Closed James103 closed 3 months ago
known, currently working on fixing export/import errors from be to be, then focus will be put on (turns out its a seperate smaller issue and doesnt really need to be fixed rn) this
https://discord.com/channels/351476683016241162/1131505261903880244/1254474748017250404
patched a while ago, forgot to close, closing
Describe the bug Tickspeed Upgrades gained from Time Shards appear to asymptotically approach a hardcap shortly after the softcap, such that as the amount of Time Shards approaches infinity, the corresponding number of Tickspeed Upgrades approach a value a few hundred upgrades above the softcap. For example, a softcap of 300,000 Tickspeed Upgrades leads to a hardcap of 300,475.
This breaks balance after Celestial 1 because players will be lacking the Tickspeed necessary to push for higher RM.
In BE port:
In vanilla:
To Reproduce Do any one of the following (from least to most time consuming) A:
FreeTickspeed.fromShards(new Decimal("1e1000000000000"))
newAmount
is somewhere around 300,475 in the BE port versus 876 million in vanilla.B:
player.timeShards = new Decimal("1e1000000000000")
C:
Expected behavior Tickspeed Upgrades from Time Shards should scale similarly to that of vanilla, with one being able to achieve millions of Tickspeed Upgrades from Time Shards by the end.