Only thing that bugs me significantly is that it trashes everything to transcend. It's still ridiculously easy to get more points than it takes to transcend, heck I could get enough points to pass 3 levels without too much work, but everything earned after the cost to transcend is thrown away entirely. None of it gets factored in at all. Would be nice if it would... roll over somehow, you know what I mean? *wink wink nudge nudge*
I really enjoy the challenge here, my only wish is for a way to make it stop pestering me to use a hint. I don't want to use a hint, it's not going to happen, so I'd rather be able to focus on the puzzle without that message popping up on me.
Two of my increasers are apparently broken. They just spit out the input as soon as it arrives, without holding it for a single tick. Bit of a pain, considering how expensive they are with as many as I have on the board.
So I just got my first heirloom... and lost it, because I guess I was supposed to select it or something and not just x out of that window? Would have been real nice if it had been auto-selected, since, I mean, it was one thing there and obviously I would want it. Especially since I farmed for a few hours to withstand the crits on the void map.
As Zirenaz pointed out, rage doesn't build up right if the tab is in the background. Seems to work fine though if it's the front tab in a separate window.
This game doesn't seem to know how to count properly. Between all of my heroes (lvls 400, 350, 350, 330, 310, 280, 210, 130, 50) I have a total of 2410 levels. The reset button's mouseover says "Based on all 2355 hero levels". Somehow, 55 levels are altogether missing.
My ore capacity just reset to 50 when I set my Ore Tanks to mass upgrade. This is the first time that it hasn't remained at its current level while they were under construction. Kinda frustrating, as they're not going to be ready for another hour.
Also having inconsistency with the rates on some of my Solar Panel Stations. I have a planet with a bunch of 7/9 SPSs and when I collect all then watch them I find that some reach 100 while others are only at 90, then 500 while the others are only at 450, and on at this 10:9 rate ratio even though they have the same upgrade levels.
Experiencing an issue with the time-reduction effect of the CBDs. On one planet I have two CBDs offset to affect the whole planet while I can't afford the 7x7 effect range upgrade. I surrounded the CBDs with Ore Tanks and did a mass upgrade. Some in the far corners are finished, while some that are touching one of the CBDs have 17 minutes left, and some that are in between have 15 minutes left. I've noticed similar inconsistencies on other planets with only 1 CBD.
Every time it resets the screen starts to fade in... *STOPS*... then comes back to full brightness. Getting increasingly annoying the more times I go back to level 1.
Also, when you reach the point that your Workers get you way less resources than your Fighters, fire off everyone but the scientists. That boosts your breeding so that your population refills much more quickly, enabling you to push further into difficult territory without slowing down too much. Right now, my population refills as quickly as my trimps go to fight - it's full before the first attack.
SilverFlame's description is just a little bit off. Half of the Trimps in a population are Worker Trimps, which can be employed (working) or not employed (breeding). The rest are Fighter Trimps, which can be coordinated (they go to fight when your active group dies) or uncoordinated (they stick around to breed when the coordinated trimps go to fight). Only Fighter Trimps can be coordinated, so you can't buy a coordination upgrade that would coordinate more than half of your Trimps. Where it says "X/Y employed", Y is the number you can coordinate. If X is close to Y, you don't want to coordinate close to Y, because your breeding will slow greatly when your active group dies and your coordinated trimps go off to fight. If your X is fairly lower than your Y (like 1/3 - 1/4 or less) then feel free to coordinate your max. The more potency upgrades you have, the closer X can be to Y without having to worry.
I would really appreciate a symbol identifying if a map has an upgrade at the end. I'm at a point where I could comfortably skip rows of maps at a time, except that I have to check each one for an upgrade, and if it has an upgrade I still have to run it again to make sure there's not another. This slows play considerably, compared to if I could skip ahead to the maps with better loot without worrying about missing upgrades.
This is fully implemented in my development version, and will be patched in the big update! When you select a map, it will tell you how many upgrades are still available from maps of that level.
I just hotfixed this version to purge old messages!