In the more info view that shows all prerequisites for a creation with bars of their own, the numbers become inaccurate when CC is raised. Many times more prerequisite creations are shown as being needed than is actually the case.
When you changed how the planet multi is calculated and displayed, you screwed something up. The first time an UB is killed, it adds an extra 100% to your UB multi, resulting in the doubling of your stats.
When hovering over Planet Multi, Powersurge multi now displays 100% less than it actually is; it leaves out the base 100%. It makes calculating the final number much less straightforward; please put it back in.
I don't think the planet multi from UBv2s is factored into the projected planet multi gains from UBv1 kills. Something's wrong with those numbers anyway, they are too small, even if they only apply to the UB part of planet multi. Please investigate?
Sorry my excel had a mistake, calculated right, you really get somehow less mulplier than you should. Still couldn't find a mistake in my code.
Maybe it has something to do that the multi for the next fights are calculated after beating an UB and the values somehow get corrupted with a race-condition or something like that. I change it a bit, so it will recalculate it after the fight takes place.
The main HP bar in the left pane of the game is still not accurate. It displays as full when the player is still missing as much as 5% of their HP or more. The difference is noticeable when you start an UBv2 fight; the HP in the UBv2 screen are emptier than expected after looking at the main HP to the left. Please fix.
Can you add a little indicator on the Planet button that shows when you have UBs ready to be killed? I think it would be helpful if you could see at a glance that UBs are available no matter in what screen you are.
In UBv2 fights, the game needs to show you how many bad creations and regular creations of the kind you can feed are left. I hate running out and accidentally restoring more damage reduction via good creations than I needed to.
Making evil creations needs a 'stop after finish' button. It uses up the first creation when you start, and when it finishes, it immediately uses up another one. Unless you turn every last one evil, there is always that wasted one. Please fix this.
The amount of creating stat lost from making evil creations displayed in the tooltip is inaccurate. It shows a number that is much too high, compared to the rate at which it actually goes down.
Can you make right-clicking the CAP button on the worker clones for divgen do 'overcharge cap'? Have it add as many clones as needed to get the full +400% overcharge bonus.
You know what would be interesting? A combination of the DRC and the Arty challenge. You lose your multis like in the DRC and have to reach Baal, but you can only rebirth a set number of times (or not at all).
"Stop after finish" is not available immediately after unlocking monuments. It only seems to appear once buying creations is unlocked (Nephthys). I feel that "stop after finish" should be available any time monuments are available, however. Can you change this?
Hey Ryu, could you change "Create clones if not max" into "Create clones if ____ below max"? I find that on my DRC runs, a lot of creating frames are being wasted to replenish a single clone. This could be avoided if I could tell the game to only make clones when I'm a specified amount below the maximum.
It would be nice to be able to see more than 3 significant digits on certain numbers, like costs for stuff, or trimp workers. Maybe you could add an option for that, or add it to the ridiculously large and bulky tooltips.
True, I fixed that just now.