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incremancer's Issues

Github page is down

GIthub Page for this repository is down, so it is broken on Kongregate as well.

Golems vanishing while being offline

Hey there,

someone on kong talked about his golems vanishing while being offline over night. I didn't try to reproduce this myself, but I looked at the loading-code and see two (or three) possible issues:

  1. If I saw that correctly, the game runs two loading procedures during startup: One from local storage, and one from the kongregate servers/playfab thingy.
  2. The code that selects whether to overwrite the local save with the one loaded from kong seems really.. strange. I think the if clause could be wrong, especially the savegame.saveCreated < model.persistentData.saveCreated part -- shouldn't that be the other way round?

    incremancer/js/gamemodel.js

    Lines 801 to 810 in e30693a

    var savegame = JSON.parse(LZString.decompressFromEncodedURIComponent(result.data.Data.save.Value));
    // playfab save is older so overwrite
    if (force || savegame.saveCreated < model.persistentData.saveCreated || (savegame.saveCreated == model.persistentData.saveCreated && savegame.dateOfSave > model.persistentData.dateOfSave)) {
    model.persistentData = savegame;
    model.level = model.persistentData.levelUnlocked;
    model.updatePersistentData();
    model.calcOfflineProgress();
    model.setupLevel();
    GameModel.messageQueue.push("Game Loaded from Cloud");
    }
  3. In the importFile function you reset the creature factories spawnedSavedCreatures flag to false before setupLevel, but this is not done in either loadData nor in loadFromPlayFab. So if both are executed, the first will set the flag to true, and the second will reset the golems but not respawn them?

    incremancer/js/gamemodel.js

    Lines 636 to 642 in e30693a

    if (savegame.dateOfSave) {
    GameModel.persistentData = savegame;
    GameModel.updatePersistentData();
    GameModel.saveToPlayFab();
    GameModel.level = GameModel.persistentData.levelUnlocked;
    CreatureFactory.spawnedSavedCreatures = false;
    GameModel.setupLevel();

My best guess is that (1) and (3) together cause this problem. Should be an easy fix, right? πŸ™‚

Love the game

Hey man love the game! i play it’s my friends each day at school, would love if you could update it!

Download Save File button not working on Chrome Ipad

When clicking Download Save File on a iPad pro using Chrome browser, nothing happen.

Maybe you could implement saving to google drive if nothing else work, idk, or some pass phrase / seed. Or maybe quicker: let us export the localstorage content as we don't have access to it on iPad.

If i click Import Save it work tho.

That would be cool to be able to export my save as i am at lvl 400 / Champion level 100. This game is so well done and optimized!

Thrifty appears to give 100x more parts than claimed

Thrifty's description claims it gives 10% of the current parts per second per level. However, the first level appears to give 10x the current parts per second, the second level 20x, etc.

The skill function sets killingBlowParts to 10 * talents[this.id], then the killingBlow() adds this.model.persistentData.parts += this.killingBlowParts * this.partFactory.factoryStats().partsPerSec, since neither killingBlow() nor factoryStats() is dividing by 100, it appears that the 10% is actually a 10x.

Humans don't spawn if drag item into trash can while Level Complete screen is open

  1. Have unequipped item in inventory.
  2. Open skeleton menu and drag item over trash can (trash can should get yellow highlight).
  3. Wait for Level Complete screen to show up.
  4. Release item over trash can while Level Complete screen still open.

Result: Starting the next level generates no humans, and the level gets completed without any combat. This continues, allowing the player to unfairly make unimpeded progress but not being very fun without any combat.

Doesn't seem to matter whether Auto Start Next Level setting is on or off.
Doesn't seem to happen with any inventory slot, only the trash can.
You're safe if you release the item back into the inventory rather than into the trash can, so it's something very specific about the trash can that does it.

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