exploit: you can set the explore bars to the minimum, send your adventurer to the fast exploration, then move the bar to max. the dungeon found will be with the maxed bars.
Found the bug, it looks like it was assuming that any additional skill points related to weapons was damage, so it was applying 1 damage skill point on every kill.
See below, known bug (daggers and twindaggers are actually different types of weapons, but I had a special exception in the code for them -- which I screwed up a bit.) It will be fixed in 0.3.1 tomorrow.
Buildings ideas: Healer's hut to boost recovery speed. Stables to give horses to heroes to reduce travel time. Market to sell old items and exchange resources.
I think at this point the most needed feature is multi-hero dungeons so that we can efficiently clear M/L dungeons! Also, get something to boost mythril production. 0.4/s with 80 miners is ridiculously low.
Parties are coming after adventurer skills (which I'm working on right now). Regarding mythril production, I may go ahead and put in the Mythril Pickaxe upgrade for a decent boost to mythril production, but it won't allow you to mine Cobalt just yet.
The extra wounded time is a penalty for reaching zero HP. If you have any HP left, the recovery time is equal to 1 minute times the percentage of the lost HP. Otherwise it's 1 minute plus 15 seconds per level above 1.
If the last version you were using was 0.2.7, there was a bug in that version which saved the wrong value for research (it was saving your artifact value). That bug has since been fixed.
Also, is it normal to find dungeons virtually unclearable, with Monsters (not even Boss) that have twice your stats. It takes maybe 10-15 tries to kill then, with 5min recovery and 5min travel time in between. Then when you kill them and you progress, they just re-pop. Seems like the balance is a bit off.
There is an additional type of room, "Hoard", which has a 1% chance of popping. Monsters in hoard rooms are significantly stronger than normal (even stronger than bosses), but give great treasures. If it's regular monsters that are too strong, then perhaps the dungeon is a little too difficult right now for your adventurers.
(Right now the difference between short/medium/long exploration dungeons is a bit high for lower levels, but maybe a bit low for higher levels. I need to revisit the multipliers there.)
Right now, the formula for damage is as follows: Two values are rolled, a value from 50-60% of the attack of the battler, and from 20-30% of the square root of the defense value. (I use the square root to help avoid stalemates). The rolled defense value is subtracted from the rolled attack value, and multiplied by 50-75%. This is the damage inflicted to the target. I probably need to find a way to increase the effect of defense, but without making combat too slow or too fast.
I meant to explain this in-game, but all adventurers have a type of recall trinket. This trinket activates when the adventurer is wounded, and when the adventurer wishes it to. This is why adventurers are not killed in dungeons as well.
We need longer XP quests. As soon as you get a few orbs in quest speed, you end up constantly restarting quests when the long orbs/stones quests are on cooldown.
The balance is still way off. Bosses need to drop gears, even if it's a low chance, then we can boost the drop rate with cards/gear upgrades. Ally speed boosts from the gear are completely useless since after the 3rd ascension, 99% of your dps is from clicks, so boosting ally dps has no effect.
We are actually nearing completion on a balance pass, and some new mechanics that should help to address the points you brought up Teroc :) No ETA on when it will be released, but I can tell you that it is being looked over by out QA team right now!
So, last comment about gears before I leave this game until they update it:
- 30 cards, 25 levels each. 6 cards per gold chest. That's 162500 gears necessary to max out all cards if you do't get duplicates when you reach L25.
My second ascension would give me an amazing 20 gears, and that's already going an extra 100 stage from last ascension. The scale is completely wrong. Unless it's by design and then it's a terrible cash grab. No way to get cards without spending a lot of cash.
Thankyou for the feedback Teroc, and I apologize that the situation is less then ideal. I will bring up your concerns with the team. Promise.
EDIT - Just spoke with the team. We are going to be addressing the gear economy. Its not something we are happy with right now. There are going to be more ways to earn gears coming soon, and we will also be having a close look at the current ways to earn them - in order to create a better experience for you guys. We will fix it Teroc, thank you for playing, and thank you for commenting!
The paragon balance is just horrible. Resetting needs to give a dps boost to all heroes as well as a global gold multiplier. The amount of cogs given is also ridiculously low. There is no way to do quick cogs farm runs as you only get them from earning extra gold, making progress incredibly slow. We need an other source of cogs (bosses or copters) else there's absolutely no point in resetting. Last point, idling is way way WAY too underpowered. If you're not playing with an auto-clicker with 60 clicks/s, you can't go anywhere.
Pushed out a late night update to patch that exploit (blocked the save button while exploring), thanks.