I have played up to level 102 a few observations:
I think the balancing needs a tweak - firstly I think gold to upgrade gem quality is a bit harsh, either lower gold amount or increase % of purity. this brings me to another balancing problem: Gold per kill.
The amount of gold per kill for different enemy needs looking at. It is disproportionate and does not improve as the game progresses. Need more gold as the enemy become stronger to enable upgrades. This ties in with the cost to upgrade/% increase.
I like the extra map type with different way point locations. Could we have a 'random map' selector that places the way points at random points? Also, can we have numbers on each way point in order of position.
Can you highlight the rock that is blocking the path when the maze is blocked?
Highlighting the blocking rock is not really possible because when the path is not clear then there are usually a lot of rocks can be chosen to remove to make a hole. But maybe I could do the blocking check after each rock placement. Then you would always know that the last placed rock is the blocker.
Thanks for all the improvements/bug fixes! Really appreciate it. Would it be possible for the special gems to be highlighted in the map when they are available? Also, could we have upgrades to the special gems with gold?
You are welcome :) There will be some kind of notification when a special gem becomes available. Maybe it will be a text message or something else I am not sure yet. And about the "special gem level upgrades for gold" thing I had planned a system where gem kills are counted and these somehow increase damage so you can "train" gems by placing them in positions where many kills are done. But the level upgrade for gold can happen too I think these two options can both happen.
When you have made a map full of gems and rocks and maize is complete you can not just start the next round - you must place a rock and then delete it. Need a start next wave option even if you do not place new gems/rocks.
It is the image of the gems I find it hard to clearly spot the difference. It may just be me. Like the update btw. the grid makes a big difference when placing rocks.
I loved the original but it did have some frustrating flaws. I like what I see here so far. Would love a grid option and I may be getting old but I find the gem types a little hard to differentiate.
Thanks for the encouragement. I uploaded the new version with the grid. What do you mean by the gem types are hard to differentiate? Should I change the functions, the images or the names?
Yep. its a bug. still hunting it, but i cant find how this happens. Sometimes it happens. I am manually fixing that. You still have fields and i will launch a formula to recalculate them. And you will have the correct fields, gold income again.
Yep. I know. looking for solutions. It can take hours or even days until i find out how to fix. But it worked before, just i have to find why after the server shutdown it doesnt work good enough anymore.
Hello. Today my hosting provider just restarted the server without saying anything and US had 4 hours downtime, also broken some other programs, so I can not start all 6 cores, the game runs only with 1. So that's why its slower today. I am trying to solve this quite long and I hope It will be fixed by tomorrow.
>> I have succeeded in launching max 3 cores, and it seems really better now.
Great start. Would love to be able to have different ants. Queen, worker guard etc. Collecting food to feed different types of ant. other colonies to fight - multiplayer?
Highlighting the blocking rock is not really possible because when the path is not clear then there are usually a lot of rocks can be chosen to remove to make a hole. But maybe I could do the blocking check after each rock placement. Then you would always know that the last placed rock is the blocker.