There is a bug with auto-capture, where sometimes it will immediately catch a fresh monster when it appears and the 1-second interval lines up correctly. I suspect it checks the condition, sees the turncount of the previous fight (which is over 300), then captures the monster that instantly appears before it can realize that the turncount has reset. This is not good, since it actually uses the full bait cost.
I don't like this type of ascension. It punishes you for progressing further than required by the arbitrary milestone every 20 prestige points. If you happen to be really strong at the end of an ascension and capable of going even further, there's no way to benefit from that. I think it's a bad way of setting up a prestige mechanic.
Having to click my guests twice to get them out of the party is really obnoxious once I have enough pop for exerting. Could you maybe make it so you exert by right-clicking, and removing them from the party can always be done with one click? Or maybe have a small separate UI element that you can click to toggle exertion.
Could you make capturing monsters less time-consuming? What if bait consumption was based on the percentage of HP left instead of turn count? You'd still not want to murder them instantly, but it would no longer take 2 minutes per capture.
Or at least make the bait cost reduction scale faster. If it capped out at 10% cost at 500 turns or even less, that would help in preventing all this tedium and wasted time.
The bait refund and capture quest are going to be removed. It started out as minor incentive, but now people feel forced to do it, and they dont like it due to how much of a hassle it is. I never intended it to be that way either.
The Ethos-based city Saltillo lies about how much area scaling reduction it gives. When I hover over the total city bonuses, I get only about half of what the city tooltip says. Yeah, I get that it tapers and stuff, but could it still give accurate numbers?
Area scaling reduction has been giving diminishing return wayyy before ethos taper off. The city tooltip shows individual bonus, but the final value (after diminishing) will be shown on the total city bonuses.
Could you add an indicator when ethoses are fully charged? For example, you could make the charge % change color when it's maxed out. Currently, it's hard to determine where they stop charging without doing the math, especially because some of the later ones don't have smooth caps.
Could you add time estimates for thing like pop growth or policy availability? It doesn't need to be extremely accurate or be updated multiple times a second, but I'd like to be able to get an idea of whether I need to wait 10 minutes or an hour or 10 hours for my next pop or policy. Dunno how hard or costly it would be to implement the same thing for career levels, but if it's cheap, consider adding it there, too.
Can't the game check for achievements when it autosaves, and as part of the awakening process (both before and after)? That would (mostly) get rid of the need to obsessively check your achievement page to make sure you're not missing out on achievements you've earned. It would also be great if that silly "monster catching quests have to be done in one sitting, screw you if you have to reload the page for any reason" thing could be fixed...
1) Sure. 2) The number is kept low specifically to avoid that problem (was 10 originally). If 4 still cause you to be royally screwed on reloading.... I don't know... I may rework it if it proves to be troublesome.
Mr. Developer, are you aware that the final click achievement takes 5 solid days of non-stop clicking to get, and that you've made it so the Mouse upgrade does not work with it? Sir, are you sane?
Hmm... you're right, 5 days is doable for most people. Should've made it takes 50 days, since the final achievement type needs to fall on the extreme end of the spectrum.
I don't like the change to Ethos activation working off the Buy quantity indicator now. Being able to pick between "1" and "All" was sufficient, and it's not like the current method is an improvement in that regard. The next higher number after "1" is "10", which is so large that it might as well be "All". But now, using all Ethos charges is coupled to the buy indicator, which is a real problem. I want Ethos charges used to default to 1, but I typically have my Buy quantity sit at 10. Can we please go back to the way it was before?
I feel awkward using the buy setting too. But with the new tab thing on top, I ran out of space to put the 'all charge' toggle. That may take time to get used to...
I kinda like the new tab things at the top that let you pick which page you want, but it would be even better if the tab you're currently on lights up. The buttons look kinda dull and dead the way they are now.
For some reason, having mouse upgrades does not help getting material faster at the start of a run. This is unfortunate, since it makes several achievements harder. Fix it, please?
Gathering will always give 1 material, having 2 mouse will not add +2 materials (it only build up the multiplier faster). And yes, it was to prevent those achievements from becoming trivial.
Could the notifications for garden and ethoses be separate? There's room for two green numbers on that tab... Also, being able to see somewhere how much food is needed for the next pop / how long it'll take at current rate of gains would be nice.
I don't like how you have to do like 10 time trips before you can upgrade anything. Why isn't there some cheaper stuff that you can buy for just 5 or 10 tesla points that makes things just a tiny bit faster / more efficient? I want to feel like I'm making progress, but it doesn't look like I can get much more than two days into the past until I buy the minutes button, which costs 100 tesla points.
Could you maybe make it so the pumpkin gets a 20% chance for 2 chocolates instead of 1 in a 12 hour campaign? It's silly that it can't run 12 hour campaigns along with the other pets.
The progress bars lie. Depending on how slow buildings are, the progress bars can look completely full for a long time without finishing. This makes it hard to gauge when to activate spiders.
Hey Quizer, thank you for playing and for letting us know about this issue. Wrote it down. Will be announced in the updates section of the game when it's fixed. Best wishes, Leena
Wait, the golden dragon randomly affects some pets and not others? That's terrible! Please change it to a method that equally affects all pets no matter what, so their stats stay equalized.
The bait refund and capture quest are going to be removed. It started out as minor incentive, but now people feel forced to do it, and they dont like it due to how much of a hassle it is. I never intended it to be that way either.