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omsi6.github.io's Issues

Bonus mode stays on with no bonus seconds

Describe the bug
Sometimes Bonus mode stays on with no bonus seconds

To Reproduce

  1. Ensure you have some bonus seconds
  2. Enable bonus mode
  3. Let the bonus seconds run out
  4. Sometimes bonus mode stays on with 0 seconds left, and clicking the button doesn't disable it.

Expected behavior
Bonus mode is turned off whenever there are 0 bonus seconds left.

Screenshots
https://imgur.com/a/XvXjLWE

Savefile
https://pastebin.com/raw/6qxdMwp8

Additional context
Got it three times already. I'll fill in the screenshots and savefile as soon as I get it the fourth time.
UPD: Got it again. Uploaded save and screenshot. @omsi6

BETA - Restoration and Spatiomancy should not be 100% Int based

Describe the issue
Restoration and Spatiomancy are currently set as 100% Int .
This causes the Intelligence stat to massively compound and raise the Intelligence Talent far too quickly (45k to 100k in 12 hours).
Restoration and Spatiomancy actions are also then taken too inexpensively (Spatiomancy skill 146 to 1302 in 12 hours).

See attached pictures.

Additionally,
The Wizard College Bonus directly divides the mana cost of both actions (30,000 mana) and makes this issue even worse. The bonus was approx 3x in pictures and reduced the actions to 10,000 mana (30k/3) even before the 100% Int impact.

Describe the solution you'd like
Restoration and Spatiomancy should be watered down and have other stats contributing to them.
Chronomancy and Pyromancy used Speed and Perception. Other stats could be associated with the 2 new magics.

Restoration: (???) 30%, Int 60%, Soul 10%
Spatiomancy: (???) 30%, Int 60%, Soul 10%

Wizard College Bonus benefit reduced or modified in impact somehow.

Describe alternatives you've considered

Remove the Wizard College Bonus and have Wizard College simply increase the Magic skill for now.

Remove the 200% Exp multiplier.

Additional context

(Sidenote: The Predictor mana values for Spatiomancy in the pictures are incorrect. I haven't been able to get those to calculate properly on Predictor yet.)

Current Magicks
Chronomancy: Spd 30%, Int 60% Soul 10%
Pyromancy: Per 20%, Int 70%, Soul 10%
Practical Magic: Con 20%, Per 30%, Int 50%
Dark Magic: Con 20%, Int 50%, Soul 30%

Add any other context about the problem here.
Spaciomancy INT inflation 1
Spaciomancy INT inflation 2

Action Stories for 20 Short and 10 Long Quests unlocked too early

Describe the bug
In a game that got to 5% People Met, I performed a Short Quest 5 times (once per run), and when I looked at the Short Quest Story both story segments were unlocked

Version
0.94d

To Reproduce
Steps to reproduce the behavior:

  1. Load my game.
  2. Observe that the short question action story requirements are not met, but see the story anyway.

Expected behavior
I expect to not see the final Action Story for Short Quest until I've gotten them all.

Savefile
https://pastebin.com/GhwjjGsV

A bit later I in the game, I found:
image

Last action repeat counts as failed loop

I use "Pause on failed loop" to find when a change I have made to my action list result in a list that cannot be completed, rather than as a method of pausing at the end of runs.

The following circumstances appear to count as a 'failed loop', when that would not seem to me to count! This therefore has the same functionality as "Pause before restart" in every circumstance that I have experienced.

  • "Pause on failed loop" - Checked
  • "Repeat last action on list" - Checked
  • Specified number of actions completed - I.e. if last action is to be completed 3 times, then it has been completed at least three times
  • Last use of that action does not complete because mana runs out

My suggestion would be that as long as item three is satisfied (i.e. the minimum number of repeats have been completed) that this doesn't count as a failed run.

Alternative solution - tooltip to specify what a 'failed loop' actually counts as.

Add some "achievements" that once unlocked give you bonuses in future runs

Is your feature request related to a problem? Please describe.
A lot of the progression in game is tied to Stats, or progress acquired by repeating the same action over and over. It would be nice to get some bonus progress from another source - "achievements" that you'd go out of your way to get.

Describe the solution you'd like
We have Action Stories tied to a lot of action. Some of them you inevitably get by performing an action often enough, others you have to go out of your way to achieve (like haggling 16 times, or healing 10 people in a single loop). It would be nice if these kind of actions would give you achievements that would give you some bonuses.

For example - healing 10 people in a single loop could give you some small boost to healing people or maybe start you out with 1 reputation on future runs. Reaching every new floor in the dungeon could give you a boost to learning Combat. Cleaning the starting town for the first time could give you a discount to all actions in the town. That sort of thing.

This would encourage you to check the Action Stories a bit more often and try doing some specific runs every now and then when you try unlocking a new achievement.

Describe alternatives you've considered
Alternative is how the game operates right now - you don't get bonuses for unlocking new Stories beyond the skills you earn, etc.

[FR] Heirloom compare

As your tool can calculate what to upgrade next, I guess gives the diffrerent upgrades points my some formula, and sugest the one that gives the best points per Nullifium.

Could the same points system be used to compare the selected and the equiped Heirlooms?

It would be nice if it could mark the Heirlooms with things like "3% better then the equiped Heirloom":

You should choose how much mana you purchase

I was frustrated when my large dungeon loop would not work because I could not choose how much mana should be purchased. I don’t think you should be required to spend literally every single piece of gold on a single action, instead, save some for another action.

Beta - Another goal to pursue in Adeptsville

Is your feature request related to a problem? Please describe.

Adeptsville is empty, the pegasus does nothing, and the crafting guild is pointless.

Describe the solution you'd like

A single combat in Adeptsville against a 12 headed Hydra or a dozen Dragons. while flying through the air on a pegasus.

Describe alternatives you've considered

I also think this idea is cool because it's an alternative to following a normal path of doing everything in every run. By choosing the Craftsman Guild, the player can't hire adventurers and raise their Team Combat high enough to go far into the Spire.

Additional context

I think it would be cool to add a non-Adventurer's Guild challenge to Adeptsville which sets an alternative path through the towns instead of purely going after The Spire. The fight would be Self Combat only, require a pegasus to reach the monsters, and would give meaning to the crafting guild through the boon of more powerful armor.

This would sgivethe player a different set of things to do during a run through the game rather than always aiming at The Spire. It would be unoptimal to pursue both the Hydra/dragons and The Spire because the player can only choose 1 guild to join. (Do they want the armor upgrade or team mates?)

This would also give the player something extra to do while grinding mana creation as they recharge the soulstone drop chance in The Spire. It would also set the player up to go from reaching Valhalla to flying off to fight true monsters like a fantasy hero.

Guided Tour Progress is not tracked correctly

Describe the bug

The change to the varName associated with Guided Tour now causes Guided Tour to have no effect.

To Reproduce

Steps to reproduce the behavior:

  1. Progress Guided Tour
  2. Dependent skills do not Unlock

Expected behavior

Dependent skills (such as Canvass) should unlock with Guided Tour progress.

Additional context

It appears that the name change on https://github.com/omsi6/omsi6.github.io/blob/beta/loops/actionList.js#L3375 caused the break.

BETA - Fall from Grace doesn't send to Adeptsville

Describe the bug
Fall from Grace sends player to Town(6) instead of Town(5).

Expected behavior

unlockTown(6);
sends player nowhere

unlockTown(5);
would send to Adeptsville

Town(5) is Adeptsville
Town(6) isn't a location

Beta - Great Feast Action is purely harmful and deceptive

Describe the issue
Great Feast action eats 5000x soulstones and gives no benefit.

Additional context
If someone is not aware of this, then they could easily lose a huge percent of their soulstones for no current benefit.
It is not even labeled in game as "Incomplete" or "this does not work".

Describe the solution you'd like

The Great Feast Action could be:
-disabled
-modified to not to take away soulstones for the time being

Describe alternatives you've considered

-The Great Feast buff's maximum cap could be set to 0 so that the action never activates and takes away soulstones.
-The Great Feast buff could be coded to actually work

Additional context

Also, the a "Beta" label is not currently available as a choice here on Github.

And the Great Feast buff is probably too strong at +5% Self Combat per level.

Dark Magic / Practical Magic suggestion

Is there a balance reason why Dark Magic / Practical Magic affect only first two cities? Seems to me like some small boost to further towns should be expected and reasonable.

BETA - Many actions are incorrectly described as "Incomplete" or "This does nothing"

Describe the bug/typo

Many actions are incorrectly described as "Incomplete" or "This does nothing right now"

Actions that should have "Incomplete" removed:
-Charm School
-Oracle

Actions that should have "This does nothing right now" removed:
-Face Judgement

Actions that should have "This does nothing right now" added:
-Acquire Permit
-Purchase Land

Expected behavior
Minor updates on the action description text.

Additional context
Charm School and Oracle and simply missing description text.
Acquire Permit and Purchase Land's code works but they currently provide no value.

[heirlooms] Equipped heirloom not (always) shown

Describe the bug
When loading a save, all carried heirlooms are shown but not all the equipped ones are.

To Reproduce
Steps to reproduce the behavior:

  1. Have a save with equipped and carrier heirlooms
  2. Load it into the heirloom tool
  3. In certain configurations your equipped staff, core and/or shield will not show in the list of heirlooms
  4. Swap equipped heirloom with a carried one
  5. Now the newly equipped is gone but the swapped out one is available

Expected behavior
The tool to show all equipped or carried heirlooms.

Screenshots
image
image

Savefile
(https://pastebin.com/EY6diMxd)

Additional context
This didn't use to happen, maybe a game update changed things, maybe because i'm on Steam?

Donations are not functioning due to a variable name mismatch.

It looks like the default name as set on line 76 is AcceptDonations but the expected name on line 3490 is Donations. This is causing the donation system to never have donations available to collect.

Action.AcceptDonations = new Action("Accept Donations", {
type: "limited",
expMult: 1,
townNum: 4,
stats: {
Con: 0.1,
Cha: 0.2,
Spd: 0.3,
Luck: 0.4
},
canStart() {
return resources.reputation > 0;
},
cost() {
addResource("reputation", -1);
},
manaCost() {
return 2000;
},
visible() {
return true;
},
unlocked() {
return towns[4].getLevel("Canvassed") >= 5;
},
finish() {
towns[4].finishRegular(this.varName, 5, () => {
addResource("gold", 20);
return 20;
});
},
});
function adjustDonations() {
towns[4].totalDonations = towns[4].getLevel("Canvassed") * 5;
}

Heirlooms deselect sold Heirlooms

Describe the bug
No way to select the equiped staff/shield, if you have sold all extra.

To Reproduce
Steps to reproduce the behavior:

  1. Use an export with an extra staff
  2. Select the extra staff
  3. Use an export without an extra staff
  4. No way to select the equiped staff

Expected behavior
Automaticly select the equiped staff if it's the only staff avaible.

Screenshots
Screenshot from 2020-03-08 15-52-17

loops: monster segment name issue.

Describe the bug
Fight monster segment modifier is wrong. It states some internal identifier.

To Reproduce
Steps to reproduce the behavior:

  1. Go fight monsters.
  2. Hover over the segment.
  3. See the problem

Expected behavior
Instead of a internal identifier i expect to see the proper segment modifier.

Screenshots
2019-05-11-134704_1920x1080_scrot

Savefile
Can provide if needed.

Two tooltip errors

The Dark Ritual buff mentions that it gives me an increase to my "Dark Magic Dark Magic" exp gain.

The Dark Ritual action tooltip indicates that it takes 50(R+1) soulstones per ritual completed, but it's actually taking far less than that. In fact, I'm not even sure it took any on the first ritual, although it definitely did on the second.

Analysing a core that provides no value breaks the heirloom calculator

Describe the bug
I have a spire with no poison or condenser towers in it and this Common Core:

image

When I put this core into the heirloom calculator I just get:

image

And an error in the console:

image

Poking around in the console, it seems that the getModEfficiency returns 1 for both these mods (since buying them doesn't change my spire's ability to kill enemies) and hence calculatePurchases doesn't set next to anything leading to the code that fills in the "Next upgrades to buy" to try to find the full name of the mod called "", which causes the error.

The code that writes out the next upgrades to buy block checks for hasUpgradeableMods() before writing out the sections for the staff and shield, but not for the core. I think the fix is to just add a similar check for the core (possibly re-working this code so there's not 8 branches to worry about).

To Reproduce
Steps to reproduce the behavior:

  • Import the attached save into the heirlooms calculator.

Expected behavior
I expected the calculator to show me recommended upgrades for the shield and staff (possibly not recommending any upgrade for the core, since they won't help me).

Screenshots
If applicable, add screenshots to help explain your problem.

Savefile

https://pastebin.com/MyjC3LkV

possible beta exploit due to not fully implemented systems

Describe the bug
there seems to be no limit for negative reputation on accept donations, allowing for a infinite loop, while canvassing isn't implemented fully. (possibly, haven't progressed that far in beta, but have on fork ykw)

To Reproduce

  1. go to valhalla (z5),
  2. accept donations
  3. buy mana
  4. repeat step 2 and 3

Expected behavior
amount of mana grows exponentially as your reputation plummets.

Screenshots
http://prntscr.com/26k4mn9

Savefile

Additional context
temporary fix: add minimum reputation requirement to accept donations while donations are uncapped.

Draggable action list size

This was in a note inside a file, i wanted to have some discussion in here, the thing is to replace the + and - buttons to make the list larger or shorter, and put a draggable bar to make it more dynamically.

I have found out this on jsFiddle:
http://jsfiddle.net/tduyck92/

We can create another div under the expandableList div and add it some height to use as a resizer, as the expandableList gets resized, we should resize the inner lists too.

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