Hi! The current build makes reactor plating not very useful as part of a setup. This, combined with exchangers not moving heat as efficiently from the reactor, takes out a dimension of complexity- using your reactor itself as a heat sink. Maybe it would be good if plating beside a fuel cell counted as a component (i.e. a fuel cell next to a plating and a coolant distributes half heat to each), except that all heat going to any plating instead goes to the reactor. Add that to increasing the amount of heat that exchangers move, and that might be an interesting way to solve the quad Nefastium conundrum.
Ok! This patch makes things a lot more balanced. Just a couple things that seem a little off- heat exchangers don't scale with upgrades, meaning that once you have a few top-tier platings down, it becomes more efficient to spam vents / coolant cells rather than really clever heat exchanger strategies. Also, the auto-sell amount doesn't even come close to how much you make by late mid-game, which will get in the way of things if you're intending to make it a fully idle game.
Hmm, neutron reflectors lose durability at a base of 2 per tick if it is adjacent to exactly one fuel cell. If they are adjacent to 2 fuel cells that increases to 6 per tick. Is that intended behaviour?
With the current balance, I'm simply spamming tons of basic reactor platings, since the bonus to heat dissipation is simply dependent on number of platings, not quality. Might wanna look into that!
Now with pots at 16, and everything else maxed out, I'm still missing the 10,000 kills trophy. Currently have 7,300. It's going to take a long, long while to get the remaining 2,700... any ideas where I should go?
Hi! I think the old cash-per-second bug is back. By the cps numbers I have I should be getting at least 10 septentrig cps, but my actual cps is around 6.5 septentrig. Maybe look into it?
Ah, a bug. When you buy "In Brightest Day", it puts a check mark over "Googol" as well. Once you close the upgrades page, the problem goes away though.
I like micromanagement! The only problem with it is that it jumps forward randomly, which makes it extremely difficult to judge when to let go of the mouse button...
2 bugs- building institutes with DirectMax or using the "Fill planet with institutes" option builds level 20 institutes instead of level 25. Also, ore storage DirectMax requirements are bugged. Instead of counting the lvl 25 ore storages you have, it counts the lvl 15 ore storages you have (easily tested by building a couple of lvl 15 ore storages and checking the DirectMax requirements in the build menu).
Hahahaha, an expected bug found with Institutes. Building DirectMax institutes only builds lvl 20, also filling planet with institutes also fills it with lvl 20 institutes instead of 25.
Soft resetting doesn't reset the order of upgrades, so the most expensive unbought upgrade stays at the top. It sorts itself out (ha-ha) after you buy something though. Just a minor bug!
Is there a way to go up one level from planet view to solar system view? Currently the solar system button takes you to your last viewed solar system, but sometimes (especially when I navigate with +/-) I want to move to the solar system my currently viewed planet is in.
Two more comments! Solar panel DirectMax doesn't work, I think it might be because the DirectMax condition is checking for a third upgrade (which doesn't exist for solar panels). Also, the planet level icon doesn't display more than 3 digits.
Surprisingly, you were correct! It was indeed checking for the third path upgrade, I forgot to modify a certain part of copy pasted code from power plant.
Third bug- the timed powerup (x2 damage, reload) doesn't reset between shooter instances. I ended one shooter instance with half the powerup remaining, and started the next one with that half left.
Hmm, found a... bug? Using the "Finish construction" planet tile operation causes the production building to produce much more resources. I believe it's because using that option simply fast-forwards time, so for example if it would take 2h to finish building, when you finish construction, it gives the building 2h worth of resources.
Bug in the current version: the "this science is already being researched" dialog pops up behind the science menu currently.
It would also be nice to have a research to speed up construction... just saying =)
Thanks for the good work! You made a huge, fun game! It just takes some time to get used to because it is really big.
buy more pots! but yeah as player56 said, go to the tower for endless waves. invest on storm pengu and unleash it when you see a group of monsters.