I like it!
Gonna add them soon :)
When the cap is finally removed, will the game carry on as if the current cap was never there or will everything just begin to increase all over again? I am looking at my workshop bonus. If I am getting that % daily then when the cap is removed will I get x days of workshop bonus added or will it be back to day one?
When the cap is removed, all that happens is your KPS will be higher than before, I haven't thought of saving the time between having a cap and not having one, meaning there is no possibility to simulate that at the time
But I think once it is removed, you'll be at about 1e250 or even higher, so I need to either figure out how to increase the limit of 1e308 by using other variables (like "Big Integer") or something else entirely. The 2nd option would be to reduce Karma Gain bonuses that come from the Devotion Stage, as being able to reach such high numbers will make any later Stage feel disappointing.
Maybe I'll have to build in caps for different stages, but I really don't like the idea of punishing or slowing down players who are really dedicated. This is just a temporary solution for the beta version, so let's hope I make better decisions in the future :D
This game uses stupidly high numbers rather well
Tetrationally | An Incremental Game by Hasamentalist117 (itch.io)
You can try my savegame code. Click on the Inflaton > Coins tabs to see the ridiculous numbers at work.
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Yeah, Synergism is mentioned on the description page.
If there is an issue with high numbers in Unity, couldn't you just introduce a new currency where 10^303 = 1. And every time you hit 10^303 you have another new currency. Like having Copper, Silver, Gold, Platinum in old school D&D games, you could have neo, heavenly and godlike (or whatever) as incrementally higher versions of the same currencies.
So something could cost 1 neo Karma and 3.6e31 Karma, for example.