Changelog

New Stuff

  • added conversion menu buttons to building resources in the dashboard
  • added right-click quick conversion dial to conversion button in the dashboard
  • added Construction Firm to the dashboard

Changes

  • boss 2 vines properly reset their internal accumulated damage counter after attacking
  • non-endless temperature goals inside fire experiment use selected formatting option instead of printing all digits
  • 'cannot use gems' text in challenges is highlighted in red
  • values are left-aligned in the dashboard
  • modules that are inside the current blueprint will now still show up in the main list but slightly transparent

Fixes

  • fixed boss 2 vine tentacle using old damage scaling
  • fixed 'cannot use gems' challenge info text appearing twice in challenge 5-3
  • fixed event achievements showing 2024 participation
  • fixed Factory counting fewer than 1 shards towards the highest reward tier calculation
  • fixed 'Quantum Defense' still being active even when max. energy is 0
  • fixed achievement 'to infinity' requiring T7 modules instead of T6
  • fixed workers and AI not being able to disable era powers and to upgrade era dividers when starting off in a region with a highscore below era

Fixes

  • fixed resistance boss module in boss 2 fight

Boss 2 Rework

  • all boss attributes have been rescaled (hp, damage, projectiles, etc.)
  • overall pacing of the fight is faster
  • boss 2 gains new attacks/variations of attacks on tier 2, 3, 5, 8, 13 and 21
  • boss 2 fight features boss modules for the tower
  • it is not required anymore to destroy all boss components in order to win the fight
  • components that are inactive only take a fraction of your damage so focusing on active components is rewarded
  • reloading with full ammunition is not possible anymore (in order to prevent accidental missclicks)
  • reloading while reloading is not possible anymore (in order to prevent accidental missclicks)
  • shooting now creates a small effect on the screen to provide visual feedback on shooting
  • hitting something now colors the targeting circle red for a short period of time and plays a bouncy animation
  • camera smoothly follows targets based on their priority to ensure dangers are always at the center of the screen (like in classic arcade shooters)

Fixes

  • fixed town visuals staying disabled when exiting idle mode via hotkey
  • fixed a bug with 'Bluecats Temporal Harmonizer'

Changes

  • changed lucky wheel big reward resource multiplier from 1.5 to 1.0

Fixes

  • fixed enemies in challenge 7-5 throwing exceptions due to a recent change to mesh handling
  • fixed module 'Bluecat's Harmonizer' affecting non-active modules
  • 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

New Stuff

  • added underground challenge #5
  • added underground challenge #6
  • added volcano challenge #1
  • added volcano challenge #2
  • added volcano challenge #3
  • added module ||'Poison String'||
  • added module ||'Molten Core'||
  • added module ||'Underground Gift'||

Changes

  • light experiment better highlights completed requirements
  • active modules (skills) show their description as a tooltip like modules in the regular list
  • increased max. tier of module 'earthquake' to 250
  • module 'earthquake' increases % of hp per tier by 5% instead of being a constant
  • migrated Power Plant to new save format

Fixes

  • fixed 'new impulse' popup not having new AI menu style
  • fixed air experiment showing requirement beyond max. level for damage/resistance rewards
  • fixed exotic experiment not reloading internal highscores on game launch
  • fixed negative health regeneration of enemies displaying a '+' before the '-' sign
  • fixed labels overlapping in idle mode with dynamic UI scaling active
  • fixed universal experiment prestige not stopping active grid test
  • fixed description of AI action 'try craft'

New Stuff

  • added 'Resource Drop Booster' to Factory manufacture
  • added underground challenge #3
  • added underground challenge #4
  • added module ||'Tremors'||
  • added module ||'Aftershock'||

Changes

  • reduced manufacture T1 and T2 unlock cost from 1e15/1e30 to 1e12/1e25
  • updated Mine UI

Fixes

  • fixed hidden recipe categories in Factory using space in the UI
  • fixed void saplings being craftable before manufacture tier 3

New Stuff

  • added context-sensitive tooltips to Factory machines
  • added tooltips to locked building tiers to indicate how to unlock them
  • added essence of existence production as donut reward to exotic experiment
  • added fabrics of reality production multiplier as donut reward to exotic experiment

Changes

  • 'Rainbow Dust' has mass
  • raised the initial hardcaps of essence and fabric rewards from 1000 to 10000
  • debug overlay shows active instances per pool instead of entities currently inside pool

Fixes

  • fixed Factory not showing full item count of selected item
  • fixed asteroids not dropping certain Factory items
  • fixed an exception being thrown when picking a Shipyard skill for the first time without having opened the order dialog at least once
  • fixed description of exotic experiment prestige not including that donuts are being reset without the according exotic skill
  • fixed ||era electricity|| enemies producing navmesh warnings
  • fixed achievement hints being purchaseable even though achievement can't be obtained yet

New Stuff

  • added timer to idle production

Changes

  • projectiles now react immediately to their owner dying instead of on the next tick

Fixes

  • fixed wizards producing a lot of garbage event data
  • fixed ||fragments|| not being produceable in idle production
  • fixed some modules missing community tag

Fixes

  • fixed offset enemy stats window inside game mode selection UI
  • fixed 'infinite rubber' not working anymore due to some data migrations in the save file
  • fixed saving ||fragments|| idle data throwing an exception
  • fixed asteroids dropping some of the new Factory items

New Stuff

  • added software 'Wave Breach'
  • added 'Manufacture' to Factory
  • added worker task 'Trader'
  • added sapling ||'Void-Rock Sapling'|| to Factory
  • added tooltips to ||era section in Workshop||

Changes

  • 'Infinity Horizon' no longer uncaps 'Wave Horizon' since the effect has been moved to 'Wave Breach'
  • the game keeps track of the highest acceleration reached
  • exotic skill 'Hyper Trade' grants a different multiplier based on the trading percentage amount (lower percentage yields higher multiplier)
  • revamped idle mode
  • refactored "Idle Production" UI
  • migrated shipments in Shipyard from 32 bit integer to 64 bit integer
  • updated visuals of the software details dialog in the Headquarters
  • increased fabricator max. queue sizes from 5 to 50
  • increased max. level of mass storage for fabricator
  • increased factory inventory space by 24 slots (2 rows)
  • base inventory size for Factory increases by 12 per tier instead of 9
  • made 'Fabricate' and 'Dissolve' labels clickable to open up the fabrication dialog
  • changed AI script editor to darker colors for better contrast
  • slightly increased price of 'Wave Floor'
  • statistics are being sanitized after loading a save

Fixes

  • fixed Trading Post sometimes logging warnings from the tweening library when trading rapidly

Fixes

  • fixed Factory refining time becoming NaN when loading the game
  • fixed typo in achievement hint
  • fixed being able to use buy max. on exotic experiment upgrades that are not available at that point
  • fixed exotic experiment not highlighting selected tile anymore when switching tabs
  • fixed nature experiment not refreshing unlocked plant rewards whenever entering botany tab

Fixes

  • 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
  • Increased max. tier of module 'Radar' to 10

Fixes

  • fixed Museum wiki hidding achievement page
  • fixed Tower export/import not working on WebGL
  • fixed ward entities (vines, spikes, orbs, etc.) interacting with trigger colliders
  • fixed null reference exception when switching scenes
  • fixed module 'Universal Shield' not deleting the correct data cache on unit death

Halloween 2022

  • reduced cost of last pumpkin brick town asset to 13

Halloween 2022

  • added pumpkin town citizen that spawns if the achievement has been unlocked
  • increased hitbox of pumpkin
  • changed pumpkin hitbox from cube to sphere
  • fixed a bug when clicking spooky tower
  • fixed last quest not triggering the achievement to unlock

Fixes

  • fixed add to dissolve queue hotkey triggering multiple times over same slot

Halloween 2022

  • added pumpkin upgrade 'boost per Bat'
  • added blood upgrade 'auto-collect'
  • added souls upgrade 'auto-collect'
  • reduced pumpkin floating message speed
  • fixed spooky tower sometimes not being clickable
  • fixed pumpkins not moving on region chaos
  • fixed pumpkins sometimes not moving on region beach
  • fixed halloween UI scaling
  • fixed dragging the ghost ship counting as a click

Halloween 2022

  • added Halloween island
  • added ghost ship
  • added currency 'Pumpkins'
  • added currency 'Blood'
  • added currency 'Souls'
  • added 'Pumpkin Bricks'
  • added 'Bats'
  • added 'Graves'
  • added 6 quests for Halloween

Changes

  • hotkey to auto-dissolve items in the Factory can be held down while dragging the mouse over the inventory
  • replaced remaining outdated scrollbars in Factory

Changes

  • changed era multiplier formatter from scientific to currently selected

Fixes

  • fixed asteroid scanning slider affecting the cluster limit
  • fixed 'Toxic Ivy Plant' collider scaling down based on model scale

Boss 4

  • added abilities for tier 8, 13 and 21
  • added restart button to exit dialog
  • card balance changes
  • changed effect of card 'Lightning'
  • reduced 'Boss' hp
  • reduced 'Flying Tank' hp
  • reduced 'Dummy Ward' hp
  • changed Walls to do percent damage instead of a fixed amount
  • increased Tower damage
  • increased base energy regeneration from 5 to 6
  • fixed Towers not scaling
  • boss module 'Dense Batteries' also gives one 'Refresh' card

New Stuff

  • added detail graph statistics for units killed
  • added slider to asteroid scanning distance
  • added two more worker task settings for asteroid scanning to switch between selected and max. available tier
  • added hints for remaining achievements
  • added exotic skill 'Cyanotypes'

Changes

  • changed drone count of module 'L.O.S.O. Drone System' to be rounded
  • improved 'Jack Of All Trades' skill description
  • changed ||infinity stone Shipyard perk to grant rewards instead of completing shipment||
  • achievements are shown as '?' and hints are disabled, if they are not unlockable

Boss 4 Rework

  • added card 'Void Breaker'
  • added card 'Flying'
  • added card 'Flying Tank'
  • added card 'Toxic Ward'
  • added card 'Heal Ward'
  • added card 'Dummy Ward'
  • added particle effect when units are destroyed
  • added indicator when units are buffed
  • added UI elements to show the current deck and discard card count
  • added boss abilities for tier 2, 3 and 5
  • slightly improved path logic so units don't get stuck
  • increased max. tier to 7
  • increased damage of card 'Fire Storm'
  • increased damage of card 'Lightning'
  • reduced costs of card 'Frost Nova'
  • increased radius of card 'Frost Nova'
  • rebalanced boss health
  • rebalanced boss spell damage
  • rebalanced boss unit health
  • rebalanced boss unit damage

New Stuff

  • added upgrade to 'thermal generator' in Power Plant
  • added hints to 4 achievements
  • added 'total kills' to the in-game statistics screen
  • added skill 'Jack Of All Trades' to Statue Of Cubos
  • added skill 'Public Training' to Statue Of Cubos
  • added exotic skill 'Eternal Conflict' to Statue Of Cubos
  • added module ||'L.O.S.O. Drone System'||

Changes

  • changed max. module tier of '<element> Block' to 250
  • changed max. module tier of 'Evasion' to 250
  • changed max. module tier of 'Shelter' to 250
  • changed max. module tier of 'Incineration' to 250
  • changed max. module tier of 'Unholy Missile' to 250
  • changed max. module tier of 'Lifesteal' to 250
  • changed max. module tier of '<element> Subsistence' to 250
  • started reworking in-game statistics screen
  • Statue Of Cubos saves last selected boss
  • ||era and infinity tabs are available right from the start if the highscore of the current region/difficulty exceeds era/infinity||

Fixes

  • fixed exotic producer and gem producer requiring 100 items instead of 5 in order to be scanned
  • fixed assassins sometimes printing a debug message in the log when hovering over them
  • attempted to fix boss 2 height issue
  • fixed ||era health/damage dividers being upgradeable beyond their maximum using x5 or x25||

Changes

  • improved description of gas turbine pipe upgrade to clarify it only affects gas turbines
  • moved module 'Universal Shield' to the post-armor section of the damage processing pipeline
  • moved module 'Power Of The Cat' to the post-armor section of the damage processing pipeline

Fixes

  • fixed gas turbine pipe upgrade using the wrong formula
  • fixed toxic ivy plants only being able to change their color if they are heavy toxic

New Stuff

  • added upgrades to gas turbine in Power Plant

Changes

  • increased region 3 (Winter) challenge 4 blueprint limit from 12 to 18

Fixes

  • fixed deleting pipes at cross-sections sometimes creating ghost pipe networks inside the Power Plant
  • fixed 'buy max.' not refreshing ||infinity stones stats|| in the UI

New Stuff

  • added Region 3 (Winter) challenges
  • added upgrades to red batteries in Power Plant
  • added upgrade to pipes in Power Plant
  • added upgrade to water turbines in Power Plant
  • added module ||'Snowstorm'||
  • added module ||'Winter Gift'||
  • added module ||'Mjölnir'||

Changes

  • Construction Firm, Mine and Headquarters now have 100% offline progress per default without requiring a skill
  • replaced 'Offline Construction' with 'Advanced Offline Construction' inside Construction Firm
  • replaced 'Offline Mining' with 'Advanced Offline Mining' inside Mine
  • replaced 'Offline Installing' with 'Advanced Offline Installing' inside Headquarters
  • machines in the Factory can now be inserted into empty slots without requiring machine handling
  • unit window now displays armor and resistance of enemies if they have any
  • hardmode challenges now limit maximum waves skipped
  • block modules are now processed after armor
  • module 'Daigo Parry' is now processed after armor
  • module 'Defiance' is now processed after armor
  • module 'Eternal Wall' is now applied after every other module that modifies max. health
  • AI scripts have been migrated to new save format

Fixes

  • fixed module 'Poison Ivy' plants particle effect staying red when being returned to their pool
  • fixed ore refining percentage showing values lower than e-3

New Stuff

  • added missing buff localization

Changes

  • skill 'Power Prism' boosts the neutral element based on the average tier of a set instead of the lowest tier

Fixes

  • fixed Power Stones bought via market after the game loads don't count towards power prism
  • fixed some module descriptions

Fixes

  • fixed dialog wrongly showing when loading save game when cloud is out of sync

New Stuff

  • added tutorial to Power Plant
  • added tutorial to Museum
  • added notifications for unlocking artifacts
  • added notifications for unlocking modules
  • added confirm dialog when clearing all town assets
  • added confirm dialog to canceling Shipyard orders
  • added more tooltips for gem experiment
  • added new categories for town assets
  • added tech upgrades to solar panel in Power Plant
  • added tech upgrades to wind turbine in Power Plant
  • added buy max. via right-click to Shipyard upgrades
  • added buy max. via right-click to Trading Post upgrades
  • added buy max. via right-click to Town Perks
  • added auto-restart timer to Tower Testing result screen
  • added current and max. level to upgrades in Trading Post
  • added crate preview to quick trade offer tooltips in Trading Post
  • added artifact ||'Carrot'||
  • added artifact ||'Energy Sphere'||
  • added module ||'Super Bounce'||
  • added module ||'Energy Sphere'||

Changes

  • updated artifact descriptions
  • dyson nodes boost energy production of surrounding components by 40%
  • replaced Workshop navigation with new components
  • toggleable modules show up as 'toggleable' instead of 'active' inside the Workshop
  • adjusted a few UI components in the Workshop
  • changed color of various dialogs
  • confirmation dialog can now be canceled via ESC
  • disabling era abilities for enemies does not increase cost for other upgrades anymore if the base price of the disabled element is 0
  • [PC] improved perfect.log
  • [PC] turned off unity logging

Fixes

  • fixed esc closing building if there is an open dialog
  • fixed a bug when highlighting town assets
  • fixed pressing esc while hovering over town perks still showing the hover effect next time the town perks window is opened
  • fixed crafter not displaying any scannable items if the game hasn't been loaded at least once
  • fixed statistic rewards not being claimable (only via claim all)
  • fixed missing tooltips of statistic rewards
  • fixed quick trading selecting the next trading offer
  • fixed W.I.N.C.E. being unlockable multiple times during the same session
  • fixed pressing ESC on the global boost screen closing the window behind it
  • fixed result screen being offset on some regions
  • fixed Museum worker task buying lowest instead of highest tier Power Stones

New Stuff

  • added in-game Changelog
  • added more tooltips to Factory
  • added artifact 'Vine Monster'
  • added module 'Toxic Piranha Ivy'
  • added Attack Range to Town stats
  • added buy max. for server hardware in the Headquarters

Changes

  • scanning requirements for crafter items are now using a more quest-like system instead of 1000 of the same item type
  • scanning requirements in the second floor of the Factory show completed requirements with a checkmark
  • lowered the base cost of the auto-mass generation for the Fabricator upgrade from e25 to e20
  • raised the max. level of auto-mass generation for the Fabricator by 5
  • recipes can now be queued up for crafting or fabricating in the first floor if they have been scanned
  • recipes in the Factory can now be right clicked to pin them instead of using a button
  • removed the 'show recipe' button from Factory items and instead the entire bar is now clickable
  • 'equipped' AI enum entry for Museum inventories has been replaced with 'loadout'

Fixes

  • fixed lava components in Power Plant filling the log files with debug messages
  • fixed certain Factory items showing their internal tier

Fixes

  • fixed a bug that could cause enemies to get stuck outside the map

New Stuff

  • added more tooltips in Tower Testing
  • added more tooltips in Laboratory
  • added tooltip to Trading Post resources within trades
  • added worker task to buy Power Stones from market
  • added worker task for gems experiment
  • added AI function 'Town: Any window open'

Changes

  • town stats window can now be closed with esc
  • ||infinity perk for Power Stones is disabled if it wouldn't do anything||
  • changed internal tier of various Factory items to improve sorting
  • changed prestige dialog in the laboratory to make it more clear that resources are the price and not the gain
  • minor changes to the Tower Testing UI
  • refactored the underlying system of Tower Testing
  • buildings of max tier are now displayed at the end inside the Construction Firm
  • building tier inside the Construction Firm is only displayed in roman numerals until tier 19
  • improved distribution algorithm inside Power Plant
  • refactored underlying code inside Power Plant

Fixes

  • fixed prices in Construction Firm sometimes wrapping
  • fixed Construction Firm returning the wrong amount of resources after cancelling a construction from the queue
  • fixed Workshop tutorial text being cut off

Fixes

  • fixed resource conversion button in Factory not working
  • fixed very low numbers displaying infinity next to the exponent for mixed scientific notation (now shows '~0' if the value is approaching zero)

New Stuff

  • added small value support (< 0.001) to scientific and mixed scientific formatters
  • added sort button to Factory

Changes

  • updated Construction Firm UI
  • updated Factory UI
  • updated Unity version to 2020.3.34f1
  • minor UI changes for: PowerPlant, Mine, Workshop, Statue of Cubos
  • construction queue is now shown
  • items in the construction queue can now be removed
  • researching 'Unstable Matter' now refreshes the current actively fabricated item to make it require the new lower limit
  • easter egg achievements no longer count towards the achievement boost

Fixes

  • fixed Cubos Cube duplication bug
  • fixed infinity reflect using a wrong attribute id
  • fixed typos

Changes

  • removed 'universal' tag from void
  • removed downgrade button from non-upgradeable modules in Workshop

Fixes

  • fixed nature experiment UI components sometimes not unregistering event listeners
  • fixed description of titanium hull
  • fixed Cubos Cube being available without the artifact

Fixes

  • fixed finishing artifact research using the wrong value

Changes

  • optimized offline time processing for the nature experiment

Fixes

  • potentially fixed a bug with Cubos Cube
  • fixed being able to unlock 'W.I.N.C.E.' module multiple times

Fixes

  • fixed ||town xp node in infinity anvil not providing the correct bonus||
  • fixed ||infinity reflect|| dividing hp of owner instead of damage source

Fixes

  • fixed preferred market tier not being changeable

Museum Rework

  • refactored UI
  • refactored Offshore Market
  • added some quality of life features to Power Stone UI
  • added 'auto-mode' for Power Stone combining
  • added ability to re-purchase the last two sold Power Stones
  • added the ability to lock items in the Offshore Market
  • added preferences to the Offshore Market
  • added hotkey to sell entire Power Stone inventory
  • increased Power Stone loadout slots from 130 to 135
  • increased Power Stone inventory slots from 25 to 30
  • held Power Stones are now saved and no longer dumped into the inventory automatically
  • changed order of boosts to match with the general element order
  • changed order of Power Stones in the shop to match with the general element order
  • adjusted the sell value of Power Stones
  • offline Artifact research doesn't require a skill anymore
  • replaced 'Statistic Boost' skill with 'Primordial Power'
  • removed skill 'Offline Research'
  • removed skill 'Achievement Boost'
  • AI function 'Museum: Is Fill' is now deprecated
  • AI action 'Museum: Fill' is now deprecated
  • AI action 'Museum: Buy' is now deprecated
  • AI action 'Museum: Buy Market' is now deprecated
  • renamed AI function Museum: Delete to Museum: Sell
  • renamed AI function Museum: Delete All to Museum: Sell All
  • added AI action 'Museum: Buy'
  • added AI action 'Museum: Buy Range'
  • added AI action 'Museum: Move Slot'
  • added AI action 'Museum: Swap'
  • added AI action 'Museum: Set Preferred Tier'
  • added AI action 'Museum: Set Preference'
  • added AI action 'Museum: Market Refresh'
  • added AI action 'Museum: Buy Market'
  • added AI action 'Museum: Lock Market'
  • added AI action 'Museum: Rebuy'
  • added AI function 'Museum: Preference'
  • added AI function 'Museum: Preferred Tier'
  • added AI function 'Museum: Market Timer'
  • added AI function 'Museum: Max Tier'
  • added AI function 'Museum: Market Element'
  • added AI function 'Museum: Market Tier'
  • added AI function 'Museum: Market Lock'
  • added AI function 'Museum: Trash Tier'
  • added AI function 'Museum: Trash Element'

New Stuff

  • added module ||'W.I.N.C.E.'||
  • added module ||'Whirlwind Aura'||
  • added module ||'Infinity Regeneration'||
  • added module ||'Infinity Energy'||
  • added hotkey to open stats menu

Changes

  • buffed infinity damage booster perks from ^25 to ^40
  • removed neutral damage boost infinity perk

Fixes

  • fixed module 'Steini´s Chained Ball' not applying the correct attackspeed reduction
  • fixed Boss 5 not counting as a boss fight for the AI
  • fixed modifiers applied from challenges not being applied upon reloading the game
  • fixed AI executing empty scripts throwing errors

Module Rebalance

  • Serious missile - Chance from 3% to 10%
  • Serious missile - If the effect does not trigger then target receives immunity against it for 5 sec.
  • Strikeback - Chance to trigger reduced by 20%
  • Strikeback - Attackspeed bonus from 100%/130%/180%/240%/300% to 40%/55%/70%/85%/100%
  • Strikeback - Duration is now actually displayed in description
  • Tideshift - Energycost from 5000 + 10% to 5000 + 33%
  • Sandstorm - Energycost from 2000 + 5% to 2000 + 25%
  • Temporal Barrier - Energycost from 5000 + 1% to 5000 + 5%
  • Temporal Barrier - Duration increased from 9/13/17/22/27 to 14/18/22/26/30
  • Temporal Barrier - Duration now decreases by 0.5 seconds for every use until the end of the round (duration cannot get lower than 1 second)
  • Titanium Hull - Duration increased from 20 sec. to 25 sec.
  • Titanium Hull - Energy regeneration is now disabled while titanium hull is active
  • Void - Only destroys neutral enemies
  • Void - Tower is now affected by enemies using void unless it wears the 'Universal' module
  • Infinity Foundation - Raises shield, energy regeneration and health regeneration to the power of 0.8
  • Infinity Shield - Reverts shield debuff from infinity foundation but raises hp to the power of 0.9
  • Firestorm - Cooldown reduced from 5 to 3 sec.
  • Lighting - Energy cost reduced from 125 + 15% to 125 + 5%
  • Lighting - Stun duration increased from 2 to 3 sec.
  • Lighting - Cooldown reduced from 10 to 8 sec.
  • <Element> Focus - Cooldown reduced from 120 to 90 sec.
  • <Element> Focus - Energy cost reduced from 50 + 15% to 50 + 5%
  • <Element> Focus - Max tier is now 250
  • <Element> Exchange - Max tier is now 250
  • <Element> Taste - Max tier is now 250
  • Crit Modules (Elemental + Non-elemental) - Max tier is now 250
  • Planned Strike - Max tier is now 250
  • Solar Strike - Max tier is now 100
  • Division Shield - Max tier is now 250
  • Neutral Amplifier - Max tier is now 100
  • Photosynthesis - Max tier is now 50
  • Lucky Shot - Chance now slightly increases after tier 5
  • Dark Sacrifice - Max tier is now 250
  • Dark Sacrifice - After T5 it increases the damage multiplier gained by 1% per tier (up to a 245% bonus)
  • Infinity Impetus - Max. level is now 1000
  • Infinity Impetus - Max damage bonus per meter increased from 50% to 70%
  • Impetus Modules (Non-elemental) - Max tier is now 250
  • Impetus Modules (Non-elemental) - Provides +0.1% additional damage bonus per meter per tier after T5
  • Impetus Modules (Elemental) - Max tier is now 250
  • Impetus Modules (Elemental) - Provides +0.1% additional damage bonus per meter per tier after T5
  • Impetus Modules (Elemental) - Raised damage bonus per meter from 15%/25%/35%/45%/55% to 35%/45%/55%/75%/95% (maxes at 120% on T250)
  • Shield of Nature - Max tier is now 250
  • Shield of Nature - Regeneration gained when taking damage now increases by 0.01% per tier beyond T5
  • Shield of Nature - Chance increases by 0.1% per tier beyond T5
  • Shield of Air - Max tier is now 50
  • Shield of Fire - Max tier is now 250
  • Shield of Fire - Increased damage factor from x0.2/x0.25/x0.3/x0.35/x0.4 to x0.2/x0.3/x0.4/x0.5/x0.6
  • Shield of Frost - Max tier is now 250
  • Shield of Frost - Rescaled attackspeed slow from -60%/-90%/-155%/-225%/-260% to -40%/-55%/-70%/-85%/-100% (caps at -590% on T250)
  • Shield Amplifier - Max tier is now 250
  • Refined Armor - Max tier is now 250

Fixes

  • fixed crash on new game which caused the tutorial to not load
  • fixed vines and ice pillars checking the total orb count instead of their own type
  • fixed a bug with the module 'Shockwave'
  • fixed idle difficulty selection
  • fixed typos

Fixes

  • fixed anvil showing wrong values
  • fixed module drops not triggering when manually exiting tower testing

New Stuff

  • added option for Boss 5.2 to skip credits

Changes

  • reduced light infinity stone requirement to 1000
  • changed priority of quantum defense from 0 => 1000
  • AI scripts now do not import non-actions as actions in case of an action not being loaded properly
  • eternal wall no longer boosts hp further than 1e300

Fixes

  • fixed anvil locking bonus preview being off in certain cases
  • fixed new game using the difficulty of the previously deleted game
  • fixed tooltip for deep slumber resistance
  • fixed typos

Fixes

  • fixed infinity requirement for MT14 and MT15
  • fixed MT15 not showing new software upgrades as a reward
  • fixed camera sometimes being offset when using Dynamic UI scaling with high resolution

Changes

  • changed priority of temporal barrier to trigger almost at the end of the module processing pipeline
  • changed priority of conductor to trigger after temporal barrier

Fixes

  • fixed being able to enter challenges with arbitrary blueprints
  • fixed Boss 5 spell 'Cosmic Ray' using the wrong time
  • fixed multiple Boss 5 issues related to Dynamic Rendering and Dynamic Scaling

Fixes

  • fixed potential memory leak involving infinity enemy stats

Fixes

  • fixed credits not rolling anymore
  • fixed Boss 5 card requiring a higher tier of Boss 5 beaten

New Stuff

  • added a new infinity perk ('Tower Testing: Max. era dividers')
  • added era ability info as tooltips to element prevention upgrades

Changes

  • slightly raised the max. level of the Workshop era divider xp cost upgrade
  • securing modules section now sorts modules by category and inside each category alphabetically
  • reduced font size of module names in secure modules section
  • rescaled generic armor

Fixes

  • fixed achievement 'The Perfect Tower' being unobtainable
  • fixed white producers affecting Boss 5
  • fixed projectile trackers sometimes not disappearing after Boss 5 death
  • fixed forge levels buy max. not refreshing the UI
  • fixed credits being rendered outside of viewport
  • fixed fire experiment max. heat scaling exponent

Fixes

  • fixed module 'phasing' description
  • fixed typo in Boss 5 fight
  • fixed Boss 5 card in Arcade not being unlockable
  • reduced light infinity stone requirement to 1e4

New Stuff

  • added Boss 5
  • added closing credits
  • added module cooldown factor to Town stats
  • added era multipliers to unit window
  • added Town skin 'Space'
  • added buy max. function for Headquarters servers
  • added missing descriptions for some achievements
  • added military perk 'Eternity Anvil'
  • added infinity stone extraction upgrade
  • added infinity perk 'Anvil power'
  • added software 'Infinity Horizon'
  • added software 'Wave Restart'
  • added module 'Deep Slumber'
  • added module 'Omega Synergy'
  • added module 'Generic Armor'
  • added module 'Magical Stone Of Floof'
  • added module 'Steini´s Chained Ball'
  • added achievement 'Spectral Breaker'
  • added achievement 'Final Attack'
  • added achievement 'The Perfect Tower'
  • added achievement 'Pure Heart'
  • added achievement 'No Escape'
  • added AI action 'Era: Upgrade divider'
  • added AI action 'Era: Disable powers'
  • added AI function 'Era: Disable cost'
  • added AI function 'Game: XP'

Infinity Changes

  • highscores above 200 infinity will be scaled down on first load
  • modules 'Infinity Foundation' and 'Infinity Attack' are automatically unlocked for people who reached infinity before the update
  • enemies can mimic modules
  • added enemy infinity stats (shield, energy, energy regeneration, cooldown reduction, debuff duration reduction)
  • added currency 'Module Fragments'
  • added infinity analysis to Workshop
  • added Anvil to Workshop
  • changed how Forge works
  • infinity modules can now be downgraded
  • higher difficulty highscores are more effective at charging infinity stones
  • changed light infinity stone unlock condition from 500 to 1e8 coins

Module Changes

  • most modules were technically changed, but still have the same effect
  • multiple modules were changed so that they can affect the Tower if used by enemies
  • modules that spawn entities now have an upper limit when used by enemies
  • changed 'Focused Multishot' (maximum radius from 10m to 8m)
  • changed 'Titanium Hull' (multiplies armor rather than adding to it, duration 60s -> 20s)
  • changed 'Infinity Attack'
  • changed 'Infinity Crit'
  • changed 'infinity burst'
  • changed effect of Synergy modules
  • changed 'Infinity Splash' (damage from 30% to 10%, reduced chance from 20% to 10%)
  • changed 'Infinity Reflect'
  • changed 'Power Conversion' (1% -> 0.8%)
  • changed 'Serious Missile' (if enemy has shield => remove shield first)
  • buffed 'Quantum Fading' (2s -> 4s)
  • buffed 'Condense' (25% -> 100%)
  • nerfed 'Serious Missile' (5% -> 3%)
  • nerfed 'Super Tower 2' (attack speed +300% -> +100%)
  • nerfed 'Strike Back' duration
  • nerfed 'Temporal Barrier' (duration 30s -> 27s, max damage capped at 2% instead of 1%, counts shield in max hp)
  • reduced 'Rak´s Curse' cooldown to 5 sec.

Software Changes

  • increased 'Wave Surge' acceleration from 5 to 7.5
  • increased 'Wave Vortex' acceleration from x5 to x7.5
  • 'Wave Cataclysm' now stops at 1B acceleration
  • 'Wave Restart' now sets your acceleration to 1B if 'Wave Cataclysm' is active
  • 'Wave Catalyst' now triggers for 'New Bounds' and 'No Bounds' as well

Changes

  • performance improvements
  • Beacons are now visually represented within the Town
  • Town skins now affect weather colors
  • increased Town max zoom out distance
  • neutral defensive era ability now counts towards %-resistance attribute
  • toggle options in the option menu now properly refresh when they are change from elsewhere
  • reworked unit window (Tower Testing)
  • right-hand side of the result screen is now clickable to show which unit destroyed the Tower

Fixes

  • fixed being able to exit the lab with esc while prestige dialog was open
  • fixed Laboratory auto-replanting after harvesting a plant without auto-harvest active
  • fixed overlapping text in Headquarters
  • fixed buff instances having invalid references
  • fixed darkness experiment particle having the wrong size on first load
  • fixed Construction Firm construction time precision
  • fixed resource displays not updating when changing notation
  • fixed text in Workshop tutorial
  • fixed infinity penalty for regular damage
  • fixed disabled era elements not refreshing sometimes
  • fixed era divider not refreshing sometimes
  • fixed compare floats in modules
  • fixed NaN bug of module 'Shelter'
  • fixed NaN not being sanitized at the end of module processing
  • fixed blueprints being able to exceed the Workshop limit

New Stuff

  • added worker task 'Darkness: Collect particles'
  • added AI function 'String: To Lower'
  • added AI function 'String: To Upper'
  • added AI function 'Factory: Find Id'
  • added AI function 'Software: Find Id'
  • added AI function 'Highscore: Wave'
  • added AI function 'Highscore: Era'
  • added AI function 'Highscore: Infinity'

Changes

  • AI is now case-sensitive
  • changed UI components of AI script editor to display string casing
  • nature experiment now spawns floating texts on auto-harvesting

Fixes

  • fixed order of processing in light experiment
  • fixed grid in universal experiment not refreshing after prestige or reset
  • fixed gem experiment upgrade buttons not refreshing on reset
  • fixed crash when switching experiment while universal experiment is active
  • fixed values not refreshing properly after the first max. buy in electricity experiment
  • fixed heat exceeding limit in fire experiment
  • fixed air experiment not refreshing properly after prestige or reset
  • fixed noise bar in darkness experiment being cut off with some resolutions
  • fixed jumble visually scaling weirdly on some resolutions

Changes

  • adjusted coil price and goal requirements in electricity experiment
  • darkness experiment radar UI now scales based on bought upgrades
  • items that are locked no longer show up in the Factory search results
  • crafting saplings is now locked behind Factory specialization military perk in addition to also having at least military tier 6
  • hard mode challenges are now locked until its normal mode has been completed

Fixes

  • fixed earth reset button not working
  • 'instant complete chance' not refreshing when stack count changes in gem experiment
  • locked experiments having the shiny highlight UI effect
  • prestige button not updating in neutral experiment
  • air experiment starting with wrong prestige requirement
  • shiny effect on reached goals button being active for a second after switching experiment
  • blueprint export code not updating if only the name was changed
  • military tier goal tooltip for unlocked modules being the same as for maximized modules
  • AI learning steps starting at 0 instead of 1
  • artifacts in Mine 2nd floor being unlockable before Museum has been unlocked

Fixes

  • fixed AI function 'String to Double'
  • fixed memory leak in nature experiment

New Stuff

  • added AI function 'String to Double'
  • added AI function 'String to Integer'

Changes

  • reduced synergy bonus in light experiment from 15% to 12%

Fixes

  • fixed ray count being offset for synergy bonus in light experiment
  • fixed light experiments components not costing resources
  • fixed nature experiment prestige button not refreshing when plant points changed
  • fixed gem experiment particles rendering in front of skills/help/exotic menu
  • fixed gem experiment still consuming stacks even if the non-consume-stack action triggers
  • fixed darkness experiment scaling
  • fixed worker AI name casing issue
  • fixed renaming Blueprint not refreshing the name in the UI
  • fixed building shortcuts sometimes not refreshing when construction completes

Fixes

  • fixed a crash when selecting Worker tasks

Fixes

  • fixed localization of workers AI functions
  • fixed nature experiment not deducting resources on prestige
  • fixed running into a rock in Adventure counting as a turn

Laboratory Revamp

  • The rework for the exotic experiment is not part of this update and will be released with a future update.
  • values of all experiments have been rebalanced
  • replaced the UI to match the new style and for better UX
  • added UI effects to highlight that an experiment can be prestiged or that it has unclaimed goals
  • refactored the prestige system
  • added new prestige upgrades to experiments
  • prestige upgrades can now be reset
  • replaced the Light experiment with a new experiment
  • added new mechanics to gem experiment
  • lightly changed mechanics of the air experiment
  • lightly changed mechanics of the electricity experiment
  • lightly changed mechanics of the earth experiment
  • added new components to universal experiment
  • progress bars in the exotic experiment now appear filled instead of flickering when they get too fast
  • buy max options are now available for most upgrades
  • experiment goals are now based on highest score instead of current score
  • more complex mutations now yield more points in nature experiment
  • '+' buttons have been removed for gem/exotic gem amount display
  • updated help pages

New Stuff

  • added adventure room coordinates to debug overlay
  • added tooltip to Blueprint Button in Workshop
  • added skill 'Science Funds' to Laboratory
  • added exotic skill 'Fundamentals' to Laboratory
  • added exotic skill 'Forces' to Laboratory
  • added exotic skill 'Universal Theorem' to Laboratory
  • added AI action 'Workers: Toggle Group'
  • added AI action 'Workers: Pause Group'
  • added AI action 'Workers: Toggle'
  • added AI action 'Workers: Pause'
  • added AI action 'Workers: Assign Group'
  • added AI action 'Workers: Assign'
  • added AI action 'Workers: Set Name'
  • added AI action 'Workers: Set Group'
  • added AI function 'Workers: Task ID'
  • added AI function 'Workers: Is Paused'
  • added AI function 'Workers: Get Name'
  • added AI function 'Workers: Get Group'
  • added AI function 'Game: Number of Enemies'
  • added module 'Rak`s Curse'

Changes

  • increased heart/bomb drops in Adventure past distance 100

New Stuff

  • added more settings to sandbox mode
  • added import/export to sandbox mode
  • added AI function 'Adventure: Room Coordinates'
  • added AI function 'Adventure: Player Position'
  • added AI function 'Adventure: Hearts'
  • added AI function 'Adventure: Armor'
  • added AI function 'Adventure: Swords'
  • added AI function 'Adventure: Bombs'
  • added AI function 'Adventure: Keys'
  • added AI function 'Adventure: Is Wall'
  • added AI function 'Adventure: Is Bomb'
  • added AI function 'Adventure: Is Enemy'
  • added AI function 'Adventure: Is Room Completed'
  • added AI function 'Adventure: Get Entity Type'
  • added AI action 'Adventure: Move'
  • added AI action 'Adventure: Hearts'
  • added AI action 'Adventure: Wait'

Changes

  • Increased Arcade Token Town Perk max level to 100 (before 50)
  • Reduced Arcade Token Town Perk gain per level to 1% (before 2%)
  • Module 'redirect' can be unlocked again (Lucky Wheel)
  • 'Disable Era Powers' of an element that is not present can no longer be bought

Fixes

  • fixed a bug with DynamicRendering that caused the game to render again when a round restarts
  • fixed a bug that disabled the Tower Customization camera when the game is unfocused
  • fixed a bug that caused a crash when entering '-' as a vector value in AI scripts
  • fixed sidebar Era UI refreshing every tick
  • fixed delete hotkey in Headquarters not working for packages

Adventure Minigame

  • added key items tab:ultra_key:
  • added item 'map'
  • added localisation for items
  • armor is now capped at 50
  • removed cheat 'minimap'
  • removed max cap for armor cheat :armor:
  • cheated armor now counts towards max armor :armor:
  • changed 'determination' bonus so that cleared rooms are worth more than distance
  • reduced token gain, but made it infinitely claimable
  • added big token reward past distance 150
  • bombs can now break doors :bomb~1:
  • loot table now refreshes also when player stats are max or as soon as they are no longer max
  • loot randomness is now seed-based
  • adjusted values

Fixes

  • fixed AI recordings package name
  • fixed a UI scaling issue with contracts in the Headquarters

New Stuff

  • added option to disable online services

Fixes

  • fixed a critical bug in Adventure that causes crashes
  • fixed Camera sometimes being null (Tower Testing)
  • fixed AI script functions/actions name line-breaks

New Stuff

  • added hard mode challenges
  • added audio sync setup to Boss 3 in Statue of Cubos
  • added option 'Size (UI)'
  • added experimental option 'Dynamic Rendering' to disable rendering when the game is not focused
  • added AI function 'UI: Size'
  • added Power Plant Boost for Arcade
  • added Power Plant Boost for Trading Post
  • added tooltips to all military requirements
  • added tooltips to crafter scan requirements
  • added tutorial to Headquarters
  • added tutorial to Arcade
  • added trading cards to Arcade
  • added worker for Arcade
  • added AI functions for Arcade
  • added skill 'Synergy' to the Workshop
  • added skill 'Foretelling' to Arcade
  • added skill 'Gamblers Luck' to Arcade
  • added skill 'High Stakes' to Arcade
  • added skill 'Fate Forging' to Arcade
  • added skill 'Extended Possibilities' to Arcade
  • added skill 'Determination' to Arcade
  • added exotic skill 'Metallic Tokens' to Arcade
  • added exotic skill 'Spiked Tokens' to Arcade
  • added exotic skill 'Charged Tokens' to Arcade
  • added neutral damage infinity perk
  • added Arcade boost infinity perk
  • added artifact 'Heart of the Cards'
  • added module 'Refined Armor'
  • added module 'Neutral Response'
  • added module 'Fracture'
  • added module 'Reboot'
  • added module 'Power of the Cat'
  • added module 'Void'

Changes

  • revamped the Arcade building
  • replaced 'favor conversion' Town Perk with 'coin rewards'
  • changed base conversion rate of Arcade from 100000 to 25000
  • downgrading modules inside the Workshop does not require a skill anymore
  • changed Workshop skill 'Reforge'
  • changed icon of Workshop skill 'engineering'
  • changed Headquarters UI to match the new style
  • modifier UI in town now properly refreshes upon reopening
  • AI scripts can now be put into packages
  • converting an invalid double to an int via the AI does not throw an exception anymore
  • using a negative length for the AI substring function now returns an empty string
  • optimized Tower customization duplicate vertex check
  • 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
  • improved projectile handling (slightly increases performance)
  • artifact research time and duration is now a double instead of a float
  • refining time display now goes up to 99999
  • shard amount in Mine is now formatted based on chosen number format
  • item count for items being processed in machines is now formatted based on the chosen number format

Fixes

  • fixed very large machine processing duration numbers not updating properly
  • fixed wording in shipyard infinity perk
  • fixed exotic producer achievement not being unlocked

Fixes

  • disabled 2nd floor to Factory -> don't use it if you're on B3 as it might lock your savegame in the future
  • fixed era divider not working

Changes

  • added progress bar for offline progress calculation
  • added warning when importing a blueprint in the Headquarters
  • added warning when importing an AI script in the Workshop
  • added hotkey to sell Power Stones
  • added hotkey to trash item in Factory
  • added remaining processing time to Factory machines
  • added thousand separators (comma) to highscore in Tower Testing examination screen
  • added delete script confirmation dialog
  • added delete blueprint confirmation dialog
  • added exit to main menu confirmation dialog
  • added element to enemy info window
  • added AI action 'Factory: Trash'
  • changed button to unset hotkeys to 'backspace' (previously 'delete')
  • hotkey for rotating Town Assets can now be changed
  • empty blueprints can no longer be imported in the Workshop
  • Quantum Defense now only triggers when the tower receives equal or more than 0.01 damage
  • pressing esc in the script editor now closes the script editor instead of the Headquarters
  • AI learning overlay now updates hotkey on reopening

Fixes

  • fixed modules draining energy even if their trigger condition is not met
  • fixed Titanium Hull not scaling from T5 to T6
  • fixed damage text wrapping in enemy info window
  • fixed deleting blueprints in Workshop sometimes leading to a broken UI
  • fixed being able to unlock infinity stones after the round has ended
  • fixed Museum boosts not updating after using infinity perk

New Stuff

  • added guided tutorial to Factory
  • added machine tier to machine info box in Factory
  • added animation to next region button in the Tower Testing UI to indicate a region switch
  • added hotkey to open options menu
  • added key ('delete') to unbind hotkeys
  • added new module 'Marble Foundation'

Changes

  • increased width of machine info box to prevent text wrapping
  • Factory recipes now cache more data (slightly improves the performance of crafting related AI functions)
  • changed transparency of next/previous region buttons in the Tower Testing UI

Fixes

  • 'Infinity Impetus' typo
  • event handler for shipment collected not unbinding inside Shipyard
  • achievement notifications not appearing after going to the main menu and back to the game
  • escape key closing the Workshop instead of skipping the tutorial when tutorial is active

New Stuff

  • added new challenge 'Desert #1'
  • added new challenge 'Desert #2'
  • added new challenge 'Desert #3'
  • added new challenge 'Desert #4'
  • added new challenge 'Desert #5'
  • added new challenge 'Desert #6'
  • added shiny effect to achievements
  • added Worker task 'Neutral: Expand'
  • added AI function 'Timestamp: now'
  • added AI function 'String: index of'
  • added AI function 'String: contains'
  • added exotic skill 'Treasure Map'
  • added new module 'Magical Protection'
  • added new module 'Energy Flow'
  • added new module 'Advanced Heal'
  • added new module 'Sandstorm'
  • added new module 'Desert Gift'
  • added new module 'Head Hunting'

Changes

  • era damage and health divisors cannot be upgraded anymore once they become infinite
  • readjusted values of module 'Offensive Pack'
  • readjusted values of module 'Defensive Pack'
  • minor changes to Universal Experiment goal display
  • refactored a big chunk of the code base
  • started to replace C# events with our own event logic
  • separated damage text from the core logic of the game (now acts like a mod instead of a hardcoded feature)
  • achievements are now refactored into the new loader system and are not hardcoded anymore

Fixes

  • fixed AI not being able to open Tower Testing UI when opening it for the first time after entering the Town
  • fixed a rare case where the container height of the module list in the Workshop was too small
  • fixed a potential issue that could affect the duration of long era Workshop researches
  • fixed achievement push notifications not appearing when going back to the main menu once

New Stuff

  • added drag'n' drop functionality for AI script lines
  • added support to import multiple AI scripts by separating them with a semicolon ';'
  • added module cooldown and energy cost to module details in the Workshop
  • added preview level and tier to Workshop when upgrading modules
  • added fallback to invalid selected blueprint state
  • added missing module unlock description in 'Incendiary Device' artifact

Changes

  • order of shard colors for mining worker tasks now matches tab order inside the mine
  • Boss 1 is now hitting the pillar the Tower jumped from rather then the one it is going to land on
  • HP lower than 0.001 is now displayed as '<0.001'

Fixes

  • fixed universal experiment consuming resources when placing a component was not successful
  • fixed air experiment overlapping
  • fixed earth experiment goal overlapping
  • fixed floating texts in Mine appearing in the skills menu
  • fixed 'max. power' skill in Power Plant displaying wrong values for active boosts
  • fixed artifact icon on info screen not aligning correctly when resizing the game
  • fixed artifact research time not updating
  • fixed AI ignoring Factory recipe cost
  • fixed AI not exiting idle mode correctly
  • fixed pressing esc in Tower Customization exiting to main menu
  • fixed Arcade displaying the wrong resource color for favor exchange
  • fixed typo in water experiment help

New Stuff

  • added guided tutorial to Workshop
  • added Worker Task 'Shipyard: Dockmaster'
  • added Worker Task 'Power Plant: Boost Restarter'

Changes

  • upgraded engine to Unity 2020.3.5f1
  • Power Plant now supports dragging for placement and selling of components
  • middle mouse button on a placed Power Plant component now selects it for placement
  • sidebar and skillbar state of the in-game UI are now saved
  • colored T4 and T5 producers in the Factory are now always better than their town resource counterpart
  • removed exit confirm dialog from the main menu
  • reworked how sprites are loaded and accessed

Fixes

  • fixed price rounding issue on infinity stone upgrades
  • [PC] fixed an issue that prevented local save when starting a new game
  • [PC] fixed a bunch of issues after trying to close the application but canceling on the exit dialog

Changes

  • improved offline time precision
  • workers in the Factory now search through the inventory in reverse order
  • increased minimum auto-save Town interval to 10 sec.
  • [PC] improved loading of backup save data
  • [PC] changed how save games are written to the filesystem

Fixes

  • fixed workers being able to construct and upgrade locked buildings
  • fixed gem resource display in era workshop
  • fixed cross-hair in Pyramidas boss fight being offset due to new UI scaling

New Stuff

  • added Workers
  • added Worker Tasks for Mine
  • added Worker Tasks for Museum
  • added Worker Tasks for Factory
  • added Worker Tasks for Power Plant
  • added Worker Tasks for Laboratory
  • added Worker Tasks for Construction Firm
  • added attack range indicator
  • added setting to reduce the maximum amount of pixel lights
  • added tooltip to boss upgrades to indicate that previous tier is required
  • added tooltips to Mine rewards and depth
  • added Cyrillic character support
  • added step counter to Trading Post tutorial
  • added more random lines to Dr. Cubical hints
  • added AI function 'Ternary: int'
  • added AI function 'Ternary: double'
  • added AI function 'Ternary: string'
  • added AI function 'Ternary: vector2'

Changes

  • UI now scales better in aspect ratios other than 16:9
  • hammers are now craftable
  • AI can now craft hammers
  • AI functions in sub-menus are now sorted alphabetically
  • reset button in Trading Post is not visible during the tutorial to avoid confusion
  • resource drops in Town stats menu is now displayed as a factor
  • contract bonus for resource drops is now localized in the Town stats UI
  • deleting an AI script now deletes all active script instances of that script
  • changed icon of Tower Customization
  • change icon of favor conversion Town Perk
  • moved e60 resource infinity perk to military tier 14

Fixes

  • fixed dialogs being affected by time scale
  • fixed mine drilling not continuing while the game is closed
  • fixed mine layers not correctly handling offline time
  • fixed exit confirmation dialog from opening multiple times
  • fixed depleted container in Power Plant now showing as empty
  • fixed nature experiment day/night tooltip
  • fixed typo in Trading Post crates help
  • fixed missing Tower Testing help page
  • fixed negative respawn time after internal crash
  • fixed AI toggle hotkey not being updated in the Headquarters after changing it in the settings
  • fixed AI being able to put items into an occupied machine
  • fixed AI crafting consuming only 1 hammer when the recipe involved more than one
  • fixed AI int/double function input UI sometimes crashing due to a parsing error
  • fixed water experiment scaling after prestige 10

New Stuff

  • added new help page for Water Experiment
  • added manual skip button (Only active if autoskip is off)
  • added AI impulse 'Open: Labaratory'
  • added AI impulse 'Open: Construction Firm'
  • added AI impulse 'Open: Statue Of Cubos'
  • added AI impulse 'Open: Arcade'
  • added AI impulse 'Open: Shipyard'
  • added AI impulse 'Open: Trading Post'
  • added AI impulse 'Open: Headquarters'

Changes

  • reduced goals for the first 10 prestiges in Water Experiment to make the entry less rough
  • increased effect of price reduction reward of water experiment (5% -> 7.5%)
  • changed default value of strings to empty string ('') instead of null for AI strings
  • Town Asset UI will now only be available after unlocking at least one Town Asset
  • removed a bunch of unused assets to reduce size
  • removed clamp from formula that prevented speed and amount bonus bars of infinity stones from ticking more than once per frame

Fixes

  • minor fix to prevent material shader in the Light Experiment from crashing due to negative color values
  • fixed Water Experiment not progressing offline
  • fixed Earth Experiment stability upgrade not counting properly

Changes

  • removed auto load of backup save files
  • renamed backup files to bak2.sav
  • fixed header in Water Experiment not refreshing when prestiging
  • fixed power drainage in Water Experiment
  • increased base freeze rate increase from Water Experiment
  • replace water help page temporary with a work in progress page (New help page will follow shortly)
  • game now auto-saves before opening the exit confirmation dialog

Changes

  • fixed power buffs not refreshing in the Power Plant after canceling them
  • prevented the game from saving fragments of previously loaded save when exiting the game via main menu
  • reactivated loading of save game backups when data is corrupted
  • renamed backup files back to bak.sav

New Stuff

  • added new Water Experiment to replace the old one
  • added fallback font for Chinese (Simplified)
  • added confirmation dialog before closing the game
  • added experimental color correction modes for various types of color blindness
  • added tooltips to Workshop module filters
  • added different sprites for empty Power Plant resource storage components
  • added skill to Power Plant ('Shutdown')
  • added exotic skill to Power Plant ('Hibernation Mode')
  • added AI function ('Mine: has layers')
  • added AI action ('Local: unset')
  • added AI action ('Global: unset')
  • added AI action ('Mine: open tab')
  • added new module 'Extinguish'
  • added new module 'Glacier Spikes'
  • added new module 'Absolute Zero'
  • [PC] added a backup save system

Changes

  • reworked the Water Experiment
  • importing blueprint now displays missing modules
  • AI script data is now being cached to reduce save time
  • AI item count function is now able to count hammers
  • counting Factory item via AI now return 0 instead of crashing when the item id is invalid
  • counting Factory item via AI now return 0 if the Factory UI is not open
  • shortened overall duration of optional guided Trading Post tutorial
  • Boss 3 beat indicator now fades back to normal size much faster
  • slightly increased the size difference of the beat indicator in Boss 3 fight

Fixes

  • fixed Trading Post not refreshing properly
  • fixed Trading Post shield multiplier not working
  • fixed typo in Trading Post help page
  • fixed breadcrumbs in Factory
  • fixed margin on Tower Testing stats UI
  • fixed module 'Fire Bomb' not having a damage source
  • fixed unit stats window activating while targeting with an active skill
  • fixed camera zooming when using mouse wheel outside of game view

Fixes

  • fixed new offers not showing up in Trading Post if the UI was closed
  • fixed in-game stats window header being too small
  • fixed in-game enemy info window using the old close button
  • fixed Trading Post providing offers for not unlocked buildings
  • fixed trade count statistic not updating

Fixes

  • fixed missing localization for resource drop bonus from Trading Post
  • fixed attribute modifiers not refreshing when crate amount changes in Trading Post
  • fixed attribute modifiers not refreshing when resetting upgrades in Trading Post
  • fixed minor raycast issue for timer in Trading Post

Trading Post Rework

  • changed how the Trading Post works
  • added new mechanic to the Trading Post
  • added a guided Tutorial to the Trading Post
  • added 3 new skills to the Trading Post
  • added 1 new exotic skill to the Trading Post
  • reworked infinity stone requirement regarding Trading Post
  • reworked the Trading Post UI

New Stuff

  • added confirm dialog when canceling buildings in the Construction Firm
  • added confirm dialog when trying to reset Town perks
  • added last saved timestamp to options menu
  • added tooltip to the Wave Streaming button
  • added tooltip to Power Stones in Museum
  • added tooltip to max. crafted Power Stones indicator in Museum
  • added a visual indicator to signal not enough resources when trying to craft in Factory
  • added string variable support to AI
  • added AI action ('Trading Post: Trade')
  • added AI action ('Trading Post: Refresh')
  • added AI function ('Trading Post: Offer Count')
  • added AI function ('Museum: delete all')
  • added AI function ('String: length')
  • added AI function ('Substring')

Changes

  • clicking on skill points in Town now opens the skill menu
  • holding shift while opening a confirm dialog will automatically confirm it with some exceptions
  • wave highscore in normal mode now shows a checkmark if the difficulty has been completed
  • right clicking a Power Stone from outside the inventory now tries to put it in the inventory
  • right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory
  • shift+right clicking a Power Stone tries to put it in the combiner
  • options menu now remembers the last select category until scene switch
  • right clicking the wave streaming button now opens the software tab in the options
  • module 'Death Wish' now displays the incoming damage directly instead of outgoing/2
  • updated module description for 'Multishot' and 'Basic Bouncing'
  • pressing esc in-game closes the stats window if open instead of showing the exit round dialog
  • Town perk UI can now be closed with esc
  • AI scripts can now be toggled on/off via right click
  • removed 1B infinity limitation

Fixes

  • fixed a rounding issue in the module unlocked statistics goal
  • fixed blueprint name not displaying in Workshop
  • fixed tooltips not being capitalized in Museum
  • fixed tooltip positions on higher resolutions
  • fixed military tier progress bar
  • fixed Factory auto-fill offsetting the recipe in some cases
  • fixed ore rewards flickering when using 'relative' as shard input mode
  • fixed Mine layer count not resetting after resetting Town perks
  • fixed Mine layer count not resetting after using layer duration infinity perk
  • fixed nature experiment not being clickable with the AI
  • fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic

Fixes

  • Fixed a crash when refining in Factory

New Stuff

  • added root node to Factory recipe breadcrumbs
  • added 1px gap in texture map of nature experiment to prevent UV artifacts
  • added 1px gap to sprites on Power Plant texture map to prevent UV artifacts
  • added grid to Town assets placement (experimental)
  • added visual indicator that placing Town assets is not possible when reaching limit
  • added tooltips to recipe categories in the Factory
  • added tooltips to ore rewards
  • added tooltips to attributes in Town stats view
  • added tooltip size option
  • added additional details to the idle mode description
  • added new artifact 'Ominous Coil'
  • added new infinity perk 'Rubber Mountain'

Changes

  • changed tier indicator for buildings in Construction Firm
  • nature experiment now supports mouse dragging
  • adjusted background color of Dr. Cubical hints
  • town stats UI now matches options menu theme
  • replaced dots in Shipyard weather forecast with a line
  • refining without reward in Factory is not possible anymore
  • removed offline progression when server time is not available
  • moved ore lumps into their own category
  • tooltip of ore lumps category now explains their function
  • moved 'Wave Horizon' from MT12 to MT11
  • reduced base research time of 'Autoskip' by 75%
  • increased max. level of 'the button' by 20 (10 each)
  • increased XP bonus module max. tier from 5 to 25.
  • idle factor now automatically includes the x2 speedup
  • renamed 'drain' to 'prestige' in water experiment

Fixes

  • fixed AI learning click anchor positions
  • fixed Workshop purchase multiplier position when using dynamic UI scaling
  • fixed typo in Shock Ward
  • fixed Town xp not being saved if save has been used during a Tower Testing run
  • fixed using ESC key in the infinity board exiting to the main menu
  • fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack
  • fixed pinned recipe order in Factory
  • fixed shop items on cooldown not refreshing when buying skill 'Infinite Rubber' in Factory
  • fixed input dialog text not using a case-sensitive font despite being case-sensitive
  • fixed vertices in Tower Customization not being clickable
  • fixed pipe networks in Power Plant duplicating when breaking up a loop
  • [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen

New Stuff

  • added AI learning feature (WIP)
  • added tooltip to pause button
  • added tooltips for buildings in the Construction Firm
  • added tooltip to in-game exit button
  • added tooltip to tower testing timers
  • added next/previous buttons to boss selection
  • added option to toggle tooltips on/off
  • added option for double vsync
  • added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys
  • added AI function ('Slider')
  • added AI function ('Scrollrect')
  • added AI function ('Get Module Cooldown')

Changes

  • refactored options menu
  • refactored tower testing exit dialog
  • moved exit button of buildings to the top right
  • options menu is now procedural generated which makes it easier to add new options
  • adjusted a few default option values
  • adjusted value ranges and dropdown settings of a few option entries
  • resolution settings are now global and save game independent
  • audio settings are now global and save game independent
  • changed datatype of drill fuel from float to double to prevent precision issues
  • changed pause button icon when game is paused
  • selected region, game mode and difficulty are now being saved
  • selected game mode and difficulty stay the same if unlocked when switching region
  • selected difficulty stays the same if unlocked when switching game mode
  • boss upgrades of higher tiers are now locked instead of 'see-through' until lower tier upgrades have been purchased

Fixes

  • fixed resource displays sometimes not updating when notation has been changed
  • fixed being able to pin locked recipes inside the Factory
  • fixed pinned ore lumps not being saved after chemical lumps has been unlocked
  • fixed tooltips for disabled buttons in Factory
  • fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory
  • fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items
  • fixed AI not searching through crafting grid when looking for machine input
  • fixed idle statistics not updating when round auto-restarts
  • fixed infinity hp/dmg multipliers not being factored in in the enemy stats display
  • fixed new bounds and no bounds description
  • fixed some typos

New Stuff

  • added a warning if the save game timestamp is corrupt
  • added additional info regarding boss units to in-game help page of enemy types
  • added more tooltips to Mine
  • added short info text to introduce new layer function
  • added visual indicator that drilling without fuel is not possible
  • added right click to copy AI script lines
  • added controls tooltip to AI script lines
  • added info text to help that indicates that green text is clickable
  • added current version number to logfile
  • [PC] added an extra event to tell Steam that the game is closing

Changes

  • default FPS cap setting is now 120 FPS
  • increased cloud save cooldown from 1min to 15min to help with increased server load
  • Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type
  • unlocking a new resource shard type in the Mine makes it start with 1 layer now
  • tooltip of new layer now displays countdown to next layer
  • re-scaled neutral experiment
  • raised Trading Post base trading limit from e12 to e18
  • adjusted battle drills description
  • contracts are not negatively affected by Power Plant time boosts anymore
  • slider and toggle state of Power Plant boosts is now being saved
  • locked boss upgrades are now displayed in the UI

Fixes

  • fixed timestamp for offline time returning wrong value
  • fixed timestamp for local save returning wrong value
  • fixed rounding issue in universal experiment
  • fixed rounding issue in fire experiment
  • fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible
  • fixed a few Arcade layout issues
  • fixed conversion dial opening inside Construction Firm below gem count display
  • fixed text overflow of FPS limit setting
  • fixed blueprint manager anchor
  • fixed Workshop module list height when using dynamic UI
  • fixed upgrade all in Workshop upgrading through tiers even if 'max.' is off
  • fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them
  • fixed Power Plant techs being unlockable before the according Power Plant tier has been reached
  • fixed Factory allowing invalid recipe signatures into the pinned recipes list
  • fixed chemical lumps breaking pinned ore lump recipes in Factory

New Stuff

  • added tooltips for items and item previews in Factory
  • added pin functionality to recipes in Factory
  • added 1 sec. invulnerability timer to the Tower after being hit by Cylindro

Changes

  • important hotkeys are now displayed inside tooltips in the Factory
  • reduced hitbox size of Cylindros wave attack

Fixes

  • fixed a minor layout issue in the Factory
  • fixed Blueprint button scaling in workshop

New Stuff

  • added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial

Changes

  • fullscreen now works per default as borderless fullscreen
  • Shipyard shipment upgrade prices are now rounded up
  • energy cost is now rounded correctly in-game
  • energy cost of active modules now refreshes properly even when influenced by other modules
  • module order in-game for regular and active modules now matches order inside Workshop
  • active skill bar now keeps its open state upon starting a new run
  • infinity stone perks are now properly refreshing when stones are being charged while the UI is open

Fixes

  • fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%
  • fixed Cylindro being killable after tower has been destroyed
  • fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier
  • fixed in-game UI not fully updating when changing notation
  • fixed rounding of era upgrade xp cost in Workshop to match with in-game cost
  • fixed menu buttons in Perfect Space not being clickable at certain resolutions

New Stuff

  • added setting to limit FPS
  • added info text regarding localization

Fixes

  • fixed conversion dial position in dynamic UI scaling mode
  • fixed terms of service not matching resolution
  • fixed trading post and shipyard left menu scaling in dynamic UI scaling mode
  • fixed era sidebar not extending to the bottom of the in-game UI

New Stuff

  • added option to configure floating text limit
  • [PC] added Steam API
  • [PC] added possibility to connect Steam with a FireSwordStudios Account

Changes

  • max. amount of visible floating text is now per default capped at 200
  • AI count items in Factory now returns item count from inventory + crafting grid
  • changed promotion button in main menu
  • charged and active universal infinity stone now glows grayish instead of black
  • [PC] changed location where savegames are saved to

Fixes

  • fixed typo in buff (dice.stun)
  • fixed Dryness Aura T6 stats
  • fixed AI crashing when performing invalid arithmetic operations

New Stuff

  • added option to configure floating text limit
  • [PC] added Steam API
  • [PC] added possibility to connect Steam with a FireSwordStudios Account

Changes

  • max. amount of visible floating text is now per default capped at 200
  • AI count items in Factory now returns item count from inventory + crafting grid
  • changed promotion button in main menu
  • charged and active universal infinity stone now glows grayish instead of black
  • [PC] changed location where savegames are saved to

Fixes

  • fixed typo in buff (dice.stun)
  • fixed Dryness Aura T6 stats
  • fixed AI crashing when performing invalid arithmetic operations

PC ONLY

  • enabled login functionality to use cloud saves

New Stuff

  • added a visual indicator to show which island skin is active
  • added new module 'Earthquake'

Changes

  • resource bonus from town perks is now visible inside stats detail view
  • using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails
  • machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill
  • AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full
  • Ember purchase screen now opens when attempting to purchase something while having too few Ember

Fixes

  • fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen

New Stuff

  • added virtual currency 'Ember'
  • added Island skins
  • added drag-feature to Factory crafting grid
  • added new module 'Titanium Hull'
  • added new module 'Avalanche'
  • added new infinity perk 'Skillpoints x2'
  • added new infinity perk 'More Resources'
  • added new infinity perk 'Even More Resources'

Changes

  • crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full
  • shortened AI function name 'Museum: Buy Market'
  • adjusted various values in earth experiment
  • partially refactored resource drop formula for performance reasons
  • infinity stones are now affected by offline time

Fixes

  • fixed infinity foundation being ignored during the first wave
  • fixed infinity foundation priority
  • fixed universal missing from AI function 'Museum: Buy Market'
  • fixed forest gift reducing damage instead of amplifying it
  • fixed gaia's path ignoring the target element
  • fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked
  • fixed AI overlay refreshing issue
  • fixed typo in CPU name
  • fixed typo in emergency crit name
  • fixed ore disappearing when taken out from shard refiner in Factory if inventory is full
  • fixed items produced inside machines disappear in Factory if inventory is full
  • fixed normal 'stun' appearing as 'stun (fate)'
  • fixed default text for in-game UI
  • fixed text wrapping in water experiment
  • fixed boss 4 artifact unlock chance
  • fixed infinity stones charge ignores overflow if it gets too fast

Fixes

  • fixed minor exploit regarding wave compression
  • fixed enemies still spawning on pause
  • fixed auto-harvest not triggering achievement in nature experiment
  • added check if nature experiment achievement is completed after loading

Changes

  • adjusted solution for a mutation in nature experiment (hot bells)

Fixes

  • fixed a mutation in nature experiment not requiring empty spaces
  • fixed two mutations not being unlockable (sister, everything balanced and equal)
  • fixed description for a mutation in nature experiment (bushes try to freeze me)
  • fixed wave compression check ignoring actual software state

New Stuff

  • added 89 new mutations to the Nature Experiment
  • added workshop option to upgrade all modules
  • added AI impulse ('New round')
  • added AI function ('Tower: Health')
  • added AI function ('Tower: Max. Health')
  • added AI function ('Tower: Health Regeneration')
  • added AI function ('Tower: Energy')
  • added AI function ('Tower: Max. Energy')
  • added AI function ('Tower: Energy Regeneration')
  • added AI function ('Tower: Shield')
  • added AI function ('Tower: Max. Shield')
  • added AI function ('Is Tower Stunned')
  • added AI function ('Negative Tower Buffs')
  • added AI function ('Museum: Buy Offshore Market')
  • added double version of screen width and screen height AI functions
  • added max tier parameter to AI function 'Museum: Combine'
  • added new software 'Wave Compression'
  • added new achievement 'Botanist'
  • added new module 'Emergency Crit.'
  • added new module 'Refresh'
  • added new module 'Gaia's Path'
  • added new module 'Rejuvenate'
  • added new module 'Daybloom'
  • added new module 'Nature's Wrath'
  • added new module 'Gigantic Vines'
  • added new module 'Stream Of Life'

Changes

  • event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic
  • scientific and mixed scientific formatter now starts at e4 instead of e6
  • reduced price of reforge at higher module tiers
  • adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer
  • boss artifact drop-chance is now increased with each kill (+1% per kill)
  • datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime
  • adjusted goal requirement for nature damage bonus in nature experiment
  • [Dynamic UI] Workshop module list will now scale based on your resolution

Fixes

  • fixed AI crashing when using town window state requests during tower testing
  • fixed enemy infinity scaling not working
  • fixed boss 2 not being defeated after all components are destroyed
  • fixed power ups spawning in boss 1 fight after tower has died
  • fixed module 'Dice of Fate' having 6 tiers instead of 5
  • fixed workshop blueprint management buttons not refreshing when deleting a blueprint
  • fixed attackspeed formatting in unit window when selecting an enemy
  • fixed infinity stone discharge values
  • fixed in-game UI using its own time counter
  • fixed hitbox of mode buttons in Tower Testing screen
  • fixed increasing power stones with infinity perk not counting for max tier
  • fixed an issue with weather infinity perk
  • fixed an issue with cooldown infinity perk

New Stuff

  • added new skill to Workshop ('Reforge')
  • added new software 'Wave Storm'
  • added new software 'Wave Marathon'
  • added new software 'Era Horizon'
  • added new module 'Temporal Barrier'

Changes

  • scientific formatting now starts at e6

Fixes

  • fixed critical wavejump from being influenced by other softwares not explicitly connected to it

Fixes

  • fixed critical wave jump from overshooting or reaching negative values
  • fixed launch button not clickable when sandbox mode is selected

Fixes

  • fixed a major issue with critical wavejump
  • fixed era experiment hits taken from sometimes keeping the last second

New Stuff

  • enemies are now clickable
  • added option to change Town auto-save interval
  • added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2
  • added tooltip to floating option
  • added tooltip to auto-replant upgrade in nature experiment
  • added tooltips to nature experiment
  • added hint to Factory help on how to tier up ores
  • added percent (%) input support to conversion menu

Changes

  • major in-game refactoring (changed everything - expect issues)
  • reworked New Round UI a bit
  • changed "new round" to "tower testing"
  • AI is now able to trigger most toggle components via click

Fixes

  • fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases
  • fixed Boss 2 platform height to match with the lowest positioned boss component on the current side
  • fixed hint tooltip for a plant mutation in nature experiment
  • fixed era research hits taken from sometimes keeping the last second
  • fixed missing chance in description of elemental splash
  • minor texture reference fix

New Stuff

  • added tooltip to trading post timer
  • added info text to Headquarters server
  • added scientific support to conversion menu
  • added more help pages
  • added Power Plant skill ('Component Recycling')

Changes

  • module order of active modules now matches order inside the Workshop

Fixes

  • fixed module 'basic splash' description
  • fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview

Fixes

  • fixed Tower slowly sinking in the ground when playing with low fps

Fixes

  • fixed Blueprint/AI-script import/export not working
  • enabled auto braking for navmesh agents

Engine Update

  • updated Unity Engine to version 2020.2
  • webgl performance improvements
  • navmesh improvements
  • the game should now start on MacOS BigSur Chrome

Changes

  • updated the games html/webgl container
  • slightly extended conversion dial radius to prevent text overlapping
  • slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)
  • town assets can now be placed behind and partially inside buildings

Fixes

  • fixed AI overlay from not opening after going back to the main menu
  • fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full
  • fixed a Factory rounding issue
  • fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI

Fixes

  • fixed a typo
  • fixed Pyramidas projectiles being untargetable due to a recent change to physics
  • fixed infinity splash triggering at the same time as damage modules instead of afterwards

New Stuff

  • added more Dr. Cubical hints

Changes

  • armor is applied after defensive module effects
  • improved cloud sync dialog
  • experimental change regarding auto-repath of normal enemy navmesh agents

Fixes

  • fixed fire breath being rendered behind water in winter
  • fixed fire breath color being overridden by frost breath
  • fixed AI execute sync getting stuck if the script doesn't exist
  • fixed experience not updating after purchasing in-game era upgrades
  • fixed Power Plant pipe system (WIP)
  • fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)
  • fixed typo in module 'shield of nature'
  • fixed typo in module 'lifeleech'
  • [PC] fixed Discord rich presence not working

New Stuff

  • added wave acceleration factor to in-game stats UI
  • added waves skipped per interval to in-game stats UI
  • [PC] added Discord rich presence integration
  • [PC] added fullscreen option
  • [PC] added display resolution option

Changes

  • updated description of wave catalyst to match internal mechanics
  • turned more modifiers into names modifiers
  • improved help pages

Fixes

  • fixed Factory producing invisible T11 and T12 ores
  • fixed Factory items in hand not being saved
  • fixed attack speed buff of module 'Dice of Fate'

New Stuff

  • added new AI function ('Screen: Width')
  • added new AI function ('Screen: Height')
  • added confirm dialog when aborting shard refining (Factory)
  • added error info dialog to AI script import
  • added thousand separators to wave counter
  • extended Headquarters help pages

Changes

  • current screen width and height is now displayed in the debug overlay

Fixes

  • fixed a minor importing issue with AI scripts
  • fixed AI modulo operator being case sensitive
  • fixed Power Plant components automatically refilling if they were empty after loading a savegame
  • fixed Power Plant resource containers leaking resources if they are connected to pipes and other components at the same time

Fixes

  • fixed all issues that happened due to wrong compiling
  • fixed metal plating reflecting non-reflectable damage

New Stuff

  • added tooltips to beacons
  • added tooltips to museum
  • added tooltips to mine
  • added more Dr. Cubical hints
  • added a holiday surprise
  • added experimental dynamic UI scaling option
  • added a notification icon when the game is saving to cloud
  • added help pages (WIP)
  • added AI action ('show/hide town window')
  • added AI function ('is window open?')
  • added module 'Sun Energy'
  • added module 'Moon Energy'

Changes

  • refactored a lot of code
  • replaced some unity events with our own event system to reduce memory leaks
  • improved UI performance
  • improved help system
  • Factory item count is now using the selected formatting while in a slot, but displays the full number when picked up
  • manual save button also triggers a cloud save
  • cloud saves can only be triggered every 60 seconds
  • stats menu (Town) also displays attribute modifiers (WIP)

Fixes

  • fixed era research button text size
  • fixed camera depth issue in Jungle and Dark Realm region
  • fixed typo in Dr. Cubical hint
  • fixed scripts delete hotkey working while name box is focused
  • fixed impetus and infinity impetus bonus being additive with other bonuses instead of multiplicative
  • fixed soul harvesting being influenced by damage multipliers
  • fixed Factory recipes sometimes not being able to be previewed due to non-rectangular shaped recipes
  • fixed attributes not refreshing when stats menu (Town) being opened the first time

Fixes

  • fixed Boss 4 not dropping one of the artifacts
  • fixed a few minor things

New Stuff

  • added Boss 4 'Dodecai'
  • added artifact 'Dice Of Fate'
  • added artifact 'Necronomicon'
  • added module 'Dice Of Fate'
  • added software 'Wave Horizon'
  • added achievement 'Born under a lucky star'
  • added Factory hotkeys to options menu (craft all + cancel production)

Changes

  • energy regeneration is now percent based
  • reduced museum base achievement boost (1% => 0.5%)
  • changed energy color (Cylindro fight)
  • adjusted producer values (Factory)

Fixes

  • fixed 'Death Aura' price
  • fixed 'Snap of Destiny' having more than one tier
  • fixed 'Darkness Shield' T5 and T6 having equal stats
  • fixed 'Unholy Aura' T6 stats
  • fixed module tier being set for hidden modules on tiering up
  • fixed module level being set for infinity modules on tiering up
  • fixed tower assets having colliders in boss fights
  • fixed infinity modules displaying tier 1 when being dragged
  • fixed shield value scaling on higher tiers
  • fixed nature era enemies healing the tower

New Stuff

  • added hints to plants

Fixes

  • improved resource display performance
  • fixed AI component clamping on loading
  • fixed module order in-game
  • fixed scrolling not being possible while a module is being dragged in the workshop

Changes

  • changed 'analyzing' button to a timer in artifact research

Fixes

  • fixed async projectile distance checking
  • fixed artifact research time not loading
  • fixed artifact offline research time not working

New Stuff

  • added artifact 'Chained Mannequin'
  • added version number to options menu
  • added epsilon deltas to universal experiment goals to compensate floating point arithmetic problems

Changes

  • reduced 'sign' artifact research cost and time
  • extended factory help
  • changed the UI color of artifacts
  • minor adjustments

Fixes

  • fixed AI min/max for int requiring doubles
  • fixed air compressors not disappearing in lab air experiment upon prestige

Other

  • temporarily disabled statistics api

Fixes

  • fixed button flickering in conversion UI
  • fixed construction firm cancel issue

Fixes

  • fixed typo in Dr. Cubical hint
  • fixed AI script limitations for imports and existing scripts

New Stuff

  • added 'new game' screen with skip tutorial options
  • added statistics for perfect space highscore
  • added statistics for arcade coins earned
  • added reward system for boss 1,2 and 3
  • added login/logout for the new website
  • added module 'Boss Shield'
  • added module 'Fire Splash'
  • added module 'Water Splash'
  • added module 'Earth Splash'
  • added module 'Air Splash'
  • added module 'Nature Splash'
  • added module 'Light Splash'
  • added module 'Darkness Splash'
  • added module 'Electricity Splash'
  • added module 'Energy Recycling '

Changes

  • changed ToS
  • saves with an older version will no longer load
  • massive module refactoring
  • -- changed almost all damage values of modules
  • -- changed all energy costs
  • -- changed most cooldown times
  • -- reduced stun durations
  • changed how 'Frost Nova' works
  • wizzard typ enemies are now affected by slow
  • switched module unlock locations
  • changed condition to get Daigoparry
  • stuns only last 20% of their original duration on bosses
  • replaced useless conversion input buttons
  • enemy hp/dmg is now rounded to 1 decimal place
  • refactored attack speed
  • improved module 'lucky shot'
  • changed construction firm gem boost to instant finish with gems
  • increased construction firm prices
  • adjusted building prices
  • changed workshop T1 construction time (30=>10)
  • audio options menu is grouped into categories
  • wiki pages that are not required are now hidden until they become relevant
  • changed arcade shop item color
  • statistics use the new save system
  • construction firm used the new save system
  • changed Arcade libary UI
  • bosses provide rewards only on the first defeat per tier
  • temporarily locked Arcade infinity rewards at Tier 4 to prevent players from locking themselves out of future progression
  • changed Perfect Space Main Screen to show controls
  • adjusted exotic skill prices
  • clean up options UI
  • improved island road layout
  • various minor polishing
  • updated Patreon and town citizen names

Fixes

  • fixed first round not providing town xp if both tutorials are skipped
  • fixed navmesh in region heaven
  • fixed wiki page color issue
  • fixed Perfect Space description

New Stuff

  • added statistic 'Shipyard: resources earned'
  • added 'Quantum Fading' module
  • added 'Power Conversion' module
  • temporarily lowered module requirement for military tier 14 (325->259)

New Stuff

  • added 'Mine: reduce layer refresh time' infinity perk
  • added 'Factory: tenfold production and machine speed' infinity perk
  • added 'Infinity Burst' module
  • added 'Eternal Wall' module

Fixes

  • fixed fire infinity stone boiler requirement
  • fixed in-game UI caching issue

Fixes

  • fixed 0 hp/dmg modifiers in challenges
  • fixed universal infinity stone cylindro tier requirement

New Stuff

  • added upgrades to Boss #3
  • added AI script export/import
  • added new challenge to forest (#6)
  • added statistic 'Mine: layers generated'
  • added statistic 'Mine: tiles uncovered'
  • added statistic 'Factory: resources produced'
  • added statistic 'Trading Post: total trades'
  • added statistic 'Power Plant: total power produced'
  • added statistic 'infinity stones: times used'
  • added 'precious freight' skill to Shipyard
  • added 'armored cargo bay' exotic skill to Shipyard
  • added 'reset town perk cooldown' infinity perk (military tier 13)
  • added 'permanently reduce town perk cooldown' infinity perk (military tier 14)
  • added 'Forest Gift' module

Changes

  • module 'Death Wish' now has a max tier (250)
  • 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
  • Ingame Exit button has a confirmation dialog
  • Deleting save slot has a confirmation dialog
  • Enemy counter ingame
  • Difficulty is displayed ingame
  • Added missing localization
  • Bug: https://trello.com/c/o8a0Zl5B
  • Bug: https://trello.com/c/NLQUeLM1
  • Bug: Double click fixed: https://trello.com/c/EPdBOvCu
  • Bug in Testing: https://trello.com/c/nxpMC7YI
  • Bug in Testing: https://trello.com/c/lNd96gyQ
  • Bug in Testing: https://trello.com/c/4Asyc3GT
  • Bug in Testing: https://trello.com/c/ls54e6rB
  • Bug in Testing: https://trello.com/c/MGAt1D91
  • Bug in Testing: https://trello.com/c/bfiFkEFB