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** All the AIGeneratedEconomy milestones and upgrades are gotten ''much'' earlier than in the originals, most often only needing a single reset to get them, such as one Phantom Soul casting spells automatically.
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** You only need 1 magic to cast a spell and only 1 Phantom Soul for them to be cast automatically.
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** You Spells only need 1 magic one Magic to cast a spell and only 1 Phantom Soul for cast, magic-infusion is replaced with boosting them to be cast automatically.based on Hexes and current Magic amount, and the first Magic upgrade gives Hex-generation using a much stronger formula.
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* PostEndGameContent: As of v.1.5.2, the endgame is e2.57e7 points, but grinding beyond that lets you reach about e2.6e7 points.
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* PostEndGameContent: As of v.1.5.2, 2.1, the endgame is e2.57e7 75e7 points, but grinding beyond that lets you reach about e2.6e7 78e7 points.
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* AntiFrustrationFeatures: There are a large number of features that are simplified to help with managing multiple trees:
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* AntiFrustrationFeatures: There are a large number of features that are simplified to help with managing multiple trees: trees. For examples:
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** You always keep upgrades and challenge completions without any need to reach certain milestones.
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** You always keep upgrades upgrades, milestones, and challenge completions without any need to reach certain milestones.no matter what.
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** You always keep upgrades without any need to reach certain milestones.
to:
** You always keep upgrades and challenge completions without any need to reach certain milestones.
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** You only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
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** You only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
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** The Space Energy layer removes the SkillPointReset while making each one give ''much'' more Space than you can get Generator Power to buy buildings with.
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* AntiFrustrationFeatures: Quite a few things are simplified to help with managing multiple trees. For example, you only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
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* AntiFrustrationFeatures: Quite There are a few things large number of features that are simplified to help with managing multiple trees. For example, you trees:
** You always keep upgrades without any need to reach certain milestones.
** None of the layers increase in cost per row layer, so things like Boosters and Generators can be bought equally from the start.
** You only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
** You always keep upgrades without any need to reach certain milestones.
** None of the layers increase in cost per row layer, so things like Boosters and Generators can be bought equally from the start.
** You only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
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Link has been redirected.
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It is available on [[https://qq1010903229.github.io/multitree/ Github]].
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It is available on [[https://qq1010903229.[[https://loader3229.github.io/multitree/ Github]].
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* {{Cap}}: Unlike the original, ''VideoGame/TheGameDevTree'' fans are capped based on points.
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* {{Cap}}: {{Cap}}:
** Each tree has a maximum level that is based on the final version the original tree received or all the content available in this game's update.
** Unlike the original, ''VideoGame/TheGameDevTree'' fans are capped based on points.
** Each tree has a maximum level that is based on the final version the original tree received or all the content available in this game's update.
** Unlike the original, ''VideoGame/TheGameDevTree'' fans are capped based on points.
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Fixed a typo.
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* PostEndGameContent: As of v.1.5.2, the endgame is e2.57e7 points, but griding beyond that lets you reach about e2.6e7 points.
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* PostEndGameContent: As of v.1.5.2, the endgame is e2.57e7 points, but griding grinding beyond that lets you reach about e2.6e7 points.
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OK, that was actually based on a large amount of offline time...
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* PostEndGameContent: As of v.1.5.2, the endgame is e2.57e7 points, but griding beyond that lets you unlock some upgrades and Quark challenges in ''VideoGame/TheIncrementreeverse'', meaning the real endgame is getting them and reaching about e2.6e7 points.
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* PostEndGameContent: As of v.1.5.2, the endgame is e2.57e7 points, but griding beyond that lets you unlock some upgrades and Quark challenges in ''VideoGame/TheIncrementreeverse'', meaning the real endgame is getting them and reaching reach about e2.6e7 points.
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Added an example from the new trope page.
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* ResetMilestones: Many layers have at least one layer that is meant to make the earlier layers more convenient somehow (100% prestige point gain, autocasting spells, autobuying refactors, and so on). Most of them are unlocked way earlier than in the originals to make the game faster as it has multiple trees for the player.
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Updated for 1.5.2.
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* ColourCodedForYourConvenience: All layers have colors correspond to them. They're all carried over from the original games. There are also two layers of sorts which have their own colors, pink for the Donation button and white for the Tree Manager.
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* ColourCodedForYourConvenience: All layers have colors correspond to them. They're all carried over from the original games. There are also two layers of sorts sidelayers which have their own colors, pink for the Donation button and white for the Tree Manager.
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* PostEndGameContent: As of v.1.5.1, it's all too easy to reach the current endgame without getting all rewritten generator upgrades (or even generators for that matter), requiring a bit more grinding to get them.
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* PostEndGameContent: As of v.1.5.1, it's all too easy to reach 2, the current endgame without getting all rewritten generator is e2.57e7 points, but griding beyond that lets you unlock some upgrades (or even generators for that matter), requiring a bit more grinding to get them.and Quark challenges in ''VideoGame/TheIncrementreeverse'', meaning the real endgame is getting them and reaching about e2.6e7 points.
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Upated.
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* PostEndGameContent: As of version 1.5, it's all too easy to reach the current endgame without getting all rewritten prestige or booster upgrades, requiring a bit more grinding to get them.
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* PostEndGameContent: As of version v.1.5, 5.1, it's all too easy to reach the current endgame without getting all rewritten prestige or booster upgrades, generator upgrades (or even generators for that matter), requiring a bit more grinding to get them.
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Added an example.
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* NostalgiaLevel: The Real Prestige Tree challenge is meant to make the game resemble the original ''VideoGame/PrestigeTree'' rather than this mod, with Time Energy having a limit based on Time Capsules.
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Linked to the new page.
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''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree by qq1010903229/loader3229 and released in 2021.
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''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree by qq1010903229/loader3229 Creator/{{qq1010903229}}/loader3229 and released in 2021.
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''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree qq1010903229/loader3229 and released in 2021.
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''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree by qq1010903229/loader3229 and released in 2021.
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Compare ''VideoGame/TheCommunitree'', which also has representations of other mods, although it has one tree.
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Started this page.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/multitree31jan.png]]
[[caption-width-right:350:Shown: ''VideoGame/PrestigeTree'', ''VideoGame/TheStardustTree'', ''VideoGame/ThePrestigeForest''.]]
''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree qq1010903229/loader3229 and released in 2021.
Unlike most mods which only have one tree, this one has several based on different trees. The main one is based on the original ''VideoGame/PrestigeTree'' of course, but the others have upgrades that make them give beneficial effects to the main game, making it necessary to switch from one to the other once in a while when opportunities to progress open up. Once you've accumulated enough points, it's possible to update trees to access more content inspired by the original games (unless they're maxed) and spend them on other features in the Tree Manager.
It is available on [[https://qq1010903229.github.io/multitree/ Github]].
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!!This game provides examples of:
* AntiFrustrationFeatures: Quite a few things are simplified to help with managing multiple trees. For example, you only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
* {{Cap}}: Unlike the original, ''VideoGame/TheGameDevTree'' fans are capped based on points.
* ChallengeRun: Some layers have challenges where you have to reach a certain amount of points or the tree's equivalent with restricted conditions, like a time energy limit.
* ColourCodedForYourConvenience: All layers have colors correspond to them. They're all carried over from the original games. There are also two layers of sorts which have their own colors, pink for the Donation button and white for the Tree Manager.
* ExportSave: You can push a button to export the 17K+ save and paste it into the game.
* LOL69: Coal Upgrade 13 costs 69 coal and says "Nice".
* MegamixGame: The game has many layers which are simplified versions of those found in existent trees.
* PostEndGameContent: As of version 1.5, it's all too easy to reach the current endgame without getting all rewritten prestige or booster upgrades, requiring a bit more grinding to get them.
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[[caption-width-right:350:Shown: ''VideoGame/PrestigeTree'', ''VideoGame/TheStardustTree'', ''VideoGame/ThePrestigeForest''.]]
''The Multitree'' is an IdleGame made in UsefulNotes/TheModdingTree qq1010903229/loader3229 and released in 2021.
Unlike most mods which only have one tree, this one has several based on different trees. The main one is based on the original ''VideoGame/PrestigeTree'' of course, but the others have upgrades that make them give beneficial effects to the main game, making it necessary to switch from one to the other once in a while when opportunities to progress open up. Once you've accumulated enough points, it's possible to update trees to access more content inspired by the original games (unless they're maxed) and spend them on other features in the Tree Manager.
It is available on [[https://qq1010903229.github.io/multitree/ Github]].
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!!This game provides examples of:
* AntiFrustrationFeatures: Quite a few things are simplified to help with managing multiple trees. For example, you only need 1 magic to cast a spell and you only 1 Phantom Soul for them to be cast automatically.
* {{Cap}}: Unlike the original, ''VideoGame/TheGameDevTree'' fans are capped based on points.
* ChallengeRun: Some layers have challenges where you have to reach a certain amount of points or the tree's equivalent with restricted conditions, like a time energy limit.
* ColourCodedForYourConvenience: All layers have colors correspond to them. They're all carried over from the original games. There are also two layers of sorts which have their own colors, pink for the Donation button and white for the Tree Manager.
* ExportSave: You can push a button to export the 17K+ save and paste it into the game.
* LOL69: Coal Upgrade 13 costs 69 coal and says "Nice".
* MegamixGame: The game has many layers which are simplified versions of those found in existent trees.
* PostEndGameContent: As of version 1.5, it's all too easy to reach the current endgame without getting all rewritten prestige or booster upgrades, requiring a bit more grinding to get them.
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