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- Full-upgrading every attribute I could, on every page.
- Using the resultant Advancements I got to further raise capacity.
- Repeat."
Grats, you distilled the game down into some simple steps. There are some fun strategies to explore as there are different means to generate resources effectively throughout different stages of the game, but yes, this is the core concept.
Some some of us like that.
>need 130 attributes to earn Orb xp
>grind it, not even looking at the upgrades I get, just clicking on the cheapest one
>get Orb xp
>mfw I need 5 lvls of Alchemy book to get potion I want
Open "..\Orb of Creation\Orb Of Creation_Data\Managed\Assembly-CSharp.dll" in dnSpy
Search "ResearchSO.GetDevelopmentCostAtLevel"
Open the result
Rightclick that name and select "c# Edit Method".
Change Code to
File -> Save All -> Ok
Now you can research like before.
If we are to only count echo builds that go above your capacity limit, meaning only the ones that actually gain you anything you wouldn't get normally, then we need to work out how much gain each level of echo build actually gets you.
Fortunately, the math on repeated echo builds is a geometric series, and the summation works out trivially from +15 echo rating to a flat +15% increase over base. So +30 is +30%, +45 is +45%, etc. Easy!
There are 123 attributes in the game, so each level of echo build gives you +15% of that, or an average of 18.45 attribute levels over what you would have normally.
And this isn't something that compounds throughout the game, it's a flat bonus that never scales, and never improves. But your attribute levels continually go up, so its effective value depreciates over time, requiring more and more investment just to reach the same +% effectiveness you had before.
And it requires more investment in Expert Arcane, which is already kind of a hard sell a lot of the time, and spending Technology and Cognitive Advancements, both of which are already in the highest demand of all non-Orb Advancements.
So.. yeah. It's just exceedingly underwhelming. Other investments scale multiplicatively upwards, while it does not.
I like the new system. There is basically no waiting involved. You do need caps, because otherwise, you beat the game before it even started.
Alchemy still kicks in once you level it. You can fill your attributes within a few seconds. We do need more alchemy slots!
About crafting: Is it a bug? We receive resources before the crafting ends. If I understand it correctly, crafting speed is one of the most useless attribute. Furthermore, we do have auto craft slots. Why would you ever use them?
Equipment: in 0.50, I really liked the staff that gave all resources. Right now, this staff seems to be useless. I just pick one set of equipment and stick with it. I don't see a need for switching yet. Concepts that give resources become useless very quickly too. At the point of time, where I unlocked the energy one, The bars didn't move at all when developing attributes.
What's missing is a breakdown for each resource explaining where I consume the resource and where I produce it. Sometimes, it's hard to track. E. g. I'm getting plants and trees which I'm currently not harvesting and I have no idea where I get them from.
I'm at about 100QA resources now. Potions and equipment don't feel that useful yet. I wonder how rituals will shift the focus of the game. Btw. will there be a wipe? My old save wasn't compatible, so I created a new one. Will both saves work when 0.6x is released? Do we lose the new one? The old one?
The second case would be to quickly get it over with: suppose you have am equipment set specifically dedicated for crafting: you don't want to waste a lot of time "locked" with that equipment that serves no other purpose. You would rather have the crafting condensed in time.
I don't know if you have yet to unlock a bunch of artifacts to equip yourself with. Many of them are really specific and I can understand not wanting to keep the equipped at all times. As I mentioned above, there are artifacts that give interesting bonuses to crafting. Doesn't make much sense to use those if I'm not crafting anything. The same concept can be applied to many different resources: you can get an equipment to optimize the generation of a very specific type of resource. Realistically, you will know when you need more than one resource rather than the other.
I'm fairly certain that clicking on a certain resource breaks down everything you want to know (specifically, in your case, resource generation and consumption rates)
I have to agree with this. Overall, the grind is not that bad and, if anything, it forces you to really think about the optimal solution in any circumstance, especially when it comes to researches. Certain phases of druidry and alchemy feel really slow. However, nothing major that a few balance patches can't fix imo.
Caps merely enforce active play. And there's no in-game support of automated buying of attributes so the caps feel mostly like a way to push aura or idle based play. As raising the caps is a large part of the content, it feels like artificial content.
The game is still good, I just feel pressured to switch gears too often because I don't want to waste resources sitting at the cap.
At some point "wasting resources sitting at the cap" becomes irrelevant. Passive generation rates are totally dwarfed in orders of magnitude by what you can do with powerful combination of spells and other gameplay loops. On my save 5 minute of active play is going to generate more than like, a year of letting it sit there
Weird, I thought it was pretty obvious that innovations are more powerful than technologies! Like if you compare say, attunement mastery to improved artifacts... (agree that cognitive and technology points are worth more)
Granted my highest expert level right now is 25, but it seemed to me that stuff like parallel minds, auto-scribe, extra artifact slots, and research scaling (i.e. mind mastery) are really where it's at for the super late game. My gameplay loop at the moment is mainly just psionic forge x6/mana biscuit spam/reflective scaling, plus autoscribing
I also found many of the technologies to be irrelevant because generating garden and crafting resources are never limiting factors, at least for the way that I play. The ones that buff auras and generators are just.. pathetically weak
The problem is that you get way, way too few points to spend. You have to know exactly what you want to buy, since one wrong purchase could set you back hours of playtime. There's no room for experimenting, or getting minor quality-of-life improvements.
A simple fix would be for each attribute "area" to give more points with each level. But the higher-tier research upgrades require more points. Overall you get more points to spend, but are incentivized to spend those points on a few low-tier research upgrades that aren't related to your build.
Open "..\Orb of Creation\Orb Of Creation_Data\Managed\Assembly-CSharp.dll" in dnSpy
Search "ResearchSO.ApplyMaxQuantityFromLevels"
Open the result
Rightclick that name and select "c# Edit Method".
Change Code to
File -> Save All -> Ok
The number 1 can be replaced with various models. For example keeping the scaling at a fixed level is not a good idea, since you unlock more resources which you earn in parallel and therefore level more things up as you unlock new parts of the game. Limiting it to a specific level would allow the earlygame progression but then transition into late game freedom.
In this example it would cap growth at lvl 20 scaling.
I look forward to when I'm awake enough to even try to parse this.