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* TechTree: The whole game focuses on a tree of this sort, whre you have to click on nodes and upgrade things in them, which tend to affect the things above or reset them.

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* TechTree: The whole game focuses on a tree of this sort, whre where you have to click on nodes and upgrade things in them, which tend to affect the things above or reset them.



* NotActuallyCosmeticAward: While the AchievementSystem is largely there to act as a potential guideline for progression, plenty of the achievements provide rewards to help speed gameplay along, including small boosts to resources and effects, permanently keeping parts of layers on all further resets, increasing the limit to certain Hindrances, and other useful effects.

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* NotActuallyCosmeticAward: While the AchievementSystem is largely there to act as a potential guideline for progression, plenty of the achievements provide rewards to help speed gameplay along, including small boosts to resources and effects, permanently keeping parts of layers on all further resets, increasing the limit to certain Hindrances, and other useful effects. Furthermore, for two of the aforementioned [[DoubleUnlock Double Unlocks]], the milestone is to earn a certain number of achievements.
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* GameBreakingBug: The game's excessively huge numbers are too big for standard floating-point formats, requiring the use of a custom numeric system and special functions to deal with it. Occasionally, the game trips and forgets to do this, and putting these impossibly-high numbers into normal variables causes them to spit out [=NaN=], completely breaking the game.

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* GameBreakingBug: The game's excessively huge numbers are too big for standard floating-point formats, requiring the use of a custom numeric system and special functions to deal with it. Occasionally, the game trips and forgets to do this, and putting these impossibly-high numbers into normal variables causes them to spit out [=NaN=], [[https://en.wikipedia.org/wiki/NaN NaN (Not a Number)]], completely breaking the game.
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* GameBreakingBug: The game's excessively huge numbers are too big for standard floating-point formats, requiring the use of a custom numeric system and special functions to deal with it. Occasionally, the game trips and forgets to do this, and putting these impossibly-high numbers into normal variables causes them to spit out [=NaN=], completely breaking the game.
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Just learned you get that achievement regardless just through your first "Option D" completion, so that achievement reward is actually for speeding this one up.


* AntiFrustrationFeatures: The achievement "Hinder is Coming" requires getting e7,350 points in the "Upgrade Desert" Hindrance. While the intended way to get it is after building up later layer resources and then testing for the right combo of upgrades, if figuring out the necessary timing and upgrades gets a bit too frustrating, you can just wait until you get the achievement for a row 6 reset, since it nullifies the Prestige and Booster upgrade resetting effect, rendering the challenging part void.
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Added DiffLines:

* AntiFrustrationFeatures: The achievement "Hinder is Coming" requires getting e7,350 points in the "Upgrade Desert" Hindrance. While the intended way to get it is after building up later layer resources and then testing for the right combo of upgrades, if figuring out the necessary timing and upgrades gets a bit too frustrating, you can just wait until you get the achievement for a row 6 reset, since it nullifies the Prestige and Booster upgrade resetting effect, rendering the challenging part void.
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* AdaptationExpansion: In addition to adding five extra layers after Gear & Machines, just about all the layers have been heavily expanded mechanically, where most layers in the old game just had resource gaining and upgrade buying, ''Rewritten'' added things like the boost bar in Balance, managing when to sacrifice for boosts in Solarity, judging which Nebula secondary dust combos are needed for progress, an entire DoubleUnlock feature for new upgrades, and revamping Mastery from the building gimmick now merged with Imperium into something that combines ChallengeRun with a higher-tier form of NewGamePlus.

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* AdaptationExpansion: In addition to adding five six extra layers after Gear & Machines, just about all the layers have been heavily expanded mechanically, where most layers in the old game just had resource gaining and upgrade buying, ''Rewritten'' added things like like: the sliding boost bar in Balance, managing when to sacrifice for boosts in Solarity, judging which Nebula secondary dust combos are needed for progress, an entire DoubleUnlock feature for new upgrades, and revamping Mastery from the building gimmick now merged with Imperium into something that combines ChallengeRun with a higher-tier form of NewGamePlus.
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* NotActuallyCosmeticAward: While the AchievementSystem is largely there to act as a potential guideline for progression, plenty of the achievements provide rewards to help speed gameplay along, including small boosts to resources and effects, permanently keeping parts of layers on all further resets, increasing the limit to certain Hindrances, and other useful effects.

Added: 613

Changed: 34

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* SkillPointReset: You can reset Space Buildings/Hyperspace Buildings so you can buy different ones, but that performs a space/hyperspace reset as well. Later you get the ability to destroy Space Buildings by one and not have them consume Space, making it superfluous.

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* SkillPointReset: You can reset Space Buildings/Hyperspace Buildings/Mastery Buildings so you can buy different ones, but that performs a space/hyperspace space/hyperspace/mastery reset as well. Later you get the ability to destroy Space Buildings by one and not have them consume Space, making it that one superfluous.


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* AdaptationExpansion: In addition to adding five extra layers after Gear & Machines, just about all the layers have been heavily expanded mechanically, where most layers in the old game just had resource gaining and upgrade buying, ''Rewritten'' added things like the boost bar in Balance, managing when to sacrifice for boosts in Solarity, judging which Nebula secondary dust combos are needed for progress, an entire DoubleUnlock feature for new upgrades, and revamping Mastery from the building gimmick now merged with Imperium into something that combines ChallengeRun with a higher-tier form of NewGamePlus.
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* YinYangBomb: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the buffs are quite strong, to get the most out of the layer you quite fittingly need to "balance" boosting both sides as high as you can, since their effects synergize strongly, and eventually you get an upgrade that makes them boost each-other's gain, so keeping them balanced makes both stronger.

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* YinYangBomb: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the buffs are quite strong, to get the most out of the layer you quite fittingly need to "balance" boosting both sides as high as you can, since their effects synergize strongly, and eventually you get an upgrade that makes them boost each-other's gain, so keeping them balanced makes both especially stronger.

Added: 753

Removed: 767

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Actually, that is specifically a philosophical story trope, while this is a true "balancing two opposites for a greater whole" trope.


* BalanceBetweenGoodAndEvil: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the buffs are quite strong, to get the most out of the layer you quite fittingly need to "balance" boosting both sides as high as you can, since their effects synergize strongly, and eventually you get an upgrade that makes them boost each-other's gain, so keeping them balanced makes both stronger.


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* YinYangBomb: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the buffs are quite strong, to get the most out of the layer you quite fittingly need to "balance" boosting both sides as high as you can, since their effects synergize strongly, and eventually you get an upgrade that makes them boost each-other's gain, so keeping them balanced makes both stronger.
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None


* BalanceBetweenGoodAndEvil: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the

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* BalanceBetweenGoodAndEvil: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the buffs are quite strong, to get the most out of the layer you quite fittingly need to "balance" boosting both sides as high as you can, since their effects synergize strongly, and eventually you get an upgrade that makes them boost each-other's gain, so keeping them balanced makes both stronger.

Added: 472

Removed: 307

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Recently played C Lasiic, and the "balancing" part was introduced in Rewritten.


* BalanceBetweenGoodAndEvil: The Balance Energy layer has you produce negativity and positivity depending on how you set the bar. Both provide a buff to a feature while also dividing the buff from the other one, though they don't cancel themselves out too much, so it's important to keep them roughly equal.


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* BalanceBetweenGoodAndEvil: The revamped version of the Balance layer introduces two prominent aspects, one being positivity and negativity providing specific buffs to features while also dividing each other's buffs, albeit the debuff is very slow compared to the buffs, while the other is a sliding bar that boosts production of each based on how far it's set to either side, with leaving it in the middle having a MasterOfNone equal gain effect. While individually the
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Fixed mistake from copy-paste (that example was from Plague Tree).


* ResetMilestones: Starting from Infectivity, each layer has several milestones that provide conveniences like keeping upgrades on reset or gaining 100% of a resource per second, with later ones also unlocking new features (this happens a lot, since layers starting from Fatality get very complex) and boosts to production.

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* ResetMilestones: Starting from Infectivity, each Almost every layer has several a certain number of milestones that provide conveniences like keeping unlocked by getting enough of its respective resource. They make lower resets affect nothing, automatically gain specific resources/buyables, or not lose specific upgrades on reset or gaining 100% of a resource per second, with later ones also unlocking new features (this happens a lot, since layers starting from Fatality get very complex) and boosts to production.upon resetting.
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* AWinnerIsYou: Beating the game doesn't net the player much more than congratulating them for reaching e1e11 points and asking them to retry for a speedrun.

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* AWinnerIsYou: Beating the game doesn't net the player much more than congratulating them for reaching e1e11 points and asking them to retry for a speedrun.
speedrun or continue their current session.
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* AWinnerIsYou: Beating the game doesn't net the player much more than congratulating them for reaching e1e11 points and asking them to retry for a speedrun.
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Added an example from the new trope page.

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* ResetMilestones: Starting from Infectivity, each layer has several milestones that provide conveniences like keeping upgrades on reset or gaining 100% of a resource per second, with later ones also unlocking new features (this happens a lot, since layers starting from Fatality get very complex) and boosts to production.
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* DiscOneFinalDungeon: The Mastery layer. It's in the seventh and final row, it takes a lot to unlock it, and the gist of it is that you have to go back over every previous node and complete it again with a stricter difficulty curve. All of this would make for a great finale, but as you get near the last couple of nodes, the rewards you obtain from mastering previous nodes will unlock a new node in Row 7 and the game continues on for a while after.
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* VideoGameRemake: A remake of the original, now with new layers, an achievement system, revamped Hindrances, and altered mechanics for many layers.

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* VideoGameRemake: A remake of the original, now with new layers, an achievement system, revamped Hindrances, and altered mechanics for many layers. The endgame goal has also been increased from e1e11 points to e3.140e16 points.
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Added an example.

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* DiminishingReturnsForBalance: There's a decent number of softcaps in the original, while ''Rewritten'' has so many that it needs a whole tab to track where one starts and how much it weakens resource gain/effect. Without softcaps, ''Classic'' breaks down due to inflation roughly when you reach Super Prestige or Hyperspace, while ''Rewritten'' does so at Quirks.
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Added an example.

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* AchievementSystem: There are 80 achievements, with four columns of 16 shown initially and the fifth one revealed once you unlock Mastery. Some achievements require you to progress normally, while others have a goal that needs to be reach with a restriction.
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Expanded an example.


* SkillPointReset: You can reset Space Buildings so you can buy different ones, but that performs a space reset as well.

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* SkillPointReset: You can reset Space Buildings/Hyperspace Buildings so you can buy different ones, but that performs a space space/hyperspace reset as well.well. Later you get the ability to destroy Space Buildings by one and not have them consume Space, making it superfluous.
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I think the mod terminology is deprecated, since there's no real modding involved.


The game proved to be influential enough to start UsefulNotes/TheModdingTree engine for {{Game Mod}}s, attracting a decent modding community who made plenty of them. An official remade version called ''Prestige Tree Rewritten'' has been made in that engine featuring different upgrades, new nodes and altered mechanics for certain tree nodes.

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The game proved to be influential enough to start UsefulNotes/TheModdingTree engine for {{Game Mod}}s, games based on the initial idea, attracting a decent modding community who made plenty of them. An official remade version called ''Prestige Tree Rewritten'' has been made in that engine featuring different upgrades, new nodes and altered mechanics for certain tree nodes.
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Added an example.

Added DiffLines:

* {{Cap}}: Time Capsules have a limit for how much Time Energy they can produce based on how many of the former you have.

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