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