Please have the tooltip for stat multi show the uncapped stat multi, multiplied with the increase purchased with GP, so you have a way of seeing how close you are to using all of it.
Could the clovers on the museum pages maybe be sorted in some sensible way? Like, put all the ones that have one upgraded leaf together, then all the ones that have two upgraded leaves, etc.. Make it so you can tell more easily what's missing.
Clones left on pets are shown as zero while the pet has an empty hunger bar, in the tooltips on the pet overview screen where you see all the pets. Make it show the actual number of clones, please?
Please make a decimal comma work the same as a decimal point - it shouldn't really matter which you use when inputting numbers. It would solve a couple of woes with system locales.
Ryu, can you make the export / save / import / load behavior configurable in the settings? I'd like to be able to export to the clipboard in the steam version as well. It's more of a hassle to get my save code to the file where I keep it if I first have to track it down in that file that is created automatically.
Well the export/import only works in the webplayer version which isn't supported from unity anymore. I need to replace it soon with the chrome version where it won't work anymore. So even if I would add this to the steam version, it won't be possible to use it in the webgl version or android.
The input fields for numbers are very inconvenient in a certain way. Let's say I want to correct a '6' to a '5'. As soon as I erase the '6', it immediately creates a zero, forcing me to fumble around trying to get rid of it so I can have the '5' in there instead of a '50'. Make it put a zero in there only if you move out of the input field while it is completely empty, and not before.
The new alert button is great... could we also have an alert for UBs being ready to fight, and maybe also pets not having clones to fight? Also, these alerts should be configurable. Some of us might only want to see pets being hungry when it drops below 50%, and sometimes UBs being off cooldown might not be of interest, so it would make sense to be able to turn certain alerts off.
The game likes to lose its tooltips. Sometimes when I come back to the game and mess with Afky God, I can click the buttons and spend XP, but the tooltips are missing until I toggle the AFK button back and forth.
The previews for certain avatar customizations such as hair don't seem to work. It's not just the new hairstyle, I can't preview long hair (anymore), either.
The divgen reminder is nice, 50 GP well spent. It would be cool if the warning was especially prominent in the planet screen, to help avoid killing UBs with empty divgen... Maybe an extra warning text in the fight preparation screen where you can decide to use the powersurge boost... hopefully I'll manage without, though.
Could you make it so that in TBS you get bonus hits if you hit the mark more than once during the same progress bar? Like, if you hit twice during the same filling of the progress bar, the second hit is doubled, and so on. I think that would make it a bit less tedious if you have opportunities like that to watch out for, and it would especially speed up the first few hits when the score is all the way down. What do you think?
If you get several messages at once when trying to portal, such as "you have a daily active" and "you have heirlooms", it'll push the buttons at the bottom out of the screen and you can't cancel out of the screen and continue playing. Please fix?
If I'm in the void map screen and I click 'run map', then I obviously want to run a void map, and not the regular map on the regular map screen I just left. Can you please make it so the first void map is auto-selected when entering the void map screen, so we can skip the step of having to click it first before being able to start it?
The damage resistance numbers of the UBv2s are still out of whack. The lower the UBv2, the bigger the discrepancy seems to be. For example, in my usual feeding of 6 poisoned planets (and 3 real planets) to Planet Eater, I see his displayed damage resistance dip down to 39% briefly. I'd like these numbers to be reliable again, please?
Hm I just tried it out and it exactly reduces the resistance by 5 for each poison planet and increases by 3 each planet. It doesn't go to 39% with 3+6... It went down to 79% for me and stayed that way. Can you write me the exact sequence you do, so I can somehow reproduce this?
It would be cool if clicking on the helium per hour thing would show you a graph what your he/hr looked like at various points of your run. This would require the game to log each time you get helium during a run, but it would really let you get a good idea when your run has outlived its usefulness. Would this be feasible?
Could you make the command to make evil creations respect the "create clones if not max" setting? Ideally, I could hit the button and it would continue refilling lost clones, then make the evil creations up to the "stop at" setting, then go back to making regular creations.
When importing save data, it does not properly restore achievements and other unlocks to their un-unlocked state. For example, I exported, unlocked the spellhound and earned the first level-based achievement with it, then imported my old save and still had the achievements and the unlock condition for the spellhound didn't have the spellshard requirement anymore.
Well the export/import only works in the webplayer version which isn't supported from unity anymore. I need to replace it soon with the chrome version where it won't work anymore. So even if I would add this to the steam version, it won't be possible to use it in the webgl version or android.