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Well, this is a good improvement, at least it's clear that the blacksmith is not doing all the work this time, he only forges the weapons and equipment. XD
Kudos MrCaboom.
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After playing around with different builds of ascension skills i'd have to agree with MadChapelier. Each skill's cost should increase individually, instead of across the board. Even then some skills are just not worth spending points on, but it's made worse by increasing the cost of all other skills. As far as i can tell the rate of SP acquisition itself is fine thanks to the latest updates.
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@ Chronova: Both sympathetic and sympathic are words, though they have a different meaning. Sympathetic is along the lines of compassionate, sympathic is likeable.
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after a few minutes my smith and my merchant stopped reacting to me clicking and to me holding space but my miner is fine
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Not to be that guy, but I hope the developer knows that sympatic title doesn't mean sympathetic, it isn't a word at all. Hope you get around to changing that for us Mrcaboom
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Either Scale or be separate from the others in terms of cost increase. It gets worthless extremely fast. (In reference to Rich Starter)
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Suggestion :
1 - Estimated time of stocks will finish at storage
2- choose what we cant from item names pages (like we sell them) from storage.
3- Choose what we want to produce from drop list
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I feel like the interface hides too much information at a time. Can we get an option for a more condensed interface, like all upgrades on one tab and all productions on another?
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Mentioned this in comments on the previous game, but it'd be nice to have an option to prioritize selling the shop item that you have the least of, so you could clean up the list easier. Great game!
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Well, some IMO midgame hints. 1. Keep pushing into new ores. Hanging out for a few hours at an ore is OK, but do keep pushing forward. 2. Use potions, especially the quest-given ones. Even if the effects get wasted, the achievement benefit is fairly nice. 3. Crit chance and crit power are everything; spend more on crits than anything else.
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Didnt get any Money while offline. I had the production set to an enchanted item i Need for a quest. The result is, that I still Need the items for the quest (no offline Progression) but that no items landed in store (as they are used for the quest)
The offline time is based on the time of a server on the Internet. Sometime i may happen that the server is unavailable for a few seconds. If that happen, your offline time is saved by the game and will be given the next time you open the game.
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I would much prefer having building time per minute until it gets adleast to 1 per sec, still too inacure otherwise. An option to manualy change those would be most appreciated.
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Is the "Of Volcanoes" enchantment bugged, or supposed to be tremendously harder than the one before it? The highest one before was out of 80 billion and this is out of 3 quadrillion. If it was a roadblock to take a couple of days to make one, that would be okay I guess, but I worry about future quests using that. A quest for 400 items of volcanoes would probably never be able to be filled.
I've retested it and it seems to work correctly. You may have to refresh the page for the bug to be fixed. If the problem persist, send me your export file via private message.
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ADAPTIVE PRODUCTION is the one feature I asked for out of idle blacksmith. Nice feature! It's under the GEAR icon. Tell your blacksmith what to produce, HE SENDS THE MEMO TO THE SMELTER AND MINER!
Takes the busywork out of this idle game!
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I like the game but there are some points that could use improvement: 1. In the production pane, list all the modifiers so the players can see how the final production rate is calculated. 2. Between the producers icon and progress bar, put a bar which shows the remainder potion duration. 3. Players should be able to set automatic sales of certain items, without automatically moving everything to the shop. 4 The UI could do with some improvement, too much clicking between panels atm.
Thanks for the game though, it's pretty nice as it as already!
PS Also "Ressource" should be "Resource" in the Productions panels
Thanks for your comment. I have good news for you! You can now see details about each worker's modifier if you click on their name. You now have a potion duration indicator next to the progress bar (you need to unlock the druid to see it). You now have a better "Send to Shop" system to manage your items in only a few clicks. The UI has been improved.
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some of your quest have 5 tasks, but you can only see 4 thus unable to click on it to quick produce the enchanted Armour
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In some ways I like this more than the original, mechanically there's a lot more here in depth and content, but it's real rough and needs work. The UI is a downgrade, but you've probably already heard that. The ascension system, while I like how there's a lot more going on with it than the original, the cost scaling is insane and since buying one upgrade raises the cost for all of them, I can barely ever afford one where I'm at. Either buff the bonuses or cut down the scaling and seperate them. And what's with the balance? At some points the costs for worker upgrades just spike and it takes hours to get back to a smooth pace again, it's not natural and it shouldn't be that way, especially since there's harsh diminishing returns that one purchase does nothing in late-game. I don't think the import/export system works either, I can't right click to copy the code or paste it into the import. And my current quest broke, I'm at quest #133 and have all items, but can't complete it.
Thank you for your comment.
I'm still working on the balance of the game. I'll keep your comment in mind on the next balance update.
To Import, you need to use Ctrl+V.
Quest bug has been fixed.
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Something isnt right with the production rates. My smelter says hes making 2.5 manganite / min. The Smith Needs 5 bars per glove and says hes making 0.7 / min. Thus I should be loosing 0.7*5 - 2.5 = 1 bar per second. But in my inventory it states +0.5 / min for the bars. I exported the current save.
In the left part of the game, the production rate take only the speed of your worker in the calculation. In the inventory, the production rate uses the speed, critical hit, potions buff, achievement boost, ascension boost and calculate your average production.
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Haven't seen it requested, but a small-but-visible indicator for worker criticals on the bottom bar would be nice. Nothing processor-intensive, of course.
I thought of it when i was developing the game but i thought it would be annoying when you are in the end game. Seeing all those mini-progress bar shaking every few seconds. If most people prefer it that way, i'll be more than happy to make it that way. (Press + if you like that idea)
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To amend my buff indicator idea, it would also be nice to have a quick way to use the strongest of a given type of potion on a worker, from the mainscreen. Kind of like a hotbar for the workers. In lieu of a hotbar, it would be nice to set auto-consumption conditions for potions on certain workers.
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It would be interesting to see an RPG Style Buff Indicator above each worker related to the type of potion they have active, as well as time remaining and the ability to cancel said buff for a stronger one.
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um i think i'v found a bug. for mining copper it says it needs 10 power and i am only gernerating 64 per sec but i am producing 10 coper per sec. the math doesnt add up
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Suggestion: I wish I had more significant figures. I cant really figure out if I'm balanced or not when I am producing 0.1 and selling 0.1. I would much appreciate two or three significant figures: producing 0.135 and selling 0.110, this would let me know that I should invest in my merchant first etc.
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ascension skills are way to expensive it would make more sense if each individual upgrade scaled instead of having them all go up because why would you spend 1k points for a 1% reduction when you could instead get worker speed it basically makes all the other upgrades pointless since all the acension prices go up as you level just one doesn't make much sense and in my opinion the ascension price upgrades should be way lower i really don't want to wait 2 years to hit end game.
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could you add clicking power and idle power as 2 separate upgrades the price jumps once you hit around 5 billion gets way to high
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Problem: After 1st ascention, I need 999B for the 2nd ascention, but the 3rd require 1000Tr. How can I afford this - -
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the ascension upgrades are still not working properly when u refresh the page it has the low amounts but as soon as you upgrade it jumps way up and it jumps all of them up very frustrating
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Suggestion: the upgrade reduction is not working properly it works when you first refresh the page then when you put 1 upgrade point i, it caps all of them out.
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In response to my earlier post regarding Ascension points: I've noticed that when I reload the page, my ascension point requirements are individually priced and are vastly cheaper than they were before, but after clicking on any of the bonus items the prices will revert back to absurd values and all items are once again globally priced instead of individually.
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just a small suggestion the ascension bonuses should either be increase or separate them so they don't all go up when you increase one
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At this point I must really applaud your dedication. It's rare to see such prompt response. Great job with the game. It's really great and fun, and all points that it will be better still. Alas, much rebalancing will probably await you over the next couple of days, but it's all progressing in the right direction.
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Suggestion: Have it so on the worker screen you can click on any item required to automatically set your other workers to produce that item(just like what was done for quests). would cut way down on looking for missing items
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When can we expect an overhaul of the ascension system? I personally will not be using it at all until some major changes happen in that area. It just isn't fair for me to sacrifice my current level of upgrades and my large stash of resources for such a pathetic amount of bonus. Item value % and worker speed increments should both be upped to like 25% for each point, while the 1% bonus items should be upped to 2.5% for each point. Points aren't easy to get, and that I like, but I want them to count for something when I do get them.