Could we get a research/product activation feature?
I would really wish that when a product is scheduled for build any un-researched prerequisite is scheduled for research. That would allow me to keep a highlevel product in the autobuild that needs uninteresting low-level stuff for the later parts of an incarnation or for when I wan't a longer/deeper run than the fast resets in the low levels or when Lore-farming.
Basically it would allow for more interesting planning, which I feel is the core of this game.
Any one besides me that misses the expeditions that built up past workshop resets? The Fame-mission is rather limited (close to useless most of the time with my current play-style), something to build for over several resets would make things a little more interesting.
Could you include more info in the BP details?
I'd like to know the cost to research and build each blueprint. Getting to lvl100 will take some planning.
Could you also include a "research-by-default" checkbox on the blueprint details so we can set up a plan easier. A "research this time" check-box would alos be nice.
Thanks for the suggestion. This would indeed be nice, but I fear it needs a completely new interface. I will consider your suggestion when I change/impove the research and deployment list the next time.
Btw: you can turn off the research of a product by minimizing it with the minus button.
The new reset mechanics are more interesting than the original. I think there should be a some Lore awarded also no matter the "roll", it feels like it has gotten harder to get lore over the last several updates.
Also, please do not remove the Expeditions, they add a different element to the game instead of only racing for enough fame for a reset, especially since they keep progress through resets. I think the game would loose something if you removed them completely.
Thanks for the feedback. The removal/replacement of the expeditions isn't only a gameplay decision. It is also relevant for the server performance/costs and the upcoming mobile version of the game.
Another issue with the new missions, since they glob _all_ stored resorces clicking to speed up production becomes harder. I don't know what to do to solve the problem, leaving one cycle worth of production would probably make it less noticable.
Theoretically the mission "leaves" 2 times the consumed resources per cycle in the storage. There will be a disable/pause option for missions as well, but probably after the event.
During events my main focus is getting the blueprints.I would like it was possible to have a "reward" mission parallell to (or instead of) the "Fame" mission to allow me to only increase the reward probabilities.
It is to some degree intended to make a choice between resets with few points, smaller chances, but more of them versus many points, bigger chances but also bigger jumps, whcih means less chances.
Feature request:
Could we get colour code the expedition information. E.g. Green for complete, red for no production, striped green/red for complete but negative production.
Could you also include a pie-chart in the circle indicating which expedition uses the respective resource.
I just spent 300 gems by mistake :-(
Could you add a confirmation question of some kind, like the one for downgrading production, when spending large amounts of gems, like 100+ maybe?
Can you please send me a message or bug report and explain where and how it happened? I don't want that players spend their gems by mistake, but I thought the buttons were always very clear about their meaning.
Could we get an upgrade to optimize the amount of resources produced? I'm always getting negative coal production. I would like very much to be able to spend CraftinLore or blueprints to improve coal or wood production.
I like the "Save and reload" feature. Wether you keep the rewards for it or not could you add an offline timer to it so we can activate the off-line booster for a short time before the game restarts or before the reload start?
The base speed of the games seems to wary the first two rounds started out slow, the last three rounds starts almost as fast as the 2.6 multiplier of the first round!
A nice but not very original "learn to type" game. The learning aid could be improved a lot if you used random characters based on their frequency of use. Say first level randomizes among the 10 most frequently used letters, that would be the "home row" on a dwarak keyboard.
Thanks for the suggestion. This would indeed be nice, but I fear it needs a completely new interface. I will consider your suggestion when I change/impove the research and deployment list the next time. Btw: you can turn off the research of a product by minimizing it with the minus button.