It's not here yet, but this is laying the groundwork for it. One reason I changed to this format is you can set the settings to something that you can feel comfortable your adventurer can clear, and then auto-explore using that. I want to get this in and balanced first however.
I lost my save few days ago, so I used timechange to get more-less same levels of adventurers as before (range 35-40). The problem is that no progress is saving right now - even after manual save and reloading game loads before save. Is it possible to fix it?
That's a bug -- the enhance function for items originally expected items to be in inventory, so it looked for the copy of the item in the inventory. If there happened to be an identical copy (same item name and enhancement level), it would replace the copy with a copy of the enhanced version of it. I've fixed that bug.
Not a bug, but a limitation in how it displays conversion resources -- it's not actually producing 1.0/sec, but it's actually producing the passive value.
Eddogs53, the clue is that adventurers are also gaining experience during fights in dungeons. In fact, clearing dungeons is faster way of training than training :)
It seems that artifacts are being consumed by Researcher only when online, while effect of this is also when offline, what causes great incomes os research points at no cost.
Hm, you sure? It's handled like any other conversion resource, in that it uses 0.001 artifacts/second per research point earned by conversion (only 0.95/s is conversion, the rest is passive). That works out to 3.42 artifacts/hour/researcher. The passive (0.05/sec) will keep ticking regardless of whether there's artifacts left.
Well, explorers can move through terrain quicker and can spy the dungeon from a distance. Although modifying distance based on explore time is probably a good idea...
Hello!
Small bug - my character stucked in clearing dungeon. Luckily refreshing page helped. What to improbe here... maybe auto-relaunching actions like exploring? Also I think there should be possibility of finding more than one cave during one run, or even make possible making special action letting immediately clearing found dungeon?
Summary + maybe some my suggestions: add mass-gem change, explain system of upgrades or make it not random, x10, x100 should also work with talents, talents should be more powerful, essence element maybe should be not only damage-related, why am I to unlock 3 talents to get simple exp bonus? It should be more logical.
Hello! Yesterday I bought 2x 3x bonus. Before them on oil lvl 1000+ I had about 200-220 duodecilions of profit. After two bonuses I have 900-1000. I think it should be about 2 times more. Can you check if there is something wrong? :)
I had a problem with offline working but I made what someone here wrote - when you enter AdVenture Capitalist DO NOT change the tab and wait till it will fully load. After a 2-3 seconds you should get all your offline money and AIs
What do you think about adding new managers who will have traits similar to those from upgrades or achievements? They would increase profits or speed of gaining them.
It's not here yet, but this is laying the groundwork for it. One reason I changed to this format is you can set the settings to something that you can feel comfortable your adventurer can clear, and then auto-explore using that. I want to get this in and balanced first however.