I'm wondering, should that timer count only the time spent while the game is running, or time since last warp IRL?
I actually support this idea. Knowing how long I've been on a certain timeline would be nice, plus knowing how long it's been since the first cube met me (AKA from the very beginning). Would save me the trouble of guessing how long I've been on a certain timeline before going back to the future, uh I mean the next going to the future. Unrelated and off-topic: I should look into Back to the Future again sometime.
We're working on a Night Mode. Day Mode (Normal) Night Mode Night mode has a black filter over the gameplay area, and a color correction curve over the UI which reduces the saturation by 50% and keeps the whites bright (since that is where the text is mostly, still want that to have high contrast).
Been working on some new creatures (mostly bosses). Now that I've seen them in-game I'll need to do some small adjustments, but here are a few of the new creatures you'll see in the 1.3 update: Giant Java (Boss creature) Mini Java (regular wave creature) Beer Stein
Oh goody, I get to destroy alcohol! That makes this better! That aside, I can't wait to see what other new things come to be destroyed in the 1.3 update. Now if only I had a fire-based weapon for that beer stein....
Some Artifact Upgrade Costs above 75,000 have a new curve. Here's a few examples of the changes (Blue=Old, Purple=New): The following Artifacts are affected: Start Wave Start Gold Gold Find Red Gold Find White Gold Find Yellow Gold Find Rainbow Block Rainbow Ball Minutes Reward Convert Red to Rainbow Convert White to Rainbow Active Ability Duration Active Ability Cooldown If you already own an Artifact Level that reduced in price, you will be automatically credited with the difference when 1.3 is released.
Wow, that's actually going to save some people a lot of time cubes. Or a lot of people, I like it. Maybe I'll be able to start working on upgrading some other things soon enough.
It's like a casino: you enter here and you lose your feeling of TIME. There are two tools that have TIME: steam TIME played, and your personal profile graph: gains by TIME. They manage the TIME, you manage the CLICKERS part, ok?
When we thought getting wave 4k achieve was hard and then 1.3 came along and suddenly we need 5k welp good luck guys!
Once I hit level 5000 on team members, my waves shot up from 2900 to 3050. Now that they're at 5500, the waves are back down to a crawl starting at 3200 and now almost one hour between bosses due to ability cooldown. While I'm use an autoclicker, it's possible to do the same if you set a timer to remind you major abilities (the 30 min and 60 min ones) are about to hit.
That's going to have a big effect. I assume the "Rainbow Ball Minutes" is what you mentioned in chat where ball is now awarding based on your average gold per second. If I understand correctly, base reward for rainbow ball is 30 seconds of your average gold per second. Artifacts increases it 10 seconds up to 10 minutes or more. Great idea, though I hope you take my suggestion about basing it on damage per second average. Out of interest, will Gold Find versions be matched up with the DPS multiplier? At least in my mental math, it'll add another 500 levels to fast runs (by fast runs, I mean ability to chain max damage bonus time).
Just fixed one interesting bug today... I could tell I was progressing way too quickly but wasn't sure why, the reason was surprising but obvious in hindsight. So for 1.3 we changed the Rainbow Ball to give 5 minutes worth of gold based on your highest Gold/Sec for that timeline. This has felt really good and scaled well on early and late waves when we tested it. But it started giving WAY too much gold after letting the game run for a day. The reason is due to how the average is calculated. The Gold/Sec counter is a rolling 1 minute average. So it's a queue of Gold/Sec values, 60 of them. Every second we add a new value to the queue and dequeue the oldest one. To find the average, you just add them all up and divide by 60. So as you gain more gold the average slowly climbs, however; when you get a Rainbow Ball, you get 5-10 minutes worth of Gold in just 1-2 seconds. This creates a massive spike in the rolling average that brings the entire average up significantly and becomes the new Maximum Average. This Maximum Average was used for the Rainbow Ball reward as well as offline earnings now. So if you left the game running can kept popping rainbow balls, the maximum average would get bigger and bigger, breaking the game! Just a strange bug... So our solution was just to ignore the top 5 values in the rolling queue when creating the average. This should ignore any spikes that happen.