Logger Rhythms changelog 0.016 + You can now click on trees! Clicking a sapling will cause it to grow a bit; clicking a mature tree will cut it down a bit. + Natural tree decay into salable logs is now a thing, analogous to the natural sapling growth that had already been a part of the game. So you can now, in theory, play the entire game with no laborers. Once the game has actual achievements, you know there's gonna be a couple for that sort of silly stunt. + Now tracking stats for natural vs. assisted tree decay; note that this means existing save games will have wildly undercounted values for trees chopped down as the old stat has been deprecated. + Related: several tree-cutting-related upgrades now trigger off of those new stats instead of the old one, which may cause odd behavior related to upgrades. + Fixed a couple sasquatch bugs that 0.015 player might have seen crop up: - FIXED: when coming back to tab after it's been out of focus, sasquatch sometimes seen to animate way too fast (was actually storing up a bunch of extra currframe_time from 1 FPS away time and then executing anim frame switch every frame when focus was back until decrementing by the anim delay fiiiiinally brought currframe_time down below the actual anim timer threshold) - FIXED: squatch could end up in resting not-at destination, from 1 second away. Now actually setting pos to target when getting close enough in a turn for schlep >= dvector, necessary because we're waiting before calling resetSasquatch(). + Revamped stats view somewhat to be better organized and a bit more readable, includes clicking-related stats now + Added some natural-decay-triggered upgrades for when you let enough trees fall over, analogous to the existing "growthdna" bonuses for natural tree growth + Added upgrades for clicking 20, 200, and 2000 times on trees, for the masochists who actually like to click a lot 0.015 + A sasquatch now wanders by, and you can click on him. Or her. Not really clear, lots of hair. Earn a little cash for successfully poking 'em. + Fixed the sawmill art to make it not pointlessly cropped on the left-hand side + Added amazing third dimension to the notably out-of-date CAMP LUMBERJILL sign just because + Broke out separate 16x16 art icons for large camp item upgrade tiles to get away from pixel-scale and aspect ratio mismatches that were totes bugging me. 0.014 + Added new tool & camp upgrades for current late game, and tweaked several upgrades a bit. + Tweaked grove and forest scale upward -- each higher-level land slot represents a bigger number of trees now, which means growing and chopping will take proportionally longer but yield proportionally more logs. This will actually translate to a big increase in productivity on grove and forest levels in practice, as time lost to transit from site to site is the biggest impediment currently to production, and the faster a worker gets done with a job, the sooner they're killing time walking again. For now this comes without an increase in the cost of land, which is another productivity freebie, but it may become necessary to rebalance that in the future if it's too much of a gift. 0.013 + Added Scientists as a new buyable commodity type. Unlike cutters and growers, they just hang out in camp, doing R&D at their little lab. Each scientist produces a research units constantly. Eventually there will be upgrades for scientist production and science lab sophistication, but for now these are just basic geeks. + Added tech ladder to the game, under Research tab; techs are like upgrades, with some notable differences: - any given tech will generally be more powerful than the average upgrade, but for each tech tier you can only choose *one* of the available techs, and you're stuck with it, so choose carefully! - instead of paying money for techs, they're free but only once your scientists have accumulated enough research units to unlock a given tier. There will be a lot more tech tiers eventually, but these are in place now as proofs of concept. + Added tabbed menu navigation to sidebar stuff, as there's a lot more total data to display now including the tech tree. Moved owned upgrades and stats block to the STATS menu; upgrades available for purchase will appear above the standard buyable on the BUY menu; the MENU menu is currently a terse mess. All of this will get cleaned up eventually but for now I'm just getting the framework in place. + Aggressively reworked the save system to try and make it a lot more future-proof. Made every effort to maintain import capability for older save files, but it's not impossible this will break something subtle or not so subtle in save files. If your game is fucked, wipe save and restart. There's still a lot of zeroes in the version number, mea culpa. + It's supposed to be spelled "Forepersons", not "Gorepersons". Latter has to wait until the Hellraiser DLC. + Here is a tiny picture of Captain Picard: http://mlkshk.com/p/YZUP 0.012 + Added third level laborers to make Forests reasonable, new sawmill and tagsale as well + "trees" is no longer misspelled "grees" in two places + tweaked save code to suprress a mess of messages for already-purchased upgrades on game load 0.011 + Game is officially now "Logger Rhythms". Farewell, Lumberjill; you were a good codename. + New upgrade type: natural growth bonus! Trees not currently attended to by a grower will grow faster. + Added deposit button and bank account balance and maximum to keep "never spend any money" from becoming the dominant playstyle; now there's a benefit to spending money to fill your bank account and gather interest on that, but money beyond that should be spent as per usual. + Started reworked save game code to get away from problems of storing config data that we don't want to have persist across save games. Upgrades should now track availability but not definition stuff like name, cost, callback functions, etc. In theory this will not break anything. In theory. 0.010 + Added the (piggy) bank! Players can now (once they're monied enough to afford it) buy a bank and earn interest on their current cash holdings. + added toUnlock() function to upgrade definitions to consolidate conditionals that had been living in separate function; updateAvailableUpgrades now simply iterates through upgrades and checks for a .toUnlock member and executes it if found + Consolidated various inline $("#foo").html calls scattered around functions into standardized updatePageCash() and updatePageBuyables() functions for cleanliness and abstraction + Consolidated buyWorker()/sellWorker() type functions for cutter, growers, trees, and shops into buyBuyable("type") and sellBuyable("type") functions + Reworked levelUpTree stuff a bit to bring more in line with analogous Worker functions + Bugfix: improveTree() now correctsly credits growers only for the amount of fractional tree growing they *did*, not the amount they *could* have done if the sapling weren't already mostly fully grown; also correctly applies natural growth to a sapling after and in *addition* to grower work, not in lieu of. + commafication of numbers now applied to upgrade tooltip costs as well + added autosave toggle in case you really want to not be autosaving for some reason 0.009 + large numeric strings now have helpful commas for readability + cleaned up drawing code a little bit to make it easy to split drawing routines across multiple functions without breaking anything + added a few more upgrades for worker tools and speed and shop throughput/prices 0.008a + Added Golden Saw Mill upgrade to make it at all possible to keep up with heightened log production with Groves and Forepersons/Grovers. Also cut down growth coefficient for shop prices because that was just totally nutso. 0.008 + Manually call "toggleBuyable()" after every purchase and new upgrade availability refresh to avoid lag/pop + Added ability to sell buyables -- trees, workers, shops -- at a steep loss defined by Game.stats.recoup_rate. Current starting default is 0.25 of purchase price; should add upgrades related to this, possibly triggered primarily by reaching thresholds of cash gotten from selling stuff back. (Pumping said stats early by unnecessary buy/sell binges would be a costly proposition in terms of opportunity cost.) + Built out level up systems for cutter and growers; added upgrades for level 2 of each, Forepersons and Grovers, who work ten times as fast as the standard worker types 0.007 + added experimental save game functionality! Uses localStorage, won't work on sufficiently old browsers, if it fails will probably do so silently, no export/import yet, and it will undoubtedly be a source of profound heartbreak at some point. + added a message buffer for game messages, which persists in the save file, so you won't miss the currently terse and cryptic upgrade-related announcements in the game. + reworked management of worker list and tree list to pass actual objects around instead of assuming that w.ID and t.ID would magically continue to match up to array indexes in those lists. Should be able to delete random workers now without causing a goddam meltdown, hopefully. + moved all globals variables into the Game.* object heirarchy like a grownup + cleaned up leveling code for trees; added third level, forests, for the supremely patient and/or console hackers + added female arborists to complement female lumberjacks. 0.006 + page layout should now respond better to narrow screens + opacity fading on buyables and upgrades to indicated affordability at a glance + page title now says BUY A TREE! when you can afford at least one, "logging..." the rest of the time + Lumberjills are now in the mix! + Added stats for the last minute of gameplay on a rolling average + Nerfed the sawmill, because I've always wanted to nerf something + Buffed the affordability of groves massively through the power of math 0.005: + Several more upgrades! There's like 10 now. + Maximum tree limit! But that's a good thing, because... + Something new happens when you hit a hundred trees! + Hey, look, some more graphics! 0.001 - 0.004 + caught a bunch of tiny lumberjacks and arborists in a jar and jammed them into my web browser