My save has cleared my equipment inventory and equipped items entirely.
I -can- import my saves...but that just leaves me with identical Leather Gloves with Light Resistance 3 enchant in every slot. Including equipped weapons and jewelry, meaning that my heroes are going around wearing over a dozen gloves each. Somehow.
Note that, if you're having trouble with enemies, you do idly get resources even when you're off that screen, so going to the expedition screen or using the pause button on the colony map for a bit can give you resources without having to actively battle off enemies.
It's a neat little game, with a pretty novel combination of elements, though the gameplay doesn't seem to go much further beyond the option to prestige yet.
Also of note, you can pet the foxes.
"What happened to this flourishing island? Now it's just a lousy, dense rainforest! Man, I'd better clear-cut this place until I get a satisfactory answer!"
Apparently it cut off zone one out of what you can access if you get far enough, which is annoying, but that also makes it ignore any hard-earned stars you've gotten from there, which makes the already very-tedious medium badge a literal Sisyphean task if that's what happens when you continue.
You sell equipment the same place you equip it; go to the Menu tab in the top-right, then click "Change Equipment" in the Classes tab. To the right of each row of equipment, there's a little button which is SUPPOSED to be a pile of coins. Click it, then choose how many you're selling on the right.
I beat the first run...and then got a garbage reward, and the chance to do the exact same thing except the most minor of differences given by the garbage reward. This isn't fun.
Tip-when you get the message about the next fight locking you out of the previous area for a while, switch away IMMEDIATELY unless you are, in fact, ready to be locked out; the next screen will start the fight unless you do, and at that point you won't be able to back out. Idly farming some few thousand gold or healing herbs may be worth doing before proceeding.
Good tip! Just a note for those who see this -- you will only be locked in the Underworld for a short duration and will regain access to the previous Ballads.
Naud1234, it's because "Not Quite The End Of The World" badge was made first, and at the time the only two zombie levels were available then were relatively hard ones.
Then came the Dead Island expeditions where a 2-turn victory was available for the first level.
For the Halloween Event
1)-at least 3 types of objects in the map cycle between two states, switching to the other once the first is completed, then back to the first when the second is done: "Crazy Bush"/Goblin, "Dark Spirits"/"White Spirits", and "Underground Hole"/"Hot Lava"
2)-Crazy Bush and Dark Spirits block your path, while Goblins and White Spirits do not; make sure you don't block your way (but you can walk through fake lava either way)
3)-Goblins drop Goblin Oil
4)-at least 3 types of toys can drop from objects in this event, as well as other collectibles; bats can drop from the bat game, "Seahorse Spirits" (the completed form of the seahorses) can drop Giraffe Toys when fed, and Toucans drop from...something, I forgot
5)-trying to complete everything is going to take hundreds of energy and a whole lot of resources, including several dozen radishes
6)-once you complete the spooky hatch, make sure it's as empty as you can make it
Bug: quests which require crafting timed workshop products do not register as being completed should you pick them up on islands besides Atafu (the "big island")
Some different tips for Dead Islands;
-Dread Knights(DKs) move before zombies do
-when killing a zombie in the Necromancer's territory, it only ever empowers the closest (connected?) Lair, even if there's already a DK
-each Lair can support only one DK at a time, no matter how many zombies you kill around it
-each DK is supported by a specific Lair, and, should that support end (either by villagers cutting off the connection or by that Lair being destroyed) the DK will revert to a normal zombie
-territory cut off from a Lair does not provide the Lair empowerment should you kill the zombies on it
-it appears that haunted towns connected to a Lair also empower it, by one each turn per haunted town
-while they seem scary, a Dread Knight can't and won't make a Villager any more dead than a zombie, and your own knights should be more concerned about zombies
-Rosaline cannot turn into a zombie, though if she gets stranded you can't control her until you reconnect with her
Note that chickens and pigs will not keep overnight; if they go too long without being fed they cost at least 1/3 of a ruby to fix, which is about the worst thing to have to spend rubies on
You know what I want? I want a mode where we can attempt the normal levels as zombie levels. I don't even know if they're all even possible like that, but I want to try it.
Good tip! Just a note for those who see this -- you will only be locked in the Underworld for a short duration and will regain access to the previous Ballads.