300 Shovel 20B/s (1.046B per cycle), passive 400 not active. Buying 100 shovel --> 400 shovel 32B/s (1.395B per cycle). Always mistake in calculation. Should be more than 52B/s while getting 400-passive. Mathematical for production: [Money per second]/0.5^(n "times production x2"). Production time greater 1 second, so this is not the mistake.
With Explosive the same. 100 Expl = 2T, 200 Expl 4T, with 2x production passive tech -->5T ??
Hm, seems that the "revenue per second"-option is bugged (calculation for displaying). Get new mine (reaching 1000 LRP without reset), have 1 mio money/sec, but become 200 times more. With only one shovel ^^ So, the offline calculation uses this "money per second"-feature or another and better calculation?
Problem is, when production is x2, money should be x2. When saying Tool xyz get 100 per 60 seconds, after passive tech goal reached it get 50 per 30 seconds, but should be 100 per 30 seconds.
Passive Achivements (passive tech) means only, that production time halfed, but money per second is equal. Mine 2 shovel 1 have 16/sec, upgrade shovel in mine 1 by 100 to 200, but shovel in mine 2 still produce 16/sec. Other passive tech the same thing. Halfed time but not double money per second :/
Help-Buttons could be useful. RP give Moneyboost? Research permanent or after Reset buy again with RP-points? How to get ore? And please, when a tool produce 1 per second, make tech upgrades and tech bonus only produce x2 not double speed (or round to 0.01 not 1.0).
To many bugs: when time is under 1 second it will rounded up to 1 second (example 0.5s - 1500$ --> 1s - 1500$ with shovel), so production time halfed take no effect anymore, when time is almost under 1 second.
Research points become when?? LRP (Lifetime Research Points) costs with 100'000 take how many years without cheating?
Baddest is, there is an android version. So this version brings no money, then this version gets no support?
Android does have more priority over Kong, but at this moment both version are receiving the same updates. Your's come quicker since there's no processing needed. Revenue displays are rounded to the nearest second, but in actually your not losing out on any revenue. Research is meant as a mid-game mechanic, not early. The first few are slow but you'll be gaining many per second soon enough.
Ooh, missed that too. The next build is going to feature a scaling system of income, where lower tier sticks are removed, and cash per smallest unit of distance will be increased, which should eliminate that little problem. Thanks for the bug report, and thanks for playing!
Hi TerrorTera, If you are on a reset, there is only a chance of a treasure chest dropping when you kill a boss the first time you face him. It doesn't matter if you have chests in your inventory or not.
after first reset, merchants calculation only give 1 gold. Even gold per click is ever 5 (no more archivement bonus). WARNING!: No SAVE GAME/AUTOSAVE!!!
I'm not sure I understand exactly what you are saying. Click resetting to 5 is intended. The click bonus is a percentage of your income, so when your income is very low, so is your click bonus. Income will reset to 1 when you soft reset your game as all your upgrades are gone.
38k/150k employed, have resources with 2 Sx, but need square from this (4 Td), to hire 10k worker. even worker are not good enough later. very unbalanced, even tainer (block 1Qa ,but enemy hit with 1Sp)
Reduce the cost of upgrades. Before update need 2h for a level of smithing, now it takes days/weeks. Also see, that offline gaining of ressorces is higher then 10/sek, because smithering+enchanting+selling should not give any weapon in online time. After 4h there are over 40k weapons and ressources for potion/enchanting. Enchanting was slower than smithing (smithing ~40piece/sek, enchanting ~20piece/sek) in offline.
Tested Save, first minutes/quest seem okay with firefox. Even Export/Import is ok, but save-file could be to big after 15 minutes/11 quests (27 sites with times new roman size 12)
Android does have more priority over Kong, but at this moment both version are receiving the same updates. Your's come quicker since there's no processing needed. Revenue displays are rounded to the nearest second, but in actually your not losing out on any revenue. Research is meant as a mid-game mechanic, not early. The first few are slow but you'll be gaining many per second soon enough.