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Add more h2p pages, fix #1528
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@ -14,6 +14,107 @@ GameDatabase.h2p = {
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* }
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*/
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tabs: [
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{
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name: "Your savefile",
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info: () => `
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Your game's save data is stored on your computer's browser data, which means that clearing your browser's cache and
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cookies will also delete your save file. Similarly, if you are playing in a private or incognito window, your save
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will not be there the next time you open up your browser. The saves are browser-specific as well, so for example
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if you play the game on Chrome, you won't find your save on Firefox.
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<br>
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<br>
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You can transfer your save between places by using the export function, which will copy a <i>very</i> long string of
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random-looking characters into your clipboard. That text contains your save data, which you can load back into the
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game by pasting it into the text box on the import prompt. You need the entirety of the save text for importing to
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work properly, or else the game might not recognize the text as a valid save. Keep in mind that certain messaging
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applications may cut off part of the text if you are using one to transfer the save between devices.
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In addition to importing and exporting to your clipboard, you can also import and export from text files as well.
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<br>
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<br>
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You can use the "Choose save" button to pick between three separate saves on your browser. These saves are, for most
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intents and purposes, completely separate from each other. Importing and exporting will only affect the current save
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slot. The only exception is clearing your broswer data, in which case all three saves will be reset.
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<br>
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<br>
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The game automatically saves periodically, by default once every ${formatInt(30)} seconds, and it will notify you in
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the top-right corner of the screen whenever it saves. Keep this in mind if you need to close the game - anything you
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do right before closing it might not be saved unless you wait for the autosave interval or manually save again. The
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length of the autosave interval is adjustable.
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<br>
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<br>
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You can completely reset your save at any point if desired by clicking the button, which brings up a prompt you need
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to fill out in order to make sure you intentionally wanted to reset. Going through with this reset will only clear
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your current save; the other save slots will be unaffected. <b>Resetting your game in this way is completely
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irreversible and gives you no permanent benefits, secret or otherwise.</b>
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`,
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isUnlocked: () => true,
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tags: ["choose", "save", "import", "export", "reset"],
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tab: "options/saving"
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},
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{
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name: "Customization",
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info: () => `
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The game has two different UI layouts - the "old" UI maintains the style of Antimatter Dimensions from before the
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Reality update, while the "new" UI is a redesign based on more modern dark theme styles. Additionally, there are
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various themes which can be applied to modify the appearance of everything in the game. There are a few secret
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themes which can be unlocked through various means. Both UI layouts support all the different possible themes.
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<br>
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<br>
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The notation used to display numbers in the game defaults to Mixed Scientific, but can be changed to one of numerous
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options in the drop-down menu. Many of these notations are intended as jokes and in some cases will format numbers
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in a way that causes text to spill over into other parts of the screen - this is not a bug. "Exponent formatting" is
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a setting affecting some notations which lets you toggle between showing the number in an exponent itself (with commas
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every three digits) or also applying the notation formatting to the exponent. Note that notation formatting is forced
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when exponents are larger than ${format(1e9)}.
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<br>
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<br>
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Many events in the game trigger full-screen animations or pop-up modals which require you to confirm that you want to
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continue. All of these animations and confirmations can be disabled on an individual basis through the options,
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although the ability to disable any given animation or confirmation will only appear after then have already shown up
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at least once.
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`,
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isUnlocked: () => true,
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tags: ["UI", "update", "news", "theme", "notation", "comma", "exponent", "animation", "retry", "confirmation",
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"offline", "hotkey"],
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tab: "options/visual"
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},
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{
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name: "Offline Progress",
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info: () => `
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Antimatter Dimensions has a catch-up mechanic which attempts to simulate the game's behavior if the game is closed for
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an extended period of time. The simulation behavior is only somewhat accurate, as the game is too mathematically
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complicated to be run at full accuracy in a reasonable amount of time. At the end of the simulation, the game will
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summarize how various relevant resources have changed while you were gone.
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<br>
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<br>
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The game runs on a system where everything is updated once per tick - all dimensions and resources do one unit of
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production, all autobuyers trigger once, all multipliers and values are changed accordingly, and all the displayed
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numbers are updated. There are normally ${formatInt(20)} ticks per second when the game is running, although lag and
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internal javascript behavior may cause tick length to vary by a few milliseconds.
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<br>
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<br>
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When offline simulation is active, these ticks have an adjusted length in order to fill the amount of time you were
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away - for example having a setting for ${formatInt(1000)} offline ticks and closing the game for an hour will result in
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ticks which are ${format(3.6, 1, 1)} seconds long each. For most things in the game, this is not an issue because this
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will still result in approximately the same amount of resources after the simulation completes. A notable exception is
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autobuyers - in this situation autobuyers will effectively only trigger once every ${format(3.6, 1, 1)} seconds, which
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may have a strong impact depending on the part of the game.
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<br>
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<br>
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Offline tick count can be adjusted between ${formatInt(100)} and ${formatInt(10000)} ticks. Smaller counts will result
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in faster but less accurate simulations, while larger counts will result in more accurate simulations which take longer
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to complete.
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<br>
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<br>
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Offline progress can be disabled entirely if desired, for example for diagnostic or timing purposes, or in order
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to do an "online only" playthrough of the game. Otherwise, offline progress is on by default from the very beginning
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of the game. Note that if offline progress is disabled, the statistic for total time played will also be paused while
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the game closed.
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`,
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isUnlocked: () => true,
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tags: ["offline", "away", "progress"],
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tab: "options/gameplay"
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},
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{
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name: "Dimensions",
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info: () => `
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@ -463,14 +564,27 @@ Dimensions, your production will be reset to the amount you purchased after ever
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upgrades to your multipliers you purchased.
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<br>
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<br>
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Each purchase increases the multiplier of that specific Time Dimension by ${formatX(4)}. The cost multiplier between
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upgrades has a base value, but is increased by ${formatX(1.5, 1, 1)} at
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${format(TimeDimension(1)._costIncreaseThresholds[0], 2)} EP and ${formatX(2.2, 1, 1)} (of the base value) at
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${format(TimeDimension(1)._costIncreaseThresholds[1])} EP. These increases apply retroactively, causing the cost to
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jump when they reach those thresholds, and only apply to the first four dimensions. Beyond
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${format(TimeDimension(1)._costIncreaseThresholds[2])} EP each dimension purchase counts as four purchases for the
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purpose of cost increases, causing the price to rise much more steeply.
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<br>
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<b>Time Dimension base prices (EP):</b> ${Array.range(1, 8)
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.map(tier => format(TimeDimension(tier)._baseCost))
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.join(", ")}
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<br>
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<b>Time Dimension base price increases:</b> ${Array.range(1, 8)
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.map(tier => format(TimeDimension(tier)._costMultiplier))
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.join(", ")}
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<br>
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<br>
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Each threshold to gain another Tickspeed upgrade is ${formatPercents(0.33)} more Time Shards than the previous,
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or ${formatPercents(0.25)} with the relevant time study. After ${formatInt(FreeTickspeed.softcap)} upgrades, the
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multiplier between each successive free Tickspeed upgrade will gradually increase at a rate of ~${formatX(1.35, 0, 2)}
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per ${formatInt(50000)} upgrades (${formatX(1.000006, 0, 6)} per upgrade). For example, your
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${formatInt(FreeTickspeed.softcap + 50001)}st upgrade will require
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${format(1.33, 2, 2)}×${format(1.35, 2, 2)}=${format(1.33 * 1.35, 2, 2)}
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(or ${format(1.25, 2, 2)}×${format(1.35, 2, 2)}=${format(1.25 * 1.35, 2, 2)}) times more
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shards than your ${formatInt(FreeTickspeed.softcap + 50000)}th upgrade.
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per ${formatInt(50000)} upgrades (${formatX(1.000006, 0, 6)} per upgrade).
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`,
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isUnlocked: () => PlayerProgress.eternityUnlocked(),
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tags: ["dims", "td", "shards", "eternity", "midgame"],
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