Ohhhh crap!! All those wasted Tac tools and GP ### And any chance of getting in on the tester version?
I'm using an iPhone 6s and I took the glass screen protecter off to see if it was the issue...it was not # I didn't realise this was part of the code but if it's possible to make it more sensitive to touch that would be fantastic!
So I was thinking of a way to expand more on this game not sure if it will tie in with your ideas for the game but you can take and alter any ideas, anyway you like. I know this has sort of been suggested before but going up in generations should unlock different ages (stone, bronze iron) and I think the best way to do this would be in the village and make use of those stones you have lying around. Once we reach the next gen we inherit a certain recipe our father was working on in secret. This recipe would be to a mine building (and possibly even a saw mill for those trees) And a new NPC would appear later in the game who would work in the mine to unlock bronze. And in a few gens after that a new NPC that would also work in the mine to unlock iron. This could open losts of new village buildings like a saw mill previously mentioned, a fishing hut, a hunting cabin, a Farm and a quarry. Player Level to help with quest difficulty. This is basically just a figure stating what percentage we have reached of getting all our abilities to 100. So there are currently 8 player abilities and if I got one of them (say tool crafting) all the way to 100 but none of the others I would only be at level 12.5 This might help give players better quests, more specific to their level after the main quest line is all finished for that gen. I know more quests are something you guys are trying to come up with but i wouldn't mind seeing a few more tiny quest that just ask us to make certain recipes for shiny stones. And they could ask for more items and more difficult recipes as our level gets higher and offer better rewards. Even if it's just a wanderer asks you to create 50 arrows and a basic bow and quiver for a shiny stone. This would give us a purpose to craft items to get our crafting levels up and would be good to be throughout even after someone abandons us. # Their is a possibility to add rare and completely random creatures in the hunting and fishing that could be skinned to give really rare leather for crafting end game armour and items? These creatures would not be able to be put in gathering slot for minion to find. Completely random. I like the tac tool but I've noticed sometimes it doesn't know what item to act like for example making a shovel head. Probably the only example lol but I thought I'd mention it. Could you make the diarys or journals more like tips that have a section in the player stats area so that they don't take up space as I've already lost the one you get from rating and posting here # Love the game guys. I can't believe I've racked up so many hours on this game! Thanks heaps for keeping us all entertained for so long!
Yea fill out this form and we'll send you the next test version. https://docs.google.com/forms/d/e/1FAIpQLSdOL1pNMnLVk9vDlyVjpHe9ErC0IdrLlKbz3kWJs-RZzwZ_zA/viewform?c=0&w=1
I checked it out already, it seems kind of impossible for me to drop it in the container. Since I have made it so when you start dragging an item the item is around 30px above the point where your finger touches the screen. So its pretty intuitive for me. I guess the only way for me to understand is to physically see you play..
Yes similar stuff has been suggested. Notes taken, though I'm not sure if this is the best way, or what is the best way of implementing these.. I'll see what I can come up with.
Moar quests. Yes I need to work on the side quest mechanic in order to create such a thing. Though currently I'm trying to clean the minion gathering code & add some stuff to the village. I will hopefully one day change the side quest mechanics so that I could generate lots of different/better quests.
What would these creatures look like?? What will be their names? Sorry I couldn't visualize this mechanic. Tactical tool = Yes.. thats a problem.. though we're just postponing to solve it Diary Like Tip = No, because they provide GP's. Tips don't provide GPs Hopefully you'll be entertained a lot longer after our next update.. (I'm saying hopefully, because I'm trying to deal with this code and its pretty hard to change stuff now since we wrote the code really really bad )
I feel like as I'm sliding my finger up the screen it stops recognising my finger and believes I've taken my finger away. It must just be my stupid fat dry fingers lol. But thanks for checking it out ## I've filled in the form and submitted. Will it come to my email??
My favorite game I've been playing this game since the very beginning and the devs have done an amazing job of updating and adding features to the game. It's one of the best and most original games I've played.
Minion long trip crashes after 10 mins Hi and thank you for a great, great game. At late stages, I usually have the 12 slot bag equipped, and minion can be away for a total of 20 mins before the bag fills up. But if I exit the game and return later, the app will open, hang for a bit, and then crash. After some testing, it seems to me that Minion can be away for maxium 10 mins. I tested this by equipping the minion with an increasing number of gathering items, and made it to 6 spears / axes. I noticed in another reply that you're working on rewriting the minion code. Will this issue be fixed with the new code? Cheers
This happens to me as well. If I let Minion go the full 26 minutes it crashes when I come back to it.
Love the game! I had a couple questions about skills, though. 1) Are all crafting failures equal in terms of skill gain, or is a failure on an "easier" item more likely to gain skill? (If I put on -25 gloves and get failures on easier items more likely to gain skill vs failures at current skill -- ignoring ease of materials, success rate, etc) 2) Does increasing max skill shift the skill curve at all, i.e. is it easier to get up to 100? Or is it only to increase success chance above 100%? Thanks!
Hey dollahrs, thanks for the feedback. Yes we've been aware of this for a while. We fixed this issue, but I'm not sure if it will be live on v1.2 or v1.3.
Thanks! These questions should be answered in the tip tablets. 1. All failures are equal in terms of skill gain. But your skill amount matters, so having lower skill is more helpful while leveling them up. 2. The skill curve continues to increase over 100, so it gets harder to level up after 100. But having a higher max skill doesn't affect your skill gain before 100 skill. I hope I understood these correctly and answered them.
Yes, that was helpful! For (1) when you say that skill amount matters, does that include skills adjusted by gloves? For instance, if I'm at 90 tool crafting and I put on -40 gloves and fail on something, do I have more chance to level up than if I put on -25 and failed? (Or does it only help with the % chance of failure?) Thanks!
Throw away warning... Could a setting be put in to allow you to toggle the warning message on or off when you throw something away?