no offline gains as of yet, sorry, still learning to code mate, will get to it at some point i guess, thanks for playing anyway, as for the combat, its supposed to be a slow gring.....getting that re-worked so you can buy auto fight (then reduce timer at a cost).
Need WAY more explanation on the Adventure rules. After playing all day to get to 200K silver I am underwhelmed... to say the least. May just punt. If it shows back up in my feed somehow (initial was due to friend comment) and the game is more mature maybe I'll play again
Since I was confused by this also (based on misunderstanding some chat comments) and I see nutshell's post on prestige, I thought I'd throw this out there:
You do keep gear progress and crafting upgrades (prestige menu calls it recipe progress)... this was a pleasant surprise. Now grinding for materials after is still a pain, but not the end of the world.
Couldn't get through the tutorial. The thought of doing that enough times to get 10 cherries for an extra 5 points was horrifying. I see why everyone hates these games. Nope.
Without a doubt the most painful 15 points I've had to get on Kong. That bitch on the bottom of the castle would just not die... can't tell you how many times she was protected by a tent of beams. No joy at the end at all. Pure luck. The later versions of this game are so far superior this one isn't worth the time.
And on a side note, I just want to commend you on your rapid attention to comments, with debugging and all. You are very invested in your game. Any chance you'll add something I can buy (to get content, of course) in the near future?
Most likely, I will eventually, when I feel things are settled down and I feel there's enough content to justify it. Right now, I'm just thinking things like time warps and teleport gems (Teleport gems will teleport adventurers directly to a dungeon). (Note that any premium currency I implement will be obtainable in game as well -- most likely just via time. This is still mid-far future, so things can change dramatically!)
Heh... yeah, so last night I crafted plate that use parts and got no plate. Now I can craft the plate, get the plate, and use no parts (as Ipsylon says below.) Payback I guess :-)
Randomly, the adventurers go to the first dungeon on the list, rather than the one you try to send them to. Can't figure out if it's repeatable or not yet, but it sucks when it happens. Also (twice now) a dungeon with a previously assigned adventurer will switch to a new adventurer that was supposed to go to a new dungeon. Something screwy going on, suggest you get to debugging.
I think the second part of that is the consistency check -- two adventurers going to the same dungeon. Is there a message in the log when that happens?
Randomly, the adventurers go to the first dungeon on the list, rather than the one you try to send them to. Can't figure out if it's repeatable or not yet, but it sucks when it happens.
Wow...latest rebalance went hard in the nerf direction, both in prestige and income from the later quests. Takes way too long now. I guess new players won't notice.
With the massive cooldown period for later battle quests, they slow things to a crawl. I have Adventurer, Fighter, and Mage maxed out, with Cleric at Lvl30/13 respawn, and Knight at Lvl26/17 respawn (The other guy isn't worth mentioning, but he's in there)...and they run like a well oiled machine through the first 10 nodes. Starting with 11, nothing I can do does anything but slow that efficiency greatly. So I'm just sitting here using 10, spending the cash to upgrade Cleric and Knight (which is painfully slow at this point), and twiddling my thumbs.
Reduce the battle node cooldowns. There's no excuses for them scaling so high.
no offline gains as of yet, sorry, still learning to code mate, will get to it at some point i guess, thanks for playing anyway, as for the combat, its supposed to be a slow gring.....getting that re-worked so you can buy auto fight (then reduce timer at a cost).