-4s, or you die. Or you miss a key, and you die. There's no skill, and it's boring at that point.
Addendum: a REALLY fast page reload caused the game to load before the reset, and running prestiage after a page reload (2nd prestige) caused no issues. It may be related to that, in some fashion.
The updated areas are a nice concept, but most were designed with the apparent idea "double-side-step is fun" or "roller-coasters!" which either A) don't allow you to see wtf is happening before it happens through the zomgore, or B) seriously encourages carpal tunnel for near 150 APM from 3 fingers at higher speeds. I came back to this to finish the 99-110 quests and unlock the last couple of characters, but after the new level designs, I think I'll pass.
PM'ed you!