It should hit the bosses as well. I'll take a look and see what is going on. Thanks.
Sisyphean Games
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Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.
As for redesigning the event that will probably happen when we change how the exploration system works.
Yeah, we are planning to rework Wellness in some way. Having the decay based on the current wellness rather than highest wellness reached is something we are considering but we may want to make more changes as well to how it works. We are also thinking about adding more rewards to wellness as it feels a bit weak at the moment.
Thanks for the report. This is actually part of an even bigger issue that I've been working on fixing that was preventing many of the building effects from activating twice on the same planet. Such as in this example where mental scheduling would properly apply the +1 to each type, but then the second just gets ignored. I think I have this fixed in the next update, fingers crossed.
Oops, seems like the victory screen is popping up right away instead of waiting on the system message. I think we are going to try and just combine them into one though so that should solve the issue.
The full message is, "The enemy mothership has been obliterated. There are no more who dare to threaten your empire!"
Yeah, the Modular Farm building got replaced with a second copy of the Ammunition Factory. It is fixed for the next update.
Buildings offered in the other systems are only ones not already in the tech tree. There should never be any overlaps where you can get a building from Wellness, Defense, or Exploration that you would later get in the tech tree.
Good catch on the resources not having names in game. I'll add a tooltip to each with that info. Essentially it is supposed to be Water, Biomass, and Metal so you basically got it.
I might need to clarify the extractor and resources better in game. The extractor gives an additional resource for each type on the planet. These aren't earned like points each time you play the planet and are more like a supply limit that can be drawn from and spent on advanced buildings and wonders. In your example the planet originally had 1 biomass and the extractor added 1 extra biomass to the planet (Which also adds 1 to the max supply in the production panel). Right now they are mostly useful for getting enough resources to build some of the production wonders. As we balance the game and add in T3 buildings though they should have more utility.