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** The Lung challenges are named after various parts of the respiratory system.

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** The Lung challenges are named after various parts of the respiratory system.bronchial tree that moves air into and out of the lungs.
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** The Lung challenges are named after various parts of the respiratory system.

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Works better leading into individual layer entries.


* DiscardAndDraw: There are many points where newer content disables or outright removes weaker older content to make way for stronger effects.
** There's a bunch of upgrades which provide new effects but remove some previous effect, mostly to reduce the number of calculations needed per tick.

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* DiscardAndDraw: There are many points where newer content disables or outright removes weaker older content to make way for stronger effects.
** There's a bunch of upgrades which provide new effects but remove some previous effect,
effects, mostly to reduce the number of calculations needed per tick.tick:
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** A bunch of upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges, with even more upgrades disabling the effects of gems, before eventually the Life layer altogether gets disabled.

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** A bunch of upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges, with even more upgrades disabling the effects of gems, gems and the other Life challenges, before eventually the Life layer altogether gets disabled.
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* DiscardAndDraw:

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* DiscardAndDraw:DiscardAndDraw: There are many points where newer content disables or outright removes weaker older content to make way for stronger effects.



** Anti- challenges in the Life layer provide powerful boosts upon completion, but they also disable content from previous layers (though a lot of it would have become obsolete by that point anyway).
** Several upgrades and milestones in the Tissues layer also nullify token upgrades until those get removed once you unlock the Token II feature.
** A bunch of upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges in exchange for better effects, before eventually outright disabling the Life layer altogether.

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** Anti- challenges in the Life layer provide powerful boosts upon completion, but they also disable content from previous layers (though a lot of it would have become obsolete by that point anyway).
layers.
** Several upgrades and milestones in the Tissues layer also nullify token upgrades until those get removed once you unlock the Token II feature.
** A bunch of upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges in exchange for better effects, challenges, with even more upgrades disabling the effects of gems, before eventually outright disabling the Life layer altogether.altogether gets disabled.
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** Some upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges in exchange for better effects.

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** Some A bunch of upgrades and milestones in the Organs layer disable the positive effects of Anti- challenges in exchange for better effects.effects, before eventually outright disabling the Life layer altogether.
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** Two of the Organ milestones provide massive boosts but in exchange disable the positive effects of all Anti- challenges.

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** Two of the Organ Some upgrades and milestones provide massive boosts but in exchange the Organs layer disable the positive effects of all Anti- challenges.challenges in exchange for better effects.
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** Two of the Organ milestones provide massive boosts but in exchange disable the positive effects of all Anti- challenges.

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* DoubleUnlock: The Humans layer is ''filled'' with these in both Upgrades and Milestones. Several milestones and the later upgrades have partial effects that only take effect after the player reaches certain amounts of Plants, Thoughts, or Humans, essentially making them sub-milestones.

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* DoubleUnlock: DoubleUnlock:
** Starting from the Cells layer, there are times where an upgrade has a "requirement" of doing something else, such as building up enough of a different resource, completing enough of a specific challenge, or raising effect power high enough, before you can buy it with the main resource.
**
The Humans layer is ''filled'' with these in both Upgrades and Milestones. Several milestones and the later upgrades have partial effects that only take effect after the player reaches certain amounts of Plants, Thoughts, or Humans, essentially making them sub-milestones.
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* YearInsideHourOutside: The Iota minigame in the Cells layer has a function that slows down game time by 100x, resulting in 0.01 seconds passing per real second. The purpose is for stopping after specific seconds since point gain is based on seconds passed at prime, even, and/or odd numbers, but the function will continue outside the minigame for however long you set the timer, slowing down the game heavily until you clear it with a shift-click.
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* GamblingMinigame: C has you press a button to gamble every five seconds and get different suits appear in up to ten slots. You gain C Points based on different results and can spend them on upgrades.

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* GamblingMinigame: C has you press a button to gamble every five seconds and get different suits appear in up to ten slots. You gain C Points based on different results and can spend them on upgrades. Unlike most minigames of this type you don't spend any resources to use it, so the payoff is based solely on the whims of the RandomNumberGod.
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Should be accurate as of this update.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e20 by the endgame.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e20 1e40 by the endgame.
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New official link.


The game is playable [[https://raw.githack.com/pg132/The-Modding-Tree/evolution/index.html here]].

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The game is playable on [[https://galaxy.click/play/86 galaxy.click]] or [[https://raw.githack.com/pg132/The-Modding-Tree/evolution/index.html here]].Githack]].
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Added an example from the new trope page.

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* FactorBreakdown: Unlocking Token II turns the original Token tab into a group of subtabs related to resources. It's always written as "[resource] gain is [formula]" with some letter variables written in red for the formulas and all known multipliers to those variables below.
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Added info and corrected names.


** Some upgrades in the Science layer make obsolete tabs inaccessible. Those include N Sci V to Hydrogen Science, Protein Sci II to Oxygen Science, Protein Sci X to Carbon Science, and Protein Sci XXIX to Nitrogen Science.

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** Some upgrades in the Science layer make obsolete tabs inaccessible. Those include N Sci V to Hydrogen Science, H Research, Protein Sci II to Oxygen Science, O Research, Protein Sci X to Carbon Science, and C Research, Protein Sci XXIX to Nitrogen Science.N Research, and Organ Sci III to Protein Research.
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Added an example from the new trope page.

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* ResetMilestones: A large amount of the layers has milestones that are earned by reaching a certain amount of the resource, usually meant to be the point where the game slows down. A few early ones are unlocked by performing a reset enough times, while later ones are received by getting enough of a resource, with some requiring challenge completions instead. Most of them improve production through things like more beneficial cost/effect bases/exponents, but others unlock autobuyers or keep other upgrades/milestones on the layer reset. The Human layer in particular has ''100'' milestones that keep getting stronger effects as you get more Plants/Thoughts/Humans (like the one for 63575 Plants making the Mastery V base 2 at 66010 Plants).
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Yet another new layer (still not much content, but cool).

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*** Chemistry: Purplish red

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Corrected my mistake.


** Humans gain is capped at 1e56000 before you beat the Left challenge to prevent Life Points from inflating too much and at 1e120000 before you buy Humans LXXV to prevent potential Human inflation from not getting certain upgrades that weaken that resource's gain.



** Humans are softcapped at 1e56000 before you beat the Left challenge to prevent Life Points from inflating too much.
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Added an example to Diminishing Returns For Balance.

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** Humans are softcapped at 1e56000 before you beat the Left challenge to prevent Life Points from inflating too much.

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Added an example.


* AllTheWorldsAreAStage: The All challenge combines all prior challenges in the Human layer, while None combines all right challenges.
* AlphabeticalThemeNaming: The Minigame sidelayer has minigames and points simply named A, B, C, D, and E.



* AlphabeticalThemeNaming: The Minigame sidelayer has minigames and points simply named A, B, C, D, and E.
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Fixed my mistakes.


* ExactlyWhatItSaysOnTheTin: The tissue layer has upgrade tabs called "Start", "Middle", and "End", each one corresponding to how far you got into the layer.

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* ExactlyWhatItSaysOnTheTin: The tissue Tissues layer has upgrade tabs called "Start", "Middle", and "End", each one corresponding to how far you got into the layer.



* XMakesAnythingCool: The Chromosome layer is marked as X. Downplayed as it's likely named after the well-known X chromosome, and the letter C was taken by Cells, while two letters are reserved for sub-layers.

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* XMakesAnythingCool: The Chromosome layer is marked as X. Downplayed as it's likely named after the well-known X chromosome, and the letter C was taken by Cells, while two letters are reserved for sub-layers.sublayers.
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May as well switch it to https (never thought that was possible until some time ago).


The game is playable [[http://raw.githack.com/pg132/The-Modding-Tree/evolution/index.html here]].

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The game is playable [[http://raw.[[https://raw.githack.com/pg132/The-Modding-Tree/evolution/index.html here]].

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Added some examples. Extreme is more of an Arrange mode, now that I think about it.


*** Researchers: Navy blue



* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75). You can match the three difficulty options however you please.

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* {{Cooldown}}: After using the Bulk ability in the Humans layer (bulk buys all buyables and grants fifty seconds of Thought production), you have to wait a minute before it can be triggered again.
* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard [[ArrangeMode Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75).75, but there's a new Science layer and some other changes). You can match the three difficulty options however you please.
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I'll probably stick to 1e10 multiplications from now on.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e16 by the endgame.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e16 1e20 by the endgame.
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Still increasing.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e15 by the endgame.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e15 1e16 by the endgame.
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Just went above that again.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e14 by the endgame.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e14 1e15 by the endgame.
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* SerialEscalation: Even more than the other trees. The first few layers are mostly stuff on a molecular level. The midgame focuses on cells, tissues, and organs, basically parts of a single organism. The lategame involves animals and species, though there are also layers based on chromosomes and nucleuses. The endgame originally had ecosystems and plants, though at the start of Phase 3 things have moved on to humans instead.

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* SerialEscalation: Even more than the other trees. The first few layers are mostly stuff on a molecular level. The early midgame focuses on cells, tissues, and organs, basically parts of a single organism. The lategame midgame involves animals and species, though there are also layers based on chromosomes and nucleuses. The endgame originally had lategame has ecosystems and plants, though at the start of plants. That said, Phase 3 things have moved (endgame) moves on to humans instead.Humans and actually reverses some of the escalation (Life Points would go above the eeee990 mark, but beating Left drops point gain to above e50,000 which is early game territory).
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Added an example.

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** Human challenges are named after adjectives related to morality and their antonyms.
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Still increasing.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e13 by the endgame.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e13 1e14 by the endgame.
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Expanded and compressed wording.


* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75). You can match the three difficult options however you please.

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* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75). You can match the three difficult difficulty options however you please.



** "Science is organized knowledge" effect is square-rooted above 10 because it would otherwise decrease from "I think therefore I am"'s cost base too quickly.

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** "Science is organized knowledge" effect is square-rooted above 10 because it would otherwise decrease from "I think therefore I am"'s cost base too quickly. Human Milestone 80 instead subtracts 5.5 from "[=IttIa=]"'s base while lowering "Siok"'s base to 0.009, though you still get better effects in the long run.



** Phosphorus and Mu, which are disabled when you get Tissues LXXI.

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** Phosphorus and Mu, which Mu are disabled when you get Tissues LXXI.

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