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Hmmm...The limit should be the usual 2,147,483,647. I guess I can implement a protection against it (never thought someone will hit it!)

I'm not sure if the lag has something to do with dancer, dragoon, or just having too many traits & buffs in the game. With how the game is coded, everytime a status (including an instance of +stats) is added, it'll check all other status on that follower to see if something special is happening. So with a dancer duelist setup, the duelist will end up with A LOT of status on them and will make sbsequence attacks talking exponentially more processing power. I don't know if you are playing on browser or standalone, but I think standalone should be able to mitigate this lag way better.

I can't think of a reason for why duelist will not work as intended with large numbers or why it'll randomly die without overflow tho. I'll try the setup myself later.

Got a chance to run the same build in standalone and you were right, lag was only happening in browser version (which is understandable).
I'll confirm if Duelist keeps dying in standalone when I reach that number of Dancers, but yeah, once you get it going and can clear fights without risk of dying and putting Dragoon traits on everyone, then you can make 10x Dancers that attack twice and a Duelist that attacks twice and gains double stats to reach the cap on the first attack cycle of each fight.

I experienced the same. Does it have to do with unsigned integers? Or maybe some rounding that subtracts a too-large number so it gets below zero?