Board Thread:General Discussion/@comment-2001:5B0:4EC7:91E0:0:FF:FEBC:B1B4-20171127220614/@comment-4974000-20171128081306

The following is a quick-and-dirty summary to how things respond to time travel, so you can get clear what's happening in your head and anticipate what will happen. Read this in conjunction with the rest of it, and follow the rules (the most important being no future jumps beyond real time). This is not a substitute for TT 201, it's just to help you visualise how it plays out in the real world.

1. Going back in time, the game assumes for most purposes it's still "now" and the game state should stay the same. (To imagine a real world situation, if you turn back the clock for daylight saving, you don't want that to change your game). So if your trophies are charged and your Sent balance is zero now, and you change your date by minus 10 days, they'll still be charged/zero.

2. Going forward in time after going back, the game assumes for most purposes that time is passing in the normal way. (Most parts of the game do not retain a memory of having been anything other than its current date/time). So if you hit your trophies and then go forward 12 hr 1 min, your trophies will recharge. If you set up a 6 hour crafting and then go forward six hours, your crafting item will be ready.

3. Talismans are a special case. Go back in time within them and the timer does the same. (So - start your talisman at 2.55pm, play a while, but before it expires, go back to 3pm - it will assume you're only 5 minutes into the talisman). I believe they reset to start time if you go back to before they began. And if you go forward to after they were due to run out, not surprisingly, they run out.

4. The main exceptions to all this are visiting and Guardians of Time, which seem to retain a memory of the latest date you visited, the desk guardians, which seem to have an independent internal counter, and Events, which seem to get their time remaining from an external source (ie, Mytona servers). This is the main reason you don't want to ever go forward, because there are traces of your latest date played floating around the game, and there's plenty of ways those traces could be touched by current or future programming and cause problems. (I mean, people do go forward 12-24 hours to reset buggy counters sometimes and then come straight back, but you shouldn't do anything while you're there).

So to apply this to hitting the trophies: Start fully charged. Go back from today, 28 November, to 1 November, and they'll still be charged. Then hit them. Go forward to 2 November so they recharge like a real day passed, then hit them. Continue to 27 November and hit, then go forward to today again and don't hit. Then, if you want, repeat the process.

Now imagine the trophies aren't charged. Go back from today to 1 November and they still won't be charged, but then go forward to 2 November and they will be charged like a normal day passed. Same principle applies for gifting, 99% of the time. However, non-zero gift counts can get "stuck" now and then when jumping back, so you should make sure they're at 0 sent before you jump.

Or, to apply it to talismans: Start a two-hour talisman at 2.55pm. Play til 4.30. Change your clock back to 3pm. Talisman goes to 5 mins elapsed and you can keep playing. Change your clock to 5pm and it will run out.