I think the high number of spawning entities gets fully calculated for the display value when you trigger a long long cascade. However, the only ones truly captured in terms of profit are those that load in and are destroyed prior to the completion of the level, or before the lag forces the calculation to halt through some error in the way it tries to handle that calculation.
Clearly the way the display score is tracked and updated is different than the way the final profit is tracked and calculated, so it may be a simple fix of just using the properly tracked variable since the display score does appear to be correct.
invadingoreo
Recent community posts
There is a glitch/bug that happens with the way total earnings are calculated once you start getting enough power in the "pop" section of the tree.
The in round display for your earnings can climb into the 70,000g + range easily due to aoe damage and the way packs nest, then the actual gold you earn at the end of the round is much lower usually somewhere around 10% of the total.
You can see this in the image qwer has posted.
The whole effect has something to do with the way the game calculates cards while ending a round, while also having a huge a mount of lag. Because you can get better ratios off lower level rounds, and use it to fast gold farm...
This leads to a unsatisfying optimal gold earning loop of starting on round 4 or 5, let the interns trigger a cascade that clears the board, get 6,000g in earnings or so, then manually end the round for 3-4,000g in real earnings. The whole cycle takes about 2-3 seconds, so you can get a lot of gold very very fast.
One thing that would potentially fix this, would be to add an upgrade to the tree alongside the "start at a higher stage" which allows the player to opt into "selling low tier packs" so that as the nesting mechanic for boxes and packs keeps expanding you can stop rendering and spawning all of them on the board.
Give the player a flat value for the packs. Have it be based off some % of the expected value of a pack given the upgraded card price values, and pull ratios, which would keep those upgrades relevant. Additional upgrades could allow us to potentially increase that % via more upgrades.
Another nice inclusion would be the addition of stage specific ultra rare cards. Give the bosses a 1% chance to drop a special card that would be kept and collected in a "gallery" access able through the main skill tree. The cards could give minor boosts like +1 tear/level, something that is ultimately inconsequential if you wanted. However, that would not necessarily be needed, and it would be something fun for the player to aim for while grinding out gold, and mitigate the desire to go for my reset strategy when gold farming.
First Meal - Unearned after cooking many food
Bronze Age - Shows as 50% complete, I have created all bronze items available to create in game
Smithy Apprentice - Unearned after smelting more than 10 bars
Level Up - Unearned after gaining more than 10 levels in all skills (currently level 375 total)
Lumberjack - Unearned after cutting more than 1000 logs
Time investment - Unearned after more than 100 playtime
Chicken Hunter - Unearned after defeating well over 100 chickens
Strip Miner - Unearned after mining more than 1000 ores, though I have never had that many at one time in my inventory.
Fish Market - Unearned after catching more than 1000 fish
Feast Preparer - Unearned after cooking more than 1000 food items.
Master Chef - Unearned after cooking more than 100 food items
Iron Will - Shows 50% complete, I have created all iron items available to create in game.
Smithy Expert - Unearned after smelting over 100 bars
Production Line - Shows no progress, have completed over 5000 combined actions as listed
Rising Star - Unearned after gaining more than 100 levels across all skills (currently 377), shows no progress
Bar Magnate - Unearned after smelting over 1000 bars
Kitchen Legend - Unearned after cooking over 1000 items.
Industrial Revolution - Unearned after smelting over 1000 bars