You're absolutely correct, and I fixed this specific path issue several versions ago (or thought I did). Need to figure out if my fix simply failed or if this is a regression, but spoofing the handshake is supposed to replace the Defeat Electronic Lock step entirely, not come after it.
Jack Chance
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It sounds like the proper place to target would be improving what a corporation can do for the player to replace some of the "criminal" resources that get locked out when you Incorporate. This fix will take a bit longer - it's not just fixing some buggy code, it's (as you said) addressing a deep balance issue, but I really appreciate your feedback in this.
Definitely a bug. I'm on vacation right now, far away from my dev rig, so it will be a while before any of this is addressed but revealing the merchant math more completely is going on the back log. Insofar as the actual loop itself goes - That's the balance I'm trying to find right now. Too easy and you will simply breeze through, too hard and prestiging becomes a punishment. Big part of the reason why I didn't push to the main site with this is because I know the balance needs work, but to really dig down into where I need the exact feedback you're giving me.
Have you been using the new Corpo skills to improve efficiencies for your company? Those are the main early game levers for gaining capital so you can start snowballing with the parts of Corps that aid you in the rest of the game loops. There will be more avenues for the corp helping the player directly in the future, but for now the only real direct aid is paying yourself a wage from its earnings (equivalent to 4 levels of Trust Fund at max right now) and with the missing community projects I've noticed that it is a lot harder to pop off, so to speak.
That's a great idea! The URL is https://jackchancer.itch.io/idlepunk-beta and the password is BloodAndChrome
Anyone is welcome to come try the new version. I recommend exporting your save file, found in the Meta tab in game, from this version and bringing it to the beta.
Nope! This is all on me. I'm fitting in pre-release improvements between my classes so things have slowed down on my end quite a bit. But slow doesn't mean no progress - in fact I'm making another patch as we speak to address more mobile issues.
The reason I'm putting such an emphasis on a relatively polished Play Store release is I've seen how fast attention fell off in Itch when I released this web demo version. I'll likely never have more eyes on my game than in the first week or so after its release on a platform. So to retain those players I need to present a reasonably balanced and complete experience. Current roadmap is to finish the third ascension, then do a round of balancing each of the game phases and adding additional content (more mission paths especially), then doing the Google Play release and dropping into maintenance mode with periodic event updates.
After maintenance mode becomes fairly stable (meaning time spent fixing bugs is very low because there just aren't many left) I plan on starting work on another game featuring space exploration and more graphics. I've already started talking to a couple of artists who are interested, but we're still months away from any serious agreements and have only the most bare-bones framework for what the game might be.
It was overly active redraws - redrawing every element on the merc page every time credits updated as part of a check for if the player could afford to hire the merc. Limited the redraw to just the buy button and got smarter about how the check was happening (raising credits won't make an affordable merc unaffordable so no need to check sort of thing). A couple other pages had the same issue but weren't hitting the tipping point in elements where the slow down was obvious - yet. Tried to fix everywhere where it was happening as part of the last set of patches.
Hmm, yeah, they shouldn't have levels which means the no_levels flag isn't being honored properly. The tags should only come into play with mission planning (and I'm working on making that more visible in general). The tooltip should also be more descriptive of what tags are being added and removed (electronic and obvious, respectively) too. I'll get this worked up.
The intent is to either have a stealth difficulty 3 with a mandatory combat if there'd been any combat earlier in the mission OR a deception difficulty 2 if the player has no obvious gear, but the indenting definitely suggests what you're saying. Good catch, I'll double check execution vs intent here
This one is borne from my inexperience as a mobile developer. I think I have a fix coming out in 0.39.1 that will enable a virtual keyboard on mobile devices, but in case it doesn't work there's also a random button that uses the same method as the random mercenary names. I'm very interested in hearing back on this one as to whether the virtual keyboard works or not.
