Yeah in the late game spamming upgrades as well as just opening the prestige/artifact panels can lag as they aren't very optimized yet.
Gold number truncation is also coming.
And I feel you on the gold pile. It pains me that in the late game you can reach states where there is no more beautiful massive gem pile.
GreenWizardGames
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You're not wrong, incremental games tend to not really have a difficulty/challenge or game-over aspect per se. It's more about casual chill numbers go up vibe. However they can be challenging and have room for expression/skill if you wish to beat them in most efficient/fastest manner. Or perhaps obtain difficult steam achievements. Or self imposed rules or challenges. Or just enjoy seeing how far you can get in the endless mod with all the upgrades. But yeah there will be a couple prestige/damage checks, some likely in a chill way where if you can't beat the check it's not necessarily hard game over, but you do not get a unique artifact which is required to unlock a "last" boss/ending and achievements.
Thank you for the feedback and wishlist! :)
Hey thanks for the feedback, though I'm not sure what metrics would really help me. I just hope the game is running well for you at that point? Hopefully you get 60+ fps still with everything disabled in the settings? Game is CPU bound due to physics simulation, so as long as that isn't a complete potato it should be fine. Though there must still be work done to optimize stuff further.
Atm mithril mainly drops from killing dens and in the very late game less of them die mainly because den's HP scales of % of mountain's HP, which can get exponentially/absurdly high after a point. But I will be adding more ways of obtaining mithril, as well as having a tiny drop chance from normal damage.
You can move buildings to an empty slot without swapping since the patch that came out 14 days ago.
And the patch 4 days ago increased ore physics among other things, intended to make the bulldozer/runner issue you're talking about a bit better.
So it seems like you should really download the latest patch hehe! :) The saves carry over automatically. You can also follow the game here or on discord to get a notification when a new patch releases.
Thank you for the feedback and wishlist!
Awesome, thanks!
-Yup, way to check dwarf stats is on the TODO list.
-A slider in player's hands would be a bit weird, but I am constantly improving performance and tuning the mountain reclaiming, so that it feels good and not like it takes too many ores too fast, so that beautiful gem piles can stil form, but at the same time keeping in mind performance impact, which is a hard thing to get right. However I will be adding higher value ores, so that instead of dropping 2-3 small ones, you drop 1 high-value one, especially in the late game, helping reduce overall count.
-Dens should protect mountains from normal hits, but a lot of hits like dynamite and laser deal damage to both at once.
-I probably won't add dwarf selling since there's not much reason for it (btw you won't be forced to buy 7 miners in full release), but I might have to increase max building height to 5. Though atm even with 4, you can build all current buildings + all future ones, with potentially only missing one slot, which could be a fine strategical decision, though I assume most players wouldn't be happy with that so I'll prob need more slots lol.
Thank you for feedback. Glad to hear your kind words! :)
When FPS drops below 60, since ore physics are tied to it, they start moving in slow motion. I suggest playing on desktop where performance is a lot better.
Additionally yeah, in the late game due to various factors such as high force scaling, the ores can spend more time in the air than on the ground, which I don't like since I prefer seeing big beautiful gem piles. This will be improved by diminishingly scaling and capping force, as well as slightly increasing gravity, and hopefully making mountain reclaiming less aggressive as I continue to improve performance. But I'm open to other ideas how to make this better.
As for the souls, well, it's suppose to be a rare resource that you might not necessarily get to always use on every single upgrade, however I will be certainly adding more ways to obtain mithril and souls, through artifacts, prestige, boss kills and rituals.
Thanks for feedback!
I just felt like in the late game runners would be just standing in the pile and constantly spamming YEET, almost never gathering up a beautiful pile and walked it back to the base. I think both ways look cool though. And with this nerf, in the late game, you are constantly still seeing YEETs triggering, just not as often from the same dwarf.
Increasing it per carried ore would work kinda similarly in the end, you'd still have similar set odds of YEETing before the pile is full and runner returns, but less chance with bigger piles makes a bit more flavorful sense I suppose.
I am not yet entirely sure of this change and it will become clearer as the game develops, but if I do keep the CD, I was thinking of adding a T4 prestige upgrade that removes CD. Then the next rank of this upgrade would also make runners start the game with gorilla arms T1 already bought, as a real late game powerful/fun prestige upgrade (and btw at this point I'm also thinking of making prestige tier equal PP cost)
I think this could happen in the very rare case the runner got stunned during the post-deposit wait timer I recently added, and then when he went to deposit again the timer didn't reset so it made him think it's time to rest. I believe I have now hopefully fixed this and it's not because of another reason. It will be up in the next patch. Thank you for an informative report!
Indeed, I was also considering this. Would slow the game down considerably though, and most upgrades that make early game faster would have to be in T1-2. Plus most later upgrades that have multiple tiers would need to have only 1 rank, maybe two, otherwise it would be very costly. But yeah I could see this being the way.
