Hovering over distance should provide info on Boss Chance including both the formula and the current probability. You had it in the updates log but the log doesn't include that Versions changes anymore. Also maybe add into the "on mouse over"-textboxes of certain stats in which way they are dependant on skill Level (like "Defense: [...] you currently gain X from vitality which is equal to FORMULA(VITALITY)" or "Bless: [...] stats gained from Bless are always FORMULA(LEVEL OF BLESS SKILL) and mana costs and Duration increase by 1/level.) you could even add Information for things like Exp/Level up and HP/SP/MP regen formulas.
Also tell us how Crit Resist affects the opponent crits. Does it lower Chance or Power? How is Hit% and Dodge% calculated. We love knowing all of those things or at least beeing able to see them. And it's not like knowing them would be game breaking or anything. It would make planning builds way more engaging cause we could actually Kind of plan ahead what we want to dump our Points into and we would know which strats are worth and which ones are utter... something.
Also tell us that there is a Limit to IceSpears repeat before we reach that cap. XD
Auto heal healing when dmg is exactly greater than what you'd heal for would be wrong imo cause you also got quite some passive regen (which is way higher than mana regen).
What do Bosses do? I think they provide 1 random stat... But is it an even chance? Or not and rather (as Im currently suspecting) tryig to even out my stats? How often do they appear? Are they fixed? Also do they respawn after I die?
After loading a save game adventure area resets and idle attack gets deactivated, could you fix this please? On the one hand it's my fault for forgetting it over and over again on the other hand there is basically no reason to reset adventures when reloading.
To travel onwards i would need 58,906 Bear... yeah... sure... just let me get 1k base bears and level 50ish twins on them... menawhile i struggle to advance past 400 base bears and 30ish twins... With the other requirements met. Needs a lot of balancing on the bears.
Yeah guys. Downvote me for stating the truth. Workers just suck. Workers dont do anything except for creating catapults. Which aren't needed at all. You constantly need to upgrade your sleeping chambers just to keep up with the constant growth of workers cause you can't get rid of them which in turn gets way too costly later on in the game. MAYBE one workshop is fine. But should you get too many you pretty much screwed yourself over.
Workers need to stop coming to my Dungeon. They suck. I always get maxed catapults but I will eventually end up with too much workers. Buying the workshop is a trap. Try to do the game without it as long as possible.
Whenever you do that big of an update (or in general) maybe add which ability belongs to which building. Cause it gets a bit confusing with all those names as I generally dont focus too much on them myself.
Suggestion: Tweak OSHA so you get to chose ingame wether you want to use food or peasants. Currently OSHA can feel like its hurting you more than its helping especially if yu got Interracial marriage.
Waaait... So plantations use water and one slave... to produce food equal to the amount of water used? While fields use water to produce food equal to the amount of water used without requiring a slave? Started just now. But thats the first thing bugging me. This seems counter intuitive and makes plantations worthless at least at this stage. If they are better later on make them unlockable later on but not this early as a requirement for later buildings.
Meat production of Dungeons "Execute" doesnt scale with Dragons "Guars". "Cannibalism 2" and "The Best Defense unlocked". More Orcs are consumed but no additional meat is produced.
Hmm... I could do that. Or maybe I should just make horse mills cheaper so food is less of an issue?