Reduced the Growth cost of Normal upgrade RYE to 15 to ensure no soft-locks can occur from upgrading the Growth LORED too many times.
Oops! Both have been fixed. At least, the Extra-normal upgrade menu will now appear after you have I know what I'm doing, unlock this shit and you reset. It should appear when you refresh, too.
Your screenshot scared the heck out of me at first, because I was like HOW DID THOSE UPGRADES APPEAR OVER THE LOREDS LIKE THAT
I will confess: my last report was made before I tested the reset. Just now I did a fast chemo to buy the tarnation alabama etc upgrade and noticed my tarball lored still had a malignancy cost. So I refreshed the page, and then the malignancy cost was gone from the tarballs but my extra-normal upgrade menu had also disappeared. It came back once I did the normal purchases so currently I'm playing fine.
I hit chemo, bought Alabama: The Upgrade, reset, and saw the tarballs still cost 10 malignancy. At this point after chemo, I still had my extra-normal upgrade menu without buying anything, as I should have due to Knowing What I Am Doing. when the autobuyers reached tarballs, it showed (and subtracted) the normal malignancy cost to buy them- I watched it happen twice before I tried reloading the webpage. After this reload is when the tarballs stopped having a malignancy cost (both in the UI and when you buy them) and also is when my extranormal menu disappeared (but came back on normal conditions).
And no worries about the bugs, this is still alpha after all!
...though, has anyone brought to your attention that sometimes after you click back or hit escape to exit an upgrade menu, the "back" button disappears and you have to hammer ESC for a while or wait for an autosave and reload to get back to the game?
The Extra-normal upgrade button should now appear as expected, and I've ensured the Tarball LORED Malignancy cost is removed in the reset function.
On the cost of Tarballs, here's some fun facts: each LORED has a cost dictionary variable in it that contains floats with the names of the resource it costs. So for Tarballs, the cost variable has 2 keys: "iron" and "malig", each being a float. There's an erase(key) function built into Godot, and so I just simply remove the entire key from the Tarball LORED's cost variable.
...though, has anyone brought to your attention that sometimes after you click back or hit escape to exit an upgrade menu, the "back" button disappears and you have to hammer ESC for a while or wait for an autosave and reload to get back to the game?
I noticed that myself! I don't know why it's happening, and I cannot replicate it. I never waited, I always just refreshed to fix it. I've never experienced it in the desktop version, which is weird. Does mashing ESC work?