Hm, will fix that (edit: Wonder how I didn't catch that, I was calling the "return" function instead of the "recall" function -- return only works in dungeons)
Not being able to send adventurers seems to be with the Scout system. Even if I don't have the adventure in the current party, only assigned as the Scout, if that Adventure is exploring, the other adventurer can't do anything but idle.
As it is right now, yes, it doesn't support concurrent exploration/clearing (due to how the party status works). The scout can manually explore (from the adventurer page), but it cannot be automated.
Nevermind, I can still send them there. However, the explore/travel times seem pretty unbalanced at the beginning. My scout spends a minimum of 2 minutes exploring and finding a dungeon, and with a couple levels a Warrior can get there in 5 and clear it in about 30. So there's no way to use 1 scout for multiple parties, which I believe is your intention.
Yes, this is a delicate act to balance. If I make it where dungeons take too long, that has its own problems. Yet, I can't make it where explore is too quick either. For now I'm going to see how it goes -- it may actually be better to have your scout do a dungeon which is a little tougher, which takes your party some time to finish.
I found some bugs. If your Scout explores automatically via the Party window, it does not count towards Explores for the +Att skill. Also, there doesn't seem to be any way to send your members to a dungeon you've explored outside of the party menu now!
Should be able to send them from the dungeon window (where adventurers were before) -- as long as the party is not currently busy. As for the explore thing, I'll probably upload 0.4.1 later tonight (or just call it a hotfix depending on what else I have to fix) -- but the fix is in the code.
The item to allow Taro to become a Road Scholar didn't work? Also Satoshi seems to be weaker as a Rikishi, in all aspects, than as a Samurai or Ronin. Ronin is much better in every way than Rikishi.
Idea: Make a base class for everyone to start out, Adventurer for example, and then make the skills start as passive which progress based on what they do (explore, travel, take damage, recover, etc), then allow you to choose 1 skill to focus on that will receive 50% of the "sp" allotment, while the rest is distributed normally via usage. Require certain classes to require certain skills, allow class progression. (Warrior require Bravery (+Attack) Level 3, whereas Rogue requires Eagle Eye (+Atten), etc.) Just my idea.
I debated doing it that way, but chose against it. I wanted to keep the auto-dungeons as self-contained as I can, so that an adventurer doesn't snap up a dungeon that you're preparing for a non-idle run. That's why (for now) auto-explore will only tackle dungeons that adventurers have found themselves. The entire system will be changing again in 0.4.0 anyway with parties, this is actually more of a quick patch.
It's my goal to never need a (hard) reset/wipe UNLESS there are dramatic balance problems (i.e. getting close to the maximum values for the variables in 1 hour). The save files are structured in such a way I can account for missing data. As for prestige...currently I'm thinking it will be around 0.6 or so, but that may change.
So I stopped playing for a while and came back and I discovered what I can only presume is Mob Level Scaling. I'm level 52 and my Raiders can't kill a single mob in the Level 11 Farming area. It regenerates too fast and gradually a single rat is defeating my whole team, this is hilarious. Please, please change this. Level scaling on mobs is terrible IMO. I would highly recommend against it. Please post another update when game is playable...
The mobs have static damage and health at each level, it doesn't scale to your raider's level =) Maybe the naming is confusing but Farm Map level 11 isn't there to indicate that you should be able to farm it easily with level 11 raiders. After farm map level 10 the difficulty ramps up quite a bit, we want players to fight for the (farm map) level ups, and each tenth farm map you are able to reach is a small milestone because you get more Ancient Artifacts from it. That being said balance and progression is a big concern and we're looking to constantly improve it based on player feedback.
It's a bug, I also won in the first click, the Dragon has 0 hp. All variables are 0 at the beginning. Cost for all upgrades are 0 and stay that way until you Reset.
Hm, will fix that (edit: Wonder how I didn't catch that, I was calling the "return" function instead of the "recall" function -- return only works in dungeons)