shatter 1x vs 5x has differing logic on DarkFuture and penalty is not applied

Issue #113 resolved
Former user created an issue

One is adding, one is subtracting (old behavior). See getPrices vs getPricesMultiple in time.js. Also, the Dark Future TC cost penalty doesn't work as intended.

currently (getPrices updated code):

price["val"] = 1 + ((this.game.calendar.year - 40000 - this.game.time.flux - impedance) / 1000) * 0.01;

On shatter: game.time.flux += amt; (increments flux per TC consumed) - so it is actually reducing in the formula as you shatter more (not what is intended).

I believe the intent is to penalize player with TC cost increase after shattering more than 40k years. So instead I would consider this fixed logic:

getDarkFutureYears() { return (Math.max(this.game.time.flux - 40000 - this.game.getEffect("timeImpedance"), 0); }

then apply TC cost function:

price["val"] = 1 + (getDarkFutureYears() / 1000 * 0.01); // when Blazar is implemented, rebalance to higher than 0.01 multiplier, maybe 0.1 ?

Comments (2)

  1. Joseph Price

    It's been suggested to me that this is related to another bug. The 5x button can use far more than 5 time crystals. i've seen up to 25 and others on irc report up to 100.

    Is this the same bug or should I file a new one for it?

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