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The Ultimate Clicker Game

Home Page: https://clickerultimate.github.io/

License: GNU General Public License v3.0

HTML 7.61% JavaScript 87.70% CSS 4.68%
clicker-game clicker idle-game game browser-game

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clickerultimate.github.io's Issues

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A bug for 'Double Clicking'

The prestige 'Double Clicking' got a bug.

The source codes:

ptgDoubleClicking: {
    name: "ptgDoubleClicking",
    label: "Double Clicking",
    type: "active",
    description: function () {
        var desc = "This mysterious artifact will occasionally boost your resource gathering. Will sometimes <b>double</b> the resource progress gathered when you click.";
        if (this.level == 0) desc += " Double Clicking will occur every <b>" + this.nextRate + " clicks</b>.";
        else if (this.level < 8) desc += " Double Clicking rate will increase from every <b>" + this.rate + " clicks</b> to every <b>" + this.nextRate + " clicks</b>.";
        else desc += " Double Clicking rate will occur every <b>" + this.rate + " clicks</b>.";
        return desc;
    },
    ptgCost: 1,
    rate: 0,
    nextRate: 50,
    level: 0,
    maxLevel: 8,
    requirements: {
        ptgSoftTap: 4,
        ptgMechanicalClicker: 2
    },
    effect: function (level) {
        this.rate = this.nextRate;
        game.player.doubleClick = this.nextRate;
        this.nextRate -= (level >= 2 ? 5 : 10);
    },
    bought: false
},

It took effect every time I started a new colony. The rate kept fallen down and down. Now in my saving data, it is -825.

The saving data:

"ptgDoubleClicking":{
    "rate":-825,
    "nextRate":-830,
    "level":3
},

So, I modify the code as following:

ptgDoubleClicking: {
    name: "ptgDoubleClicking",
    label: "Double Clicking",
    type: "active",
    description: function () {
        var rates = [50, 40, 30, 20, 15, 10, 5, 1];
        var desc = "This mysterious artifact will occasionally boost your resource gathering. Will sometimes <b>double</b> the resource progress gathered when you click.";
        if (this.level == 0) desc += " Double Clicking will occur every <b>" + rates[0] + " clicks</b>.";
        else if (this.level < 8) desc += " Double Clicking rate will increase from every <b>" + rates[this.level - 1] + " clicks</b> to every <b>" + rates[this.level] + " clicks</b>.";
        else desc += " Double Clicking rate will occur every <b>" + rates[7] + " clicks</b>.";
        return desc;
    },
    ptgCost: 1,
    level: 0,
    maxLevel: 8,
    requirements: {
        ptgSoftTap: 4,
        ptgMechanicalClicker: 2
    },
    effect: function (level) {
        var rates = [50, 40, 30, 20, 15, 10, 5, 1];
        game.player.doubleClick = this.level > 0 ? rates[this.level - 1] : 0;
    },
    bought: false
},

It works with the previous saving data. The 'rate' and 'nextRate' fields will not be loaded when loading from a saving string. And they will be deleted the next time when I press saving button.

Two fairly major issues.

  1. Maxed Resources Still Drain.

When I've hit the cap for a certain resource, the resource producers still drain things. This is pretty annoying; once I've maxed out iron, my foundries should stop consuming stone.

  1. No way to sell workers or buildings

Another annoying one since I couldn't predict in advance the tax / property tax mechanic. Some workers barely help out and I'd gladly dispose of them so that I can get gold easier. There's also the fact that, when I hit the Dark Ages, I had so much water consumers that I was barely making any water at all! It was a bit of a rough patch and, aside from going in better prepared, there was little I could do.

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