v0.3 ~ A Prestige Layer (7/9/2020)
The update that adds the first ever Prestige Layer, and improvises many features. Also a rename of the game took place. This update took forever for whatever reason. school
Content:
Renamed Multiplying Idle Game to IncreMultiplication, and thus relocated the URL from https://idlesquadron.github.io/multiplying-idle-game/. It sounds more original that way xd.
Initialised the first Prestige Layer; Products.
This allows for continued game content after a Number of 1.000e50.
Added its currency - Factored Points. Once you reach 1.000e50, you can start earning it. The more the Number, the more the FP gain.
Spend FP on Factor Upgrades, which boost various sources.
New QoL feature - Max All Multipliers. Unlocks at Product.
Overhauled the concept of Multipliers with the Multiplier Milestones feature.
It's a global value that holds 2 values - the boost and rate. The starting values are 2 and 10, respectively.
Multiplier Milestones boost a Multiplier by boostx every rate of the respective Multiplier (stacks multiplicatively). It can generally be represented by this formula, boost floor(multAmount/rate). It applies to every Multiplier.
Added current Multiplier Milestone boost to a Multiplier to each of the Multipliers, to the right of their Amount counter.
Regarding and as a result for the above feature, the (base) Multiplier cost scalings have been buffed. From
10round((m + 1) ÷ 2 + 1) × floor((m + 1) ÷ 2 + 1) × (log10((m + 2)1.3 × 2) + 1)1.05a1.01 × 5 - 5, it is now
10round((m + 1) ÷ 2 + 1) × floor((m + 1) ÷ 2 + 1) × (sqrt(m + 3) + 1)1.05a1.01 × 5 - 5, where m represents the number Multiplier and a represents mth Multiplier amount.
Added more settings!
5 more notations are now implemented - Engineering, Standard, Logarithmic, Alphabetic and Long Alphabetic, along with its Notation button to cycle through them. Scientific is default.
Along with Notations, any value display will change according to your notation.
Along with this is customisation of the Growth notation, either additively or multiplicatively.
If the Notation is set to Logarithmic with Growths at Multiplicative, the growth will determine how much the logarithm (in e5.839, 5.839 is the logarithm) grows per second.
You can now manipulate the Tick Interval of the game, meaning the interval at where the game 'updates', or loops.
Added simple statistics, with 3 subtabs (the Achievements subtab isn't implemented yet). These are mostly just simple milestones involving totals, including Number and time, such as time since start, last Multiplier Prestige and last Product. There is also a Time Record for Product.
This also results in an addition of notation for time.
Made CSS more dynamic, with :hover and more. Also a few tweaks.
The top Number and tabs are now position: sticky, meaning that it will follow your scroll position as soon as you start scrolling down and when it would go off-screen.
Made the Multipliers less spaced apart.
Made the internal JS code a bit better.
The game variable now stores a lot more information.
Also I sorted out the game variable, with time data being in game.time (game.lastTick is now game.time.lastTick).
Added more explanations in the code via comments (// or /* */).
As a result of the inclusion of the Refresh Rate setting, the way the game is updated is changed. It no longer uses a setInterval(), now it uses a self-invoking looping setTimeout() function. This was done as a looping setTimeout() is a lot more flexible with changing intervals.
I also did this for the Auto-Saving loop.
Tried to make the code more readable and accessible.
Also made a few more shortcut conventions (in js/Shortcuts.js).
And more Formulas!
Bug Fixes:
Fixed a small rounding error in Scientific notation.
This bug originated in v0.1.
Instances of where this happens is a number like 9,999,999,989 getting notated to 10.000e9 where it should be 9.999e9 or 1.000e10.