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dpareja
Member Posts: **453** ✭✭✭

in Suggestions

I'd like to see heavenly upgrades for the minigames.

For instance, the Grimoire could have an upgrade that makes magic refill twice as fast, and another that subtracts 1 or 2 from the fixed costs of spells.

The Pantheon could also have an upgrade that makes swaps recover twice as fast, and another that does something like boost the power of spirits by 5% or 10%, or adds a second Jade slot, or the like.

Perhaps these might only be unlocked once you have the building in question at a certain level, not necessarily just have the minigame unlocked.

For instance, the Grimoire could have an upgrade that makes magic refill twice as fast, and another that subtracts 1 or 2 from the fixed costs of spells.

The Pantheon could also have an upgrade that makes swaps recover twice as fast, and another that does something like boost the power of spirits by 5% or 10%, or adds a second Jade slot, or the like.

Perhaps these might only be unlocked once you have the building in question at a certain level, not necessarily just have the minigame unlocked.

5

## Comments

453✭✭✭For Temples:

Second priest: Halves refill time for pantheon swaps.

Additional altar: Grants a second Jade slot. (Does not give a fourth pantheon swap, however.)

Smiling spirits: Beneficial effects of spirits are increased by 50%.

For Wizard towers:

Efficient casting: Reduces spell costs by 2.

Supercharged recharge: Doubles mana refill rate.

Increased aptitude: Cuts backfire probability by one-third (so to 10% normally; 20% for spells cast off of GFD).

Smiling spirits would work as follows:

Holobore: 22.5/15%/7.5% extra base CpS.

Vomitrax: 10.5%/7.5%/3% increased Golden Cookie and Wrath Cookie effect duration.

Godzamok: 1.5%/0.75%/0.375% increase to clicking power for 10 seconds per building sold. (Not 15 seconds; that would be effectively a 125% increase and actually wouldn't matter that much IMO.)

Cyclius: Effect cycles between 22.5% and -15%; amplitude is increased by 50% whenever it is positive.

Selebrak: Multiple boosts here. Golden Cookie and Reindeer frequency boost would be increased by 50%. Valentine's cookie buffs would be pushed another 50%. (For instance, I have Starlove and put Selebrak in Ruby, so while right now my heart biscuits give 3.6% each, they would under this give 3.9%.) This is not like Godzamok because the effects are independent of each other.

Dotjeiess: Buildings are 10.5%/7.5%/3% cheaper.

Muridal: Clicks are 22.5/15%/7.5% more powerful.

Jeremy: Buildings produce 15%/9%/4.5% more cookies.

Mokalsium: Milk is 15%/9%/4.5% more powerful.

Skruula: Wrinklers appear 225%/150%/75% faster and give 22.5/15%/7.5% more cookies. Again, not like Godzamok because the effects are independent.

Rigidel: While active, sugar lumps ripen 90/60/30 minutes sooner.

453✭✭✭Magical angels: Magic regenerates while you are offline, at 5% of the rate at which was regenerating when you last saved. (So, yes, it wouldn't do much... but it'd be something.)

But since that one's been suggested by plenty of other people, here's a new one:

Magical cookies: Magic regeneration rate is affected by all active buffs in the same way that cookie production is. (So a Frenzy makes it regenerate seven times faster, a Clot makes it regenerate half as fast, Elder frenzies give a huge boost... Hitting the Golden Switch would not affect production, since that's a passive buff.)

15,815✭✭✭✭✭The ideas are pretty decent, but still.

453✭✭✭453✭✭✭So here's a modified version:

Your magic regeneration rate is multiplied by log(1+x)/log(2), where x is your current multiplier. (Note: this is effectively the base 2 logarithm of 1+x, due to the change of base rule; this is why no base is specified for the logarithm.) I chose base 2 here because the default multiplier is 1, and at that time I want the magic regeneration rate to be normal, so I needed the base that gave log(1+x)=1, which is 2. Note that you have to choose 1+x here to ensure that the logarithm is always positive (or at least nonnegative).

This would mean that during a Frenzy, the multiplier would be 3, and during a Dragon Harvest, it would be 4. An Elder Frenzy would give around 9.4. Even a stacked Frenzy-Elder Frenzy would give 12.2 for those fourteen seconds, and since the fastest possible normal magic regeneration rate is 0.06/s, you could not regenerate more than 10.25 magic in that time.

A Clot, meanwhile, would give a multiplier of about 0.585 to magic regeneration. Cursed Finger would kill magic regeneration entirely, however.

Building Boosts and Rusty Buildings would of course depend on how many buildings you have. For instance, I have 634 Grandmas in my ideal distribution, which is the building of which I have the most, and so I would get a boost of just over 6 for the boost and a multiplier of around 0.02 to the regeneration rate during a rust... but that's the risk you run there.

Probably the biggest boost I could get would be a stacked Frenzy/Building Boost (Grandmas)/Elder Frenzy, which would multiply my regeneration rate by around 18.2 for those 14 seconds, which could still only regenerate at most 15.3 magic.

I think this would still be a useful upgrade while not breaking the minigame with really fast regeneration rates.

EDIT: This doesn't have to do with heavenly upgrades, but would rather I think be an interesting addition: an extra Golden Cookie effect that would be active during each season except Business Day (possibly with a seasonally-appropriate name). The effect would restore some amount of magic, perhaps 10% of the total, perhaps just a flat 10 (since a sugar lump restores 100 magic and getting a sugar lump from a golden cookie is a very rare event). The idea is that it's a gift of magic from whomever the giftgiver for the season in question is.

EDIT #2: Another possible Golden Cookie result would be gaining a worship swap for the Pantheon. However, since refilling your swaps in full costs a sugar lump, which is only rarely obtained from a Golden Cookie, this should be perhaps only three times likelier than getting a sugar lump.