The[XX]in this document is the format for mods. For specifics see the Mods chapter
Due to how I originally approached translating the original documentation, for most of the document not only is the original wording preserved, but also the grammatical structure, which may make it feel unnatural or harder to read. This weekend ..hopefully one day I'll try to rewrite a new version that retains most of the layout and information of the original documentation but with different wording to account for differences between the two languages, like with the unofficial Red Bull Tetris document. Thanks for understanding.
If there are illegible parts or this version is outdated, please refer to the original document with machine translation. Currently synchronized with b6f02ff.
This mode doesn't have a global "round", anyone can enter at any time without waiting
This mode's theme is climbing the Zenith Tower, the final score is altitude
Upon reaching certain altitudes one will proceed to the next floor
| Floor | Altitude range | Name |
|---|---|---|
| Floor 1 | 0m - 50m | Hall of Beginnings |
| Floor 2 | 50m - 150m | The Hotel |
| Floor 3 | 150m - 300m | The Casino |
| Floor 4 | 300m - 450m | The Arena |
| Floor 5 | 450m - 650m | The Museum |
| Floor 6 | 650m - 850m | Abandoned Offices |
| Floor 7 | 850m - 1100m | The Laboratory |
| Floor 8 | 1100m - 1350m | The Core |
| Floor 9 | 1350m - 1650m | Corruption |
| Floor 10 | 1650m+ | Platform of The Gods |
This mode's starting gravity is g=0.02, unit cells/frame
The speed of gravity increase is gincrease=0.0005, unit cells/frames/second
(The time gravity starts to increase is gmargin=0, which means it increases from the start of a game)
Note: These variable values are derived from the "classic" preset
Climb Speed (called rank below) decides the speed of climbing, every action that increases altitude is impacted by its' multiplier bonus. Increasing Climb Speed requires experience
At Climb Speed 1 the multiplier is ×0.25, every rank increase adds another ×0.25 (upon reaching ×2.75 it becomes white with no further difference, but in reality there's no upper limit)
| Action | Altitude | Experience | Notes |
|---|---|---|---|
| Natural increase | Every second 1m | naturally depletes, see experience loss chapter |
Will get stuck, slowly becomes 0 when 6m~1m away from next floor |
| KO | 15m |
8m in [rEX] |
|
| Sending attack | linesm |
lines+0.05 experience |
|
| Cancelling garbage | lines*50%+0.05 experience |
During [(r)EX] [rVL] [r2P] considered as 0 lines | |
| Clearing lines | min(lines,2)+0.05 experience |
Doesn't trigger during [r(EX)] , during [rAS] non-spin clears are all considered 1 line | |
Crossing floors |
3m | The judgement condition is when current altitude (including unreleased temporary altitude) triggers one of sending/cancelling/clearing while less than 2m away from the next floor |
Altitude gain above excluding
crossing floorsare all affected by yourrank, for example at the startrankis 1, multiplier is ×0.25, every 4 seconds gain 1m
Cancel penalty(see later on for calculation formula details) will decrease received experience from cancelling. Oncecancel penaltysurpassescancel streak minus experience threshold, for every extra point the 50% in the formula will decrease by 0.5%, to a lowest of 5%. This threshold is 40 when activating [(r)VL] , otherwise when [(r)AS] is activated it's 10, otherwise it's 25.
When gaining altitude, the newly increased altitude will first be stored into a temporary variable, every frame release 10%, at maximum 10m
The experience required to promote to the next Climb Speed rank is 4*rank, once your experience meets the conditions your Climb Speed rank increases by one and your experience decreases by the amount previously required
Every frame a rank-skip procedure check is done once:
-
When experience reaches the amount needed to promote, remove the promotion amount of experience and increase rank
-
If the remaining experience is enough to fill the bar again (only happens when releasing tens of B2B, sending a large amount of attack within a single frame), then trigger rank-skipping: immediately raise
experience/required experienceranks, and experience isn't removedWhich means this situation can happen:
One frame - Breaking B2B causes large spike and receive lots of experience, promote + skip ranks
Next frame - Due to no experience removal from skipping last frame, a large amount of remaining experience causes another promotion + rank-skip
Next next frame - Similarly...
The following is an image made through simulation of the procedure, showing the rank difference situation for gaining a large amount of experience by breaking B2B on different ranks.
Excluding the top 20px for row headers, the dimensions of the statistical part is 1000x600, with the top-left corner being the origin
Every 1px along the horizontal axis corresponds to 0.01 ranks (1.0 to 10.99), every 3px along the vertical axis corresponds to 1 point of experience (1 to 200)
Outputting values as ranks, the first row can be used as a reference for colors, with lighter colors meaning closer to the next rank (e.g., 2.0 red, 2.9 pale red)
Experience will naturally decrease over time, decreasing by mul*(rank^2+rank)/3600 every frame.
mul: Regular solo = 3, when activating [(r)EX] or [r2P] = 5, when in Duo = 3 + players with Expert Mode on
When promoting a climb speed rank a 5 second experience loss protection effect is received, to prevent having very little experience after promotion and suddenly lose it thus demoting right after
Promotion fatigue system: After promoting, the last line's no loss for 5 seconds will decrease by 1 second (until 1 second), therefore the effect gets weaker and weaker when repeatedly gaining and losing ranks
To recover you need to reach 50% (peak of the slant on the middle of the experience bar) from a promotion action (rather than demotion), afterwards triggering this effect next time will have 5 seconds
Below are some calculated statistics for convenience:
rank |
experience required to promote | seconds to demotion | experience loss per second | [(r)EX] seconds to demotion | [(r)EX] loss per second |
|---|---|---|---|---|---|
| 1 | 4 | 40.00 | 0.1 | 24.00 | 0.17 |
| 2 | 8 | 26.67 | 0.3 | 16.00 | 0.50 |
| 3 | 12 | 20.00 | 0.6 | 12.00 | 1.00 |
| 4 | 16 | 16.00 | 1.0 | 9.60 | 1.67 |
| 5 | 20 | 13.33 | 1.5 | 8.00 | 2.50 |
| 6 | 24 | 11.43 | 2.1 | 6.86 | 3.50 |
| 7 | 28 | 10.00 | 2.8 | 6.00 | 4.67 |
| 8 | 32 | 8.89 | 3.6 | 5.33 | 6.00 |
| 9 | 36 | 8.00 | 4.5 | 4.80 | 7.50 |
| 10 | 40 | 7.27 | 5.5 | 4.36 | 9.17 |
| 11 | 44 | 6.67 | 6.6 | 4.00 | 11.00 |
| 12 | 48 | 6.15 | 7.8 | 3.69 | 13.00 |
| 13 | 52 | 5.71 | 9.1 | 3.43 | 15.17 |
| 14 | 56 | 5.33 | 10.5 | 3.20 | 17.50 |
| 15 | 60 | 5.00 | 12.0 | 3.00 | 20.00 |
| 16 | 64 | 4.71 | 13.6 | 2.82 | 22.67 |
| 17 | 68 | 4.44 | 15.3 | 2.67 | 25.50 |
| 18 | 72 | 4.21 | 17.1 | 2.53 | 28.50 |
| 19 | 76 | 4.00 | 19.0 | 2.40 | 31.67 |
| 20 | 80 | 3.81 | 21.0 | 2.29 | 35.00 |
| 21 | 84 | 3.64 | 23.1 | 2.18 | 38.50 |
| 22 | 88 | 3.48 | 25.3 | 2.09 | 42.17 |
| 23 | 92 | 3.33 | 27.6 | 2.00 | 46.00 |
| 24 | 96 | 3.20 | 30.0 | 1.92 | 50.00 |
| 25 | 100 | 3.08 | 32.5 | 1.85 | 54.17 |
| 26 | 104 | 2.96 | 35.1 | 1.78 | 58.50 |
Note: Based on this formula it can be calculated that while completely idle, when at Climb Speed rank R's maximum experience amount, it can naturally climb
20R/(R+1)meters (approaches limit of 20), whereas in EX it is12R/(R+1)(approaches limit of 12)
Note 2: If starting from a very high rank, you can drop to a negative rank by losing lots of ranks every frame through experience loss and rank skipping! Under an empty experience meter, starting from rank 6547 or above results in stopping at a negative rank with 0 experience; when this happens, if you do any experience-gaining actions, then the rank loss every frame will be continued and accelerated...
Note 3: If you start from certain ranks, there's even a chance of getting NaN rank
You can view which Climb Speed you're at under the board, a simple text description of the appearances are shown below:
rank |
Multiplier | Color | Shape | Hyperspeed notes |
|---|---|---|---|---|
| 1 | 0.25 | none | a progress bar | |
| 2 | 0.50 | red | a triangle added below | |
| 3 | 0.75 | orange | wings added to triangle | |
| 4 | 1.00 | yellow-green | wings increase size | |
| 5 | 1.25 | blue | wings increase size + add base | |
| 6 | 1.50 | magenta | wings extend to full size | |
| 7 | 1.75 | light orange | wings become more detailed | lowest rank without exiting Hyperspeed |
| 8 | 2.00 | turquoise | pair of parallelograms added on top | Hyperspeed trigger at f1/f2 |
| 9 | 2.25 | cyan | two pairs of parallelograms | Hyperspeed trigger at f3/f4 |
| 10 | 2.50 | light purple | three pairs of parallelograms | Hyperspeed trigger at f5 |
| 11 | 2.75 | white | pair of white triangles added |
Diagram of Climb Speed levels made by KonSola5. ((Note that this is not present in the original io_qp2_rule))
When the player's rank reaches 8/8/9/9/10 in the first five floors, Hyperspeed is activated.
Once activated there will be a flashy Bejeweled Twist-esque animation, alongside exclusive Hyperspeed music.
A large display appears on the top of the screen showing floor splits and your pace compared to your PB Zenith Speedrun time.
Reaching floor 10 with Hyperspeed awards a hidden achievement, or when you fall to rank 6 or below Hyperspeed disappears.
Hyperspeed is disabled when any mod is activated
If you can't get Hyperspeed through raw APM and have to use surge attack, then based off the image from the previous rank skip chapter, one can get the following two conclusions:
- Intentionally waiting until demotion then immediately breaking B2B causes 70 surge attack to almost guarantee Hyperspeed entry (not considering timing may need 80 or even 90)
- Pending garbage should optimally be empty because experience used to cancel will be halved, if done perfectly only 60 is needed to barely enter, in which the 5-second protection may be utilized
You can't manually target someone in this mode, but the state of the player will impact the probability of yourself being attacked: Targeting Factor
The higher this value the likelier it is to be attacked, with a starting value of 3.
Note that Targeting Factor isn't the only factor that affects being attacked by other players, the player's attack target is fully decided by the server, can only say this value is likely one of the main factors
Other factors that could increase the chance of being chosen as another player's target:
- high Climb Speed rank
- smaller altitude difference to other players
(Not available under hard mode: check once every 0.25 seconds, if in danger (conditions not understood, probably when your board flashes red, shouldn't be off by a lot) Targeting Factor temporarily decreases by 1.5, after leaving danger the 1.5 is added back
There is a Targeting Grace value, when attacked, lines*0.25 amount of Targeting Factor gets moved to the targeting grace buffer slot (maximum 3, otherwise doesn't move), then gets moved back later.
When the buffer slot for Targeting Grace is filled (hits 3), attack multiplier decreases by 25% (continuous attacks all send 25% less garbage)
The Targeting Grace value (linear) will decrease garbage messiness, when fully filled can cause change between attacks -45% and change during attack -18%
If Targeting Grace has a value, every set amount of time (depending on floor, see table below) 0.25 Targeting Grace value is moved back to Targeting Factor, meaning the higher the floor, the more the system allows others to attack with garbage lines rapidly.
When time hits 3/5/7 minutes, Targeting Factor +1
Targeting Factor alongside time/when rapidly filled/change when in danger:
| Time range | Factor | when full | when in danger |
|---|---|---|---|
| 0~2 minutes | 3 | -100% | -50% |
| 3~4 minutes | 4 | -75% | -75% |
| 5~6 minutes | 5 | -66% | -60% |
| past 7 minutes | 6 | -50% | -25% |
Clearing 1, 2, 3 lines respectively send 0, 1, 2 attack
(Not available under hard mode): “0 combo single 一 +1 attack”, making clearing 1 line also have 1 attack efficiency, can be considered under specific circumstances
Clearing 4 lines sends 4 attack, falls under special clears (increases B2B count, used in Surge Attack, see next chapter for details)
This mode uses All-Mini+ spin rules, a subtype of All-Spin, other than T every other tetromino's Spins also count as special clears
Only T counts for a regular spin if it passes the 3-corner rule, with a base attack of 2*lines, spins that don't fulfill 3-corner or non-T tetromino's that pass Immobile detection all count as Mini, with a base attack the same as normal clears, being lines-1
All Clears send 3 attack, but also count as +2 B2B (calculated separate from spins) (slightly different from regular TL, TL sends 5 attack but +1 B2B)
Consecutive special clears starting from the second one start gathering B2B count, and adds +1 attack
Whether to keep decimals or not uses RNG, in calculating process keep decimals, lastly take the decimal part as the chance for whether or not to round up, for example 1.2 has a 20% final chance to become 2, 80% final chance to become 1
When B2B is broken a large attack is created, attack is B2B count -3, (or the amount of consecutive special clears count -4) (slightly different in TL, however many B2B however many attack, no -3)
This is a very important system in qp, really needed in certain situations
If a single attack with 8 or more lines is received, this attack will be processed and split into multiple parts, and have a warning hint before being received to prevent easily topping out after targeting multiplier is increased due to various reasons
Splitting rule: Split the attack into several groups of 4 and the remainder portion, at maximum 4 groups (all extra attack are put in the last segment), for example 14 attack will be split into 4+4+4+2 ((Paraphrased, not in the format of io_qp2_rule)) After 4000m, every 500m adds one to the maximum amount of garbage from a windup (e.g., at 5100m the maximum becomes 19 or 38). The maximum number is then split evenly into four segments of target amounts, with the last segments containing the remainder when not perfectly divisible (e.g., maximum of 19 splits into targets of [4, 5, 5, 5]). The actual amount of garbage then attempts to fill these target amounts until running out or reaching the maximum, so for example, receiving 15 with a maximum of 19 causes it to split into [4, 5, 5, 1]
((io_qp2_rule format)): Specific splitting method:
- Set
imagined attack= 16 - Starting from 4000m, for every multiple of 500m, add 1 to
imagined attack - If [(r)VL] is enabled, multiply
imagined attackby 2 - Try to split
imagined attackinto four portions with larger numbers at the back, e.g. split 18 into [4, 4, 5, 5] - Fill
actual attackbased on the portions ofimaginary attack, stopping when the last portion overflows or there's not enough to fill the rest anymore. The result becomes the final multi-segment amounts received- Example 1: filling 11 into [4, 4, 5, 5] outputs [4, 4, 3]
- Example 2: filling 21 into [4, 4, 5, 5] outputs [4, 4, 5, 5]
Warning method: When receiving this type of attack start playing warning animations and sound effects
The amount of sound effects corresponds to the amount of groups the current round's attack split into (for example 3 sounds corresponds to 4+4+n)
1 second later the attacks start entering the garbage queue, each split is separated by 0.5s
In the source code, there is a windup_until timer that gets set to
2+0.5*segmentsseconds after receiving multi-segment attacks, so after the last segment is finished there is still a second in thereceiving winduptimeframe
If [VL] is activated, values above related to attack are all multiplied (seems like so, individual circumstances will ±1) ((translation note: I have no idea what the text inside the parentheses mean, sorry if it's unclear.))
((the following is a paraphrased version that doesn't follow the format of io_qp2_rule but may be more grammatically natural to read:))
For every garbage line cancelled: +1
Every time an S/Z Spin is cleared, check the last six S/Z Spins; if at least five are S or five are Z: +2
Placing an I piece vertically without clearing lines on either of the two leftmost or rightmost columns of the board with the neighbouring four blocks of the other side column all being cyan: +3
All Clear: +3
For every 30 seconds without decreasing cancelstreak: +5
For every 75 pieces without decreasing cancelstreak: +5
Clearing any I-Spin: -2
Clearing an L/J/S/Z Spin on a different rotation center column from both of the previous two Spins of the same piece: -2
For every garbage line accepted: -3
Clearing a Quad: -3
Clearing a Quad on a different column from both of the previous two Quads: -7
Clearing any garbage line: reset to 0
20–29: Every bag has an extra O at its end
≥25: Garbage phase time is halved
30–39: Every bag has an extra O, and an extra L/J at its end
≥40 (for the first time): An I5 pentomino is added into queue (clearing five lines with it still counts as Quad)
40–49: Every bag has an extra O, and an extra L/J, and an extra S/Z at its end
50–59: Every bag has an extra O, and an extra L/J, and an extra S/Z, and an extra L/J, and an extra T/I at its end
≥60: Every bag has an extra O, and an extra L/J, and an extra S/Z, and an extra L/J, and an extra T/I, and an extra S/Z at its end
cancelstreakcannot go negative, thresholds except for I5 are doubled with Volatile Garbage enabled, and extra pieces are randomized separately from the main bag
((io_qp2_rule format:))
The developer doesn't wish for the contents of this chapter to be widely spread, please read cautiously, only players that are highly reliant on loops need to understand
The addition of this system can basically be attributed to the appearance of Mechanical Hearts to prevent brainless high-speed looping, since as long as all garbage is cancelled clearing large amounts of items((?)) is possible
- There is a
cancel streakvariable, cancelling N garbage lines adds +N - All Clears add +3
- [Directed at Mechanical Hearts] Track whether an S or Z is used when clearing an S/Z Spin, if the tetromino used is the same as at least five of the last six S/Z Spins +2
- [Directed at Mechanical Hearts] If the I piece is placed vertically at the two edge columns without clearing lines, then check if the four neighbouring blocks on the other column of the same board side, if they're all the I piece's cyan blocks then +3
- When clearing grey tiles (garbage lines) instantly becomes 0
- When garbage in queue releases as garbage lines, every line entered through the bottom of the board -3
- When an I-Spin clears lines -2
- When clearing a Quad -3, track the column, if different from both of the previous two times (doesn't repeat tracking, only keep new ones) then another -4
- S/Z Spins clearing lines function identically to when an I piece clears a Quad, just with the rotation center column instead (individual table). When all different -2
- J/L Spins clearing lines function identically to S/Z Spins
- Every 30 seconds without doing actions that decrease
cancel streak: +5 - Every 75 pieces without doing actions that decreasse
cancel streak: +5
Note 1: This value cannot fall under 0 Note 2: sigh even special weapons toward Mechanical Hearts are being used now, you can announce that Mechanical Hearts is victorious, Garbo what are you doing Garbo ( Note 3: All conditions above have already been overcome by Mechanical Heart's expansion version, despite requiring learning more changes
Once cancel streak reaches certain values, the original 7-bag order becomes modified, adding extra pieces to every bag:
- 20: O piece
- 30: random of L/J
- 40: random of S/Z, [Directed at Mechanical Hearts] when reached for the first time an I5 is added (5-block long bar, limited to once per game) ((translation note: Pentas using I5 are downgraded to Quad))
- 50: random of L/J
- 50: random of T/I
- 60: random of S/Z
Will also shorten garbage wait time, see garbage wait time chapter for detail
Will also increase received garbage amount, see received amount calculation chapter for detail
There is a Targeting Grace variable, when attacked increase the same amount of value as the amount of received garbage in queue (not the original amount, but rather the amount after various penalties/protection changes, only in [rVL] it is divided by three and rounded down), until capping at 18
Targeting Grace's value decreases garbage messiness, although this system is blocked by these reasons: when time reaches 6 minutes in [rEX] , [(r)MS]
If Targeting Grace>0, then it will decrease by 1 a bit of time after “last moment of being attacked”, and refresh “last moment of being attacked” as the current moment, release gaps are shown below:
| Floor | Release every (seconds) | During [rEX] |
|---|---|---|
| 1 | 4.8 | 1.0 |
| 2 | 3.9 | 0.9 |
| 3 | 2.1 | 0.8 |
| 4 | 1.4 | 0.7 |
| 5 | 1.3 | 0.6 |
| 6 | 0.9 | 0.5 |
| 7 | 0.6 | 0.4 |
| 8 | 0.4 | 0.3 |
| 9 | 0.3 | 0.2 |
| 10 | 0.2 | 0.1 |
When attacked the amount is adjusted based off various factors, before lastly appearing in the garbage queue, specific process listed below:
Calculate critical altitude = max(min(attacker's altitude,3500), min(altitude-1000,2000))
If altitude is greater than critical altitude, multiply received attack by 100% + 0.4% * (altitude - critical altitude)^2 / (altitude + critical altitude)
If [(r)2P] is activated and the partner is dead, multiply received attack by 150%
First fetch penalty coefficient
Default 0.001
With [VL] without [AS] : 0.0003
With [AS] without [VL] : 0.002
Attacks add penalty coefficient * cancel streak ^ 2, although increase amount won't surpass:
- Basic upper limit: Check floor count, first 7 floors are floor+3, unlimited after eighth floor
- If currently in windup: choose lower value compared to 6
- If [VL] is enabled multiply by 2
If [(r)2P] is activated and bonus altitude contribution percentage through sending/KOs is less than 20%, multiply received attack by 55%+contribution%
If Targeting Grace is over 8, multiply sent attack by 100% - 5%*(Targeting Grace-8)
Multiply attack by attack received multiplier, then round (use decimals as weighted randomness in qp), spawn in garbage queue
The chance for garbage holes to continue. The higher this value, the more likely each line's hole is different
TETR.IO's garbage messiness system is decided by two numbers: unconsecutive hole column change rate: “every row of the same segment has an X% chance to reroll the position” ((translation note: known as "change during attack" in TETR.IO)) consecutive hole column change rate: “different segments have a Y% chance to reroll the position” ((translation note: known as "change on attack" in TETR.IO))
In TL X=0, Y=100%, which means the garbage lines in the same attack are almost always on different columns (unchanged if rerolled on the same position, 10%) But in qp2 these two numbers aren't as extreme, meaning you'll feel the position of garbage holes aren't that related to the attacks in queue.
In qp2, usually Y=2.5*X, which means between received garbage attacks there's a higher chance (2.5 times) to be on a different column (when over 100% the effect is the same as 100% but overflows)
The garbage messiness in this page is exactly this X, which can be affected by various factors
| Element | Impact value |
|---|---|
| Floor | Floor*3%, in [(r)EX] Floor*5% |
| [(r)MS)] | +25% (100%) |
| [rAS] | +30% |
[rEX] 's 11 minute Fatigue full scatter effect |
=100% (calculations above can surpass 100%, this effect overwrites) |
Targeting Grace (calculated when finally spawns) |
every point of Targeting Grace decreases Y by 3.75%, X by 1.5% |
When
Targeting Gracehits 18 points, Y is decreased by 67.5%, X by 27%
Genuinely didn't write in the wrong order, quite weird here, probably need to pull a table to observe garbage messiness changes deduced from various factors
After receiving thefull scattereffect when both values are overwritten as 100%, instead between attacks it's even more likely to be on the same column, very interesting
Decides the choosing trend for garbage hole positions. This value can be positive or negative: the more it is when positive, garbage hole positions will be chosen easier to dig, same reasoning, the more it is negative the harder to dig
When this value is 0 (TL etc. modes' normal condition), garbage hole positions are evenly randomly chosen. If Garbage lines aren't continuous (messiness_nosame, for example custom room options) is activated at the same time, then it will avoid the last column picked
In qp2, this value's default formula is 33-floor*3, the further the harder
When activating [(r)EX] , this value -33, which means evenly random at the start
When activating [(r)MS] , this value -25
When activating [rVL] , this value is locked to 50 for the entire run
The worst condition is Floor 10 [EX] [MS] 's -55
The easiest is [rVL] 's 50
Specific garbage hole position choosing process:
- Calculate every columns'
dig difficulty score- If the column is one of the highest ones and doesn't have empty spaces, the
dig difficulty scoreis 0 - Find the column's lowest empty space, find the height of the board's highest spot
dig difficulty score = height difference between empty space and highest spot + 5*empty space to highest garbage hole's horizontal distance
- If the column is one of the highest ones and doesn't have empty spaces, the
- Rank the ten columns according to their
dig difficulty score, put the lowest which is the easiest to dig in the front (randomly sort for same values) (used to put highest in front) - Use
Garbage Favorto calculate probability spread, formula isweight[i] = 10 + favor * (1 - i / 4.5), consider negative values 0- You can observe the graph in this Desmos document
- The X axis is the column numbers (left side column 0 is the easiest to dig, right side column 9 is the hardest to dig), the Y axis is the weight, use the slider at the left side to tune the favor value
- Decide a column as the garbage hole position via the weight calculation of the previous step
In an old version, the use of the value was inverted, being the higher the harder After fixing, all categories with [EX] and* [MS] will become harder to an extent, although after fixing, old records weren't deleted ((*translation note: should be or))
There is a garbage gathering toggle, enabled when change during attack rate <=15% and within the first 5 floors
When enabled, garbage hole positions will never be on the two leftmost or rightmost columns, which means it's always on columns 3~8
When attacked garbage lines will wait in queue for a certain amount of time before entering a triggerable state, during this state placing pieces that don't clear lines causes garbage to enter through the board: translucent yellow → translucent red → opaque red (triggerable)
Waiting time is decided by the floor or certain mods, for specific values see below:
| Floor | Regular (Non-EX) | [(r)EX] | [rMS/rVL/rDH] | Other [Mod+] |
|---|---|---|---|---|
| 1 | 5.0s (300f) | 2.2s (132f) | 2.5s | 2.5s |
| 2 | 4.5s (270f) | 2.0s (120f) | 2.5s | 2.5s |
| 3 | 4.0s (240f) | 1.8s (108f) | 2.5s | 2.5s |
| 4 | 3.5s (210f) | 1.6s (96f) | 2.5s | 2.5s |
| 5 | 3.0s (180f) | 1.4s (84f) | 2.5s | 2.5s |
| 6 | 2.5s (150f) | 1.2s (72f) | 2.5s | 2.5s |
| 7 | 2.0s (120f) | 1.0s (60f) | 2.5s | 2.0s |
| 8 | 1.5s (90f) | 0.8s (48f) | 2.5s | 1.5s |
| 9 | 1.0s (60f) | 0.6s (36f) | 2.5s | 1.0s |
| 10 | 0.5s (30f) | 0.4s (24f) | 2.5s | 0.5s |
Note: Because garbage has to switch twice to enter a triggerable state, the statistics in the source code are half of the table above
When 'cancel streak' is over 25, received garbage' countdown time will be halved
To prevent a game from being too long, starting from 8 minutes every minute adds a negative effect
| Time | Negative effect | Description |
|---|---|---|
| 8:00 | +2 permanent garbage | FATIGUE SETS IN… +2 PERMANENT LINES |
| 9:00 | +25% attack received multiplier | YOUR BODY GROWS WEAK… receive 25% more garbage |
| 10:00 | +3 permanent garbage (total 5) | ALL SENSES BLUR TOGETHER… +3 PERMANENT LINES |
| 11:00 | +25% attack received multiplier | YOUR CONSCIOUSNESS FADES… receive 25% more garbage |
| 12:00 | +5 permanent garbage (total 10) | THIS IS THE END. +5 PERMANENT LINES |
In [rEX] Fatigue effects are different, see later below for specifics
In this page hard mode refers to activating [(r)EX] or any [Mod+]
Mods are ways you can increase the difficulty before starting a run, with basically only downsides and no upsides, but activating mods (or specific mod combinations) and reaching certain altitudes can grant achievements
There are a total of 9 mods, each corresponding with a special effect that can be individually toggled, with the setting having them as Tarot Cards, a description will be written after the mod name below, there will also be a table for convenience at the end of the chapter
A display of power for those willing to bear its burden.
- Harder to receive altitude and experience
Garbage messinessis increasedGarbage Favoris decreased- Rising garbage animation is removed, instead spawns instantaneously (same as TL)
- Removes system of decreasing
Targeting Factorwhen in danger
Use each piece as they come and embrace the natural flow of stacking.
- Disables holding
The only constant in life is change.
Garbage messinessincreasesGarbage Favordecreases
What will you do when it all comes crumbling down?
- Gravity noticeably increases, upon reaching a new floor gravity speed increases by an additional amount, other than the starting +0.48 which turns it from 0.02g to 0.5g, other floors add +0.3 (cells/frame)
- Lock delay table for the ten floors: 30, 29, 28, 27, 26, 24, 22, 20, 18, 16 (unit: frames)
Match great obstacles with greater determination.
Attack multiplierandcancel multiplierare both x2
Can be summarized as received garbage on the board is x2
Because it just increases the amount of garbage lines, therefore also indirectly decreases garbage messiness, so this mod can speed up climbing progress at the start, but poses too much of a threat in the endgame so whether its good or not is dependent on the specific type of play
Redefine your limits or succumb to his chains.
- Every line of garbage has a 50% chance to gain an additional hole at a random column.
When the outside world fails you, trust the voice within to light a path.
- Pieces placed become invisible
- Every 5 seconds the whole board flashes which can be convenient for digging
Inspiration is nothing short of magic.
- Non-T tetromino's Spins can be like T providing lines*2 of base attack (see the start for Spin detection rules)
- Whenever clearing lines (accurately it should be when a piece locks and action text appears, non-line-clear Spins can also trigger), if it's the exact same as the action text in the top-left corner, then a special full garbage line instantly appears as punishment, with a reverse tally of
current floor+5on a random position, when the player does an unpunished line clear -1, upon hitting zero it turns into a regular one-hole garbage line, with the garbage hole on the same position as where the number was
Only mod that can give a more positive effect after the player reaeches a certain skill rank
Love, and resign yourself to the fate of another.
- Players with supporter can invite others to play with themselves in this two-player mode
- To the perspective of one person, most output values will be halved, for example sent attacks and accumulated experience etc.
- After both players die the game ends, but after one player dies the other player can do revive task(s) to revive their teammate
Tasks that will appear are shown below:
| Difficulty | code ID | Mission value | Name | tag type(?) | Doesn't appear with certain mods |
|---|---|---|---|---|---|
| F | combo | 3 | Perform a 3-Combo | 2 | |
| F | double | 2 | Clear 2 Doubles | 2 | |
| F | quad | 1 | Clear a Quad | 1 | |
| F | lines | 6 | Clear 6 Lines | 1 | |
| F | osingle | 1 | Clear a Single\nusing an O-Piece | 3 | |
| F | odouble | 1 | Clear a Double\nusing an O-Piece | 3 | |
| F | szdouble | 1 | Clear a Double\nusing an S or Z-Piece | 3 | |
| F | ljtriple | 1 | Clear a Triple\nusing an L or J-Piece | 3 | |
| F | iholdlines | 3 | Clear 3 lines\nwhile holding an I-Piece | 3 | [NH] |
| F | hold | 8 | Use Hold 8 times | 2 | [NH] |
| F | rotate | 20 | Rotate 20 times | 2 | |
| F | singleconsecutive | 2 | Clear 2 Singles in a row | 3 | |
| E | spin | 1 | Perform any Spin | 2 | |
| E | tspinsingle | 1 | Clear a T-Spin Single | 2 | |
| E | tspindouble | 1 | Clear a T-Spin Double | 2 | |
| E | szspin | 1 | Clear an S/Z-Spin | 1 | |
| E | ljspin | 1 | Clear an L/J-Spin | 1 | |
| E | combo | 5 | Perform a 5-Combo | 2 | |
| E | iflat | 2 | Clear 2 Lines using\nhorizontal I-Pieces | 3 | |
| E | pieces | 20 | Place 20 pieces | 2 | |
| E | attack | 6 | Send 6 Attack | 1 | |
| E | placeoconsecutive | 2 | Place 2 O-Pieces\nin a row | 3 | [NH] |
| E | norotateclockwise | 12 | Place 12 pieces while only\nrotating counterclockwise | 4 | |
| E | singlenocombo | 6 | Clear 6 Singles without\nstarting a combo | 3 | |
| D | double | 4 | Clear 4 Doubles | 2 | |
| D | spam | 3 | Place 3 pieces in a row\nwithout moving or rotating | 4 | |
| D | noclear | 14 | Place 14 pieces in a row\nwithout clearing any lines | 4 | |
| D | szdouble | 2 | Clear 2 Doubles\nusing S or Z-Pieces | 3 | |
| D | ljtriple | 2 | Clear 2 Triples\nusing L or J-Pieces | 3 | |
| D | ispinclear | 1 | Clear an I-Spin | 1 | |
| D | upperhalfquad | 1 | Clear a Quad in the\nupper half of the board | 4 | |
| D | rotate | 80 | Rotate 80 times | 2 | |
| D | quadcombo | 1 | Clear a Quad\nwhile on a 2+-Combo | 4 | |
| D | szsingle | 2 | Clear 2 Singles in a row\nusing S or Z-Pieces | 4 | |
| D | combonohold | 3 | Perform a 3-Combo\nwithout using Hold | 3 | |
| D | noclearspin | 3 | Perform 3 Spins\nthat don't clear any lines | 4 | |
| D | szljspin | 2 | Perform 2\nS/Z/L/J-Spins | 3 | |
| C | tspintriple | 1 | Clear a T-Spin Triple | 2 | |
| C | nohold | 25 | Place 25 pieces in a row\nwithout using Hold | 4 | [NH] |
| C | triple | 3 | Clear 3 Triples | 2 | |
| C | b2b | 4 | Reach B2B x4 | 1 | |
| C | quadbuckets | 2 | Clear a Quad in\n2 different columns | 3 | |
| C | holdconsecutive | 12 | Use Hold on\n12 pieces in a row | 3 | [NH] |
| C | softdrop | 10 | Place 10 pieces without\nreleasing Soft Drop | 4 | |
| C | top3rows | 3 | Have part of your stack in\nthe top 3 rows for 3 seconds | 4 | |
| C | linesnoti | 10 | Clear 10 Lines without\nclearing with T or I-pieces | 4 | |
| C | szspintriple | 1 | Clear an S/Z-Spin Triple | 2 | |
| C | odoubleconsecutive | 2 | Clear 2 Doubles consecutively\nusing two O-Pieces | 4 | [NH] |
| C | tspinminiclear | 4 | Clear 4 T-Spin Minis | 2 | |
| C | attack | 14 | Send 14 Attack | 1 | |
| C | doublespiece | 3 | Clear 3 Doubles\nwith the same type of piece | 4 | |
| C | ljgarbage | 1 | Clear Garbage\nusing a L/J-Spin | 3 | |
| C | szgarbage | 1 | Clear Garbage\nusing a S/Z-Spin | 3 | |
| C | columnopiece | 3 | Place 3 O-Pieces\nin column 1 | 3 | |
| C | spinclear | 2 | Clear 2 Spins\nin one combo | 3 | |
| C | iclearspam | 1 | Clear a Single with an I-Piece\nwithout moving or rotating | 4 | |
| C | holddas | 6 | Place 6 Pieces\nwithout releasing DAS | 3 | |
| B | oclear | 6 | Clear 6 Lines\nusing O-Pieces | 3 | |
| B | spinbuckets | 3 | Clear Spin-Clears\nwith 3 different pieces | 3 | |
| B | quad | 4 | Clear 4 Quads | 1 | |
| B | spam | 5 | Place 5 pieces in a row\nwithout moving or rotating | 4 | |
| B | ljspintriple | 1 | Clear an L/J-Spin Triple | 2 | |
| B | quadconsecutive | 2 | Clear 2 Quads in a row | 2 | |
| B | singlesonly | 8 | Clear 8 Singles without doing\nother clears or using Hold | 4 | |
| B | nogarbage | 4 | Have no Garbage Lines on\nyour board for 4 seconds | 4 | [r2P] |
| B | rotate | 300 | Rotate 300 times | 2 | |
| B | nocancel | 8 | Don't cancel any\ngarbage for 8 seconds | 3 | |
| B | tspindoubleup | 1 | Clear a T-Spin Double\nwith the Piece pointing up | 4 | |
| B | oclearspam | 1 | Clear a Double with an O-Piece\nwithout moving or rotating | 4 | |
| B | tnorotate | 3 | Place 3 T-Pieces\nwithout rotating any | 3 | |
| B | tspincombo | 1 | Clear a T-Spin Double\nwhile on a 2+-Combo | 3 | |
| A | combo | 7 | Perform a 7-Combo | 2 | |
| A | ispindouble | 1 | Clear an I-Spin Double | 2 | |
| A | szspinconsecutive | 2 | Clear two S/Z-Spin\nDoubles consecutively | 3 | |
| A | ljspinconsecutive | 2 | Clear two L/J-Spin\nDoubles consecutively | 3 | |
| A | colorclear | 1 | Perform a Color Clear | 2 | |
| A | lines | 40 | Clear 40 Lines | 1 | |
| A | combospin | 4 | Clear 4 Spins\nin one Combo | 3 | |
| A | tspindtcolumn | 1 | Clear a T-Spin Double/Triple\ncentered in column 1 or 10 | 3 | |
| X (Special) | ospinconsecutive | 2 | Clear two O-Spin Mini\nDoubles consecutively | 3 |
There is a accumulated revive difficulty variable, when reviving increase (First five floors +1, floors six to nine +2, floor 10 +3)
When needing to revive calculate revive difficulty score = floor+accumulated revive difficulty, and then select a group based off the score, lastly choose tasks from the list above and randomize order:
- F
- F F
- F F F
- F F E
- F E E
- E E E
- E E D
- E D D
- D D D
- D D C
- D C C
- C C C
- C C B
- C B B
- B B B
- B B A
- A B A (Upper bound, and is fixed at ABA order without shuffling)
Every mod has a corresponding buffed mod, needing 30,000 meters climbed with the mod to unlock (activating multiple mods can accumulate for them at the same time) [r2P] is special, see the corresponding chapter
All buffed mods can only be played solo, and cannot be stacked on other mods
If you want to unlock all buffed mods as quick as possible it's recommended to activate multiple at the same time, below is a reference strategy (if you can smoothly get a few f10 with all of the mods individually)
First round: [MS] [GV] [DH] [AS] activate these four and rely on All-Spin's fierce output, try not to let garbage lines enter, finish 30,000 meters. If unafraid, you can also bring [IN] too, otherwise it later needs to be cleared by itself
Second round: Then individually play [EX] [NH] [IN], if capable you can also combine them (despite being harder progress is doubled, you can calculate the efficiency then decide), if only activating one mod then recommend activating [VL] too, try to tank more garbage and use Quads to downstack to climb much faster (at the same time try to send rather than cancel, more rewards, but even cancelling is doubled so recommend activating Volatile)
(altitude/time, multiply by 2 with EX) to decide whether or not to accumulate for Expert Mode incidentally, if possible then bring it, otherwise later on it needs to be cleared by itself
Additionally if some achievements haven't been played much you can also try them, such as[EX] [NH] [DH], which allows putting the first round's [DH] into the second round, being more meaningful
Garbage line protection: (Only appears in certain mods)
Every line ofNon-permanent garbage lines(includes lines with clearable grey blocks) will causeTargeting Factorto decrease by 0.5, at maximum decrease by 2.5 (due to the starting value being 3, so for these modes you rarely get attacked in the opening), check every 0.25 seconds
Fear, oppression, and limitless ambition.
On top of all limits of the original basis,
- KO base attack is decreased from 15m to 8m
- Climb speed no longer gains altitude over time, sending attack and KOs are required to receive height
Targeting Gracereleases faster (seeTargeting Gracerelated chapters for detail)- Adds a descent system, altitude decreases over time, although it gets blocked by each floor's borderline so you can't fall to the previous floor
- When you stay on the same floor for over 60 seconds, every second permanently gain 0.5% multiplier to be attacked (for example after accumulating the effect for 200 seconds all incoming garbage is doubled)
- Fatigue system becomes even more harsh
| Floor | Descent speed | Corresponding rank and spm |
|---|---|---|
| 1 (0m) | 0.6 m/s | 3 & 48spm |
| 2 (50m) | 0.8 m/s | 4 & 48spm |
| 3 (150m) | 1.1 m/s | 4 & 66spm |
| 4 (300m) | 1.5 m/s | 5 & 72spm |
| 5 (450m) | 2.0 m/s | 5 & 96spm |
| 6 (650m) | 2.6 m/s | 6 & 104spm |
| 7 (850m) | 3.3 m/s | 6 & 132spm |
| 8 (1100m) | 4.1 m/s | 6 & 164spm |
| 9 (1350m) | 5.0 m/s | 7 & 171spm |
| 10 (1650m) | 6.0 m/s | 7 & 206spm |
Descent speed formula is
(floor^2+floor+10)/20
rankand spm are only for reference, in reality cancelling doesn't count for spm so it can't be achieved, after the fifth-sixth floor you have to rely on 3-digit surge APM to continue climbing ((translation note: SPM = Sent Per Minute))
During gameplay descent looks like it has acceleration, but it's only a visual effect, in reality it's still even
| Time | Negative effect | Text description |
|---|---|---|
| 6:00 | garbage becomes messier (disables Targeting Grace effect) |
YOUR POWER SLIPS… garbage received becomes messier |
| 7:00 | +25% attack received multiplier | WHISPERS OF DISCONTENT SPREAD… receive 25% more garbage |
| 8:00 | +3 permanent garbage | PROTESTERS LINE THE STREETS… +3 PERMANENT LINES |
| 9:00 | +25% attack received multiplier | YOUR CLOSEST ALLIES DEFECT… receive 25% more garbage |
| 10:00 | +5 permanent garbage (total 8) | PARANOIA CLOUDS YOUR JUDGEMENT… +5 PERMANENT LINES |
| 11:00 | garbage becomes noticeably messier (receive full scatter effect) |
THE REVOLUTION HAS BEGUN… garbage received becomes much messier |
| 12:00 | +12 permanent garbage (total 20) | THE END OF AN ERA. +12 PERMANENT LINES |
A detachment from even that which is moderate.
- Holding is disabled
- 1 piece preview
- No piece shadow
- Completely random piece generation
- Spins all count as Mini (base attack of
lines-1) - Garbage holes all become 2-wide style
In a rigged game, your mind is the only fair advantage.
Garbage messinessis increased- Line clear delay increases from 0 to 1.15 seconds
- The starting board state becomes a fixed pattern of six circles:
- Activates
Garbage line protection
Starting pattern:
..........
.XXX..XXX.
.X.X..X.X.
.XXX..XXX.
..........
.XXX..XXX.
.X.X..X.X.
.XXX..XXX.
..........
.XXX..XXX.
.X.X..X.X.
.XXX..XXX.
..........
The ground you stood on never existed in the first place.
- 20G from the start, lock delay table for the ten floors: 24, 22, 20, 18, 16, 15, 14, 13, 12, 11 (unit: frames)
Strength isn't necessary for those with nothing to lose.
- Received attack multiplier becomes 3x (notice:
cancelling multiplierisn't changed) - 14 high playfield
- Garbage hole positions have two warnings
Garbage Favoris locked to a very high value, andgarbage gatheringis permanently enabled
Neither the freedom of life or peace of death.
- The starting board state becomes 12-row checkerboard garbage lines
- Garbage lines become messy garbage lines with 3~4 random grey blocks
- Cannot attack (including cancelling). Unless during: clearing garbage lines, or with the “BLIGHTED” effect
- Spin system is changed to
T-Spin+ - BLIGHTED: Received after clearing garbage lines, when enabled the next line clear's attack *1.75, if doesn't clear garbage lines buff disappears and +1 attack
- Board has 4 fixed garbage lines, when cleared spontaneously appears again
- Activates
garbage line protection(er... isn't there always 4 lines)
Never underestimate blind faith.
- Pieces placed are invisible (but the board doesn't flash anymore)
- Only the top three garbage lines are visible
- Receive 3 lines of garbage at the start by the system
Into realms beyond heaven and earth.
- Even more strict consecutive same clear penalty: only track Spin's lines cleared count (including 0) or Void actions, as long as two consecutive attacks are the same then 20 penalty lines are added leading to instant death
- After reaching B2B x4, the attack bonus from B2B becomes +2, and non-line Spins are also treated as Spin clears, sending B2B's 2 attack and increasing the B2B counter.
- All non-Spin clears are called “Void”, no attack ((translation note: Void acts as a Single but doesn't penalize if a Spin Single is done previously))
- Receive 10 lines of garbage at the start by the system
Garbage messinessis increased- Activates
Garbage line protection - [Seriously?] If 800m is reached and digged garbage row count is under 5, sending attack no longer gains experience
Start with a 4X4 board, then roll it larger and larger.
Exclusive to the 2024 Christmas event, free to play for (at least) 23 days starting from December 12 (possibly earlier)
- 4x4 starting board
- For every 20 lines cleared height and width increases by 1 until reaching 20x20
Even as we bleed, we keep holding on...
Exclusive to 2025 Valentine's Day event, free to play for everyone for a week (includes regular version), unlocking not required
- When attacking (sending/cancelling both count) there is a Backfire, prioritizing the partner, if already dead then it will attack yourself (parameter is Zen mode's unclear 0.5x, without warning or waiting instantaneously enter the board)
- When one of the players dies the altitude will be temporary locked, until being revived
- Climb Speed rank is locked to a highest of 4 (normally unlimited)
- Special fatigue process
| Time | Effect | Description |
|---|---|---|
| 1:00 | Garbage messiness= 5% |
THE RELATIONSHIP STAGNATES… garbage becomes a bit messier |
| 1:30 | Garbage messiness= 15% |
INSECURITIES GROW STRONGER… garbage becomes messier |
| 2:00 | Garbage messiness= 30% |
{PARTNER} FEELS NEGLECTED… garbage becomes much messier |
| 2:30 | Garbage messiness= 20% |
{SELF} SUCCESSFULLY APOLOGIZES…? garbage becomes a bit cleaner |
| 3:00 | Garbage messiness= 0% |
THINGS ARE BACK TO HOW THEY SHOULD BE…! garbage becomes much cleaner |
| 3:30 | Garbage messiness= 10% |
THE WEIGHT OF WORDS UNSPOKEN… garbage becomes messier |
| 4:00 | Garbage messiness= 25% |
"WHY CAN'T YOU JUST LISTEN TO ME?" garbage becomes much messier |
| 4:30 | Revive difficulty +3 ranks | "THIS IS ALL YOUR FAULT." revive difficulty increased |
| 5:00 | Garbage messiness= 10% |
{PARTNER} MAKES THE SAME PROMISE AGAIN… garbage becomes cleaner |
| 5:30 | +4 permanent garbage lines | "THIS TIME WILL BE DIFFERENT." +4 PERMANENT GARBAGE |
| 6:00 | Garbage messiness= 30% |
SOME HABITS CAN'T BE BROKEN… garbage becomes much messier |
| 6:30 | Garbage messiness= 40% |
ALL TRUST HAS WITHERED AWAY… garbage becomes messier |
| 7:00 | Garbage messiness= 50% |
{SELF} SETS AN ULTIMATUM… garbage becomes messier |
| 7:30 | Garbage messiness= 60% |
{PARTNER} CONTEMPLATES THEIR WASTED EFFORT… garbage becomes messier |
| 8:00 | +25% attack received multiplier | ONE LAST PAINFUL ARGUMENT… receive 25% more garbage |
8:30 |
“Disable reviving” | GOODBYE. you can no longer revive |
9:30 |
Garbage messiness= 20% |
"I MISS YOU" garbage becomes much cleaner |
| 10:00 | Garbage messiness= 10% |
WHAT IF…? garbage becomes a bit cleaner |
| 10:30 | +12 permanent garbage lines (total of 16) | … +12 PERMANENT LINES |
In this mode
garbage messinessis only decided by Fatigue, original systems are completely ignored
After receiving “disable reviving” buff, revival tasks are locked to the impossible X rank task
A journey of one thousand six hundred fifty meters starts with a single step.
Exclusive to 2025 April Fools event, free to play for a week
- Pentominoes
- ASC-DX rotation system (same idea as ASC, but range expanded from ±2 to ±3)
- Garbo's personally drawn monochromatic sketch background
- If [Duo] is also enabled, revive tasks will become a “Clear 4*revive difficulty lines”
- When activating every mod (except for [Duo] ), mod combination name is “WHY”
ASC-DX's kick table (clockwise and 0←→2's 180°, counterclockwise and 1←→3's 180° is mirror symmetrical):
35 34 33 __ __ __ __
28 27 26 25 __ __ __
22 20 19 18 31 __ __
_9 _7 _1 _0 16 24 __
10 _8 _3 _2 17 29 36
13 11 _5 _4 21 30 37
15 14 12 _6 23 32 38
You'll never escape who you are.
2025 April Fools event similarly to [PENTR.IO] , requires climbing 2500m with [PENTR.IO] to unlock
- [PENTR.IO] 's base but changed to hexominoes
| Upright name | Effect summary | Reversed name | Effect summary (includes upright effects) |
|---|---|---|---|
| The Emperor | less room for error + harder to climb | The Tyrant | extremely hard to climb + descent + super fatigue |
| Temperance | no holding | Asceticism | 1 preview + random + 2-wide holes |
| Wheel of Fortune | messier garbage | Loaded Dice | 1.15s line clear delay + pattern start |
| The Tower | higher gravity + decreased lock delay | Freefall | 20G low lock delay |
| Strength | double garbage + double cancel | Last Stand | 3x garbage + normal cancel + low board |
| The Devil | double hole garbage | Damnation | debris garbage lines + checkerboard start |
| The Hermit | invisible + 5 second flash | The Exile | no more flashing + can't see all garbage |
| The Magician | no mini + penalize repeats | The Warlock | sudden death + non-spins count as Single + cheese start |
| The Lovers | two players | Bleeding Hearts | (Event) prioritized Backfire toward partner |
In all Fatigue systems +X% received attack will be correspondingly increased to 2 (3) times due to [Volatile Garbage(+)] , same as multiplication
If you can understand JavaScript code: Extra technological information
[Advertisement] After experiencing, feel like these mods are too hard? Don't want to grind reverse mod unlocks due to being too inconvenient?
If you already have a basic understanding of every mod, then check out this new game! Grandly introduce……
天穹点点乐 Zenith Clicker
((translation note: This is present in the original document))
Thanks to ThTsOd for providing formatted code and partial interpreting
Thanks to friends in the group chat for testing, indicating problems and helping fixing

