@Zeriper: I can't tell you my first XT-beating fleet composition because it was back in the spring when the whole game looked different. However, I can tell you that the battle calculator is more or less precise and you can rely on it. Some general fleet building advice: 1.) Use your circuits to make as many Sky Dragons as you can. Although they will become really useful in the long run (when you can increase your Quris Art of War by using tech points i.e. prestige), the fact that they benefit 12% per QAW level means they are much stronger now - relative to other ships - than in the beginning. They will be your tanks now and in all subsequent rebirths. 2.) If you have some spare steel and titanium, make ARK-55's. They are weak in all senses and will most probably be wiped out in the first round, but not before soaking up some precious damage and protect your other ships. Cont.
Ches, you might want to rethink carbon planets and their bonuses. By the time one reaches them, 1) nanotube domes become so effective relative to NT factories (due to TP put into Hydrology) that even the x35 bonus is laughable, 2) nanotubes become abundant anyway.
I am past quite a few rebirths and at ~10M tech points. Still struggling with the last (?) Quris quest to obtain the artifact and the Cerberus ships. Needless to say that since my Quris ships don't benefit from QAW (WHY???) and Dragons don't have shields it has more to do with OCD than actual sense. By now, even the 5 M Cerberi will be worthless besides my billions of Dragons. Anyway, quests are fun but far from being properly balanced (yet).
Following up my previous commend about Quris reward ships not benefitting from QAW. Meanwhile, human ships (e.g. Babayagas) appearing in the Quris tournament DO benefit from MY QAW research. Ches, something is terribly off here!
@Eineon435: I agree. Actually, I left a longer entry in the bugs thread for @cheslava that included among other things this suggestion. Hope to get a response soon.
The longer I play the more convinced I grow that the evolution numbers are off. For instance, I am at E5, and the numbers I got presented with are:
1 Evo 98T
2 Evos 244T
3 Evos 610 T
4 Evos 1.53 Qa.
I've produced some 1.1 Qa cookies in this run, which should put me halfway between 3 and 4 evolutions. However, only the new part of the indicator (numbers and the progress bar) indicate this. According to the original text (you will evolve X times, increasing the bonuses to Y) I have just passed 3 evolutions. It seems as though the numbers for 1, 2, 3, 4 evos weren't the total numbers but individual values! In my example, it would mean:
1 Evo 98T
2 Evos 98T+244T
3 Evos 98T+244T+610 T
4 Evos 98T+244T+610 T+1.53 Qa.
I'm not sure which calculation method actually works, but the mere fact that there is a discrepancy is a major issue. Please look into this and make sure all parts of the info point to one (the real) direction.
Thanks, you've found a bug, the idea of multi evolution is to allow you to evolve multiple times in one go and save on cookies. The UI is showing correctly but the evolution system is not, I will upload a fix for it tonight
@Cheslava: the link you posted about solving the no-update issue on Firefox is working insofar as disabling the HTTP cache toolbox allows the game to update to the current version. On the flip side, when NOT using the above mentioned trick, the game does not load AT ALL (a v0.0 "emergency" loading screen appear and that's it). I'm afraid it must be a browser optimization issue.
It's because the new save is not retro-compatible. When you enable the cache again, the game switch to the old version with your new saves, hence it doesn't load. The issue you are having is a caused either by the browser (it happens to me too when i use mozilla) or the kongregate servers as the game has no control upon that system.
This may help you: https://support.mozilla.org/da/questions/1103414 Please, export the save on a location of your pc so that you can’t accidentaly delete it while trying to force the update
Okay, the game doesn't update. I can see the new icons but they don't work, neither does the shipyard. Tried refreshing, ctrl+F5, deleting cookies, turning adblock on/off, etc. No matter what I did, it just won't update.
Others have said before me, but late game is virtually unplayable due to the zoom limit. Please release a hotfix and raise the zoom cap considerably or remove it altogether NOW. We don't want to wait another week for this specific fix.
The kinight's revive is bugged. When he is resurrected, the round seems to reset and all the enemies can strike again while my heroes can only watch and die.
The distribution of XP after the battle doesn't seem to follow any logic. My wizard killed all three enemies, while the other two only supported. The result? The wizard got THE LEAST XP of all three. WTH?
More: house upgrade #2 doesn't work. It would be nice to be able to change the attack after picked. It happens all too often that I click on the wrong technique and can't change it.
A good beginning, BUT there are some very annoying things. 1) Watching ad. It freezes on the loading ad screen with no way to close the popup or proceed to the ad. I must restart the whole game (ad-blocker is off, ofc). Crystals are not that good anyway. 2) Casino. I only unlocked the first game, but I'm not sure I want to rest. You have to pick 1 in 3 with no clue whatsoever as to which the winning card is. This means you will lose 2 times out of 3 while your average winnings cover only one of these losses. This means the casino will always yield a net loss. Why should I even bother then? Either make gambling worthwhile or include a skill factor so that players can make it profitable if they invest some time and energy.
Please make sure the game is actually saved while working on the full version! It restarts from scratch every time I reload. (No, the manual export/import is not enough, at least if you want to make this into an above-average game).
An excellent game but the late parts need a serious rebalance. Around lvl 200 normal (training opponents) tend to be 10 times stronger than my character, one-hitting me even in plate armor. This is by no means realistic, and on top of that, very annoying. Such superhuman enemies require superhuman equipment. Another solution could be buffing the existing stuff: chain and plate should give WAY more HP, heavy swords WAY more damage, and high levels should give more bonus per level. By this I mean that instead of a flat increase, the bonus could always grow by a percentage of the previous level (i.e. a geometric sequence).
Babayaga shouldn't be in enemy fleets anyway, they will be removed.