Comments (7)
If that's true, it should be reported as a separate issue like #7.
from android-anuto.
They're clearly separate issues with separate fixes, though. That pretty much means separate github issues. Yours is a bug, mine is an enhancement or minor bug at most.
from android-anuto.
I would appreciate a new issue too. Also make sure you are using the latest version of the game (v0.1-5). For me this bug is about balancing enhance/upgrade/sell cost.
from android-anuto.
Moving to #142.
from android-anuto.
Why closed... I also find this useful and necessary.
It is also about speed. Here example:
The cheapest tower cost 100 credits and upgrade is 5600 credits.
Upgrade to level 2 - cost 50. To level 3 - 60 credits. Total 210 credits. Sell price is 207 credits. Upgrade is the same, not changed - 5600 credits.
BUT IF I first sell, buy new and upgrade it then the total cost will smaller: 207+100+5600 credits.
This could be improved if upgrade price is dynamic, if it is reduced: 5600-207+100=5493 credits.
Good reason for this change is when I buy new tower and I want to upgrade it. BUT I do mistake and click enhance (fat fingers, wrong button).
from android-anuto.
I found a much bigger logical bug, no needs for enhancing. you can increase your money about 4k in each cycle!
to reproduce:
1- make sure that you have at least ~33k(1300+31.5k)
2- place a bomber(the one that costs 250) somewhere
3- upgrade it twice
4- sell it.
5- done!!!
with this simple hack, you can build something like this(credits is 52.4k):
from android-anuto.
because both of these are logical bugs about credits management, i decided to write that here and not to file another issue.
from android-anuto.
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