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storage needs buttons to show only equipment/ore/etc. it's hard as hell to find what u looking for in this list based on price..
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@Artgor the first few SP take a while. You gain 1 point per xx money earned (like 100b or so). Once you reach/exceed the point were items are worth that much you gain them quickly. I play for roughly a week and Ascended 2 times so far (1st at ~8m, 2nd at 8b). Got everything maxed with that and if I would decide to ascend again I would gain 942b right now. The highscores seem to be capped at 2b or sth.
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I wonder what I'm doing wrong. Now I have ~2700 sacrifice points and don't know how to increase them fast enough. Players in highscores have hundrens of millions of them. I use "fast production" and "perfectionist" abilities, farm gold, but the speed of gaining SP is too low. I suppose I miss something obvious, but what? Could someone give an advice?
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First of all thanks for the info screen. I finally know that my most important merchants are at 100% Critrate :) BUT one thing that seems to be placed wrong is Res.Reduction on Herb/Explorer: that value should be shown for Explorer/Druid instead as a combination of the 2 if im not mistaken. I'm at 2x 47.5% reduction but the Druid/Enchanter window shows 20% which probably is the maxed Ascension trait "Ecological Industry"
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have uninstall unity, re install and still see the screen that i must have unity. Cant play this game, was working fine yesterday
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Seems that not only "Wealthy" and "Rich" are canceling each other out as said earlier but also "Visionary". Only one of the 3 can be active at a time.If you deactivate one of the 3, all others will be as well even if still equiped.
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AFK mode doesn't progress non-10/s items accurately. 3 to 5 hours ago, I hadn't sold an item at the 0.5/h rate. I still haven't.
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Can you please add so that when selecting an Item to produce, it's price on sale is shown? Like when I select produce "Iron Sword", it showed how much money will I receive if merchant sells it. As well as if I chose to enchant and item being enchanted is Iron Sword, it shows price of enchanted item (critical chance not included)
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edit from my last comment: when I only need something from the herbalist it's fine, but when I need something from the herbalist AND the explorer, it sells what I get from the herbalist even if I don't have enough of the item to enchant
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After the latest update the merchant seems to be bugged with the herbalist. The merchant doesn't save what I need for enchanting from the herbalist, but it does save what I need from the adventurer. Other than that everything seems fine now and the game is getting better by the day thanks a lot for the updates.
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Suggestion: It would be awesome to have some sort of marker to see when we are at a level across the different jobs so that we are sustainable.
Example: Tell how many bars we can make to match how many ores we mine so that we don't end up short or extra, as well as the same system for smithing
Just look in your inventory. If the +X is green, that mean that in average, you produce extra items. If it's in red, you comsume more than you produce.
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Auto potion drinking please... would be nice to make a load of potions, then set them to be used when the old ones run out. Being able to set this for each worker to drink a different potion would be really helpful.
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so after ascending for the first time last night my game progression has ground to a halt, after 12 hours i have only been able to build 1 of the 46 enchant boots, did i do something wrong?
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Maybe a small text pop-up in a corner of the game saying it saved and a matching option in the settings menu to disable it at will?
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Theres a bug involving the titles "Wealthy" and "Rich" both of them are supposed to increase the value of all items. However if you try to activate the 2nd one, only the one with higher value will count/one will be canceled. This can lead to "Wealthy" beeing equiped but not counting at all even if you unequip "Rich". Already wondered why my item values vary..
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Regarding updates:
1) Make more automation stuff: a) auto-potions dring/sell, b) manual configuration what items at what quantity start to go to shop (I want to stock some up to some limit manuall) c) probably build queues: druid and enchanter need different stuff, quests, I want to make my worker to switch Xone item, Y another item forever, or do X one item, Y another, forever third one.
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i dont know if its on purpos but my next SP in a new skill cost 34k SP yet the following upgrades of the same skill have a startcost on like 1 and goes up from there. it will take me WEEKS to get 34k to unlock a new skill then xD
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@Torthak thats intended. You keep some stuff after Ascending so you start with a few bonuses already and can get back to your old progress point faster - normal for this genre of games. Achievements, quests, titles mainly - the game also tells you that somewhere.
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just ascended for the first time, and both my quest line and achievements did not reset. currently stuck on quest #49
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How come sometimes when I leave the game and come back later or the next day it says I didnt make anything? It dont happen all the time but sometimes over night when I come back hoping for some money to spend it dont have any in that pop up.
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highscoreboard full of hackers, you need to code it so it wont send highscore information if you're over a certain point that would be impossible
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Building on my last comment, my dude, can you make an option that makes it so the shop won't sell the ingredients to the item you're making? I want to always sell 10 items/second for achievement bonus but i don't want to sell my bars. you dig?
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So, started playing this just before the recent patch changed to show workrate in hours or days if it dropped too low to represent in minutes. Liking that change a lot, but only one decimal place really isn't enough to fine tune things. Would be much better if you showed us at least two.
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The enchanter need his own storage like the shop keeper, that way we can send a bunch of high valuable forged items to be paired with expensive magic while low cost quest item can then be paired with low cost quest required magics. As it is no we blaze through low enchants for low items and suddenly we're enchanting our expensive items with worthless magics just to satisfy the quest requirement.
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So far, it's going well. Still need some speed tweaking (not much, it's close... it still takes me most of the day to get past where I was the previous ascension). A few more suggestions: Toggleable sell order (Cheapest first, Expensive First), Statistics window (has been mentioned before), but also perhaps lifetime total money accumulation.. juuust so we can see how much money (as well as current ascention time, lifetime playtime, as well as all the other stats such as actual crit/power/CritPower, Money per /s, /m, /h , /d.. toggleable of course to fit how we want to see it). Also, how about displaying base value of items/enchants?
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another suggestion:
more transparancy please.
as it is now we only see the base value of a particular stat and the value of the next upgrade ("crit chance 0.0% (0.5%)"). could you make it so it shows also the final value after all bonuses (from ascension, potions, titles ect) are calculated. so we can see the actual value of a particular stat.
thanks
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For some reason the game stopped working today, I did nothing different and it is saying i have to download Unity when I have had it. Any reason for this bug?