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I would also love to have boolean logic in the automation. And Or Nor would be wonderful. Its hard to tell what the exact logic of some of the automation is without lots of experimentation. Even if it were shown and not changeable it would be a huge improvement over this. Specifically I found it hard to tell why my Auto-prestige was firing in seconds when I had it set for 2ish minutes and it felt like it was using "OR" rather than "And" logic between the two variables.
1- Add a delay (1 sec would work) after a promote, during which you cannot infinite. Too many times I've wanted to infinite manually and ended up clicking just after an automated promote, wasting progress. Alternatively, the amount of IP from infinite could always stay at max since last infinite, preventing this issue from ever occurring as the value on the button would never decrease.
2- In promote automation settings, next to min level and min time there could be buttons labeled "All" that, when clicked, set all current steps to that new value. For example, if you have four steps, each at +20Lv., entering 10 in min lv. and then clicking the "All" button, all four steps would change from +20Lv. to +10Lv.
please fix
So 1000 in prestiges becomes 1.010 for me.
But currently the way Automate Prestige works is that it will do a full increment of the Min Exponent Gain before prestiging, eg: If you're halfway through 1.57 when you last prestiged, it will wait until being halfway through 1.58 before prestiging again.
I think it makes more sense for Automate Prestige to work the same way as Automate Promote does, eg: even if you manually promote close to an exponent boundary, it will automatically promote as soon as it hits the new exponent boundary.
IP/s works differently depending on what page you have open, some pages/tabs makes it go slower then other tabs/pages.
On the "revolution page" that mall stats window, could show some more info like current run time
Also I find that stars progression needs a bit of an overhaul, I dont find it too engaging personally
So i was thinking that we could have t,z or maybe tab for double/tripple speed.
thanks for the game, its surprisingly addictive.
Current meta revolves around putting all RP in Gen Power Exponent and Common Exponent to get the highest possible score. This seems lackluster, as even with getting free RP from Dilation to all stats, you hardly notice any difference from the other upgrades. There's 6 upgrades to the lab, and only two of them are viable in making any sort of progress.
I've tried various combos, from evenly distributing all points to all 6 upgrades, to focusing all my upgrades on the other 4, to even pandering towards various strategies, and none have come even close to adding any sort of progress.
Another topic id like to discuss are the Challenge milestones. After doing the 35 challenges, the only reason to even progress on challenges is to finish up Challenge 10 to get the DP bonus, and the achievement. Id like to see more milestone bonuses from doing all 50 challenges, as some of these challenges can take multiple days to complete.
I also would like to see some use towards AP after completing the Zoo. You can continue to purchase AP even after buying all 81 animals. There's realistically no point in purchasing AP after finishing the zoo, but it still allows you to convert your currencies to AP afterwards. Id like to see a way for you to upgrade the various effects of your animals after completing the zoo. This would not only give a reason to continue to convert your currencies to AP, but also a reason to continue to progress through the game via Infinities, Eternities, Supernova and Dilation respectively.
If implemented, this could vastly in prove the longevity of someone playing this game. As with any idle game, once you reach the endpoint, there's no point in continuing. Labs and Dilation are essentially infinite, but you will eventually reach a plateau. Unless adding something on top of Dilation, adding in these changes can add a meaningful amount of strategy and time to a long time players playtime.