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Update: Fixing a bunch of things
April 28, 2018

This week's update involves a lot of maintenance and tweaking.

Decay times have been increased dramatically along with tool usage counts, but the tool usage engine has also been overhauled to fix some bugs and inconsistencies, and also to switch to a semi-random breakage model.

For example, an ax can be used 100 times on average, and goes through four use states, with an average of 25 uses per state (1/25 chance of advancing to the next state). Worst case, which would occur once in about 400,000 axes, would be an ax that can only be used 4 times. Contrast this with a purely random usage model where the ax has a 1/100 chance of breaking. We'd still expect 100 uses on average, but we'd also expect an ax that breaks on the first use to happen once in 100 axes, which would be a frustratingly high rate.

Various natural resources have been tweaked, and a new way to deep mine exhaustible iron ore has been added.

Also, for those of you who might have missed it, a new Eve placement algorithm is live, which you can read about here:


The plan for next week is solid content creation. I'm hoping to take a break from programming and tweaking next week. And signs are coming.
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