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... and there is no Tech Level 1 ... there is Tech Lv 0 and just right after Tech Lv 2 ... O_o? ... THAT IS EVEN MORE HELL OF A MATHEMATICS AND ENGINEERING
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so i have Tech at Level 0, i make upgrade x10 levels, and now there is level 11 ... O_o? ... 0+10=11 ... THAT IS HELL OF A MATHEMATICS AND TECHNOLOGY
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The current implementation of boosts doesn't apply to connected nodes. Boosts neither propogate upwards nor downwards, and only apply to the selected node. Tested against cost reduction and resource boosting bonuses, as those are easier to put hard numbers to. Interesting concept, the execution needs a bit of polish still.
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i liked the old way boost were being applied, this way it is now to set a boost for each one takes too much effort. The old way where they would chain and combine to create even better production was a much nicer feature
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I think if you select MAX on one tech and then move to another tech, the MAX amount doesn't get recalculated. That needs to be fixed.
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thanks for the multiply buttons & also the max button works in a very strange way (once it jumped from 62 to 125 another time from 1 to 51)
Thank you for suggesting - it's something I'm actively looking into, but I'd have to see how it would fit with the longer-term plans for game balance and what role earlier research nodes should play in the late game, if at all.
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I love the "max" upgrade function to go the next level up. But there is a possible bug in there.. When I am at level 20, and select max, it adds 25 levels instead of 5.. As if it does not take the current level into account..
otherwise great start of the game.. and I really like where it is going..
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I think I found a bug; if you buy enough levels of a research to get two tier upgrades (i.e., at level 1 and you buy 25 levels, getting both the 10- and 25-level tiers), you only get the highest tier reward; anything below doesn't trigger.
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Something's wrong with the buying. Sometimes I buy 1 and I get 2, sometimes I buy MAX to get the next upgrade but it goes to 49 or 51
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bug: amount to buy with max is calculated when you press the button, and doesnt recalculate when you swap nodes. what you can do it press max on a lvl 100 node, then move to a lvl 75 node and buy 50 levels (should be 25 because thats how far next milestone is)
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Would be great if your save remembered the selected buy multiplier. Having to set everything to MAX every time you load the game is quite bothersome. Alternatively, you could have a single setting that applies to all; not a huge deal to have to switch on different techs, especially since 99% of players will leave it on MAX 99% of the time anyway.
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Not sure what happened, but after I refreshed the game to get the latest update, the boosts stopped working. Switching boosts back and forth doesn't do anything, or at least doesn't affect the res/s figures of connected techs as it should.
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@pacM You can delete your comments by going to your profile and clicking "Comments". I'll delete this one once you delete yours. :)
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Boosts should still stack through the various chains. I preferred seeing how my early boosts mattered to later trees. Currently, they don't, and are therefore of little to no value once you progress far enough.
Making it run in the background might not be feasible, but I will definitely look for a way to award offline income for time periods spent in background.
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The total boost effect we got from previous stat display was a quite good thing to have, find a way to add it back, maybe ?
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Similarly, after unlocking everything on the map right now, I see no visual boost indicators between Math/Engineering, Currency/Trading, and Exploration/Trading
Thank you for flagging! You need to manually assign the boost from the research node - it is not enabled by default. I agree it's not ideal, and something I'll be looking to change in the coming releases.
I changed the boosts so that they only boost adjacent nodes, not the nodes along the entire tree. You can see the boost effect they provide on the actual link between the two nodes :)
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Please add an option to import/export save data, or a feature to disable autosaving and save/load manually, would really help with testing things
Exporting/importing save data would be somewhat difficult, but I can definitely look into, at the very least, disabling auto-saving and letting you save manually. Thanks for making all the effort to test the game!
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Whenever the page is refreshed, Pottery and irrigation seem to deselect their boosts.
The weird thing it's only pottery and irrigation, the other nodes keep their boosts selected
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boosts only seem to affect the nodes that come AFTER the boosting node, not the nodes under that one. is that intentional?
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BUG - After performing a hard reset, the nodes (atleast early ones) incorrectly display the node level until you level them up once, ie. after i hard reset the fire node was showing as a lvl 150 (although it wasn't producing that amount of research) until i leveled it once, now it shows as a lvl 2
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Oh I see, thanks for letting me know. Also do you plan on adding prestiging eventually? And if so, how long do you estimate it'll be till it's added. Thanks!
I will definitely add prestiging at some point, but it's hard to estimate when (probably a week or two, depending on how development progresses). I'm still fleshing out the core features to make the existing gameplay as fun as possible :)
Quite substantially (by a factor of 3, I think), though, just to be clear, doing a hard reset basically resets you to 0 of everything. I added it because a lot of players - rightly - pointed out that they wanted the option of a clean slate whenever a significant balance-altering patch was deployed.
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Sometimes clicking will be considered as dragging which is so weird to navigate the screen......
Can we have an option do disable dragging and only allow keyboard navigation?
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Needs a reset button. If you accidentally buy upgrades after returning from a few hours, you can cheat yourself from several days worth or progress apparently. Upgrades badly unbalanced!
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I see you've added a sign now, thank you.
Keyboard scrolling and mouse wheel zoom didn't work for me last version but it does now. I am now having some issues with the camera wanting to move by itself on me, but it's much better.
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I like your content -- it looks good, it flows nicely, and you've been improving the UI frequently. However, as it is (understanding it's a prototype) it's quite boring, plain, basic, and rather unremarkable. I can see it going multiple paths, with one path being a complex economy system of multiple resources (i.e. plants create food; food create workers; workers create tools/buildings; etc), and make it so that each resource can have multiple effects on different tiers. More workers means slower food, but more research/building/etc. All the while, you're generating that main "progress" resource that helps unlock tiers (one-time up front cost, or cost each upgrade, for instance).
Whichever way you go, I am interested to see your choices and development.
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Really nice so far, though I do feel it's a bit too linear. I of course don't know what you have planned, but I think it'd be really exciting to see other little things added. Say, little bonus researches, say for example, researching stone tools allows you to choose three upgrades, one of them adds a button to the fire, that allows you to build up to 100% bonus over say, 30 clicks... And it lasts 20 minutes and slowly builds down.
You can do some crazy things, but that three choice system allows people to feel like their choices matter!
Thank you! This is a great idea, and a fun way to add a more active gameplay for those who want it. Will definitely see what I can come up with - keep your suggestions coming!
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Will we get back the extra "Discovery points" used before the change; "Reduced early research unlock costs", or do we we have to hard reset?