hello
Lots of polishing work by f1sh this week! Woohoo!
UI Changes
- Enabled selling into a buy order with items exclusively in market listing
- Fix ordered queue ordering (augmenting/scrapping)
- Corrected the descriptions for a handful of affixes
- Fixed +25 achievement description
F1sh's Massive Click Overhaul
Aims to prevent accidental clicks for the most common cases. Primarily aiming to prevent accidental double clicks from having a difficult or impossible to reverse action, and aims to give the user time to recognize that new elements have appeared before they can interact with them. For example:
- Accidentally selling into a buy order as the order appears.
- User never sees the "Offline Progress" dialog when logging in.
- Users with motor impairments can accidentally close dialogs as they appear.
- User clicks "Start" on an action and believes the action is going, then clicks away. This could also be improved by creating contrasting button states (eg. green/blue vs red) that are easy to distinguish from a glance.
- Lag spikes causing user to attempt initiating actions or dialogs.
All interactable elements have been evaluated for whether they should receive an initial delay upon the elements creation, a debounce delay for repeated interactions, or no delay.
- Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
- All dialogs/modals/prompts now have a delay preventing closure before the user has time to register their fresh existence, and automatically propagates that delay to applicable child elements.
- Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them.
- Actions with an effect, such as starting/stopping an action or donating gold, receive a debounce delay.
- Actions with a reversible effect, such as sorting or filtering, receive no delay.
Other Changes
- Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
- Shrimp no augmenting kill augmenting shrimp no more shrimp
- Adjusted how inventory updates are sent to reduce network traffic and bandwidth usage; this was a much smaller part of a larger project that's not ready yet unfortunately
goodbye!