I've been hard at work on this 1.0 update and I've got some stuff I want to share! So without further ado:
Hard Restrictions into Soft Restrictions
In v0.4.0 onwards, I embraced the requirements mechanic that forced you to obtain a certain level in an attribute or research to unlock a specific spell or item. This mechanic is great because it adds tension to the decision making of what you want to level and research in order to unlock spells/glyphs/equipment and so forth.
The problem though is that it limits the amount of tools that are available to the player. Before, when applying glyphs to spells, you'd have the choice of around 6-7 different glyphs, but now you only get 3 unless you choose to invest into *Research Augments*. This isn't a bad thing, per se, but it could be better.
Additionally, the restriction mechanic requires that you invest in something before even getting to try out the tool to know if you like it or not. This means that your investments are somewhat blind.
So 1.0 is trying something a little bit different. Unlocking most spells no longer has a research requirement. Instead, you can always unlock it given that you have the resources to pay, but now certain spells are weaker if you don't meet the research prerequisites.
For example, you can now always unlock Raloch's Cube if you have the glyphs and resources, but if you don't have *Expert Scholar 1* and *Expert Wizardry 1*, its cooldown will be increased by 50% and its spell weight cost will be increased from 2 -> 3. So while the spell is harder to use, it still means you can play around with it and see if its useful before investing into it.
Attribute Ranks
One issue that OoC has always had is the potential for the power singularity. At some point in the game, you start to scale harder than the cost of attributes/upgrades scale and thus you go infinite. This limits my design space and means that I have to be careful with the values I choose to make sure things don't spiral out of control.
New in 1.0 is Attribute Ranks. Every 50 levels in an attribute will rank it up, giving it additional power, but more importantly, increase its cost scaling by an exponential amount. This will have minimal effect on the early-mid game, but by the time you are at level 150-200 in an attribute, things are gonna get expensive fast.
For those that like math, the current rough-math table looks like this: - Attribute Level 100 will cost ~7.5x more than before, ~9 effective levels lost. - Attribute Level 200 will cost ~3,000x more than before, ~35 effective levels lost. - Attribute Level 300 will cost ~60,000,000x more than before, ~80 effective levels lost. - Attribute Level 400 will cost ~70,000,000,000,000x more than before, ~142 effective levels lost. ... - Attribute Level 1000 will cost ~2.68e86x more than before, ~891 effective levels lost. (lol)
This has a couple nice benefits, namely it makes a New Game+ mode much more meaningful, since to hit absurd numbers your gonna need to loop a few times. Also means I can play with more upgrade ideas. Things like the cost-reduction scroll will no longer break the game.
In addition to this change, I've increased the scaling of all resource capacities in the game by a large margin to both account for the cost increase and to improve the player's room for massive combo potential.
Druidry Actions
Druidry is getting a small change! Each Harvest element now has multiple actions attached to each element.
*Oak Trees*, for example, where only able to be harvested before, converting the oak trees and some skill into wood. Now, however, you can do more than just harvest them. You can also use space to expand that amount of room you have available for your trees, and later on, you can use spark and energize the oak trees to make a completely different type of tree.
These are actions are unique to each type of element so each tree type and herb type will have different actions associated with them.
Quality of Life
Lots of quality life changes are coming to Orb 1.0. A few I've been working on in the last few days are tooltip enhancements.
Sub-tooltips now highlight additional helpful information that might not be clear from a single tooltip. Effect Levels, for example, is a mechanic that is not explained well unless you deep dive into the various menus. Now its always shown if effect levels are attached to a tooltip!
But sub-tooltips didn't feel like enough. I've also been working on tooltip inspection, which allows the player to pause a tooltip. This prevents it from disappearing and allowing you to hover over the tooltip to get more information on each of its properties.
And more!
There is a lot of little things changing. Little design philosophies changes and general gameplay polish to make more strategies viable and reduce mental strain when making decisions.
I'll be continuing to post updates as we get closer to 1.0 release! (Which is still gonna take some time, but its also closer to being done than the sun exploding, so.)
-Marple
v0.6.0-pr-6
Hey Ponderers!
This patch is just a small hotfix for the NaN issues that have been happening. Caught myself a nasty flu/cold last week but I'm finally starting to feel like I can use my brain again. More stuff coming soon!
-- Fixes -- - Fixed resource regression that caused it to NaN when starting in an Overflowed state. - Added a safeguard to resource effects to prevent them from NaNing their respective effects (spark -> cantrip cooldown). - Added a safeguard to spells so that NaN'd cooldowns should repair themselves. - Fixed Ambiator usage cost. - Fixed hidden delete button in the start menu on some aspect ratios.
v0.6.0-pr-5
Hey Ponderers!
Wow, you folks are seriously amazing. OoC has hit its All-Time Peak of 1700 players in the last few days, on a branch of the game that is in beta! I was not expecting this level of turnout. Its incredible to be on the receiving end of the comments and feedback, so thank you!!
My plan right now going forward is to release periodic patches, every week or every two weeks on Thursday until the game is mostly bug-free and the patch is fully out. This means I'll likely release rituals in pieces for those that want to try that out too.
In this patch, some note-worthy things: - Concepts slightly reworked -- Understanding Capacity removed. You can add as many concept levels as you wish (up to mastery level), but at an increasing inefficiency. - *The release version of Concepts didn't feel quite right to me--understanding capacity didn't really make sense with the ability to do multiple concepts at the same time. This version introduces cost inefficiencies into concepts, making them harder to earn, and makes parallel concepts make much more sense.* - Changes to the elemental augment glyphs, making [Surged] and [Scholar] a more viable early-game choice, and making it slightly more awkward to use [Primary]. - *Early game storm just doesn't feel that good and spell combos are cool, so lets get that going more easily! Originally elemental glyphs had 2 spell-weight cost since I though they would be OP. We'll see if they are too strong or not.* - The reductive concepts reducing attribute costs to 0 has been fixed. - Resources NaN'ing due to overflow is fixed. - Automated Crafting now has a generous maximum to avoid massive 1-ticks. - Small buffs to alchemy while I slightly rework them.
In the next patch or so: - Looking to rework Harvesting in a fashion similar to Concepts. Looking at limiting what you can grow simultaneously. More interesting plants? We'll see. - Looking to buff alchemy and slightly rework it, maybe giving it an output level like spells. Still working this out.
I'm hearing lots about: - Research costs being too difficult to hit. I think research costs are fun part about research, mini-challenges that require producing a significant amount of one resource. The exponential nature of OoC makes this hard to balance correctly, so I'll keep an eye on it. This patch introduces Attribute Cost reduction from Reserve levels affecting research costs, so things like Expert Augments should be much easier to hit. - UI being complex. I feel this one, and with v0.6.0 I just decided to say "screw it" and go all out. There is a lot going on in this version and the interface suffers a bit for it. But, in my experience, UIs like this take implementation before they can be refined. So if you have any more suggestions, I'd love to hear them!
-- Balance -- General: - Alchemy and Concept equip time from 2s -> 0.25s - Equipment equip time from 10s -> 4s - Spell equip time from 2s -> 1s - Resource [Attribute Cost] Reduction now affects research costs. - Group Attributes now use exponential math for certain components to try to match their correct scaling. Notably [Reductive] concept power from mental power should closer match the bonus you get from [Optimization]
Alchemy: - Instance scaling for all alchemy from x1.75 Power -> x1.80
Attributes: - Concept-buffing attributes reorganized and rescaled for the new concept rework. - [Assembly] self-scaling from x1.01 -> x1.02
Concepts: - No longer scale in cost per advancement. - No longer have a usage cost. - Now have a max usage equivalent to its own Mastery Level. - Per Instance scaling from +40% speed per understanding cost -> x1.25 Cost and x1.80 Speed per instance. - This means every instance of a concept is exponentially faster, but also costs exponentially more.
Consumables: - Resource potions power/level increased from x1.75 -> x1.80 - Quality potions power/level increased from x1.04 -> x1.05 - Augment potion power/level increased from x1.08 -> x1.10 - *Small Alchemy and Consumable buffs while I make alchemy better. - [Wizards Tonic] Charm power increased x1.15 -> x1.18
Glyphs: - [Surged] usage cost 2 -> 1 - [Surged] power x1.25 -> x1.10 - [Surged] critical effect bonus removed. - *I've wanted to improve going early expert storm route, and surged is a massive restriction to making fun storm setups in the early game.* - [Scholar] usage cost 2 -> 1 - [Scholar] power x1.25 -> x1.10 - [Scholar] xp bonus x1.40 -> x1.2 - [Primary] usage cost 2 -> 3 - [Primary] power x1.35 -> x1.45 - [Primary] special +20% -> +25%
Research: - All Expert Researches spell-type specific power bonus from x1.03 -> x1.02 - [Expert Wizardry] cantrip bonus from x1.05 -> x1.08 - [Elemental Resonance] elemental resonance bonus from x2.0 -> x2.25 - *This raises the x2 storm bonus from x4 storm-cantrip power -> x4.75* - [Improved Elemental Resonance] elemental resonance bonus from x1.25 -> x1.15 - [Improved Study] no longer gives Understanding Capacity. - [Improved Study] now gives x1.25 Concept Xp. - [Improved Study] completion time improved x0.70 -> x0.50 - [Mind Mastery] Concept Timescaling reduced -2% -> -1% - [Parallel Minds] no longer gives Understanding Capacity. - [Research Scholar] most requirements removed, set up to be earned right away if you desire it. - *Like the Surged glyph, Scholar can make interesting spells and combinations and I want it to be player-ready earlier.*
Spells: - [Emblem of Formation] base level from 9 -> 4, and adjusted costs/effects accordingly. - *Now if you rush to Wizardry 8 you'll be rewarded with a strong spell you can actually cast.* - [Ralochs Cube] Elemental resource bonus removed. - [Ralochs Cube] Innate power +30% -> +25% - [Ralochs Cube] Now affects Reserved attributes again at power +25% - [Ralochs Cube] Psionic power removed. - [Ralochs Cube] Mental resource gained x1.4 -> x1.32 - [Ralochs Cube] Now affects energetic resources gained at x1.32
-- Fixes -- - Fixed a math bug which caused reductions to eventually set attributes to 0-cost. - Fixed an overflow math bug that was causing NaNs with resources. - Automated Crafting now has a generous maximum based on resource capacities, preventing 1-tick mega boosts. - Removed more hidden requirements on spells and alchemy. - Fixed several numbers that were not being reset on game leave and enter. - Enchanments on Attributes are now sorted by name. - Loadout Names now have a max char limit of 24.
v0.6.0 Beta is Live
Hey Ponderers!
So the 50/50 fell in the favor of making it a beta branch. You can opt in via Steam and try out the new v0.6.0.
Before you jump in though, take note that I made it a beta branch for multiple reasons: 1) There is unfinished content in this patch, and rituals has been disabled for now. 2) There are multiple bugs that still need repairing. 3) Your save is not necessarily safe in this beta branch and could become corrupted. 4) v0.5.0 Save slots are not compatible and right now the beta uses the current save slots of your active branch, meaning you'll have to delete a save or use an unused slot.
So much has changed, I won't be posting a full patch notes here, but a quick spark notes: - Two new sections of gameplay: Scholarism and Druidry - Tons of new mechanics. New spell weights, new artifact weights, new research system. - Lots of upgrade, spells, artifact, and alchemy tweaks to account for the new systems. - And so much more!
For those waiting for a more polished version to come out, stay tuned! I've got lots of work to do over here, but its full release is nearing completion.
And for those wanting to dive in, enjoy! Its been a long time in the making. (And its still in the making)
-Marple
PS. To opt into a beta, right click on Orb of Creation in your library, click properties, beta tab, opt in and select the beta. If you don't see a "beta" tab, restart steam and try again.
v0.6.0 Announcement and Teaser
Hey Ponderers!
I come today bearing some exciting news: Orb of Creation v0.6.0 will be available on August 17!
Now this comes with a few caveats. First, there is a 50/50 chance that this will come out on a steam beta branch, depending on its overall completeness. My goal is that I want the v0.6.0 to get at least as far as v0.5.0 in progression before releasing the patch in full. For example, there is a chance that rituals might be disabled in this beta release. So for those of you wanting a more polished version, you may have to wait a bit longer.
Additionally, once v0.6.0 is fully released, Orb of Creation's cost will go up. So if you've been interested in picking up the Steam version but held off, now may be the time to get in.
That said, for those itching to get into it, here's what's been going on:
Progress Report
Developing this game has been a challenge. I've been in the trenches for so long its hard to know if what I'm even working on is fun anymore. Staring a project and nitpicking it for a year doesn't really leave much room to experience "fun". But I think that's the beauty of art, in a way. You get a vision for what you want and you execute and see what happens. You don't really get to know if its going to be "good" or not. So no matter what, when your being creative, you kind of have to just take a leap of faith. Trust yourself and trust that what you've been doing is for the best. Moving in anyway other way than trust and surrender just ultimately sucks and is way more painful.
And so I've been just gently holding my own hand and walking myself through this. And its taken awhile, but I've carved out the entirety of the content for section 5 of 6, putting me at the start of section 6. I've filled in most paths, creating and designing most of the artifacts, spells, alchemy, and researches you'll encounter in the game, sort of capping off the content you'll see up to the end of alchemy.
With that cap in place, I feel ready to share what I've been up to!
Part of the uncertainty about this patch for me is that lots of the mechanics I've introduced in this version are in the right direction, but still need minor tweaks. They don't feel quite 100% right yet. Something, hopefully, your feedback will help with!
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One of these mechanics was spell casting. Even in v0.5.0, at a certain point, the impact and feel of spell casting gets lost. Its one of the most fun aspects of the early game, but as you get later and later, its relevance gets diminished. This is for a few reasons: - Mana Capacity way out scales Mana Generation and Spell Cost. Eventually, you stop caring about how much your spells cost because of the sheer scale of your orb. - Spell Cost imbalance means certain spells can cost a lot and others being negligible. Your Attune Orb could cost 20K mana, while your Conjure Space might cost 100B. - Alternative resource generation sources out scale spells. Why bother casting resource spells when alchemy just crushes every resource in seconds.
The alternative resource generation is something that can be solved with balance, and I think v0.6.0 does this pretty well, but the exponential nature of OoC leaves the other two issues unsolved. I don't think these are necessarily bad things either, as most incremental games tend to move through phases with elements becoming more and less important with time. Spell casting though, remains one of the most fun phases of the game that eventually dies and I think the game would benefit if it stayed relevant throughout your playthrough.
So I have a solution I've been playing around with.
In v0.6.0, I'm introducing two new global modifiers and changing how spell leveling works. The first global modifier I've introduced is Mana Reserve Level. You can choose to reserve your maximum mana capacity in order to gain more Spell Power, Spell XP, and improve all passive generation. This is balanced and set up in a way where reserving your mana is almost purely beneficial.
This gives the player a desirable way to keep how much mana you spend on spells constantly relevant. Managing mana and spell costs and spell cooldowns is now more a part of the late game. However, this doesn't fix the problem that your Attune Orb can cost 1000x less than your Conjure Space, so I made one more important change.
I've taken the current spell leveling system and moved it to a global modifier: Spell Output Level. Changing your spell output level changes the level of all of your spells at once, making your entire loadout more powerful and cost more. With that, I've taken the old spell leveling system and changed it to just a purely beneficial, minor boost to that spell. (Something like +5% power, +5% cooldown speed for every level.)
This definitely changes how the game functions in a few major ways, and I'm testing out how it all feels. It may even bleed into how Alchemy works if it feels right. But again, it feels like one of those movements forward that may need some tweaking and balancing. Something that will be good to get some feedback on.
With that said, I've got a few more things I want to showcase in this version!
v0.6.0 -- Scholarism, Druidry and Weights, continued
So many new things are here in v0.6.0, and while I don't want to spoil them all, I do want to share some of the excitement!
Druidry
One of my original visions of the game back when I started two years ago was to have an tightly bound incremental in which you swap between panels, optimizing every section of the game, using every section of the game. One of these panels in my original vision was a garden in which you harvest herbs that can be refined into components that improve the other sections of the game.
v0.5.0 introduced this concept slightly with the alchemical process: Herbalism. And while it was sufficient, but it didn't really scratch that itch of "growing something in a garden". So I decided to rip it out and transfer it to an entirely new section of the game: Druidry!
You no longer cast spells to generate wood in v0.6.0. Instead, you must grow and harvest trees in order to acquire the important workshop-related resource. Trees take time to grow though, and harvesting them will slow down their rate of growth. It becomes a decision of which garden element should I harvest and produce more of?
But it doesn't stop there, magic is involved! If you wish to generate more plants and trees, you'll have access to a variety of spells and equipment that modify and improve how your plants are harvested and grown.
Scholarism
An untapped part of the game in v0.5.0 that I wanted to try leaning into was the Attributes mechanic as a whole. (Attributes being the repeatable upgrade in the game.) Attributes are fairly straightforward. They define your progress; you buy attributes, get stronger, so that you can buy more attributes. That is still true here, but I wanted to explore all the ways that I could play around with them. So I added an entirely new section: Scholarism.
Scholarism gives you access to lots of fun attribute modifying effects. Resource generation after developing attributes, attribute cost reductions, and one of my personal favorites that isn't introduced till much later: Enchantments.
Once you've unlocked the ability to create Ink, you'll be able to create Scrolls. Scrolls consumables that provide permanent buffs or enchantments to a specific attribute of your choice. These effects come in a few varieties: bonus levels, power bonuses, cost scaling reductions, and more. But the real joy is choosing which attributes you want to buff. Now that there are over 150 attributes in the game, and because scrolls are costly and time consuming to make, you'll need to choose how you use them carefully to get the most value out of them.
Artifacts
In the last teaser I posted, I mentioned every section of the game was getting hit with the weight system from Alchemy. Artifacts is one of those sections. In v0.5.0, you had access to 4 types of artifacts, with 4 artifacts in each section; 16 artifacts in total. In v0.6.0, you have access to over 40 artifacts, with several different and new types, and with entirely new restrictions.
You still can only equip one conductor at a time, but now you also have Artifact Slots and Artifact weight to define what your loadout can be. In the start, you can only equip two different artifacts, and with a maximum of 6 weight. But as you invest into Expert Artificer you gain more slots and maximum weight, enabling you to equip more artifacts and stronger artifacts.
The weight system works here because of one final change to artifacts. You can equip the same artifact multiple times into the same slot, essentially "leveling up" that artifact. Blast Staff, for example, is a conductor that costs 4 weight. If you equip it four times it'll cost 16 weight, but its effect on spell power moves from x2 to x4, a gigantic boost.
With this new system, artifacts are a much broader and customized experience. As a player, you able to hone in on certain aspects, like spell power or passive resource generation, across multiple artifacts to create incredibly strong combos.
A refined experience
v0.6.0 is a massive polishing patch. A lot of the key systems have changed and tweaked for longevity and creativity. Systems like spell augment glyphs now constantly scale with you through out the game, making your spell loadouts always relevant. Even simple systems like charm spell effects are designed in a way that will get you scratching your head at the best way to use them.
There's a lot of new things to play with, and a lot of of old things have a new a face, and I'm excited to finally be getting it in your hands again. Come back and check out the new version on August 17th!
-Marple
v0.6 Teaser and Dev Update
Hey Ponderers!
This is not the patch announcement quite yet, but in the spirit of keeping inline of communication going, I wanted to post where I'm at with this update! As we get closer to the finish line, I thought it would fun to provide a recap and overview of what's to come in v0.6.0!
Progress Report
To give you folks a rough idea, I'm currently about halfway through working on the content for section 5 of 6. The last time I made a dev-update, a month and a half ago, I had just started section 4. So progress steadily coming along. An oversight I made when I made my last post, I thought there would be more up-front development time for this patch than end-development time. That is not true. It's kind of like a V shape. Lots of upfront cost, not a whole lot of middle, but then a lot of end-game content to write and develop. I'm clearly overly optimistic but still super close to done. I mean I've spent a whole year on this thing, soooo relatively... :P
This is also where content development can be easily overwhelming. It's at the point where there is a ton to do and moving forward requires lots of little steps. Introducing one new thing to the player can modify all six sections of the game. This can easily create a crap-ton of burnout for me when I try to rush this process. It's been critical in my development to be diligent and patient with this phase, otherwise progress can just grind to halt.
In the previous two major patches, I've kind of rushed the ritual section in a similar way, which is why it's been the least complete section of the game. (and why the mighty Life Stone has eluded us.) It's way too easy to get antsy to release when you're at the end of a patch and then things gets rushed and burned out. This time around though, I don't want to rush the ritual section, and instead want to give it as much space as the rest of the game, development-wise. Thankfully too, I have a rough idea of the progression path that will be available to the player through that section of the game, and maybe even to the end.
Honestly, this might be far closer to a 1.0 release then I intended.
But for this game to release out of early access, I'll want to get in some major QoLs as well. Things like achievements, some sort of trials, and some sort of NG+. So it'll still probably be a v0.6 release, but I'm feeling like this version mechanics and ideas might be the one that sticks.
So as I approach the end of development for this patch, I wanted to do a recap for those who haven't seen my development logs in the past year and remind for those that have what is to come!
v0.6 -- Scholarism, Druidry, and Weights!
Orb of Creation v0.6 is jam-packed full of new stuff and reworks to old stuff. With almost two completely new sections of content, there are a lot of new mechanics and ideas to explore. And while the game still has the OoC structure and feel, it has been completely renovated, featuring almost a completely new sets of upgrades, spells, and tools at your disposal. Don't get me wrong, you still Gather Knowledge and Attune Orb, but the philosophies behind these gameplay mechanics have been greatly altered and tuned for customizability, longevity and replayability. Here's what I mean:
1) Immense freedom
While OoC has always felt quite open in the player's choices, there were a few sticking points that held back its full potential. One of these was research.
Research has been redesigned to be totally focused on choice. In v0.6.0 instead of development points being automatically generated every second, you gain development points by purchasing attributes. (Attributes being the repeatable upgrades in the game) This means you only get to research something by actually progressing in the game--by generating resources and spending them. Additionally, researches now scale their resource costs together, meaning if you invest a point into one research, ALL researches will have their cost go up. Therefore, as a player, it's a total choice which researches you invest into. You can have 20 points of Expert Wizardry and nothing else, if you'd like.
And these researches matter a lot. Each expert research unlocks an array of spells, tools and attributes to use and purchase, massively improving your abilities in a certain section.
Most importantly though, each expert research unlocks a "Capstone" upgrade: an incredibly powerful research that is only available to those that invest several points into a specific research. For example, beyond 4 base spells slots, the only way to get an additional spell slot in this new patch is by investing into Expert Wizardry, and its subsequent capstone: Casting Mastery. If you don't make those investments, you won't ever have more than 4 spell slots. The beauty of this though, is that every one of the ~12 expert researches has their own capstone which is just as powerful as getting an additional spell slot. So powerful, in fact, that I imagine a lot of you will happily sit on 4 spell slots for your entire play through.
2) The Weight-ocalypse is here
Alchemy's weight system (alchemical bandwidth, mechanical bandwidth, etc.) has been cloned and inserted into almost every other system, with meaningful changes made to each.
For example, when building a spell loadout, your charms and spell-augment glyphs now cost Spell Weight. Want to use Attune Orb? That will cost you 3 weight. Want to add the quick glyph to it? That will cost you another 1. Essentially, the strength of your loadout is now gated by your spell weight capacity, limiting your strength and pushing the system towards this idea that designing your loadout is always a puzzle.
The thing is, your starting Spell Weight capacity is 4, and guess what, one of the few ways to gain more of that capacity is by investing your precious research points in Expert Augments. This is not a choice that not all of you will make, and most of you will probably only invest a few points. But for those that want extremely powerful spell loadouts, oh boy, you can really go far if you want to.
But spells aren't the only thing getting hit by weights. Equipment, Potions, Alchemy, and several other mechanics are all now under this new weight system, leading to an incredibly customized experience for the player. It's an absolute joy deciding which capacities you want to increase, and then experimenting within them.
3) Types, types, types!
v0.6 shifts the focus of spells, upgrades, and tools towards types instead of specifics. For example, right away, you'll see that attributes are focused around upgrading "All Elemental Resources" or "All Magic Resources", and less around upgrading just single things, like Mana or Knowledge.
This may seem small at first, but this approach means that every upgrade, spell, and tool has relevance at all points of the game. Every spell will have some sort of use, and every attribute will be worth leveling. Part of the mastery is then finding a use for the spells and tools in your arsenal. And while this has always been somewhat true, now those uses are going to be far more obvious, and far more juicy-combo-crushing fun.
And so much more...
There is so much more to share about this upcoming patch, from a totally redesigned UI, to the several new mechanics you'll encounter in your play through, but I'll leave that for a future post.
Until then, you all keep pondering
-Marple
v0.4.5.3
-FIX: Scientific Notation no longer notates numbers between 0.1 and 1000. -FIX: Spell Leveling descriptions no longer have "For Most Spells" (old language)
v0.5.4.3
-FIX: Scientific Notation no longer notates numbers between 0.1 and 1000. -FIX: Spell Leveling descriptions no longer have "For Most Spells" (old language)
v0.5.4.2
Hey Ponderers!
I've been posting most of my updates and development logs to discord as that's where the community has lived up to this point, but now that I have a steam community I realize that I can start posting more of that content here!
For those unaware, I've been uploading some big fixes the last couple of days. Most of it is some Spring Cleaning stuff that will help transition into the new stuff I've got brewing! Here are the changes:
v0.5.4.2 OoC (Itch/Steam EA Release)
- QOL: You can now change how your numbers are displayed via the settings menu. - "Scientific" displays numbers in 1.25e10 format. This format is non-discriminatory and does not try to be intelligent. - "Named" displays numbers as 12.5K, M, B, T, ... -- the default. - "Compact" displays numbers similarly to Named, but instead of K, M, B, T, Qa... it is simply A, B, C, D, ..., Y, Z, AA, AB, AC.... - FIX: The display bars now correctly display the correct numbers (beyond infinity) - FIX: The display bars now also animate and fill in color correctly at larger numbers. - FIX: Resource Costs now also function on BigDouble and can scale to 1e9e15.
v0.5.4.1 OoC (Itch/Steam EA Release)
- FIX: Augment Glyphs now have their correct stats.
v0.5.4 OoC (Itch/Steam EA Release)
- TWEAK: Switched positions of Learn Conjure and Novice Spells - This way Whirling Divination is learned after Expand Magic.
- QOL: OoC now backs up your saves. (desktop only) - Saves were still getting borked due to power outages and such, but in rarer cases. This new system should make sure that if a power outage occurred while writing one file, that another should still exist.
- QOL: OoC now uses BreakInfinity.BigDouble for math, meaning the game technically can scale up to 1e9e18 instead of 1e308 - This shouldn't effect the game that much, as I've designed it to be for lower numbers, but this will help with some small niche scenarios and let me freely design the end-game. - This change has revealed some bugs in the code that were not as obvious before. I've been doing lots of cleanup but there still might be a few, so let me know via #bugs-everywhere if you find some! - For the purpose of keeping your current saves it still saves in double format.
- FIX: [Sorcery] now correctly increases Base Blaze Capacity. - FIX: Mutagens now correctly scale (near)-infinitely. - FIX: Alchemy Recipes now correctly trigger multiple times a frame if possible. - Additional QOL: Alchemy Recipe tooltip converts Completion Time text from "0.2s/0.4s" to "2.5 times / s" when appropriate. - FIX: The game should no longer open in 1x1 resolution. - FIX: FPS Limit is now saved, and is defaulted to 60 fps.