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View Code? Open in Web Editor NEWIncremental games and tools for them.
Home Page: https://omsi6.github.io/
Incremental games and tools for them.
Home Page: https://omsi6.github.io/
I think this would be nice, as I prefer the radar graph but don't like that I can't see how many soulstones I have at a glance. I could probably implement this in a PR if you want.
Describe the bug
Sometimes Bonus mode stays on with no bonus seconds
To Reproduce
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
Describe the bug
Mason and Architect crafting xp gain are not adjusted properly.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Crafting XP gain becomes 41.
Screenshots
https://imgur.com/a/qcVRGHv
Savefile
https://pastebin.com/raw/BeQGgfjs
Additional context
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%
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:
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
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.
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.
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.
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":
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.
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.
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:
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.
A bunch of fixes was pushed to https://github.com/antimatter-dimensions/notations, you should probably update your page. Oh, and breakinfinity.js
is not needed anymore.
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
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.
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.
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.
Describe the bug
Lately I noticed that in the heirloom tool, Scruffy levels are not correctly checked from the save data.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Check the Scruffy checks from the save data.
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:
Expected behavior
The tool to show all equipped or carried heirlooms.
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?
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.
omsi6.github.io/loops/actionList.js
Lines 3456 to 3491 in 7da958c
Describe the bug
No way to select the equiped staff/shield, if you have sold all extra.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Automaticly select the equiped staff if it's the only staff avaible.
Describe the bug
Fight monster segment modifier is wrong. It states some internal identifier.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Instead of a internal identifier i expect to see the proper segment modifier.
Savefile
Can provide if needed.
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.
Describe the bug
I have a spire with no poison or condenser towers in it and this Common Core:
When I put this core into the heirloom calculator I just get:
And an error in the console:
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:
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
It would be very nice and would save a lot of time on adding stuff to the loop.
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
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.
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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