I now see why Honeyfuggle remorted after reaching a score upwards of 9 billion on the immortal plaque.
I recently noticed that my score on the immortal plaque has plateaued at 9,577,910,895. Killing enemies reduces my "xp to next level," but it doesn't increase my plaque score. I wasn't sure if this was an issue with the plaque or with some other variable, so I did some testing.
It turns out that the ceiling I've hit is for total character xp, which caps at 4,294,967,295. This is 2^32-1, so I'm guessing the number is stored as an unsigned long integer.
I'd looked forward to continuing my play, and wanted to see if this ceiling could be increased. There are several players that I think might surpass this ceiling, and it would be nice if the playing field were extended so that we could continue to compete... to infinity and beyond
One possibility would be to use the same integer variable type for total character xp as is currently used for plaque score. Since my plaque score is more than double my total xp, this leads me to believe that the plaque score uses a different kind of integer variable with a higher capacity. Maybe the same variable type could be used for total xp?
Or, if it's difficult to retrofit the system by changing the variable type (maybe this would cause problems recognizing players' old data files), a new variable could be added. This variable (i'll call it times_maxed) would increment up by 1 every time a player reaches the xp ceiling. Then, what is now the player's total xp variable (i'll call it total_xp) would be reset to 0. A player's true xp total would be determined by this function:
xp = total_maxed * 4,294,967,295 + total_xp
If you make total_maxed an unsigned long integer like total_xp currently is, then the xp ceiling would be increased to 4,294,967,295^2 + 4,294,967,295... I haven't done the math but I assume that is a very very large number
Thanks for developing this game and for considering my request.
Liskodisko