fixed chaos gift not properly handling cooldown of modules that are being cast twice
New Stuff
added trade amount display to Trading Post UI
added new version of the dashboard
added exotic skill 'Experienced Merchant'
added difficulty selection for stat scaling to sandbox mode
added module ||'Bluecat's Harmonizer'||
Changes
change module 'Confusion Field' to type legendary
change module 'Kit's Toolkit' to type legendary
change module 'Diver's Shield' to type defensive
Power Plant components can be sold for 100% of their worth per default
Power Plant skill 'Component Recycling' has been replaced by 'Efficient Recycling'
reduced default Trading Post upgrade reset cooldown value from 12 hours to 30 minutes
slightly reduced difficulty of challenge 15-1
Fixes
fixed module 'Super Bounce' projectile sometimes throwing exceptions
fixed module 'Battery Foundation' multiplying damage by 0 at 0% energy
fixed pumpkin producers showing wrong icon in production section of tooltip
fixed worker tasks for asteroid scanning showing task parameter as internal string
fixed description of module 'Dark Sacrifice'
fixed canceling of targeted skills disabling unit selection
fixed Museum skill 'Research Funding' not applying the correct price reduction for each tier
fixed module 'Universal Shield' creating garbage memory when executing its effect
fixed reforge level slider showing NaN for modules with 0 levels between tiers
fixed challenge 11-3 not multiplying the neutral vs. neutral factor more than once
fixed winter wonderland not properly refreshing day of the month based bonuses on scene reloads
New Stuff
added module ||'Confusion Field'||
Changes
casting of active modules can now be canceled via right-click
slightly changed brightness of yellow button highlighting in help menu
removed condition 'defeat boss 2' to unlock MT6
overhauled effect and description of taste modules
Factory producers display their production inside their tooltip
reforging changes the max. tier slider value to your maximum available tier for the current category when selecting 'all' or 'blueprint'
Town UI header and footer are less transparent
increased xp droprate for challenges 5-3, 6-5, 8-5 and 10-2
fire experiment uses a proper exponential falloff for heatloss
fire experiment heatloss now starts at -99.99% / min. instead of -100% / min.
Fixes
fixed stampede sometimes producing goats that have invalid velocity values when the caster is exactly below or above the targeted casting location
fixed 'open in crafter' button for some items causing an exception
fixed elemental crit. modules multiplier being offset by 1
fixed infinite damage inside event data becoming NaN
fixed universe gift adding its bonus provided to the multiplication queue despite being a multiplicative bonus with other bonuses
fixed various buff placing entities throwing exceptions when their original owner gets destroyed
Fixes
fixed typos in 'Shoreline' and 'Angelic Core' modules
fixed festival timers being wrong
fixed xp text in new town UI not being mono-spaced
fixed generic resistance providing the same amount resistance at T9 and T10
module 'Reflect' is not affected by the neutral damage attribute multiplier anymore. It is still triggered before damage reduction is processed and regular element based multiplications still apply (important only for challenges where neutral does not deal x1 damage to all other types)
removed #universal tag from extinguish
cooldowns for active modules inside workshop are now formatted like other time values instead of just showing the cooldown in seconds
New Stuff
added challenge heaven #1
added challenge heaven #2
added challenge heaven #3
added challenge heaven #4
added challenge heaven #5
added challenge heaven #6
added challenge universe #1
added challenge universe #2
added challenge universe #3
added challenge universe #4
added challenge universe #5
added challenge universe #6
added challenge chaos #1
added challenge chaos #2
added challenge chaos #3
added challenge chaos #4
added challenge chaos #5
added challenge chaos #6
added AI function 'Timestamp: UTC Now'
added module ||'Sky Blessing'||
added module ||'Angelic Core'||
added module ||'Heaven Gift'||
added module ||'Universal Crit'||
added module ||'Anti-Universal Crit'||
added module ||'Universal Burst'||
added module ||'Universal Block'||
added module ||'Universal Resistance'||
added module ||'Universe Gift'||
added module ||'Captain's Reflect'||
added module ||'Chaos Gift'||
added module ||'Something'||
added module ||'Crate of Rex'||
added achievement ||'Challenger'||
added achievement ||'Unchallenged'||
Changes
replaced deprecated help menu components
restyled module restriction rules for challenges
attributes in the tower testing stats menu refresh additionally when being marked dirty instead of just when their actual value changes
winter wonderland resets every year
clicking outside of the building window without dragging in winter wonderland closes it
replaced parts of the town UI
slightly improved performance of Workshop UI modules
Fixes
fixed typo in challenge 12-5 description
fixed missing buff localization in challenge 9-6
fixed typos
fixed maximized infinite buildings not properly showing their tier
fixed base armor values of dead units not resetting in any scenario where the base value gets changed
fixed taste modules being affected by the owners attribute multiplier for specific elemental damage
fixed statistics activating while in Museum showing reward goals with wrong alignment
fixed assassins always attempting to jump at a fixed distance instead of checking their attack range
fixed typos in Dr. Cubical hints
fixed hardmode setting staying cached when exiting a savegame
fixed module 'Neutral Gift' description and effect
Fixes
fixed challenge 11-6 spawning enemies after the reward screen has shown up
fixed base resistance not properly resetting
New Stuff
added challenge beach #3
added challenge beach #4
added challenge beach #5
added challenge beach #6
added challenge ocean #1
added challenge ocean #2
added challenge ocean #3
added challenge ocean #4
added challenge ocean #5
added challenge ocean #6
added challenge neutral #1
added challenge neutral #2
added challenge neutral #3
added challenge neutral #4
added challenge neutral #5
added challenge neutral #6
added challenge dark realm #1
added challenge dark realm #2
added challenge dark realm #3
added challenge dark realm #4
added challenge dark realm #5
added challenge dark realm #6
added module ||'Grim Reaper'||
added module ||'Shoreline Boost'||
added module ||'Beach Gift'||
added module ||'Diver's Shield'||
added module ||'Aquatic Absorption'||
added module ||'Ocean Core'||
added module ||'Ocean Gift'||
added module ||'Neutral Crit'||
added module ||'Anti-Neutral Crit'||
added module ||'Neutral Block'||
added module ||'Neutral Burst'||
added module ||'Neutral Gift'||
added module ||'Unholy Cloak'||
added module ||'Soul Core'||
added module ||'Dark Realm Gift'||
Changes
damage increase for <element> attack modules from tier 5 to 6 has been doubled
moved winter challenge #3 reward to dark realm challenge #1
winter challenge #3 unlocks +5% max. hp per completed challenge instead
challenges automatically add the 'modules will be set to level 0' and 'gems cannot be used to upgrade modules' lines if those two options are configured for them instead of relying on localization
Fixes
fixed negative bonuses in the stats menu showing a '+' in front of them during tower testing
fixed Power Stone boosts using wrong tier
Fixes
fixed halloween pumpkins not auto-collecting themselves after the first time due to fix related to pooling
fixed neutral stone requirement internally still checking for the old condition value to unlock
fixed Museum scrollbars having inverted brightness (handle and background)
fixed Workshop blueprint list module count wrapping to next line
fixed global boost modifier localization using the same key for all 3 types of boosts
fixed unrecognizeable aspect ratios showing up as blank space before the hertz amount in resolution selection dropdown
fixed dyson sphere boost energy levels displaying values below 0.001
fixed infinity reflect not triggering a proper tower death
Fixes
fixed tide modules using wrong modifier type
Fixes
fixed jungle gift, high tide and low tide not using the correct attribute addresses
fixed statistics without a goal being expandable
fixed town resources from idle not counting towards total resources gathered statistic
New Stuff
added skill 'Research Funding'
added skill 'Antique Economy'
added exotic skill 'Ancient Potency'
added exotic skill 'Artifact Replica'
added statistic 'Tower Destroyed'
added challenge beach #1
added challenge beach #2
added module ||'Low Tide'||
added module ||'High Tide'||
Changes
cubos cube no longer requires Power Stones of the same tier to transmute and will instead produce the lowest tier provided (Suggestion #2348)
increased Museum base conversion rate from 45000 to 50000
modified achievement UI
statistics in Museum can now be collapsed
increased drop rate in certain challenges to slightly even out the effects of the xp drop bonus fix
changed power stone resistance boost into divider after 99%
changed Power stone resistance boost calculation
refactored power stone boost display
slightly updated skill UI
Fixes
fixed offshore market element preference not refreshing tooltip correctly
fixed AI being able to transmute power stones when cubos cube hasn't been unlocked yet
fixed cubos cube sometimes not showing the correct background when opened
fixed town xp drop bonus still being applied in scenarios where town bonuses are disabled
fixed legendary modules not showing up in the module counter of the blueprint list
fixed map button in adventure sometimes not refreshing
fixed dust down-tiering worker being offset by 1 tier
fixed mine layer bonus town perk showing up as % instead of absolute value
fixed integer operator argument in arithmetic ai function not being an enum like in double arithmetic
fixed Power Plant tutorial highlighting boxes being offset when dynamic ui scaling has been activated
fixed neutral experiment displaying a price of 0 on buy max. if no upgrade can be bought
fixed town perks not refreshing interactable state of their buy button when the amount of unspent skillpoints changes
fixed AI being able to move power stones into a locked slot in a special case
Changes
cauldron selection is cleared when closing the UI
esc removes selected ingredient addtionally to right click
added tooltip on occupied tiles indicating how to remove them
Fixes
fixed a cauldron exploit
Changes
slightly optimized handling of spawning effects when effects are turned off
made challenge 7-4 easier
removed halloween achievement 2022
halloween achievement shows years of participation since 2022
enabled new halloween feature 'Cauldron'
slightly optimized pooling logic
||infinity reduction is being processed before elemental and bonus modifiers to reduce the chance for damage to become literally infinite because of a value overflow||
Fixes
fixed death effects from event not spawning via a deprecated function
fixed stampede throwing exceptions when used by enemies
fixed enemies not resetting their energy/shield when being returned to object pool
New Stuff
added new Town Perk UI
added loadouts to Town Perks
added challenge metallic ruins #5
added challenge metallic ruins #6
added module ||'Metallic Ruins Gift'||
added module ||'Battery Foundation'||
Changes
Halloween event resets every year
disabled tower movement in boss 1 fight after victory screen appears
reduced Town Perk reset cooldown from 12 to 1 hour
removed ||infinity perk 'Town: Reset town perk cooldown'||
changed ||infinity perk 'Town: Permanently reduce town perk cooldown' to reduce the time from 1h to 10sec||
town perks are loaded via mod loader and no longer static
Fixes
fixed boss 3 boss module 'Soundproofing' not increasing max. hp
fixed Workshop era water defensive ability text being cutoff
fixed that boss 3 could end in a draw
fixed usage of acrobatic plugin in boss 1 fight not canceling regeneration
fixed auto-crafting in Factory wasting items when there is no room for output items
fixed auto-save not automatically happening in Perfect Space
fixed typos
Fixes
fixed artifact 'Strange Cube' resistance modifier
fixed crafter not using the improved alphabetical sorting algorithm from v0.30
fixed typo in artifact 'Blackhole in a Bottle' flavor text
fixed typo in water era defensive ability
fixed gems in idle screen not being localized
fixed military tier up not resetting idle production distribution
fixed stab prevention blocking 100% of all incoming assassin attacks
fixed typo in 'Window: Set Position' AI function
fixed typo in 'Simple Evasion'
fixed buff placers not updating their stats when being upgraded during tower testing
fixed inconsistency in town stat modifier localization
fixed researched artifact count in Museum not refreshing while the artifact tab is active
fixed formatting of wager input boxes in Arcade
fixed Arcade adventure wager reverting to old value unless a new game was started
changed info-text of module 'Monsoon Aura' to be less ambiguous
New Stuff
added upgrade to fission reactor in Power Plant
added challenge metallic ruins #1
added challenge metallic ruins #2
added challenge metallic ruins #3
added challenge metallic ruins #4
added module ||'Gnarly Obsidian'||
added module ||'Magnetic Core'||
added research conditions to artifacts
added a ||+5% Resource boost|| to 'Energy Sphere' artifact
added a ||+5% Resource boost|| to 'Metal Plating' artifact
added a ||+5% Resource boost|| to 'Vine Monster' artifact
added a ||+5% Resource boost|| to 'Incendiary Device' artifact
added a ||+5% Resource boost|| to 'Dice Of Fate' artifact
added additional effect to 'Broken Sword' artifact
added artifact ||'Monkey Idol'||
added artifact ||'W.I.N.C.E Plushie'||
added artifact ||'Compass'||
added artifact ||'Strange Cube'||
added artifact ||'Blackhole in a Bottle'||
added artifact ||'Broken Wings'||
added artifact ||'Light Triangle'||
overhauled contracts
Changes
health regeneration cannot prevent any unit with exactly 0 health from dying anymore
added #nature tag to nature's wrath
Headquarters 'dealbreaker' skill increases the new per-contract resource drop multiplier
contract 'activist' requires less active modules
contract 'neutralist' provides a greater span for the neutral module count
contract 'annihilist' requires fewer modules of every category
modules unlocked during tower testing which are not random drops or unlocked by reaching wave goals now display a notification
artifacts don't show their name anymore in notifications to avoid inconsistencies since their name is not revealed prior to researching them
element icon tooltip of unit stats window displays strengths and weaknesses of the element vs. other elements
artifact 'Golden Apple' no longer has an effect in hard mode challenges
Fixes
fixed unit stats window displaying the base element of an enemy instead of the current element if it has been modified by a modifier
New Stuff
added challenge Jungle #1
added challenge Jungle #2
added challenge Jungle #3
added challenge Jungle #4
added challenge Jungle #5
added challenge Jungle #6
added module ||'Monsoon Aura'||
added module ||'Gaia's Protection'||
added module ||'Return to Monkey'||
added module ||'Jungle Gift'||
added artifact ||'Golden Apple'||
added artifact ||'Rib Cage'||
added artifact ||'Ancient Gear'||
added artifact ||'Dwarven Minecart'||
added artifact ||'Lava Ruby'||
Changes
if the tower attack speed ever reaches infinite attacks per sec. it will now attack once per frame instead of crashing the game
infinity enemies are now scaling their base shield value based on their base max. health instead of their max. health in order to avoid unintended synergies with modules
re-balanced challenge 6-6
assassins activate a retraction failsave 5 seconds after they have initiated an attack but without hitting anything
Fixes
fixed crafting grid not properly resetting item preview color when auto-fill is unable to fill slot
fixed fragment multiplier from contracts not properly refreshing at the beginning of a new tower testing run
Fixes
fixed another issue when upgrading modules in Workshop
removed leftover debug messages
Fixes
fixed upgrading modules with max button in workshop freezing the game
fixed free tiers for modules being clamped between 0 and max. level instead of 0 and max. tier
New Stuff
added high mountain challenge #2
added high mountain challenge #3
added high mountain challenge #4
added high mountain challenge #5
added high mountain challenge #6
added module ||'Storm Aura'||
added module ||'Stampede'||
Changes
sorting Factory items alphabetically will compare them by the numeric value of their tier if their localization key is identical (will sort same items with different tiers correctly instead of placing T10 after T1)
buffs applied from auras are not affected by debuff and/or stun reduction anymore
boss statistic goals require only 1 kill in order to unlock all 6 power stone slots
AI automatically turns off when entering nexus
units that reach 0 health by other means than taking damage will now die at the end of a game tick regardless if anything has damaged them
legendary modules that get mimicked by infinity enemies now drop 25% of each fragment category instead of nothing
legendary modules can now be reforged (reforge level based on the lowest reforge level of the other categories)
AI script import dialog accepts new import format
Fixes
fixed challenges that do not allow upgrading modules with gems staying in gems-only mode if it has been set this way in a different mode
fixed cooling down active modules being by AI triggering other modules that react to active modules
fixed gem experiment stack rewards testing against current stacks instead of highest amount of stacks every obtained
New Stuff
added 'energy' tag to 'energy flow'
added perfect space to tutorial text of Arcade
added alternative ending to perfect space (pacifist)
Changes
AI now supports short-circuit evaluation wherever possible
updated description of ||refining infinity perk||
rak's curse duration is displayed as infinite instead of 100 days
clamped minimum health for dark sacrifice after subtraction to double.epsilon (~1e-324)
power of the cat now displays infinite as duration instead of 1 hour
changed formula of kits toolkit to ensure bonus always stays above 1
Fixes
fixed jumble skillpoint reward issue
fixed ||enemies mimicking earthquake being able to damage each other||
fixed Power Plant selection border positioning issue when grid is being rescaled
fixed immolation buff translation missing
potential UI display fix for Winter Wonderland bonus still showing multiplier despite not being active
fixed typo in immolation description
fixed tower sometimes moving during pause inside boss 3 fight
fixed typo in Power Plant floor 2 military perk description
fixed pressing the shooting key without having energy canceling idle regeneration in boss 1 fight
fixed buff display sometimes not properly refreshing
fixed spamming esc to exit perfect space returning more than 1 token
Perfect Space
enemy rockets stop homing a tiny bit earlier
rocket enemies no longer shoot when they are right next to you
increased 'Volatile Payload' explosion radius multiplier from 1.8 to 2
increased Plasma Cannon base explosion radius from 1 to 1.25
increase 'Energy Siphon' on Plasma Cannon from 1 to 2.5
increase 'Energy Siphon' on Pulse Laser from 1 to 3
decreased 'Energy Siphon' on Laser from 4 to 3
increased token gain from 1.4 per distance to 1.5
fixed x2 token multiplier from defeating the boss not applying for token gained in endless mode
changed debuff color of vulnerable, weakness and slow to represent the nebula color
changed nebula color alpha from 30 to 50
increased how fast enemies scale on endless mode
fixed not returning a token when exiting from select screen, but from other places instead
Fixes
fixed buildings being accessbile during construction without the exotic skill
Fixes
fixed tooltips in Perfect Space not working on some aspect ratios
New Stuff
added bonus at max. stack size to tooltip of boosters inside Factory
added tooltips to contract conditions
added icon next to blueprint header
added tooltip to max. button in the Workshop
added tooltip to town perk reset button
added option to quick select a town asset by using middle mouse button on an existing asset
added scaling option to town assets (between x0.5 and x2.0)
added AI action 'Factory: Cancel'
added AI function 'Factory: Machine Input'
added AI function 'Factory: Machine Input Count'
added additional tier to Arcade
added trading card set 'Fire some kinda laser thingie at em'
added trading card set 'They're not your crew any more'
added xp tag to 'Knights Boost of Power'
added indicator to buildings showing if they are being boosted by the Power Plant
added module ||'Aura Enhancment'||
added module ||'Tactical Maneuver'||
added module ||'Kit's Toolkit'||
added module ||'Borf'||
added module ||'Immolation'||
added module ||'Cooling Cell'||
added module ||'Defense Overload'||
added achievement ||'Space Vanquisher'||
added achievement ||'Browncoat Triumph'||
added artifact ||'Celestial Tokens'||
added artifact ||'Antimatter Die'||
added artifact ||'Some kinda laser tingie'||
Changes
refactored the Factory code
Factory items are loaded via files instead of being hardcoded
Factory recipes are loaded via files instead of being hardcoded
Power Plant grid scales better on higher resolutions
state of purchase multiplier and purchasing with gems during Tower Testing is stored persistently
slightly overhauled visuals of contract section in Headquarters
auto-fill inside Factory will attempt to fill as much as possible of a recipe if not all ingredients are present
auto-fill in Factory briefly highlights missing items of a given recipe
improved description of 'Unfolding'
blueprint header label properly displays casing of blueprint name
blueprint header has a more button-like look indicating that its clickable
Dr. Cubical dialog box for story text during endgame now uses the new UI style
slightly simplified jumble
buffed luckfactor formula for jumble
jumble instantly finishes its current round whenever a military tier up is initiated
signature of the Factory crafting grid is being cached
some town assets support tinting
optimized asteroid mining cluster generation speed
fit state of crafting recipes inside the Factory crafting grid is being cached
changed glacier spikes to ultimate module instead of offensive
changed glacier spikes armor multiplier (raised to the power of 0.5)
changed Perfect Space highscore statistic from int to long
replaced deprecated UI components
removed hints in arcade for unlocking space game (old Perfect Space)
increased 'full capacity' Factory skill bonus from 2% per unique item to 25%
all timers inside buildings continue to show realtime durations when being boosted instead of just being faster
reduced price of manufacture level 1 from 1e12 to 1e10
reduced crafting price of production boosters t1 from 1e13 to 5e10
reduced crafting price of resource drop boosters t1 from 1e12 to 1e10
reduced crafting price of acceleration boosters t1 from 1e14 to 1e11
game now properly resets itself after attempting to load a broken/incompatible save
||unlock condition for Daigo Parry changed||
Fixes
fixed 'apply town bonus' setting in sandbox mode not being re-activateable after disabling it
fixed tooltips for ore reward slots in refining section of Factory not showing up properly
fixed raycast hitbox of Factory machines to prevent tooltips from appearing
fixed typo in darkness experiment worker task
fixed Winter Wonderland bonus still being active
fixed jumble sometimes not counting skillpoint rewards if the underlying reward is from a different set
fixed 'Token Rewards' perk typo
Perfect Space
removed space game (old Perfect Space codebase)
added Perfect Space (all new and improved)
added ship 'Dragonfly'
added ship 'Juggernaut'
added ship 'Reaper'
added weapon 'Railgun'
added weapon 'Pulse Laser'
added weapon 'Rocket Launcher'
added weapon 'Double Cannon'
added weapon 'Laser'
added weapon 'Drones'
added weapon 'Gatling Gun'
added weapon 'Plasma Cannon'
added weapon 'Gauss Cannon'
added pilot 'Captain'
added pilot 'Mechanic'
added pilot 'Securbot'
added boss fight
added proper ending
added endless mode
added ship skills
added pilot skills
added meta-progress through playing (unlocking weapons, ships, pilots)
added a module reward for beating the boss per weapon
added enemy 'Ballistic'
added enemy 'Kamikaze'
added enemy 'Laser'
added enemy 'Rocket'
added configurable hotkeys
added five upgrades per ship
added three upgrades per pilot
added three upgrades per weapon
added two abilities per weapon
added two abilities per pilot
added one ability per ship
added sound effects
added music (title, in-game, boss fight, game over)
added 'tutorial'
replaced the entire UI (keeping old sprites)
Fixes
fixed era research worker not stopping at max. research level
New Stuff
added worker task 'Era Scientist'
added worker task 'Mixing Engineer'
added worker task 'Boiler Operator'
added worker task 'Forestry Technician'
added 'ronna' and 'quetta' to engineering notation
Changes
changed machine recipe duration for down-tiering dusts in the boiler from 20 + 10 * tier to 6 + 3 * tier
reduced maximum power of synergies from ^1 to ^0.8 (||in order to slightly balance damage output due to the related fix in infinity||)
Fixes
fixed various modules using a deprecated damage multiplier function
fixed a potential issue with graph chart UI components
Changes
separated effects quality setting inside boss fights into its own setting
Fixes
fixed fracture having a module priority of -100 instead of 100
fixed exceptions during boss 3 fight
New Stuff
added 7 boss modules to Boss 3
added telegraphs to Boss 3
added sprite selector to AI window builder
added AI action 'Window: Set Sprite'
Changes
refactored Boss 3
missing a beat is less punishing [Boss 3]
particles in Boss 3 fight scale their amount based on your effects quality setting
Fixes
fixed typo in exotic experiment help page
fixed activating acrobatic plugin with 'S' key not working (Boss 1)
New Stuff
added customizable AI overlay
added AI action 'Window: Set Visibility'
added AI action 'Window: Set Child Visibility'
added AI action 'Window: Set Position'
added AI action 'Window: Set Text'
added AI function 'Window: Is Child Visibility'
added AI function 'Window: Is Visibility'
added projected local time as tooltip to forecast view in Shipyard
Changes
AI scripts can now be opened for editing via double-click
global variables can now be hidden in the AI overlay (AI settings)
active scripts can now be hidden in the AI overlay (AI settings)
weather progresses offline
hardware components in server view in headquarters have a shiny animation when clicking on a server to highlight that they are interactable
workers can be re-ordered using drag & drop
AI scripts and packages use a different font for easier differentiation of capitalisation
various minor UI changes
F8 now sorts all pools in the debug overlay based on their size
final wave ||(infinity 100b)|| spawns regular enemies during a boss spawn tick
Fixes
fixed underground challenge #4 mentioning max. health/shield instead of current
fixed cubos cube not handling 'left-click' properly after refactoring
fixed tooltips not being properly limited by the edge of the game window when playing at certain aspect ratios with non-100% tooltip scaling
fixed unit pools not showing up in debug overlay since the unit type rework
New Stuff
added AI function 'Game: Fixed Waves Per Interval'
Changes
slightly increased width of military perk tooltips
installing software in Headquarters can now be cancelled
installing software displays remaining duration in seconds (additionally to %)
scientific and mixed scientific notation now start at e-4 instead of e-6/e-7 for small numbers
Fixes
fixed boss modules being overscaled in some cases
fixed exotic experiment reality juicer upgrades not properly refreshing after a reset
fixed powerup position during boss 1 fight not properly refreshing position on pillar movement
fixed typo in ||infinity stone display||
fixed typo in hyper trading table
fixed typo in some modules descriptions
fixed boss 4 result screen buttons not working
fixed boss 3 starting the fight during the cinematic on rare occasions
fixed sun sprite sometimes rendering the next layer of pixels within the same sprite map
fixed idle mode entries in different categories not properly refreshing when toggling an entry in a different category
New Stuff
added offline time as usable currency in idle production
added boss 1 module 'Searing Projectiles'
added boss 1 module 'Hardened Shell'
added boss 1 module 'Charged Powerups'
added boss 1 module 'Streamlined Hull'
added boss 1 module 'Acrobatic Plugin'
added boss 1 module 'Epic Gyroscope'
added boss 1 module 'Idle Nanobots'
added skip cinematic info to boss 1
Changes
reworked boss 1
military perk 'Twin Singularities' additionally boosts fragment drops by 15% for each difficulty above easy
military perk 'Time Warping' wave acceleration bonus increased from 3% to 5% per fully charged stone
military perk 'Time Warping' additionally provides a 2% bonus for each stone currently charging (extraction duration has to be lower than infinity)
input of module id for secure module ai function and get index of module is an enum
exiting a reworked boss fight opens the Statue Of Cubos instead of nothing
update unity engine to 2020.3.48f1
Fixes
fixed typo in Factory help
fixed ghost town asset staying active after closing the menu with esc
Fixes
fixed treasure map button not working
Fixes
fixed Museum shop items permanently unbinding their reference to Museum upon closing the UI
New Stuff
added dirty flag for power inside Power Plant (prevents 'flickering' of max. power when replacing components)
added tracking of offline time for future use in idle mode
added module ||'Google's Influence'||
Changes
Power Plant boost durations use doubles instead of floats
module 'Evasion' triggers during early damage processing
Fixes
fixed function that changes event damage modifier (uses double instead of float)
fixed universal experiment not stopping when resetting prestige perks
fixed stuck tooltips [experimental]
fixed military goals for wave 100B not using currently selected notation
fixed Power Plant loadouts not resetting pipes and fabricating components when switching
fixed rainbow dust being visible before it is needed
fixed selling via hotkey in the Museum not producing a floating text showing the resources gained
fixed downgrading infinity modules not resetting them
Technical
refactored buildings out of town (in code)
New Stuff
added price to component preview in Power Plant
added ability to replace empty containers in Power Plant by placing a new one on top (suggestion 557)
added avg. power label in Power Plant
added max. power to loadout in Power Plant
added floating box when refilling Power Plant components to show actual resources spent
Changes
changed Power Plant component UI
switching tab in Power Plant deselects the current component (suggestion #2025)
selecting a Power Plant component opens the power grid if it's not the active tab
Technical
refactored internal event system
refactored boss 3 components
Fixes
fixed pipes not working in Power Plant due to changes in v0.20.0
New Stuff
added a 'sell entire grid' button to Power Plant
added loadouts to Power Plant
added import/export of loadouts to Power Plant
added Power Plant upgrade for 'Coal Boiler'
added Power Plant upgrade for 'Oil Furnace'
added Power Plant skill 'Yellowprints'
Fixes
fixed typo in Kat's Eye
fixed AI being able to move Power Stones in locked slots
fixed infinite values being display as '< 0.001' in named notation
fixed unit stats window randomly producing exceptions
fixed pipes converting to different pipes when being next to other pipes that are being removed in Power Plant
New Stuff
added basic tutorial to Mine
added skill 'Quality Goods' to Trading Post
added Power Plant upgrade for blue battery
added volcano challenge #5
added volcano challenge #6
added module ||'Rain Of Ashes'||
added module ||'Volcano Gift'||
added artifact ||'Kat's Eye'||
Changes
100% resistance against an element shows up as 'immune' instead of '/Infinity'
buffed Mine skill 'Detector'
buffed Mine skill 'Collapsing Tunnels'
increased default max. crate multiplier for trade offers from 1.45 to 1.5
||disabling enemy era abilities removes them from existing units as well||
||securing a module from mimicking also removes the module from existing enemies||
refactored localization system
changed language option to global instead of save dependent
moved Factory item initalization out of the code and into the core mod
Fixes
fixed era idle stat icons being swapped
fixed header in statistics menu in the Museum not refreshing in some cases when claiming statistic goals
fixed typos in description of light experiment filters
Changes
enabled incremental GC
electricity experiment background task now runs allocation free
currencies no longer allocate memory when comparing their state after their value has been altered
spawn controller now reuses navmesh path object when pre-calculating movement paths
enemy projectiles now use less memory when binding/unbinding their listeners
optimized worker task for replacing empty Power Plant components
Fixes
fixed module tier military perks being off by 1 tier
fixed hits being retrieved as kills inside the idle manager
New Stuff
added tooltips to CPU and RAM components in Headquarters when hovering over server mainboard
added volcano challenge #4
added module ||'Heatwave'||
added ||era hits/era kills|| to idle statistics
Changes
changed versioning to new format (major.minor.fixes)
slightly changed hover animation of software toggles inside Headquarters
updated description of refining overseer worker task
increased max. tier of 'Air Slice' to 250
fire experiment insulators and tickers now become available in laboratory tier 1 instead of 2
updated tooltips in Construction Firm
downgrading modules is now free
downgrading modules now refunds the previous tier-up cost
downgrading a module will not refund any resources if the module tier has been altered either by a military perk or by using ||the forge||
||era hits/era kills|| are now tracked during rounds for idle gains
Fixes
fixed mine layer button producing errors in the log file
fixed locked construction queue slots not shown as locked
fixed contract purchase button being enabled when not enough resources are available to buy it
fixed purchasing software button being enabled when not enough resources are available to buy it
fixed software purchase button being enabled when no server have been bought
fixed AI execute sync to stop forever if the executed script does not fulfill its conditions
fixed typos in volcano challenge #1 rules
fixed tooltips of locked tiers in Construction Firm appearing even if the building is not available yet
fixed claim all button in Museum not always refreshing header
fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
fixed typo in Winter Challenge #3
fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
fixed 'Frost Nova' allowing enemies to freeze each other when the module gets mimicked
Changes
improved description of last rule in challenge volcano #2
Fixes
fixed Power Plant components not properly referencing resource stacks due to migration from previous update
fixed Trading Post worker task sub-parameters for 0.75, 1.25 and 1.75 crate multiplier
fixed one of the underground challenge rewards being assigned to darkness instead of earth
fixed missing localization for challenge rewards
fixed Factory recipe category tiers being offset by one
New Stuff
added underground challenge #1
added underground challenge #2
added exotic skill 'Hyper Trade' to Trading Post
added basic AI settings
added atomic functions (experimental)
added AI function 'Math: Sin'
added AI function 'Math: Cos'
added AI function 'Math: Tan'
added AI function 'Math: Asin'
added AI function 'Math: Acos'
added AI function 'Math: Atan'
added AI function 'Math: Atan2'
Changes
updated exotic skills menu to use new UI components
modifiers can now be toggled on and off in the town stats modifier menu
Fixes
fixed ||era worker not upgrading era divider xp cost reduction inside Workshop||
fixed donut worker
fixed exotic experiment not storing essence generation progress
fixed ||head of era research worker constantly restarting the research||
fixed ||infinite damage to cause infinity reflect to divide by infinity||
Changes
Exotic Experiment damage multiplier rewards are now properly capped
open building hotkeys are no longer set per default
removed 'left click' as a potential hotkey
Fixes
fixed dimension coordinates in Exotic Experiment being offset after reloading the game
New Stuff
added new mechanics to Exotic Experiment
added 'generic damage' reward to Exotic Experiment
added 'generic resistance' reward to Exotic Experiment
added 'shipyard exotic gem bonus' reward to Exotic Experiment
added worker task 'Ceremonial Donut Gifter'
added achievement ||'Lab #101'||
added confirmation dialog when left mouse button is used as a hotkey in the controls menu
added hotkeys to open town buildings
added module ||'Generic Resistance'||
Changes
updated red battery deep link description to explictily mention that it is multiplied based on the number of red batteries present
periodic module events are no longer using coroutines
periodic module events can now trigger more than once per frame
Factory ore refiner displays predicted output ores during refining process
boss tier in Statue Of Cubos is displayed below boss name to avoid confusion between boss tiers and boss types
increased the goal requirement for 'Division Shield' in Exotic Experiment
Fixes
fixed Workshop blueprint manager background not covering module list fully
fixed red battery total capacity upgrade bonus being applied even if no batteries are present
fixed missing localization for 'Book of Cubimas' resource multiplier
fixed switching to the second floor in Power Plant not deselecting currently selected component
fixed selected component in Power Plant being rendered behind resource bar
fixed buying exotic skills in Laboratory not refreshing prestige tooptip
fixed AI being able to open buildings that are not constructed yet
New Stuff
added worker task ||'Essence Gatherer'||
Changes
military perk ||'Essence Purifier' additionally lowers price and research time of essence||
||essence requirements to unlock infinity stones have been raised from 50 to 250 to match the new scaling||
Winter Quest rewards are additionally awarded on game load for people who unlocked all quests in a very old version without updating before claiming the last quest
Fixes
fixed AI canvas not properly resizing when the screen size changes
fixed worker task ||'Head of Era Experiments' still consuming resources even after upgrade has been maximized||
Fixes
fixed that no modules are available when starting a new game
fixed ||infinity modules not being able to be secured even if menu is available||
New Stuff
added 'undo button' to Workshop
added AI impulse 'Mouse: Left down'
added AI impulse 'Mouse: Right down'
added AI impulse 'Mouse: Middle down'
added AI impulse 'Mouse: Left up'
added AI impulse 'Mouse: Right up'
added AI impulse 'Mouse: Middle up'
added AI function 'Local: Get (bool)'
added AI function 'Local: Get (vector2)'
added AI function 'Global: Get (bool)'
added AI function 'Global: Get (vector2)'
added AI function 'Infinity: Secure Module Cost'
added AI function 'Game: Active Module Count'
added AI function 'Game: Active Module Id'
added AI function 'Game: Active Module Index'
added AI function 'Mouse: Left'
added AI function 'Mouse: Right'
added AI function 'Mouse: Middle'
added AI function 'Arithmetic: Vector2'
added AI action 'Local: Set (bool)'
added AI action 'Local: Set (vector2)'
added AI action 'Global: Set (bool)'
added AI action 'Global: Set (vector2)'
added AI action 'Infinity: Secure Module'
added AI action 'Canvas: Draw rect'
added AI action 'Canvas: Clear'
added worker task ||'Head of Era Experiments'||
added hidden software ||'boots.dos'||
added module ||'Knight's Boost of Power'||
Changes
increased max. blueprints to 20
attack range modifiers cannot reduce attack range further than melee range
light levels are less dark in Winter Wonderland during low temperature weather
round result screen displays collected module fragments
Fixes
fixed random drop modules unlockable in sandbox mode
fixed ||'Era Tunneling'|| software not appearing in the dropdown of the according AI functions
Winter Wonderland
added Town Asset rewards
added rewards for Quest 6
added time till event ends to the calendar UI
buildings are visually frozen if the building is frozen
fixed event button in Town being in the wrong position with dynamic rendering enabled
New Stuff
added software ||'Era Tunneling'||
Fixes
fixed Town Assets not being properly reset when exiting to the main menu
Winter Wonderland
planted more trees in the Winter Wonderland
fixed calendar header not refreshing when resetting upgrades
fixed elven workers going negative
Fixes
fixed workers not being able to upgrade ||era divisors even if era tab has been unlocked||
Winter Wonderland
buffed second 'Cookie Factory' upgrade
added countdown until next day
added label that shows remaining upgrade slots
Winter Wonderland
added weather visuals
fixed production sometimes getting negative
fixed repair buildings quest
fixed UI production values
fixed outdoor temperature displaying the current level instead of °C
fixed coal miners displaying milk bonus even though they are not affected by it
New Stuff
winter buildings are now upgradeable
added auto-save to Winter Wonderland
Fixes
fixed Winter Wonderland not using the correct delta time
fixed missing localization key for event resource bonus
fixed 30 min. reset cooldown not being applied
fixed winter ship in Town going to the wrong island
fixed AI not being able to ||disable era powers or upgrade era dividers before reaching era||
New Stuff
added Winter Wonderland
New Stuff
added ||fragment multiplier|| to contracts when reaching Military Tier 13
added ||fragment drop|| multiplier to Town stats menu
added tech upgrades to 'Steam Turbines' in Power Plant
added basic lua support for future modding
Changes
contract 'Neutralist' requires between 5 and 10 #neutral modules instead of exactly 10
adjusted descriptions of 'Growth' and 'Adaptive Regeneration' to make their effect less ambiguous
removed Boss 4 tier cap
Refactored every building
Refactored script execution order
Fixes
fixed module description 'Power Of The Cat'
fixed Assassins counting twice for modules
fixed special modules not showing up in the blueprint selection list
fixed drones throwing exceptions in the log file when there are no enemies present on the map
Changes
Factory recipes appear locked if the crafting grid is too small regardless of their Factory tier requirement
conversion menu now features a parser for engineering and named formatting
hidden strings (displayed as ???) now exclude formatting tag characters
lowered base scanning price for items in the crafter
asteroid clusters do not create Factory item rewards anymore that are currently uncraftable or unobtainable in the Factory
asteroid item reward tiers are now linked to your current military tier
increased contrast of building buttons in the building skills menu
background of skills and military perk UI is now slightly darker in favor of higher contrast
background of skills now gets a slight tint based on selected building color
removed debug message from Fabricator
removed slight transparency from Trading Post
Fixes
fixed bulwark module tag
fixed color dialog transparency issue
fixed annihilist contract internally searching for #neutral tagged modules instead of #universal
fixed infinity splash applying damage modifiers twice to itself
fixed bug that allowed items to be cloned in the Factory
fixed bug in gems experiment that could produce a non-gem with 100% gem chance
fixed typo in water experiment
fixed negative input for Fabrication queue
fixed buff display sometimes showing invalid buff entries
fixed buff display sometimes producing errors in the log files
fixed AI throwing an exception when using substrings with a negative length
fixed dialog headers sometimes wrapping
Technical
refactored options
refactored attribute modifier system
Fixes
fixed UI bugs in Shipyard due to refactoring
fixed 3 statistic goals not rewarding a power stone slot
New Stuff
added contract 'Activist'
added contract 'Elementalist'
added contract 'Neutralist'
added contract 'Trickster'
added contract 'Annihilist'
Changes
AI now forces all strings to be lower case during editing, import and export
AI waiting time counter now uses 64-bit floats
statistic goals have been refactored to allow other types of rewards in the future
statistic goals now need to be claimed to receive the reward
contracts now require a specific Headquarters tier to unlock
swapped position of 'pacifist' and 'glass cannon' contract
Fixes
fixed Power Stone limit being tier 49 instead of tier 50
fixed error message if units are being destroyed after the tower has been destroyed
fixed fabricator sometimes consuming too much mass when fabricating
fixed 'AI: Trigger Impulse' returning its own script name instead of the parent script name when being triggered by another script
fixed ranged enemies being able to attack while stunned
fixed some module tags
fixed critical wave jump not being toggle-able via AI
Technical
migrated artifacts location inside the save game
slightly increased AI performance by removing string conversion to lower case during runtime
statistic goals are now being loaded via mod loader
Fixes
fixed a bug that caused a crash when trying to load a save after going back to the main menu
New Stuff
added AI function 'Constant: e'
added AI function 'Script: Triggering Impulse'
added AI function 'Game: Is Tower Testing'
added AI function 'Game: Is Boss Fight'
added AI function 'Game: Wave Acceleration'
added AI function 'Game: Wave'
added AI function 'Game: Era'
added AI function 'Game: Infinity'
added AI function 'Time: Delta'
added AI function 'Time: UnscaledDelta'
added AI function 'Time: Scale'
added AI function 'Software: Is Enabled'
added AI action 'Software: Toggle'
added AI action 'Tower: Exit'
added AI impulse 'Close: Arcade'
added AI impulse 'Close: Construction Firm'
added AI impulse 'Close: Factory'
added AI impulse 'Close: Headquarters'
added AI impulse 'Close: Laboratory'
added AI impulse 'Close: Mine'
added AI impulse 'Close: Museum'
added AI impulse 'Close: Power Plant'
added AI impulse 'Close: Shipyard'
added AI impulse 'Close: Statue of Cubos'
added AI impulse 'Close: Trading Post'
added AI impulse 'Close: Workshop'
Changes
corner rail nodes in boss 2 fight now adjust their height based on component health on neighboring sides instead of total boss health
maxed water experiment does not display requirements for the next prestige anymore
picking up a machine inside the Factory now highlights the according machine slot if it's empty
changed description of module 'reflect' to make it more clear how it works
Fixes
fixed decompression allocating a huge amount of RAM when importing Tower via Tower Customization
fixed idle mode not factoring in the maximum speed factor
fixed space elevator upgrade being clickable after maximizing it
fixed event system sometimes not firing events when listeners are removed within the event handler
fixed animation of hotkey info in AI learning UI being affected by time scaling
fixed inconsistency in AI function 'try craft' text by renaming T into Tier (https://trello.com/c/VSRUuyhk)
Fixes
capped quest values
fixed quest UI not updating properly while open
fixed scroll speed in quest UI
fixed position of the quest button in Town
fixed being able to perform a single action during a pause in the boss 1 battle
fixed offset of links of the login window
New Stuff
added import/export to Tower Customization
added a button to delete all assets to Tower Customization
added Halloween event (31st - 7th)
Changes
started updating the tower customization UI
tower assets now have no collision while being in vertex editing mode
tower assets can now have individual colors
hard limit of tower assets has now been raised to 500
idle production is now properly updated and saved if the game closes unexpectedly during an active tower run
missile spawn height does not affect gameplay anymore
escape now opens a confirmation prompt which pauses a boss fight instead of immediately exiting it
you can now skip the intro of the boss 3 fight
Fixes
minor overflow issue fixed for Fabricator
fixed quick convert giving wrong resources in a special case
fixed citizen name rotation bug
fixed water transparency sorting in Winter region
New Stuff
added module tags
added basic tag filtering for modules (to learn more about this read the steam post)
Fixes
fixed Factory item duplication glitch
fixed artifact asteroids being displayed as unlocked if the museum has not been unlocked yet
fixed Factory items landing in locked slots
Fixes
Factory item ids in AI are case-sensitive again because of the constructionFirm producer
reduced fabricators loss of mass due to floating point inaccuracies
fixed recipe preview items disappearing when clicking on them
New Stuff
added worker task 'collect asteroid rewards'
added worker task 'scan & dispose cluster'
added hotkey to merge items in Factory
added hotkey to merge items of type in Factory
added hotkey to dissolve items in Factory
added configurable worker task 'Dissolve'
Changes
optimized Factory inventory handling performance
drone launch button now changes label if dyson sphere has been completed
removed custom name of T1 and T2 Factory plates
raised the blueprint limit from 5 to 10
blueprint save data is now cached to decrease string building overhead when saving
Fixes
fixed space elevator upgrade being available before MT6
fixed 'the button' still showing the gem count after maximizing it
fixed Factory ids being case-sensitive for the AI
fixed town shortcut icons becoming stuck during animation
Changes
asteroids now have a chance to provide Factory items
Fixes
fixed fabricator mass floating point issue
fixed Power Plant infinity perk not refreshing current power inside the Power Plant on toggle
fixed exiting perfect space stopping time in Town
fixed dyson drone construction button not refreshing on resource change
fixed Statue Of Cubos upgrade tooltip
fixed power stone not getting loaded if slot is of type output (affects cubos cube only)
New Stuff
added a surprise for international talk like a pirate day
added some safety checks to the fabricator to potentially prevent negative fabrication values
added hotkey to show all citizen names
added weather help page
added option to always show citizen names
added new AI function 'Tower: Attack Range'
added new AI action 'Tower: Use (Position)'
Changes
improved crafter offline processing
reworked the town asset UI
Fixes
fixed events not unregistering from Shipyard order dialog
fixed overlapping issue with conversion dial in Headquarters
fixed maximized upgrades in Shipyard still displaying hover preview
Fixes
fixed items still showing in nexus inventory if quantity is 0
fixed Shipyard tutorial overlay not scaling with resolution
New Stuff
the Shipyard has been reworked
added Shipyard tutorial
added global boosts
added AI action 'Mine: delete cluster'
added AI function 'Mine: cluster count'
Changes
xp can now be gathered infinitely after reaching max. Town level
Fixes
fixed Factory item mass
fixed fabricator wasting a bit of mass when fabricating
fixed ship sometimes not rendering
fixed typo in dr. cubical hint
fixed a bunch of other typos
fixed module level/tier preview only visible in the stats tab and not in the info tab
fixed rounding of gems rewarded from military prestige
fixed hotkeys trigger module upgrade while renaming blueprint
fixed esc closing the Workshop while the upgrade module dialog is still active
fixed infinity perks not refreshing if their condition to use them becomes fulfilled
fixed infinity stone unlock requirements not refreshing while the UI is active
fixed enemy stats window closing again if the exit button is on the same position as the enemy
fixed saplings not being countable or craftable by the facility AI
fixed 'force good weather' not choosing the ideal Shipyard temperature
fixed town xp getting rounded too early
Technical
added custom logging system
New Stuff
added tooltips to the Factory tree farm
added info labels to Asteroid Mining
Changes
collect all rewards button now only shows up if a cluster has been selected
lowered the base price for scanning asteroids from 1e10 to 1e9
Fixes
fixed item recipe preview disappearing in the Factory when going from the second floor back to the first
fixed rewards from tree farm not being saved in the output slot
fixed worker task for water experiment being available before unlocking water experiment
fixed missing localization for hotkey 'toggle skillbar'
fixed building tier in UI not refreshing if it's open while the building increased in tier
fixed military perk that boosts era essence damage bonus not showing up in the town stats menu
fixed buttons in exotic experiment expanding out of the experiment area
fixed adaptive regeneration description typo
New Stuff
added military perks
added shortcut to military perks to Town
added base set of military perks via mod loader
added Power Plant second floor
added Mine second floor
added Factory second floor
added town xp factor to stats display
added tower xp factor to stats display
added hotkey to manually skip wave
added hotkey to toggle skill UI (Tower Testing)
added zoom via mouse wheel to infinity board
added animation to Town Perk button if upgrades are available
added animation to Town Asset button if upgrades are available
added animation to Worker button if upgrades are available
added animation to Military Perks button if upgrades are available
added an additional tier to the Construction Firm
added new Dr. Cubical hint
added new worker tasks
added tooltips for contracts
added tutorial for military perks
added help page for town perks
added help page for military perks
added offline progression for Fire Experiment
added x3 speed via Dyson Sphere
added achievement Wheres the sun?
added artifact Quantum Warehouse
added artifact Hyper Trading Table
added artifact Unstable Matter
added module Awareness
added module Radar
added module Magic Orbs
added module Checkboard Aura
added module Fire Crit
added module Water Crit
added module Earth Crit
added module Air Crit
added module Nature Crit
added module Light Crit
added module Darkness Crit
added module Electricity Crit
Changes
changed order of sidebar buttons in Town
Headquarters can now be unlocked at Construction Firm T1
moved all other buildings one Construction Firm tier higher
moved Arcade another Construction Firm tier higher
Mine and Factory tier availability is now linked to Construction Firm tier
moved Artifacts out of the Museum and into the core logic of the game
artifacts are now refactored into the new loader system and are not hardcoded anymore
module instances are now pooled
renamed military tier 15 from 'Dyson Sphere' to 'FTL Travel'
removed 'modules start at maxed Tier' rewards
AI scripts max. actions now ranged from 7 to 25 instead of 4 to 22
renamed '<element> Boost' modules to 'Anti-<element> Projectiles'
renamed old '<element> crit' to 'anti-element> crit'
raised base town resource drops from 1-2 to 2-3
improved worker mining task description
improved projectile and floating text performance
special effect instances are now limited to 1000 simultaneous instances per type
refactored achievement management
refactored artifact management
reduced particle count of breath effects
projectiles now disappear faster if more than 100 projectiles are present on the screen
projectiles are now marked for cleanup if the primary target has died during the same tick instead of the next
worker mining task does not generate new layers anymore if the current grid has not been fully mined yet and the worker is missing resources to dig
increased damage of basic elemental attack modules
replaced particle shader with a simpler one
increased default inventory size in Factory from 72 to 108 slots
reduced the base research duration of 'Autoskip' to 20 minutes at 1 FLOP (previously ~555hours)
slightly amplified the hp bonus of granite foundation
Fixes
fixed floating text behind resource button in Mine
fixed floating text behind resource button in Power Plant
fixed highest damage taken sometimes not displaying correct values
fixed unnecessary module instance allocations
fixed assassin type enemies not being clickable
fixed time formatter for Museum statistic goals
fixed Construction Firm workers not upgrading the second most expensive building if expensive is chosen and not enough resources are present to upgrade the most expensive building
fixed deleting an AI script while holding shift causing an error
fixed deleting a module blueprint while holding shift causing an error
fixed a potential issue related to floating texts filling up the log file
fixed error messages when importing scripts that require more ram
fixed difficulties in normal mode and challenges showing up as completed if the tower had been destroyed in the final wave
General
The Power Plant grid offline progress that we added 9 days ago was the reason for the long processing times.
It has temporarily been removed until we can optimize it.
Fixes
disabled offline progress for Power Plant grid
fixed vertical scaling of Infinity Perks
fixed workers not upgrading the other era divider if most expensive option is chosen
Changes
exotic producer achievement now checks for producers inside the inventory whenever entering the game
volume setting is now reapplied after audio device changes
Fixes
fixed spacing of skill points in the skills UI
fixed AI internal variable handling
fixed module tooltip enable setting not refreshing if category is collapsed
fixed exotic producer achievement not unlocking if crafted via AI
Fixes
fixed >999 in Factory still being displayed during refining
minor changes to aoe module effects
improved scene transition before offline processing starts
New Stuff
added option to show module description in-game via a tooltip
added option to auto-save during Tower Testing
added hotkey to switch between coils in electricity experiment (A/D or left-/right-arrow)
added tooltips to town perks
added "hits taken" to Tower Testing statistics
added option to pause individual workers
added worker task for freezing water in the water experiment
added worker tasks for upgrading modules during Tower Testing with xp
added worker tasks for upgrading modules during Tower Testing with gems
added worker tasks to upgrade era dividers
added AI function 'Restart Tower Testing'
Changes
hammers are now stackable
highest damage taken statistic now properly shows the first decimal if the highest damage was below 1
importing AI scripts now shows required RAM if importing failed
tower attack cycle is not handled via a coroutine anymore
current era and infinity affect module drop chance
exotic gems and gems are fully decoupled from shipment bonus
exotic skill buttons are fully clickable instead of only the lower half
infinity multiplies resource drops by (inf+1)^1.5
'infinity forge (permanent)' now requires military tier 14
Fixes
fixed some typos
fixed earth experiment not refreshing goals when compression is off
fixed minor darkness experiment loading issue
New Stuff
added more hints from Dr. Cubical (early game)
added new challenge to forest (#5)
added Infinity Perk for Trading Post
added 'Universal' module
Changes
overhauled earth experiment
era essence research duration increases in 10min steps instead of 15min
era essence research price has been considerably lowered
era multiplier has a new formula to prevent value overflow
era multiplier behaves more like a gradient instead of instantly jumping to infinity
Fixes
passive modules that have a specified energy cost will no longer work if the tower has no energy
New Stuff
added 'Wave Floor' software (MT14)
added 'Era Floor' software (MT14)
Changes
Power Stone market UI now refreshes when opened
overhauled the darkness experiment
adjusted condition for neutral infinity stone
Fixes
fixed exotic refinement button being available for infinity stones that haven't been unlocked yet
New Stuff
added Secret Codes (beta)
added 'Recharge' module
added 'Quantum Defense' module
added 'Shatter' module
added 'Infinity Reflect' module
added 'Gravel' module
Changes
lowered requirement for military tier 13
fixed critical wave jump ignoring era after infinity 1
fixed non-unlocked modules counting for maximized modules condition
New Stuff
added module 'Unholy Missile'
Fixes
fixed era hp/damage bug
fixed 'Diamond Foundation' not being unlockable
fixed 'Air Slice' not being unlockable
fixed typos
New Stuff
added line numbers to AI script actions
added new military tier rewards that change the starting module tier after prestige
added new debug tools
added missing factory items to AI count items function
added 'min' and 'max' functions to AI
added 'round', 'floor' and 'ceiling' functions to AI
added special type module filter to workshop
added infinity content
added 'infinity forge'
added 'infinity module logic'
added infinity menu to workshop
added infinity perks
added software 'Era Burst'
added software 'Era Swirl'
added module 'Photosynthesis'
added module 'Pressurize'
added module 'Air Slice'
added module 'Frost Splash'
added module 'Super Tower'
added module 'Super Tower 2'
added module 'Super Tower 3'
added module 'Death Aura'
added module 'Shield of Frost'
added module 'Snap of Destiny'
added module 'Unfolding'
added module 'Phasing'
added module 'Condense'
added module 'Granite Foundation'
added module 'Steel Foundation'
added module 'Magma Foundation'
added module 'Diamond Foundation'
added module 'Condense'
added module 'Solar Strike'
added module 'Tideshift'
added module 'Shockwave'
added module 'Focused Multishot'
added module 'Relay'
added module 'Incineration'
added module 'Fire Protection'
added module 'Water Protection'
added module 'Earth Protection'
added module 'Air Protection'
added module 'Nature Protection'
added module 'Light Protection'
added module 'Darkness Protection'
added module 'Electricity Protection'
added module 'Fire Exchange'
added module 'Water Exchange'
added module 'Earth Exchange'
added module 'Air Exchange'
added module 'Nature Exchange'
added module 'Light Exchange'
added module 'Darkness Exchange'
added module 'Electricity Exchange'
added module 'Universal Exchange'
added module 'Neutral Exchange'
added module 'Fire Impetus'
added module 'Water Impetus'
added module 'Earth Impetus'
added module 'Air Impetus'
added module 'Nature Impetus'
added module 'Light Impetus'
added module 'Darkness Impetus'
added module 'Electricity Impetus'
added module 'Fire Subsistence'
added module 'Water Subsistence'
added module 'Earth Subsistence'
added module 'Air Subsistence'
added module 'Nature Subsistence'
added module 'Light Subsistence'
added module 'Darkness Subsistence'
added module 'Electricity Subsistence'
added module 'Infinity Foundation'
added module 'Storm Synergy'
added module 'Gaia Synergy'
added module 'Sun Synergy'
added module 'Void Synergy'
added module 'Serious Missile'
added module 'Quantum Speed'
added module 'Universal Infinity'
added module 'Infinity Splash'
added module 'Infinity Impetus'
added module 'Infinity Range'
added module 'Infinity Shield'
Changed
temporarily lowered requirement of military tier 12
increased 'frost aura' base drop chance 0.08% -> 0.8%
increased 'ice shards' base drop chance 0.5% -> 1%
max tier of armor modules is now 100 instead of 101
zero damage events don't influence the final color of damage text anymore
changed how resistance works
all software upgrades are now toggleable in the options menu
changed how era damage/hp divider workshop upgrades affect multiplier scaling for higher eras
era enemies with infinite hp multiplier do not take damage anymore except from instant-death modules
unlocking era modules consumes at most as many essence as needed to get 100% unlock chance
font now supports rendering of extended ASCII spectrum
max module tier is not capped properly to prevent overflow
'infinite damage' is now displayed as 'unlimited' on the result screen and has a different icon
updated credits
updated citizen names
Fixed
fixed exotic experiment not displaying 'fabrics of reality' in mixed scientific notation
fixed Power Stones do not cost any resources
fixed wave turning 0
fixed assassins and archers ignoring attackspeed
fixed negative percentage not being displayed correctly in scientific formatting
Removed
removed texture quality setting
New Stuff
added AI function to retrieve machine state of factory machines
added MT9
added town assets perk
added basic logic for end-game content
added era elemente essence damage bonus
added 'XP Bonus' module
added 'Shield Amplifier' module
added 'Era Surge' software
Changes
renamed 'resistance (abs.)' to 'armor' to match with in-game tower stats
changed tower customization UI
tower customization now uses a direct screen camera to display the tower instead of a render texture
Fixes
fixed era experiment not refreshing on research completed
fixed cubos jr. being available in MT5
fixed toggle to use gems via hotkey if no gems have been collected so far
New Stuff
added AI function 'Factory: Try produce'
Fixes
fixed AI scripts not reloading after deleting a script
fixed memory leak that kept special effect script instances alive
New Stuff
added event data pool to Debug UI
added option to set maximum sound effects to 0
added challenge #3
added challenge #4
added 'Stab Prevention' module
added 'Planned Strike' module
Changes
reworked challenge UI
reworked idle mode
improved performance of colored skill point display
Changes
min levels of upgrades are clamped to zero if negative
removed debug code
New Stuff
added 'examination' skill to workshop
added endless functions to more modules
Fixes
fixed buffs not saving in power plant due to recent changes
Changes
moved achievement to new save system
moved options to new save system
Fixes
fixed trading post perk displaying the wrong value
fixed museum market not being initialized
Fixes
fixed mutation #5 in nature experiment
fixed background of modules not refreshing after unlocking them in the town
New Stuff
added 'Shield Of Nature' module
added 'Violent Seeds' module
added 'wave catalyst' software to Headquarters
added 'first producer' achievement
added 'exotic producer' achievement
added 't10 ore' achievement
added 'challenges completed' statistic
added 'normal mode completed' statistic
added 'factory shards refined' statistic
added more plant mutations to the nature experiment
added in-game statistics menu
added memory usage to debug screen
added the state of the x2 button in-game to savegame
Changes
changed Museum UI
changed exotic skill 'statistics boost' to regular skill
optimized workshop module display
moved more things to the new save system
buff instances are now manually cleared when entering town
number of AI scripts is now displayed in Headquarters
increased factory base inventory size by 12 slots
Fixes
fixed fire experiment resistance limit
fixed absolute resistance module priority
fixed a few minor issues
New Stuff
added reset to town perks
Changes
refactored module logic
Fixes
fixed a buff instance leak
Changes
active modules refresh energy cost when tower max. energy changes
changed era shield/damage from e30 to e20 per era
Fixes
fixed skills scrollbar scroll sensitivity
fixed buff instance error message
New Stuff
added 'wave endurance' software to Headquarters
Fixes
fixed Firebreath/Icebreath not being affected by damage modifiers
fixed splash dealing too much damage
fixed typo in blueprint upgrade price formula
values of neutral experiment are now sanitized after loading
New Stuff
added modules to enemies
added prestige to universal experiment
added new region artifact
added particle effect to region artifacts
added 'you spin me right round' achievement
added 'botanophobia' achievement
added 'and so it begins' achievement
added 'full potential' achievement
added 'to infinity' achievement
added 'earth tunnel' achievement
added 'not a scratch' achievement
added 'Max. Power' skill to Power Plant
added 'Power Prism' skill to museum
added 'Achievement Boost' skill to museum
added 'Offshore Market' exotic skill to museum
added military tier 7
added military tier 8
added 'wave persistence' software to Headquarters
added 'wave instability' software to Headquarters
added 'wave vortex' software to Headquarters
added 'new bounds' software to Headquarters
added 'conversion rate' to Town stats display
added era analysis to workshop
added era research to workshop
added era experiment to workshop
added highest crafted power stone tier to savegame
added in-game intro to era phase
added new module 'Firebreath'
added new module 'Bulwark'
added new module 'Frost Nova'
added new module 'Combustion'
added new module 'Neutral Amplifier'
added new module 'Dark Sacrifice'
added new module 'Critical Strike'
added new module 'Conductor'
added new module 'Fiery Aura'
added new module 'Dryness Aura'
added new module 'Ice Breath'
added new module 'Fire Block'
added new module 'Water Block'
added new module 'Earth Block'
added new module 'Air Block'
added new module 'Nature Block'
added new module 'Light Block'
added new module 'Darkness Block'
added new module 'Electricity Block'
added new module 'Fire Crit'
added new module 'Water Crit'
added new module 'Earth Crit'
added new module 'Air Crit'
added new module 'Nature Crit'
added new module 'Light Crit'
added new module 'Darkness Crit'
added new module 'Electricity Crit'
added new module 'Stoneskin'
added new module 'Growth'
added new module 'Immortality Shield'
added new module 'Hurricane'
added new module 'Redirect'
added new module 'Universal Shield'
added new module 'Gravitational Impact'
added new module 'Neutral Focus'
added new module 'Fire Focus'
added new module 'Water Focus'
added new module 'Earth Focus'
added new module 'Air Focus'
added new module 'Nature Focus'
added new module 'Light Focus'
added new module 'Darkness Focus'
added new module 'Electricity Focus'
added new module 'Universal Focus'
added new module 'Death Wish'
added AI function 'Tower: Use (Instantly)'
Changes
removed element fire and electricity from winter region and added water instead
moved artifacts to new save system
achievements are improving resource conversion rate
power stones are capped at T50
era is now displayed in the region highscore
hidden achievements are showing a ? instead of the icon
updated patron names
Fixes
fixed a crash on the first statistic goal
fixed percentage formatting for float values
fixed result screen percentage formatting
fixed a bug that allowed the user to open the exit round dialog during the fad-out animation
fixed transparency issue in special tint shader
fixed being able to import a blueprint with a longer name than 24 characters
fixed fire experiment upgrades not draining resources beyond 2^64
fixed tower sometimes attacking the same target twice without cooldown
various smaller fixes
New Stuff
added total module tier condition
added random function to AI
added two more upgrades to Boss 2
added ESC hotkey to skip Boss 2 intro
added new software 'wave persistence' (unobtainable - requires MT7)
added new contract to Headquarters
added skill 'Dealbreaker' to Headquarters
added skill 'Sturdy Decks' to Shipyard
added skill 'Trading Archives' to Trading Post
added exotic skill 'Mineralogy' to Mine
added exotic skill 'Battle Drills' to Mine
added exotic skill 'Geology' to Mine
Changes
percentage values are now properly formatted beyond 1M%
changed Factory T6 crafting grid layout
crafting components in the Factory can now be right-clicked in preview mode to show their recipe
Fixes
fixed description not refreshing when learning a building skill in the skill UI
fixed a minor bug in the nature experiment which occurred when harvesting a full-grown plant
fixed minor pixel offset in Headquarters (Contracts)
Changes
optimized event handling to reduce garbage memory
pre-cached floating text amount increased from 25 to 85
special effects do not allocate heap memory anymore when enabled/disabled
Power Plant does not allocate heap memory anymore when performing pull and emit actions
Museum does not allocate heap memory anymore during Update ticks.
changed Power Plant buff skill to make power have more impact on the boost instead of simply doubling it.
Fixes
potentially fixed memory leak
fixed blueprint header not refreshing on delete
fixed universal experiment arrows refreshing on click
fixed universal experiment resistance cap
Changes
adjusted darkness experiment goal values
gems received via Arcade rewards now count towards total gems collected
Fixes
fixed missing Power Plant AI translations
fixed a bug that was causing memory leaks
fixed Perfect Space upgrade button being clickable outside the button
fixed statistic values not saving
fixed value overflow for ore rewards in the Factory
Fixes
fixed a bunch of game-breaking bugs
New Stuff
added Town Perks (!)
added military T6 requirements
added Arcade infinite rewards
added new skill to Headquarters
added new skill to Power Plant
added 'Offensive Pack' module
added 'Defensive Pack' module
added 'Shield of Air' module
added new challenge to forest
added prestige to fire experiment
added prestige to light experiment
added a new arrow type to the universal experiment
added damage & resistance goals to the universal experiment
added more era modules to enemies
added Power Plant 'Sell' action to AI
Changes
increased description block size in AI action popup by 32pixels
power buffs now correctly refresh if power is maxed
Arcade is enabled again
Town Assets were converted in a new format
Town Assets are now capped at 500
Town Level is now capped.
Fixes
fixed certain values turning 'NaN' in the exotic experiment
fixed Factory not refreshing slots on loading
fixed depth buffer issue in jungle
fixed module blueprint crash if an invalid string was used
fixed Shipyard bonus changing after shipment has been ordered
fixed era element module prevention buttons not refreshing
New Stuff
added new achievement (try to find it)
Changes
power plant techs now display max level in tooltip
Fixes
fixed savegame bug (99.99% sure)
fixed AI infinite loop glitch
fixed neutral experiment overflowing
fixed enemies getting stuck in certain regions
fixed crafting grid 1 pixel offset in factory UI
fixed tutorial boxes printing formation tags for a split second
fixed crosshair position in boss 2 fight (fullscreen)
fixed construction firm exotic gem display on instant finish
Fixes
fixed save game bug
New Stuff
added wishlist reminder to main menu
Changes
reworked air experiment (WIP)
Fixes
fixed cylindro not rewarding exotic gems
fixed locked power stones slots
fixed power stones tab not unlocking until reload
Changes
tutorial arrows are now resolution independent
modified the save game system in order to find a bug
updated credits/citizen names
New Stuff
added tooltips to elements in new round screen
added prestige system to darkness experiment
added prestige system to water experiment
added prestige system to earth experiment
added basic in-game tutorial
added new module 'unholy aura'
added new module 'shield of darkness'
Changes
all enemies are now batched into a single draw call [performance+1]
refined ores start blinking after completion
many minor layout adjustments
mine is now unfolding
selling in power plant now works via right click
crumbling particles now use the same material as the tower
Fixes
fixed a bug that removes all but one module from blueprint if you save & load before building a workshop
Changes
replaced old help with a new system
added toggle to enable/disable ai scripts
added new software: wave_momentum.inf
Headquarters RAM now affects max. ai script size
Fixes
fixed ai click not working on combinator button in museum
New Stuff
added boss 2
added three new artifacts
added town stats menu
added a new module 'overcharge'
added a new module 'metal plating'
Changes
enabled boss 3
selected wiki page is now highlighted
reimplemented enemies of type assassin
reworked electricity lab game
refactored the attribute system
Fixes
fixed trading post 100% trading issue
New Stuff
added module 'Shock Ward'
added module 'Transformator'
added prestige to neutral experiment
added auto-place function to town assets
added clear button to town assets
added a new achievement
Changes
changed artifact system
Fixes
fixed museum statistic visuals
New Stuff
added artifact to boss 3
added new module
added missing credits
New Stuff
massive AI overhaul
added conditions to AI
added museum time boost in powerplant
Changes
changed AI hotkey to 'F4'
active module costs and cooldown refreshes on upgrade now (in-game)
Fixes
fixed module sparks
fixed laboratory default tab
New Stuff
added missing translations
added default arguments to some AI functions
added experimental unstuck function
added AI functions for the museum
Changes
preparations for the Powerplant rework
sandbox mode no longer rewards town xp
divine blessing now uses a planar function to scale values beyond T5
New Stuff
added default AI Arguments for museum functions
added dialog for offline time
added option to change controls
added Shipyard to dashboard
added a trash icon
Changes
reworked the Power Plant
complete redesign of core mechanic
internal resource storage is now visible for all components
solar generator is now linked to weather
wind generator is now linked to weather
added more technologies
components are now unlocked in bundles
components now have their own tech trees
added a 'toggle all' button to network tab
added highlighting to selected tile on the power grid
added new skill 'Quantum Grid'
reworked the save system (old saves will migrate)
Fixes
fixed Museum Boost not refreshing when AI moves power stones
fixed AI for free power stone slots returning wrong number
fixed an issue with the trading post
fixed in-game error when module categories are minimized
fixed a bug with infinite resources in the Power Plant
fixed a bug in electricity experiment
New Stuff
reworked skills UI
reworked nature experiment (part 1)
added blueprint management
added new module 'adaptive regeneration'
added new exotic skill to factory
added Dr. Cubical guidance system (WiP)
added helium-3 storage upgrade to the power plant
Fixes
fixed mine drill component not refreshing on startup
fixed power plant generators producing power with missing ingredients
fixed pipe coloring issue in the power plant
New Stuff
deactivated Arcade (Arcade is WIP)
added era modules for neutral, earth (50%) and universal enemies
added modules for units
added slow buff to wizard enemy type
added tabs to switch between buildings inside skill menu
added buff display to in-game UI
added synchronous execution function to AI
added progress display to military requirements
added new AI action (factory: craft)
added new AI function (factory: item count)
Changes
bosses now have multiple tiers
boss upgrades have to be bought for each boss tier
changed Arcade color theme
changed Factory recipe section (WIP)
Fixes
fixed critical wave jump not factoring in era record
fixed citizen name depth issue
Changes
added new element: virus
removed mouse & keyboard support to prevent spreading of germs
the game now accesses your webcam to check if you are wearing mouth protection
going outside now reduces your resource production by 99.999% for 24h
the game now closes if you are coughing or sneezing
town citizens are now under quarantine
all town buildings are closed except for pharmacies and grocery shops
ships are not allowed to travel anymore
increased collision radius of enemies to 1m
and last but not least... April Fools'!
But in all seriousness, #stayathome!
Changes
added visual ships to shipyard
added lava pump to powerplant
added thermal generator to powerplant
added description to software
added exotic skill 'battle engineers' to construction firm
added missing translations
Changes
added weather forecast to shipyard
added visual effect when orders arrive in shipyard and when collecting them
refactored shipyard UI (part 1)
Changes
added infinite planar functions to module attributes
added baked lighting in underground
added headquarter boost to powerplant
added shipyard boost to powerplant
added fission components to powerplant
selling components in powerplant now returns 25% of costs
replace hidden module system with chance tables
hotkeys no longer trigger when searchbar is focused
fixed searchbar in workshop
fixed upgrade button flickering
fixed trading post color scheme
Changes
fixed Blueprint only loading the first three modules when loading a saved game
Changes
added buy max. button to the workshop (requires military tier > 0)
added hotkey ('u') to upgrade selected module in workshop
added a searchbar to the workshop
added option to export/import blueprints
most resources can't be infinite anymore
town resources are not a potential outcome of deals in the trading post anymore
fixed rounding issue in trading post
fixed enemy spawn issue in region 15
Changes
updated unity engine to 2019.3.1f1 - let's hope everything still works
loading the game the first time takes longer now, but every other load will be faster
added new weather system with visible effects
added option to disable weather effects
mine grid is now hidden if minimum depth has not been reached
mine shards are now reset upon prestige
fixed some spelling mistakes
fixed infinite town resources
fixed passive mine drill always being active
Fixes
fixed Beacons Tier not being saved
Changes
added example tooltips
added museum goal number indicator
added generic damage, resistance and resource bonus system
added infinite buildings to construction firm
added new construction firm tier
added three new mine skills
mining reward now slightly scales with depth
started to change arcade ui
changed neutral experiment values
fixed saving and loading in the arcade
fixed construction firm unlocking issue
Fixes
fixed enemy spawn during wavestream/-surge
fixed construction firm tier not unlocking after first prestige
fixed ESC behavior in idle mode
Changes
changed the trading post values based on community feedback from the stream
changed when laboratory experiments unlock
Changes
added achievements to museum
added one unlockable secret achievement
military tiers now unlock higher construction firm tiers
daigo parry now considers shield before activating
artifact 'cubos cube' is no longer unlocked by default
minor changes to neutral experiment
adjusted some trading post values to make it more balanced
Changes
added infinite goals to neutral experiment
added 'offer quality' skill to trading post
balanced the trading post based on your feedback
trading post deals now refresh only once every hour
replaced exit icon with bomb icon ingame
changed powerplant fluid pipe description
changed the museum ui based on the new museum concept
fixed museum fullscreen ui issues
fixed mine drill infinite price
fixed floating boxes in mine not disappearing after window has been closed
fixed esc button behavior in 'new round' screen
Changes
added 'chemical lumps' exotic skill to the factory
added museum and power plant to town dashboard
added a limit for town citizen (100)
added a way to skip boss cinematic via esc
added first working draft of AI scripting (not unlockable)
improved performance while in idle screen
changed trading post to percentage-based trading
module 'daigo parry' is now a hidden unlockable
fixed broken factory recipes
fixed factory shop items being purchasable via right click even when they're not unlocked yet
Changes
added town assets for all regions
added producers for laboratory (factory)
added producers for mine (factory)
added producers for headquarters (factory)
added producers for power plant (factory)
added producers for arcade (factory)
added producers for trading post (factory)
added producers for shipyard (factory)
added producers for construction firm (factory)
added producers for museum (factory)
added producers for statue of cubos (factory)
added names for citizen
added prototype of sandbox mode
added tower assets to tower customization
added slider for missile spawn height to tower customization
added basic tower asset animation
fixed convert button refresh in conversion menu
fixed mine chance percentage
fixed recipes not refreshing on factory update
fixed power plant crash when upgrading tech
Changes
added new town assets (metallic ruins)
added output count to machine recipe preview in factory
added a new contract to HQ
added more power plant components
added a new power plant buff (mine)
fixed pooling for regular attached special effects
Changes
fixed a module bug that caused memory leaks
Changes
added online statistic 'enemies destroyed'
added online statistic 'resources collected'
added online statistic 'gems collected'
added online statistic 'boss1 destroyed'
Changes
fixed negative resource display
fixed missing 5% display bug in mine
fixed shipment order not refreshing
fixed shard refining time when upgrading/removing transport belt
changed '0%' to 'Completed!' in factory on shard refining completion
Changes
added option to name save slots
changed savegame selection screen
cloud saves only occur when scenes change
Changes
fixed reflect and the barrier modules dealing damage to the tower as well
fixed contracts not checking the conditions
Changes
removed max tier cap on more modules
all modules are unlockable (110 modules)
fixed mine conversion reward droprate
Changes
added headquarter contracts
added remaining T1 production plates to factory
added red production plates up to T5 to factory
added 8 new modules (elemental barrier)
added new module (execution)
added new module (transmute)
added new module (rapidfire)
added new module (advanced splash)
added new module (divine blessing)
added new module (super multishot)
added 10 new modules (elemental boost)
module 'shelter' can now be unlocked
reworked the 'New Round' Screen
mining conversion rate upgrade is no longer a reward after reaching min. conversion rate
fixed an issue with modules that deal pure damage - reason why soul harvest was impacted by impetus
fixed visual glitch in region 10
fixed visual glitch in region 12
fixed exotic skills details staying open when the menu is closed via esc
fixed T10 oven recipe - was using wrong plates
fixed module 'Universal Attack' - was neutral dmg instead of universal dmg
Changes
fixed factory machines recipes
Changes
fixed interaction between taste modules and % based damage modules
Changes
The way you log into the game has changed. You need to log out and back in on the website otherwise you won't be able to use the online features. If your cloud slots are red that means you're not logged in.
The online system has changed. If you notice any issues please contact SpeedyBrain.
changed the delay until auto combine starts in museum
Changes
added new module (Soul Harvesting) - random drop
added new module (Firestorm) - random drop
added new elemental based modules (8x {element} shell) - random drop
added missing modules info to region select preview
fixed 'Frost Aura' slow
Changes
added new module (Frost Aura) - random drop
added new module (Bulletproof) - random drop
added new module (Burning Attack) - random drop
added new module (Shield Recharger) - random drop
added new module (Sparks) - random drop
fixed factory recipes
Changes
added an indicator for available skills
added 'machine handling' exotic skill
added recipe for 'producer (gems)'
added recipe for 'producer (exotic)'
added assembler recipes up to T10
added refiner recipes up to T10
added oven recipes up to T10
added shaper recipes up to T10
added boiler recipes up to T10
added way to convert higher dust into lower dust via the boiler
fixed machine production speed
fixed engineering notation after running out of symbols
possible fix for stucking inside pillars (first boss fight)
Changes
added stock limit to factory
added remaining presser recipes
added recipes for mixer up to T10
added factory skill that doubles ore output
added factory skill that doubles shop stock limit, halves refill time and changes refill time for rubber to 0.1sec
changed color of T1 and T2 machines in the factory
fixed advanced chip recipe tier
fixed mine conversion rate of 0
Changes
added more recipes for various machine tiers (factory)
added new factory skill that reduces refining time
added item dragging to the factory (hold down left to collect same type or hold down right to place one by one)
changed recipe values
power stone tiers now start at 1
fixed power plant infinite loop
fixed power plant factory buff
Factory Updates
added all transport belt recipes
added auto fill / auto empty crafting grid skill to factory
fixed 'combining power stones' button keeps combining if you switch to another window
reduced first level construction time for some buildings
drill refill now displays amount gained and shows properly that you can input any amount that's greater or equal to 1
'faster machines' skill now correctly affects transport belts
changed a lot of values in the factory
factory shop now displays only usable items on the first factory tier
Performance and Datatype Changes
added high-performance multi crafting (factory)
added module 'daigo parry' to arcade
reduced arcade prices for now
changed some module descriptions
changed internal value system
fixed rounding errors due to datatype replacement
fixed rounding for building skill values
Micro Fixes
fixed town XP gained only from the last 100 rounds in a continuous session
fixed rounding errors due to datatype replacement
Museum Addon
added special effects for buffs
added five new hidden statistics
added statistics goal for modules unlocked
fixed broken progress bars in museum
holding down the combine button in museum will now trigger the combining power stones event every 0.1 sec
changed town asset resource bonus text to only show bonus from town assets
Museum Update
power stone combining tries to return a new stone to inventory
added button to buy as many power stones as possible
added museum skill to reduce artifact research duration
added museum skill for offline artifact research
added museum skill to auto combine highest possible tier power stones
added museum exotic skill to double statistics town resource bonus
added basic help screens for every building
balanced museum values
fixed power plant boost translation
Even More Bugfixes
implemented real behavior for module: strikeback
implemented real behavior for module: desperado
right-clicking power stones no longer puts them in locked slots
fixed power plant tech being clickable even after it reached its max tier
fixed blueprint module order not saving
Changes
added new statistics goal for enemies destroyed
added new statistics goal for resources collected
implemented the museum elemental boost
digging in mine can now be done by holding down the left mouse button
fixed esc closing arcade minigames
fixed tiering in headquarters not increasing total gems collected
fixed gems going negative on building boost
Bugfixes
Added 8 absolute resistance modules (4x R4, 4xR5)
Prestige now resets idle production
Links now open in a new tab
Fixed refining relative distribution time & ore preview issue
Fixed powerplant techs carrying over to new save
Fixed powerplant construction time
Open Alpha
Added statistics for total resources collected
Added statistics for total enemies destroyed
Added open alpha intro screen
Fixed options menu being initially active
Bugfixes
Added mixed scientific notation
Added factory boost to powerplant
Adjusted boost duration in powerplant
Fixed mine layer cooldown when switching pages
Fixed first boss collision damage after his defeat
Factory Update
Added possibility to use statistics values inside modules
Added headquarters military function (prestige prototype)
Added new factory machines
Added detail window to factory machines
Added new factory recipes
Factory: right clicking machines cancels production for one item
Factory: shift + right clicking cancels whole production
Factory: recipe search now searches for multiple words (separated with space)
Quickfix
Fixed statistic power stone slots not saving
New Tutorial, New Goal
Added a new tutorial system
Added goal 'total gems collected'
The upgrade menu button will now be highlighted if you have enough xp to upgrade a module
Fixed a bug with the quick conversion menu
Museum Convenience Features
Added right click functionality to power stone inventories
Added a button to sell power stones
Museum
Added first draft of the museum building
Exotic Gems Minigame, Quick Conversion & more
Added prototype for exotic gems minigame to the laboratory
Added a radial menu to quickly convert resources
Added new module: Division Shield
Added a targeting system for active modules
Added a progressbar to modules in the blueprint
Added a new icon to indicate if a module is fully upgraded
Added missing localization (Arcade)
Added prices to recipes in the factory
Added a way to craft as many items as possible in the factory (shift + click)
Changed how town assets are unlocked
Fixed a bug that made the darkness minigame graph invisible
Balanced some values to make the start of the game easier
Small Fixes & Improvements
Fixed an issue with scrolling in the factory
Fixed a minor issue in the power plant
Fixed escape button in conversion menu
Added an option to use gems ingame
Added hotkeys 0,1,2,3 to ingame purchase multipliers
Added f1 hotkey in town buildings to open help
Added an effect to conversion
Town progress is now hidden during tutorial phase
The ingame sidebar is now cached
Gems Minigame, Drag'n'Drop Modules
Added prototype for gems minigame to the laboratory
Added a Drag'n'Drop feature for modules in the workshop
Disabled Assassins
Disabled Assassins
Fixed Freeze
Fixed a bug in the Power Plant pipe network that would accept coal as liquid input, which kept the game in an endless loop.
Darkness Minigame
Added prototype for darkness minigame to the laboratory
Fixed a bug in the Power Plant
Power Plant, Universal Minigame, etc.
Added first draft of the Power Plant
Added prototype for universal minigame to the laboratory
Added 'ground' tag to ground in region 6 to fix bugged assassin type enemies
Removed module tier cap of 'basic attack' and 'stone foundation'
Modified various values
Potential Assassin Fix and Disabled Logging
Pooled objects now properly reset their velocity to zero after returning back to the pool
Disabled logging for everything except errors and exceptions
Minor Fixes
Removed assassins from heaven region
Fixed ESC button in submenus of Construction Firm
Various Additions, Changes, and Fixes
Added prototypes for air and light minigames to the laboratory
Added a few items and recipes to the factory
Added transport belt to the factory: Halves processing time of shards per belt tier
Added 4 new blueprint modules
Added 3 more town assets (high mountain)
Added 1 new skill to Construction Firm
Added 1 new skill to Factory
Added a small bouncing arrow to the convert button in the Construction Firm for tutorial reasons
Items in the factory shop now have a 0.2 sec. cooldown
Digging a new layer in the mine now has a 1 sec. cooldown to prevent multiclicking
Fixed stacking bug for ores produced via shards
Fixed credits page in the main menu
Fixed various other smaller issues
Moved to New Website
Changed CloudSaves to work on the new homepage
Added some cool new features that are locked at the moment
Arcade and Some Fixes
Arcade and Some Fixes
Minor updates
Fixed a bug in Nature Experiment
Added Shipyard
New Arcade UI
Added Notations
First Changelog, don't expect much
Natures Touch unlocks at wave 40 forest now instead of by random chance
New module: Wave Resources unlocks at wave 50 forest
New sound option: Limit the max amount of sound effects (SFX)
ESC button closed town buildings and doesn't go straight to the main menu