<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>The Perfect Tower II changelog</title><description>New versions of The Perfect Tower II, the incremental tower defense by Fire Sword Studios.</description><link>https://www.perfecttower2.com/</link><language>en-us</language><atom:link href="https://www.perfecttower2.com/changelog/feed.xml" rel="self" type="application/rss+xml"/><item><title>The Perfect Tower II v1.0.15</title><link>https://www.perfecttower2.com/changelog/1.0.15/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.15/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed certain era and infinity requirements in Headquarters not being displayed properly&lt;/li&gt;&lt;li&gt;Fixed halloween pumpkins not being scannable in crafter menu&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sat, 03 Oct 2026 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.14</title><link>https://www.perfecttower2.com/changelog/1.0.14/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.14/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added module &apos;Montoya Protocol&apos;&lt;/li&gt;&lt;li&gt;Added module &apos;Symbiotic&apos;&lt;/li&gt;&lt;li&gt;Added localization keys for (almost) everything in the game&lt;/li&gt;&lt;li&gt;Added a right-click option to keep the active buff list open in Tower Testing&lt;/li&gt;&lt;li&gt;Added a restart button to every boss pause menu&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Improved module search in the Workshop (&apos;.&apos; are ignored and o/oe = ö)&lt;/li&gt;&lt;li&gt;Gave Laboratory experiment prestige upgrades unique names&lt;/li&gt;&lt;li&gt;Changed Shipyard wind &apos;none&apos; to &apos;fair&apos;&lt;/li&gt;&lt;li&gt;Renamed the &apos;reflect&apos; module tag to &apos;reactive&apos;&lt;/li&gt;&lt;li&gt;Expanded localization support for challenge rules, the main menu and save/load flows&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed Shipyard sea miles and shipments display not using same anchors as stats inside Trading Post&lt;/li&gt;&lt;li&gt;Fixed Seraphiel&apos;s Microphone Staff having an invalid unlock condition&lt;/li&gt;&lt;li&gt;Fixed Factory inventory and manufacture booster grids sometimes turning infinite stacks finite&lt;/li&gt;&lt;li&gt;Fixed module instance components not listening for events after being enabled&lt;/li&gt;&lt;li&gt;Fixed mouse button release events not firing properly&lt;/li&gt;&lt;li&gt;Fixed the Halloween cauldron not resetting properly after the event&lt;/li&gt;&lt;li&gt;Fixed Power Plant resource distribution and pipe networks not updating correctly after selling a pipe&lt;/li&gt;&lt;li&gt;Fixed the Air Experiment displaying oxygen twice&lt;/li&gt;&lt;li&gt;Fixed a potential crash with custom wiki pages&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Tue, 29 Sep 2026 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.13</title><link>https://www.perfecttower2.com/changelog/1.0.13/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.13/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added lots of new localizations&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Navmesh paths from spawner to tower are now cached&lt;/li&gt;&lt;li&gt;Slightly altered rendering order of enemies to ensure all of them get batched together in one draw call&lt;/li&gt;&lt;li&gt;Optimized julia set shader in exotic experiment&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed module instance components during tower testing not updating their labels when switching languages&lt;/li&gt;&lt;li&gt;Fixed color correction post processing causing the perfect space scene to become stretched across the screen on certain aspect ratios&lt;/li&gt;&lt;li&gt;Fixed potential memory leak related to web requests&lt;/li&gt;&lt;li&gt;Fixed headhunting actually lowering the damage instead of increasing&lt;/li&gt;&lt;li&gt;Fixed tactical maneuver not affecting defensive modules&lt;/li&gt;&lt;li&gt;Fixed sandbox mode health multiplier disabling town health bonus when no foundation module is applied&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 20 Apr 2026 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.12</title><link>https://www.perfecttower2.com/changelog/1.0.12/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.12/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added AI function &apos;Option: Get (Bool)&apos;&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Rebaked navmesh for forest with different settings to hopefully fix enemies getting stuck at a certain point&lt;/li&gt;&lt;li&gt;Transformed about 90% of text in the game into a localizable text with english translation&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed statistics in museum not showing current and total when leaving tab and returning later on&lt;/li&gt;&lt;li&gt;Fixed construction firm building tooltips sometimes not refreshing after reloading a save&lt;/li&gt;&lt;li&gt;Fixed winter wonderland artifact not unlocking despite having the winter wonderland achievement&lt;/li&gt;&lt;li&gt;Fixed element era research worker not refreshing hits taken and enemies killed when using them for research&lt;/li&gt;&lt;li&gt;Fixed headquarters tutorial still mentioning software toggles being in the options menu instead of dedicated menu&lt;/li&gt;&lt;li&gt;Fixed crafter showing crafting counts beyond the item stack limit when entering the maximum stack size as input&lt;/li&gt;&lt;li&gt;Fixed sky blessing buff not being localized&lt;/li&gt;&lt;li&gt;Fixed tower range indicator being toggled when clicking on the tower through UI&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Wed, 11 Mar 2026 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.11</title><link>https://www.perfecttower2.com/changelog/1.0.11/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.11/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added the ability to change AI script impulses by clicking on them&lt;/li&gt;&lt;li&gt;Added sanity check on requested position for AI function &apos;Use Module&apos;&lt;/li&gt;&lt;li&gt;Added automatic unlock for &apos;Pumpkin&apos; artifact when you have the halloween achievement&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Renamed &apos;Power&apos; button in Power Plant boost tab to &apos;Boost!&apos;&lt;/li&gt;&lt;li&gt;Changed module restrictions in challenge 9-1 (slightly lowered)&lt;/li&gt;&lt;li&gt;Changed elemental damage multiplier in challenge 9-1 (slightly increased fire &amp;lt;-&amp;gt; fire and earth &amp;lt;-&amp;gt; fire)&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed duplicate localization keys&lt;/li&gt;&lt;li&gt;Fixed execution order of module &apos;Martyrdom&apos;&lt;/li&gt;&lt;li&gt;Fixed power function in AI procuding NaNs when trying to raise negative numbers to a fraction&lt;/li&gt;&lt;li&gt;Fixed typo in module &apos;Bluecats Harmonizer&apos;&lt;/li&gt;&lt;li&gt;Fixed enemies sometimes clipping into the ground during final wave&lt;/li&gt;&lt;li&gt;Fixed Factory dust uptier worker sometimes not leaving 1 dust&lt;/li&gt;&lt;li&gt;Fixed Power Plant tutorial highlighting of technology tab being offset&lt;/li&gt;&lt;li&gt;Fixed input name sometimes not bouncing red when creating a new save and an error occurs&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Fri, 16 Jan 2026 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.10</title><link>https://www.perfecttower2.com/changelog/1.0.10/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.10/</guid><description>&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed the cookie factory upgrade from the winter event on day 5 to -20°C freeze level instead of -10°C&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed typo in description of module &apos;Death Aura&apos;&lt;/li&gt;&lt;li&gt;Fixed module &apos;Chaos Gift&apos; throwing exceptions when requesting the energy cost of re-casted modules&lt;/li&gt;&lt;li&gt;Fixed challenge menu highlighting module tier restriction for module&apos;s whose categories&apos; level and tier is being ignored&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 22 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.9</title><link>https://www.perfecttower2.com/changelog/1.0.9/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.9/</guid><description>&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Localization files don&apos;t need a valid country code anymore&lt;/li&gt;&lt;li&gt;Improved light propagation light experiment to fix certain edge cases leading to ghost rays&lt;/li&gt;&lt;li&gt;Clicking during module unlock animation skips to the end&lt;/li&gt;&lt;li&gt;Changed &apos;Mixing Engineer&apos; Factory worker task to ensure that at least one dust of each tier remains&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed AI integer arithmetic covering certain edge cases better&lt;/li&gt;&lt;li&gt;Fixed AI UI windows not being properly disposed when going to the main menu&lt;/li&gt;&lt;li&gt;Fixed close button &apos;X&apos; in AI UI sprite selector being out of bounds&lt;/li&gt;&lt;li&gt;Fixed size of close button &apos;X&apos; in museum being off&lt;/li&gt;&lt;li&gt;Fixed staying in the main menu not granting the correct offline time&lt;/li&gt;&lt;li&gt;Fixed various localizations reading &apos;everytime&apos; instead of &apos;every time&apos;&lt;/li&gt;&lt;li&gt;Fixed black hole in final boss fight potentially breaking the missile spawn logic if cast within a specific time window&lt;/li&gt;&lt;li&gt;Fixed missing apostrophe for all instances of Tower&apos;s&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Thu, 18 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.8</title><link>https://www.perfecttower2.com/changelog/1.0.8/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.8/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added photosensitivity mode (currently only tones down visuals in Cubos Jr. boss fight)&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed module statistic goal requirement including Legendary modules&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 08 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.7</title><link>https://www.perfecttower2.com/changelog/1.0.7/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.7/</guid><description>&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed locked challenges to lock visually identical to locked difficulties for consistency&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed challenges that are locked not appearing as locked&lt;/li&gt;&lt;li&gt;Fixed typo in &apos;No Power Here&apos; guidance text&lt;/li&gt;&lt;li&gt;Fixed tooltips from remaining active when dynamic rendering is enabled and the game loses focus&lt;/li&gt;&lt;li&gt;Fixed typos in various Dr. Cubical&apos;s guidance texts&lt;/li&gt;&lt;li&gt;Fixed certain multi-tier Factory items not showing T1 in their name since update that changed this&lt;/li&gt;&lt;li&gt;Fixed pause menu in boss 5 fight not stopping time&lt;/li&gt;&lt;li&gt;Fixed Trading Post conversion dial sometimes not opening&lt;/li&gt;&lt;li&gt;Possibly fixed ship in Perfect Space not respawning&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sun, 07 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.6</title><link>https://www.perfecttower2.com/changelog/1.0.6/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.6/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added artifact categories (not displayed in UI yet)&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed achievement &apos;International Museum&apos; requirement to only need standard artifacts (no secret or event type)&lt;/li&gt;&lt;li&gt;Changed artifact &apos;W.I.N.C.E Plushie&apos; to category secret&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Seraphiel&apos;s Microphone Staff&apos; to category secret&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Book Of Cubimas&apos; to category event&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Pumpkin&apos; to category event&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed buffs with same ids having unexpected interactions when applied at the same time on the same target&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sat, 06 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.5</title><link>https://www.perfecttower2.com/changelog/1.0.5/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.5/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added AI function &apos;Shipyard: Sea Miles&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Shipyard: Shipments&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Shipyard: Countdown&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Shipyard: Weather Bonus&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Shipyard: Current Order&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Shipyard: Start Order&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Shipyard: Collect Order&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Shipyard: Cancel Order&apos;&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed nav mesh agents to not attempt to call set destination when disabled&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Fri, 05 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.4</title><link>https://www.perfecttower2.com/changelog/1.0.4/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.4/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added &apos;Display Brightness&apos; accessibility option to graphics&lt;/li&gt;&lt;li&gt;Added &apos;Color Saturation&apos; accessibility option to graphics&lt;/li&gt;&lt;li&gt;Added hotkey &apos;Toggle Second Floor&apos;&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed versioning to &apos;major.themed.minor&apos;&lt;/li&gt;&lt;li&gt;Changed &apos;module chance&apos; button in region selection to toggle the chances window off when pressed again&lt;/li&gt;&lt;li&gt;Changed achievement &apos;Pure Gambling&apos; to auto-unlock on save load if any module from Arcade was unlocked already&lt;/li&gt;&lt;li&gt;Changed factory items of tier 1 to show their tier as part of their name&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed active module related script functions sometimes throwing exceptions on tower death&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Thu, 04 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.3</title><link>https://www.perfecttower2.com/changelog/1.0.3/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.3/</guid><description>&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added option to turn off discord activity&lt;/li&gt;&lt;li&gt;Added trying to create save without name highlighting the name input box&lt;/li&gt;&lt;li&gt;Added info label below fps limit setting to explain vsync and fps limit interaction&lt;/li&gt;&lt;li&gt;Experimental change regarding stopping distance of nav mesh agents&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed migration issue related to exotic gems when loading a very very old savegame&lt;/li&gt;&lt;li&gt;Fixed module tooltips in-game not using the new attribute injection system&lt;/li&gt;&lt;li&gt;Fixed tags and description of module &apos;Aquatic Absorption&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Energy Flow&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Return To Monkey&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Space Guns&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Monsoon Aura&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Tactical Maneuver&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Generic Armor&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Lucky Shot&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Avalanche&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Serious Missile&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Tremors&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Grim Reaper&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Infinity Shield&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Infinity Regeneration&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Infinity Energy&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Gnarly Obsidian&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;W.I.N.C.E.&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Elemental Splashes&apos;&lt;/li&gt;&lt;li&gt;Fixed tags of module &apos;Sparks&apos;&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Wed, 03 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.2</title><link>https://www.perfecttower2.com/changelog/1.0.2/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.2/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed auto-fill deleting items in some cases when there is not enough space in the inventory&lt;/li&gt;&lt;li&gt;Fixed auto-fill putting an entire stack of machines into a machine slot when clearing the crafting grid&lt;/li&gt;&lt;li&gt;Fixed Construction Firm building tooltips being visible through the instant complete via gems overlay&lt;/li&gt;&lt;li&gt;Disabling global boosts now properly removes them from the town stats menu&lt;/li&gt;&lt;li&gt;Renamed &apos;missile start color&apos; to &apos;missile head color&apos;&lt;/li&gt;&lt;li&gt;Renamed &apos;missile end color&apos; to &apos;missile tail color&apos;&lt;/li&gt;&lt;li&gt;Replaced tooltip of Dr. Cubical help button in town perks menu&lt;/li&gt;&lt;li&gt;Fixed token rewards in adventure sometimes being 0&lt;/li&gt;&lt;li&gt;Fixed [spoiler] factor becoming 0 if the current savegame does not have any [spoiler]&lt;/li&gt;&lt;li&gt;Fixed [spoiler] factor becoming 0 if the current savegame does not have any [spoiler]&lt;/li&gt;&lt;li&gt;Fixed skill &apos;Overpaid Interns&apos; not refreshing prestige price factor immediately&lt;/li&gt;&lt;li&gt;Fixed tower asset animation wrongly applying the global rotation to the local rotation which lead to them becoming distorted in boss fights&lt;/li&gt;&lt;li&gt;Fixed way too low sensitivity of horizontal scrollbar of crafting queue in Factory&lt;/li&gt;&lt;li&gt;Fixed crafter dialog not formatting the text inside the textbox with the selected number formatter when using multiply buttons&lt;/li&gt;&lt;li&gt;Removed duplicate &apos;click to continue&apos; line in worker tutorials&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Tue, 02 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.1</title><link>https://www.perfecttower2.com/changelog/1.0.1/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.1/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed header in military tier up screen not being anchored to the top of the screen&lt;/li&gt;&lt;li&gt;Fixed Power Plant starting with power when constructing it&lt;/li&gt;&lt;li&gt;Fixed technology tab in Power Plant not being centered when playing with UI scale below 100%&lt;/li&gt;&lt;li&gt;Fixed buy max. in town assets UI not refreshing bonus&lt;/li&gt;&lt;li&gt;Fixed snowman carrot particles teleporting to the center of the map once carrot falls out&lt;/li&gt;&lt;li&gt;Fixed active module UI components throwing unnecessary exceptions when tower dies&lt;/li&gt;&lt;li&gt;Fixed module instance UI components resetting when tower dies&lt;/li&gt;&lt;li&gt;Fixed text clipping in sleigh pad in winter wonderland&lt;/li&gt;&lt;li&gt;Fixed winter event not resetting items from last year&lt;/li&gt;&lt;li&gt;Fixed settings button in winter wonderland&lt;/li&gt;&lt;li&gt;Fixed typo in Dr. Cubicals guidance&lt;/li&gt;&lt;li&gt;Fixed unlock condition of nullifying aura not unregistering certain event listeners&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added steam achievements sync when loading an existing savegame&lt;/li&gt;&lt;li&gt;Reduced military tier 5 module requirements from 100 to 80&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 01 Dec 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v1.0.0</title><link>https://www.perfecttower2.com/changelog/1.0.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/1.0.0/</guid><description>&lt;h3&gt;General&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added &apos;Highscore Mode&apos; (requires finishing the game once)&lt;/li&gt;&lt;li&gt;Added open save folder button to save game list&lt;/li&gt;&lt;li&gt;Added option to adjust color blind mode blending with original image&lt;/li&gt;&lt;li&gt;Added localization keys to main menu buttons&lt;/li&gt;&lt;li&gt;Added localization support for help pages&lt;/li&gt;&lt;li&gt;Added Steam achievements&lt;/li&gt;&lt;li&gt;Added town assets to nexus&lt;/li&gt;&lt;li&gt;Added vfx pack to nexus&lt;/li&gt;&lt;li&gt;Added winter wonderland asset pack to nexus&lt;/li&gt;&lt;li&gt;Added debug option to disable fallback language&lt;/li&gt;&lt;li&gt;Added new dropdown icons&lt;/li&gt;&lt;li&gt;Added new logo&lt;/li&gt;&lt;li&gt;Changed tutorial text to be localizable&lt;/li&gt;&lt;li&gt;Changed building tutorials to be localizable&lt;/li&gt;&lt;li&gt;Changed Winter Wonderland sleighpad to softcap efficiency per worker beyond 100%&lt;/li&gt;&lt;li&gt;Tooltips are now more responsive&lt;/li&gt;&lt;li&gt;Option category headers are now localizable&lt;/li&gt;&lt;li&gt;Increased exotic gems cap from 1e18 to 1.8e308 (data type is double instead of long)&lt;/li&gt;&lt;li&gt;Updated list of supporters&lt;/li&gt;&lt;li&gt;Updated unity to version 2020.3.49f1&lt;/li&gt;&lt;li&gt;Missable achievements will unlock on save load&lt;/li&gt;&lt;li&gt;Moved global boosts to &apos;online&apos; category in options menu&lt;/li&gt;&lt;li&gt;Moved &apos;Dynamic Rendering&apos; to graphics settings &lt;/li&gt;&lt;li&gt;Moved &apos;Dynamic UI Scaling&apos; to graphics settings and removed experimental warning&lt;/li&gt;&lt;li&gt;Replaced color correction shaders for colorblind mode&lt;/li&gt;&lt;li&gt;Removed software from options menu&lt;/li&gt;&lt;li&gt;Removed &apos;x1&apos; from anti-aliasing settings dropdown since it effectively does nothing (it auto-jumps to x2 internally)&lt;/li&gt;&lt;li&gt;Removed deprecated localized tmp components&lt;/li&gt;&lt;li&gt;Removed empty spaces in the credits&lt;/li&gt;&lt;li&gt;Fixed broken input boxes in options&lt;/li&gt;&lt;li&gt;Fixed credits duration not adjusting based on supporters&lt;/li&gt;&lt;li&gt;Fixed language dropdown always starting at english even when changed in last session&lt;/li&gt;&lt;li&gt;Fixed broken localization files throwing exceptions and breaking game setup&lt;/li&gt;&lt;li&gt;Fixed a lot of trailing spaces in localized texts&lt;/li&gt;&lt;li&gt;Fixed deleting a savegame not refreshing the continue button&lt;/li&gt;&lt;li&gt;Fixed checkmarks in options menu using wrong color&lt;/li&gt;&lt;li&gt;Fixed various typos&lt;/li&gt;&lt;li&gt;Fixed mods button showing up on web&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Town&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added Dr. Cubical guidance system&lt;/li&gt;&lt;li&gt;Added Dr. Cubical to town&lt;/li&gt;&lt;li&gt;Added background blur to Town stats UI background&lt;/li&gt;&lt;li&gt;Added building shortcut buttons to exotic skills&lt;/li&gt;&lt;li&gt;Added help page for building skills&lt;/li&gt;&lt;li&gt;Added help page for exotic skills&lt;/li&gt;&lt;li&gt;Added hexagon base shape to tower customization&lt;/li&gt;&lt;li&gt;Added max. shield factor to town stats menu&lt;/li&gt;&lt;li&gt;Added highlighting to challenge menu if module tier requirement is not fulfilled&lt;/li&gt;&lt;li&gt;Merged normal and endless mode into one UI component&lt;/li&gt;&lt;li&gt;Adjusted Tower Testing UI for a more unified style&lt;/li&gt;&lt;li&gt;Updated help page of tower customization&lt;/li&gt;&lt;li&gt;Right-clicking town stats now toggles all their modifiers&lt;/li&gt;&lt;li&gt;Town conversion rate modifiers cannot be disabled anymore&lt;/li&gt;&lt;li&gt;Town assets can no longer be manually or automatically placed inside building meshes&lt;/li&gt;&lt;li&gt;Town assets now properly respect their rotation when checking for obstacles&lt;/li&gt;&lt;li&gt;Enemy stats display in new round screen now includes era and infinity in resource drop preview&lt;/li&gt;&lt;li&gt;Challenges are now more restricting regarding legendary modules&lt;/li&gt;&lt;li&gt;Module categories which are forbidden in a challenge are now crossed out&lt;/li&gt;&lt;li&gt;Module count for forbidden categories is now display as &apos;&amp;lt;number&amp;gt;/0&apos; instead of &apos;&amp;lt;number&amp;gt;/X&apos;&lt;/li&gt;&lt;li&gt;Swapped neutral and forest region for neutral infinity stone charge bars&lt;/li&gt;&lt;li&gt;Building shortcut button is now disabled when building is under construction and cannot be entered&lt;/li&gt;&lt;li&gt;Completed challenges now show a checkmark during tower testing next to their number&lt;/li&gt;&lt;li&gt;Infinity modules can now be used in any challenge&lt;/li&gt;&lt;li&gt;Infinity modules level is unaffected by challenge rules&lt;/li&gt;&lt;li&gt;Replaced locked difficulties text (&apos;???&apos;) with lock icon&lt;/li&gt;&lt;li&gt;Replaced town perk &apos;Mine Layers&apos; with &apos;Sea Miles&apos; (skill points are automatically refunded)&lt;/li&gt;&lt;li&gt;Replaced locked building text (&apos;???&apos;) inside building skills menu with a lock icon&lt;/li&gt;&lt;li&gt;Renamed town perk &apos;Processing Speed&apos; to &apos;Machine Speed&apos;&lt;/li&gt;&lt;li&gt;Changed fade in/out animation of buildings to be consistent regardless of framerate&lt;/li&gt;&lt;li&gt;Changed town citizens to no longer obstruct placement of town assets&lt;/li&gt;&lt;li&gt;Changed infinity perk for boss unlock to be one-time use instead of toggle&lt;/li&gt;&lt;li&gt;Changed &apos;toggle modifiers&apos; in town stats to only shows up if an attribute actually has toggleable modifiers&lt;/li&gt;&lt;li&gt;Changed town asset bonus to be based on slots instead of actually placed town assets&lt;/li&gt;&lt;li&gt;Changed tower projectile color to be customizable&lt;/li&gt;&lt;li&gt;Removed infinity perk that gave temporary access to forge&lt;/li&gt;&lt;li&gt;Fixed minor Town header and footer UI styling issues&lt;/li&gt;&lt;li&gt;Fixed escape button not closing region detail view and instead closing the entire game mode selection window&lt;/li&gt;&lt;li&gt;Fixed dashboard not closing when opening town assets&lt;/li&gt;&lt;li&gt;Fixed normal mode&apos;s completed statistic not being refreshed upon loading a save&lt;/li&gt;&lt;li&gt;Fixed worker task categories with no available tasks being clickable&lt;/li&gt;&lt;li&gt;Fixed order of module fragments in idle menu to be the same as in Workshop&lt;/li&gt;&lt;li&gt;Fixed idle resource amount text jumping up and down due to wrong vertical font centering&lt;/li&gt;&lt;li&gt;Fixed event button being on top of dashboard and guidance menu&lt;/li&gt;&lt;li&gt;Fixed importing tower mesh sometimes not recalculating normals properly&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Power Plant&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added exotic skill &apos;Recursive Feedback&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Quantum Storage&apos;&lt;/li&gt;&lt;li&gt;Added right-click to buy max. to second floor of Power Plant&lt;/li&gt;&lt;li&gt;Power Plant component technology buttons now better indicate that they are clickable&lt;/li&gt;&lt;li&gt;Pressing escape in Power Plant will first attempt to close any open tech tree upgrade windows before closing the entire building&lt;/li&gt;&lt;li&gt;Fixed second floor of Power Plant using wrong character casing for prices&lt;/li&gt;&lt;li&gt;Fixed Power Plant not updating production per second when sped up&lt;/li&gt;&lt;li&gt;Fixed wrong conversion button tooltip border color&lt;/li&gt;&lt;li&gt;Fixed loadout import reading &apos;paste blueprint here&apos; instead of &apos;paste loadout here&apos;&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Mine&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added right-click to buy max. to all drill upgrades&lt;/li&gt;&lt;li&gt;Added right-click to buy max. to asteroid mining upgrades&lt;/li&gt;&lt;li&gt;Replaced icon of skill &apos;Detection&apos;&lt;/li&gt;&lt;li&gt;Replaced icon of skill &apos;Collapsing Tunnels&apos;&lt;/li&gt;&lt;li&gt;Replaced icon of skill &apos;Advanced Drills&apos;&lt;/li&gt;&lt;li&gt;Replaced icon of skill &apos;Tank Expansion&apos;&lt;/li&gt;&lt;li&gt;Fixed skill &apos;Collapsing Tunnels&apos; not applying the correct formula&lt;/li&gt;&lt;li&gt;Fixed wrong conversion button tooltip border color&lt;/li&gt;&lt;li&gt;Fixed asteroids granting Factory items even without the Factory&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Factory&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added right-click to buy max. to second floor of Factory&lt;/li&gt;&lt;li&gt;Added tooltip to machines in the crafter recipe selection view&lt;/li&gt;&lt;li&gt;Added hotkey for autofill in Factory&lt;/li&gt;&lt;li&gt;Added internal priority system to crafter&lt;/li&gt;&lt;li&gt;Minor improvements to font scaling&lt;/li&gt;&lt;li&gt;Reworked item dissolving mechanics&lt;/li&gt;&lt;li&gt;All items can now be dissolved right from the start&lt;/li&gt;&lt;li&gt;Improved crafter algorithm&lt;/li&gt;&lt;li&gt;Scanned items return 100% of their mass&lt;/li&gt;&lt;li&gt;Unscanned items return 25% of their mass&lt;/li&gt;&lt;li&gt;Fabricating items requires them to be scanned&lt;/li&gt;&lt;li&gt;Adjusted Factory UI for a more unified style&lt;/li&gt;&lt;li&gt;Increased shop stock limit of basic chips, ingots and plates&lt;/li&gt;&lt;li&gt;Increased t1 town producer production rate from 0.25 to 4&lt;/li&gt;&lt;li&gt;Increased t2 town producer production rate from 150 to 300&lt;/li&gt;&lt;li&gt;Increased t1 building producer production rate from 0.02 to 0.5&lt;/li&gt;&lt;li&gt;Increased t2 building producer production rate from 10.0 to 25.0&lt;/li&gt;&lt;li&gt;Input items in machines that have a crafting recipe can now be clicked to preview the recipe in the crafting grid&lt;/li&gt;&lt;li&gt;Reduced scan requirements for all items&lt;/li&gt;&lt;li&gt;Changed fabrication cost to start at 3 (was 4) times the original mass of the object&lt;/li&gt;&lt;li&gt;Changed Pumpkin to only be scannable during Halloween&lt;/li&gt;&lt;li&gt;Changed &apos;Town Producer T1&apos; to require T1 materials instead of T2&lt;/li&gt;&lt;li&gt;Changed shop to only display relevant items in early Factory tiers&lt;/li&gt;&lt;li&gt;Changed producers to be uncraftable until their respective building has been constructed&lt;/li&gt;&lt;li&gt;Changed auto-fill to grab machines from their slots when upgrading them and they are the last missing item&lt;/li&gt;&lt;li&gt;Fixed trash and auto-fill tooltips not having correct border color&lt;/li&gt;&lt;li&gt;Fixed crafter adding same-type items multiple times to the crafting queue instead of properly stacking them&lt;/li&gt;&lt;li&gt;Fixed minor exception when trying to craft an item while not having enough resources&lt;/li&gt;&lt;li&gt;Fixed categories with no available recipes being clickable&lt;/li&gt;&lt;li&gt;Fixed crafter not being able to properly save &amp;amp; load recipes that change their signature&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Headquarters&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added notification when software finishes installing&lt;/li&gt;&lt;li&gt;Added software loadouts&lt;/li&gt;&lt;li&gt;Added contract &apos;Unequalizer&apos;&lt;/li&gt;&lt;li&gt;Added contract &apos;Communicator&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Extra Servers&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Data Mining&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Head Offices&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Foreign Contracts&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Shared Database&apos;&lt;/li&gt;&lt;li&gt;Added localization keys to module and region mt requirements&lt;/li&gt;&lt;li&gt;Adjusted module tier requirements for military tiers&lt;/li&gt;&lt;li&gt;Mine shards are now converted to resources before tiering up&lt;/li&gt;&lt;li&gt;Reduced price of first server (2 instead of 100)&lt;/li&gt;&lt;li&gt;Changed price after the first server to 10^server count (was 100*10^server count)&lt;/li&gt;&lt;li&gt;Changed base price of CPU upgrades for servers to 10 (was 20)&lt;/li&gt;&lt;li&gt;Changed base price of RAM upgrades for servers to 1.5e8 (was 10)&lt;/li&gt;&lt;li&gt;Changed base cost of software &apos;Autoskip&apos; to 15 (was 50)&lt;/li&gt;&lt;li&gt;Changed base research time of software &apos;Autoskip&apos; to 10 minutes (was 20 minutes)&lt;/li&gt;&lt;li&gt;Changed base cost of software &apos;Wave Streaming&apos; to 250 (was 250000)&lt;/li&gt;&lt;li&gt;Changed base research time of software &apos;Wave Streaming&apos; to 4 hours (was ~1644 years)&lt;/li&gt;&lt;li&gt;Changed contract fragment multiplier max level from 19 to 300&lt;/li&gt;&lt;li&gt;Changed trust fund tooltip to omit resources with an amount of zero&lt;/li&gt;&lt;li&gt;Changed software &apos;Era Tunneling&apos; to increase eras skipped per difficulty with a highscore higher than inf. 1 and additionally provide another bonus if all difficulties of a region are inf. 1 or higher&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Facility AI&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added AI script templates&lt;/li&gt;&lt;li&gt;Added AI action &apos;Software: Apply Loadout (Name)&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Software: Apply Loadout (Index)&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Software: Loadout Name&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Software: Loadout Index&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Software: Loadout Count&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Software: Loadout Count&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Factory: Machine Tier&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Game: Time Passed&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Game: Real Time Passed&apos;&lt;/li&gt;&lt;li&gt;Added &apos;xor&apos;, &apos;or&apos;, &apos;and&apos; bitwise operators to arithmetic (int) AI function&lt;/li&gt;&lt;li&gt;Added AI impulse for opening tower testing town window&lt;/li&gt;&lt;li&gt;Added AI impulse for closing tower testing town window&lt;/li&gt;&lt;li&gt;Moved AI settings from Headquarters to options menu&lt;/li&gt;&lt;li&gt;Fixed overflow exceptions in AI scripts flooding the log files&lt;/li&gt;&lt;li&gt;Fixed AI canvas not clearing when going to the main menu&lt;/li&gt;&lt;li&gt;Fixed AI being able to assigning worker task parameters that are not available yet&lt;/li&gt;&lt;li&gt;Fixed turbo exec&lt;/li&gt;&lt;li&gt;Fixed currently executing script not properly stopping if it uses execution budget&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Arcade&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Reduced resource rewards from Jumble&lt;/li&gt;&lt;li&gt;Minimum resource rewards in Arcade are now 1&lt;/li&gt;&lt;li&gt;Fixed Arcade resetting town music when entering for the first time after a scene load&lt;/li&gt;&lt;li&gt;Fixed minimum wager in Arcade not formating the value based on selected notation&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Perfect Space&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added movement via mouse&lt;/li&gt;&lt;li&gt;Added visual indicator for when weapon is on cooldown&lt;/li&gt;&lt;li&gt;Added smaller visual cues&lt;/li&gt;&lt;li&gt;Added level up effect to player ship&lt;/li&gt;&lt;li&gt;Added continue button on game over screen&lt;/li&gt;&lt;li&gt;Fixed enemies&apos; hit marker not disappearing on the game over screen &lt;/li&gt;&lt;li&gt;Fixed drones not being affected by engineering ability &lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Laboratory&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added skill &apos;Overpaid Interns&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Elemental Cores&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Module Molecules&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Breakthrough&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Scoping&apos;&lt;/li&gt;&lt;li&gt;Added coordinate input to exotic experiment multiverse&lt;/li&gt;&lt;li&gt;Changed claimed goals to be slightly better visualized&lt;/li&gt;&lt;li&gt;Changed Fire Experiment to unlock with Laboratory T2 (was T1)&lt;/li&gt;&lt;li&gt;Changed Nature Experiment to unlock with Laboratory T1 (was T2)&lt;/li&gt;&lt;li&gt;Changed Water Experiment base cooling speed from 0.5 to 2&lt;/li&gt;&lt;li&gt;Fixed endless Laboratory goals showing the next requirement&lt;/li&gt;&lt;li&gt;Fixed buy max. for exotic gems in exotic experiment&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Shipyard&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added events for shipment completed and collected&lt;/li&gt;&lt;li&gt;Added skill &apos;Cartography&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Priority Manifest&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Trade Leverage&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Shipping Fleet&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Import Taxes&apos;&lt;/li&gt;&lt;li&gt;Fixed Shipyard floating reward boxes spawning when inside a submenu like skills, help, etc.&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Trading Post&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Crates are now a currency&lt;/li&gt;&lt;li&gt;Replaced icon of skill &apos;Super Trades&apos;&lt;/li&gt;&lt;li&gt;Fixed conversion dials in Trading Post throwing an exception when selected trade offer is changed&lt;/li&gt;&lt;li&gt;Fixed Trading Post not clearing selected offer if it got removed when offers have been regenerated&lt;/li&gt;&lt;li&gt;Fixed trades staying locked after returning to their pool&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Workshop&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added events for anvil usage and anvil lock state changed&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Public Quests&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Arsenal&apos;&lt;/li&gt;&lt;li&gt;Added zoom function to infinity grid&lt;/li&gt;&lt;li&gt;Reduced era hits and kills required to unlock research&lt;/li&gt;&lt;li&gt;Renamed &apos;forge levels&apos; to &apos;reforge tiers&apos;&lt;/li&gt;&lt;li&gt;Changed era hits to not require a minimum damage amount anymore in order to count&lt;/li&gt;&lt;li&gt;Changed skill &apos;Synergy&apos; damage bonus from 1% to 10% per offensive module&lt;/li&gt;&lt;li&gt;Changed skill &apos;Reforge&apos; resistance bonus from 1% to 6% per defensive module (capped at 90%)&lt;/li&gt;&lt;li&gt;Changed skill &apos;Examination&apos; to increase tower testing xp gained by 1.5 instead of unlocking region difficulty details&lt;/li&gt;&lt;li&gt;Changed region difficulty details to unlock as soon as the Workshop has been constructed&lt;/li&gt;&lt;li&gt;Reduced base cost of era damage and hp divider&lt;/li&gt;&lt;li&gt;Fixed anchor of era experimentation module tabs&lt;/li&gt;&lt;li&gt;Fixed activating &apos;full&apos; toggle in Workshop displaying &apos;Free&apos; when not enough resources are available to tier up&lt;/li&gt;&lt;li&gt;Fixed second floor Workshop sometimes revealing the word &apos;Infinity&apos; before infinity was unlocked&lt;/li&gt;&lt;li&gt;Fixed wrong conversion button tooltip border color&lt;/li&gt;&lt;li&gt;Fixed Workshop permanently showing gem count if exiting via hotkey&lt;/li&gt;&lt;li&gt;Fixed &apos;full&apos; button in Workshop preventing to tier up modules when &apos;max&apos; button is disabled&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Museum&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added artifact research time to artifact info screen&lt;/li&gt;&lt;li&gt;Added help page for artifacts&lt;/li&gt;&lt;li&gt;Added help page for achievements&lt;/li&gt;&lt;li&gt;Added statistic &apos;Era highscores (per Difficulty per Region)&lt;/li&gt;&lt;li&gt;Added statistic &apos;Infinity highscores (per Difficulty per Region)&lt;/li&gt;&lt;li&gt;Added artifact categories&lt;/li&gt;&lt;li&gt;Adjusted gem price of finishing artifact research&lt;/li&gt;&lt;li&gt;Updated description of artifact &apos;Kat&apos;s Eye&apos;&lt;/li&gt;&lt;li&gt;Changed exotic skill &apos;Artifact Replica&apos; price from 1200 to 1000&lt;/li&gt;&lt;li&gt;Changed Power Stone Market slot costs to 200 per slot&lt;/li&gt;&lt;li&gt;Changed boss statistics power stone slot unlocks&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Golden Apple&apos; base research costs from 1e4 to 1e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Golden Apple&apos; base reserach time from 3400 to 1000 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Rib Cage&apos; base research costs from 1e4 to 1e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Rib Cage&apos; base reserach time from 3400 to 1000 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Rib Cage&apos; effect to -2% reserach time per researched artifact&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Carrot&apos; base research costs from 322000 to 1e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Carrot&apos; base reserach time from 900 to 1000 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Dwarven Minecart&apos; base research costs from 1e5 to 5e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Dwarven Minecart&apos; base reserach time from 4500 to 2700 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Lava Ruby&apos; base research costs from 1e6 to 5e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Lava Ruby&apos; base reserach time from 5000 to 2700 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Sign&apos; base research costs from 1000 to 5e3&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Sign&apos; base reserach time from 60 to 2700 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Monkey Idol&apos; base research costs from 1e6 to 2e4&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Monkey Idol&apos; base reserach time from 5000 to 3600 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Ancient Gear&apos; base research costs from 1e10 to 2e4&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Ancient Gear&apos; base reserach time from 9000 to 3600 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Compass&apos; base research costs from 1e6 to 2e4&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Compass&apos; base reserach time from 5000 to 3600 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Broken Sword&apos; base research costs from 690000 to 1e5&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Broken Sword&apos; base reserach time from 1800 to 5400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Strange Cube&apos; base research costs from 1e6 to 1e5&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Strange Cube&apos; base reserach time from 5000 to 5400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Kat&apos;s Eye&quot; base research costs from 12345678 to 1e5&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Kat&apos;s Eye&quot; base reserach time from 3600 to 5400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Broken Wing&apos; base reserach time from 5000 to 6300 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Blackhole in a bottle&apos; base reserach time from 5000 to 6300 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Light Triangle&apos; base research costs from 1e6 to 5e6&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Light Triangle&apos; base reserach time from 5000 to 7200 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Chained Mannequin&apos; base research costs from 727747793.115 to 7e13&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Ominous Coil&apos; base research costs from 3956447203.45 to 5e12&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Energy Sphere&apos; base research costs from 1500000 to 1e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Energy Sphere&apos; base reserach time from 600 to 7200 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Metal Plating&apos; base research costs from 4500000 to 1e15&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Metal Plating&apos; base reserach time from 1800 to 7200 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Vine Monster&apos; base research costs from 9000000 to 1e15&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Vine Monster&apos; base reserach time from 3600 to 7200 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Incendiary Device&apos; base research costs from 11250000 to 1e20&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Incendiary Device&apos; base reserach time from 4500 to 7200 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Cubos Cube&apos; base research costs from 13500000 to 1e20&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Cubos Cube&apos; base reserach time from 600 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Dice Of Fate&apos; base research costs from 1552528625.31 to 1e30&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Necronomicon&apos; base research costs from 1846342028.28 to 1e30&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Necronomicon&apos; base reserach time from 86400 to 28800 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Quantum Warehouse&apos; base research costs from 25000000000000 to 5e22&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Quantum Warehouse&apos; base reserach time from 10800 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Hyper Trading Table&apos; base research costs from 20000000000000 to 2e16&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Hyper Trading Table&apos; base reserach time from 10800 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Unstable Matter&apos; base research costs from 5e14 to 1e40&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Unstable Matter&apos; base reserach time from 21600 to 28800 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Heart Of The Cards&apos; base reserach time from 3400 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Celestial Tokens&apos; base research costs from 1e8 to 2e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Celestial Tokens&apos; base reserach time from 4500 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Antimatter Die&apos; base research costs from 1e8 to 2e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Antimatter Die&apos; base reserach time from 4500 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Some Kinda Laser Thingie&apos; base research costs from 1e8 to 2e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Some Kinda Laser Thingie&apos; base reserach time from 4500 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;W.I.N.C.E. Plushie&apos; base research costs from 1e10 to 1e50&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Pumpkin&apos; base research costs from 13500000 to 1e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Pumpkin&apos; base reserach time from 5400 to 10 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Book Of Cubimas&apos; base research costs from 13500000 to 1e10&lt;/li&gt;&lt;li&gt;Changed artifact &apos;Book Of Cubimas&apos; base reserach time from 5400 to 10 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Google&apos;s Treasure Bag&quot; base research costs from 1e10 to 2e10&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Google&apos;s Treasure Bag&quot; base reserach time from 1 to 14400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Una&apos;s Replicator&quot; base research costs from 1e16 to 1e70&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Una&apos;s Replicator&quot; base reserach time from 21600 to 86400 seconds&lt;/li&gt;&lt;li&gt;Changed artifact &quot;Nar&apos;s Tubular Test Tube&quot; base reserach time from 21600 to 28800 seconds&lt;/li&gt;&lt;li&gt;Fixed artifact &quot;Nar&apos;s Tubular Test Tube&quot; not being unlockable&lt;/li&gt;&lt;li&gt;Fixed exotic skill &apos;Artifact Replica&apos; not being applied until restart&lt;/li&gt;&lt;li&gt;Fixed Power Stone tooltips keeping previous slot item color when swapping&lt;/li&gt;&lt;li&gt;Fixed hint unlock prices not using the selected formatting options&lt;/li&gt;&lt;li&gt;Fixed artifact objects being clickable without a Museum&lt;/li&gt;&lt;li&gt;Fixed exotic gem cost of hints still being a long instead of double&lt;/li&gt;&lt;li&gt;Fixed artifact research screen showing the label &apos;instantly finish&apos; even without the appropriate skill&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Construction Firm&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Changed construction price of Mine from [10, 125, 500, 6000, 25000, 150000, 550000, 1100000, 1850000, 2750000] to [100, 1250, 5000, 60000, 250000, 1500000, 5500000, 11000000, 18500000, 27500000]&lt;/li&gt;&lt;li&gt;Changed construction price of Factory from [25, 200, 1250, 6000, 25000, 75000, 225000, 500000, 2150000, 5500000] to [250, 2000, 12500, 60000, 250000, 750000, 2250000, 5000000, 21500000, 55000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Laboratory from [100, 2750, 12500, 100000, 1250000, 7500000] to [1000, 27500, 125000, 1000000, 12500000, 75000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Power Plant from [750, 10000, 375000, 5000000, 12500000, 30000000] to [7500, 100000, 3750000, 50000000, 125000000, 300000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Arcade from [12500, 250000, 20000000, 24000000] to [125000, 2500000, 200000000, 240000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Trading Post from [500, 6000, 25000, 100000, 2250000] to [5000, 60000, 250000, 1000000, 22500000]&lt;/li&gt;&lt;li&gt;Changed construction price of Museum from [12500, 300000, 1500000, 5000000, 75000000] to [125000, 3000000, 15000000, 50000000, 750000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Statue Of Cubos from [125000, 5000000, 75000000] to [1250000, 50000000, 750000000]&lt;/li&gt;&lt;li&gt;Changed construction price of Shipyard from [50000, 750000, 50000000] to [500000, 7500000, 500000000]&lt;/li&gt;&lt;li&gt;Changed &apos;Beacon Of Power&apos; bonus per tier to be multiplicative to itself instead of additive&lt;/li&gt;&lt;li&gt;Changed &apos;Beacon Of Wealth&apos; bonus per tier to be multiplicative to itself instead of additive&lt;/li&gt;&lt;li&gt;Reduced construction time of Construction Firm tier 1 to 3 sec.&lt;/li&gt;&lt;li&gt;Reduced construction time of Workshop tier 1 to 5 sec.&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Statue Of Cubos&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added skill &apos;Second Chance&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Trialforged&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Divine Gamble&apos;&lt;/li&gt;&lt;li&gt;Added skill &apos;Power Stack&apos;&lt;/li&gt;&lt;li&gt;Added exotic skill &apos;Victory Boost&apos;&lt;/li&gt;&lt;li&gt;Added auto-save when quiting or restarting boss fights&lt;/li&gt;&lt;li&gt;Changed boss 1 module &apos;Searing Projectiles&apos; scaling to (xp^0.3)*0.01 (was xp^0.05)&lt;/li&gt;&lt;li&gt;Fixed font size issue in Power Plant during Boss 5.2&lt;/li&gt;&lt;li&gt;Fixed tower not being visible in boss 5.2&lt;/li&gt;&lt;li&gt;Fixed tower not instantly skipping a side in boss 2 if all components of that side have been destroyed&lt;/li&gt;&lt;li&gt;Fixed Mine and Factory potentially producing NaN values during final boss fight&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Tower Testing&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added option to always show tower range visual indicator&lt;/li&gt;&lt;li&gt;Added checkmark next to difficulty during tower testing when current normal mode has been completed&lt;/li&gt;&lt;li&gt;Region and difficulty rewards in normal mode can now be directly jumped to from the result screen&lt;/li&gt;&lt;li&gt;Result screen now clearly shows that the next difficulty is unlocked&lt;/li&gt;&lt;li&gt;Result screen now shows damage element icon instead of colored resource icon&lt;/li&gt;&lt;li&gt;Result screen will show 0 instead of &apos;???&apos; if the tower was destroyed by zero damage&lt;/li&gt;&lt;li&gt;Toggle wave stream button now appears after researching any software&lt;/li&gt;&lt;li&gt;Toggle wave stream button now refreshes its state whenever software finishes installation&lt;/li&gt;&lt;li&gt;Sandbox now displays gamemode in tower testing in the color of the selected difficulty scaling&lt;/li&gt;&lt;li&gt;Changed tower range visual indicator to be toggled when clicking on the tower (was only on hover before)&lt;/li&gt;&lt;li&gt;Fixed inconsistency in how sandbox handles highest wave&lt;/li&gt;&lt;li&gt;Fixed tower attack range indicator clipping through the ground in Volcano&lt;/li&gt;&lt;li&gt;Fixed buff windows staying visible when buff list button gets disabled&lt;/li&gt;&lt;li&gt;Fixed &apos;Poison Skin&apos; damage from jungle challenge #3 being caused by buff target instead of module owner&lt;/li&gt;&lt;li&gt;Fixed &apos;Poison Skin&apos; damage from jungle challenge #3 not being marked as &apos;non-reflectable&apos;&lt;/li&gt;&lt;li&gt;Fixed module instances sometimes not properly disposed when units get destroyed&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Modules&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added module &apos;Omniversal Damage&apos;&lt;/li&gt;&lt;li&gt;Added module &apos;The Executive&apos;&lt;/li&gt;&lt;li&gt;Added module &apos;Nullifying Aura&apos;&lt;/li&gt;&lt;li&gt;Added module &apos;Space Guns&apos;&lt;/li&gt;&lt;li&gt;Added module &apos;Onyx&apos;s Blessing&apos;&lt;/li&gt;&lt;li&gt;Added missing cooldown tag to module &apos;Energy Flow&apos;&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Rapidfire&apos; from 0.6% to 0.9%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Advanced Splash&apos; from 0.14% to 0.3%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Shield Recharger&apos; from 0.5% to 1%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Sparks&apos; from 0.12% to 0.8%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Steini&apos;s Chained Ball&apos; from 0.05% to 0.4%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Marble Foundation&apos; from 0.5% to 0.8%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Transmute&apos; from 0.5% to 0.8%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Soul Harvesting&apos; from 0.1% to 0.3%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Burning Attack&apos; from 0.1% to 0.4%&lt;/li&gt;&lt;li&gt;Increased drop chance of &apos;Bash&apos; from 0.12% to 1%&lt;/li&gt;&lt;li&gt;Changed category of &apos;W.I.N.C.E.&apos; to legendary&lt;/li&gt;&lt;li&gt;Changed unlock condition of &apos;Knight&apos;s Boost of Power&apos; from universal to air era research&lt;/li&gt;&lt;li&gt;Changed &apos;Nature&apos;s Touch&apos; damage scaling to be more viable in early game&lt;/li&gt;&lt;li&gt;Changed &apos;Multishot&apos; unlock to wave 15 in Forest (was wave 30)&lt;/li&gt;&lt;li&gt;Changed &apos;Bounce&apos; unlock to Wave 30 in Forest (was wave 10)&lt;/li&gt;&lt;li&gt;Changed &apos;Basic Damage&apos; min. value from (2/4/6/8/10/12/...) to (2/100/5000/22500/300000/1250000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Water Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Air Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Nature Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Light Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Attack&apos; min. value from (1/2/3/4/5/6/...) to (1/50/2500/11250/150000/625000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Universal Attack&apos; min. value from (5/10/15/20/25/30/...) to (5/40/2000/10000/125000/500000/...)&lt;/li&gt;&lt;li&gt;Changed &apos;Refined Armor&apos; exponential scaling from 1.5 to 1.2 &lt;/li&gt;&lt;li&gt;Changed &apos;Conductor&apos; to apply shield points after 0.1 sec. delay&lt;/li&gt;&lt;li&gt;Changed &apos;Conductor&apos; to work all the time instead of only when shield is at 0&lt;/li&gt;&lt;li&gt;Changed scaling of &apos;Wave Resources&apos;&lt;/li&gt;&lt;li&gt;Changed &apos;Metal Plating&apos; effect slightly&lt;/li&gt;&lt;li&gt;Changed &apos;W.I.N.C.E.&apos; attack speed slowdown from 100% to 200%&lt;/li&gt;&lt;li&gt;Changed &apos;Offensive Pack&apos; to upgrade by multiple levels on higher tiers&lt;/li&gt;&lt;li&gt;Changed &apos;Defensive Pack&apos; to upgrade by multiple levels on higher tiers&lt;/li&gt;&lt;li&gt;Changed &apos;Eternal Wall&apos; capping hp to 1e308 (was 1e300)&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Water Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Air Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Light Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Nature Shell&apos; stack limit from 100 to 50&lt;/li&gt;&lt;li&gt;Changed &apos;Neutral Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Water Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Air Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Light Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Universal Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Elemental Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Generic Resistance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Shield Recharger&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Whirlwind Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Focused Multishot&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Bulwark&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Neutral Amplifier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Rejuvenate&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Unfolding&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Water Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Air Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Nature Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Light Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Water Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Air Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Nature Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Light Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Shell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Awareness&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Boss Shield&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Frost Nova&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Bulletproof&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Photosynthesis&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Magical Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Gravitational Impact&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Violent Seeds&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Dispel&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fracture&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Lucky Shot&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Solar Strike&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Advanced Heal&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Combustion&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Stoneskin&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Conductor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Advanced Splash&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Extinguish&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Magical Stone Of Floof&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;W.I.N.C.E.&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Gigantic Vines&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Super Multishot&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Water Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Air Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Light Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;XP Bonus&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Power Of The Cat&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Daigoparry&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Sandstorm&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Tideshift&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Energy Recycling&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Sun Energy&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Moon Energy&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Beach Gift&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Energy Regeneration&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Offensive Pack&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Defensive Pack&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Titanium Hull&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Nature&apos;s Wrath&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Generic Armor&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Recharge&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Refresh&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Cooling Cell&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Neutral Response&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Energy Flow&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Adaptive Regeneration&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Reflect&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Frost Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Storm Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Monsoon Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Shield Of Air&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Unholy Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Dryness Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Checkerboard Aura&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Stab Prevention&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Defiance&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Phasing&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Toxic Piranha Ivy&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Redirect&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Aftershock&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Overcharge&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Transformator&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Gravel&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Metal Plating&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Strikeback&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Forest Gift&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Desert Gift&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Diver&apos;s Shield&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Fire Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Water Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Earth Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Air Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Light Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Darkness Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Electricity Protection&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Snowstorm&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Unholy Cloak&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Radar&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Bash&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Magical Orbs&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Soul Harvesting&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Something&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Temporal Barrier&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Poison&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Void&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Relay&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Frost Splash&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Shocking Ward&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Glacier Spikes&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Immortality Shield&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Hurricane&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Stream Of Life&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Super Tower&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Super Tower 2&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;L.O.S.O. Drone System&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Tremors&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Avalanche&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Dice Of Fate&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Daybloom&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Universal Shield&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Attack Speed&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Multishot&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Basic Bouncing&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Changed &apos;Rapidfire&apos; maximum tier to 250&lt;/li&gt;&lt;li&gt;Fixed absolute damage of &apos;Martyrdom&apos; being reflectable&lt;/li&gt;&lt;li&gt;Fixed &apos;Bluecat&apos;s Harmonizer&apos; reducing energy cost of non-active modules to 0&lt;/li&gt;&lt;li&gt;Fixed &apos;Chaos Gift&apos; incorrectly calculating a random casting position which lead to a bias towards the center&lt;/li&gt;&lt;li&gt;Fixed &apos;Super Tower 3&apos; always showing 90% energycost despite costing only 10% on max. level&lt;/li&gt;&lt;li&gt;Fixed &apos;Energy Sphere&apos; reflect damage not being marked as &apos;non-reflectable&apos;&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Performance Improvments&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Sum formula for Dyn.VarExp now uses direct calculation instead of looping and adding up all individual values&lt;/li&gt;&lt;li&gt;Infinity product and infinity sum is now cached per region, massively reducing memory allocations when charging infinity stones&lt;/li&gt;&lt;li&gt;Removed an unnecessary memory allocation when comparing option values&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Modding&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Software can be loaded from json&lt;/li&gt;&lt;li&gt;IDataCollection does not require a dictionary anymore&lt;/li&gt;&lt;li&gt;Turned max. citizens into attribute&lt;/li&gt;&lt;li&gt;Turned max. town level into attribute&lt;/li&gt;&lt;li&gt;Turned max. town assets into attribute&lt;/li&gt;&lt;li&gt;Turned min. and max. blueprint size into attributes&lt;/li&gt;&lt;li&gt;Conversion rates for buildings are now attributes&lt;/li&gt;&lt;li&gt;Data type of conversion rate is now double instead of long&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sun, 30 Nov 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.51.0</title><link>https://www.perfecttower2.com/changelog/0.51.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.51.0/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added Steam Wallet support (Steam Version only)&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Re-enabled purchasing ember&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed shader changes during winter wonderland updates breaking tutorial box masking&lt;/li&gt;&lt;li&gt;Fixed mouse left click sprite having pixel bleeding from neighbouring icon on sprite map&lt;/li&gt;&lt;li&gt;Fixed power plant buffs being available despite the according building not being unlocked yet&lt;/li&gt;&lt;li&gt;Fixed event resource multipliers showing up in the town stats menu even outside the duration of the event&lt;/li&gt;&lt;li&gt;Fixed undo inside workshop sometimes not refreshing visual module states in module list&lt;/li&gt;&lt;li&gt;Fixed construction firm &quot;instant finish using gems&quot;-price not using selected notation&lt;/li&gt;&lt;li&gt;Fixed upgrading a technology inside power plant not properly refreshing max. power&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 03 Feb 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.6</title><link>https://www.perfecttower2.com/changelog/0.50.6/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.6/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed escape closing infinity board despite subwindows being active&lt;/li&gt;&lt;li&gt;Fixed some items not properly marked as scanned internally which made them undissolvable&lt;/li&gt;&lt;li&gt;Fixed minor issue with scanner allowing rescanning of already scanned items&lt;/li&gt;&lt;li&gt;Removed debug output from factory infinity inventory&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Wed, 08 Jan 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.5</title><link>https://www.perfecttower2.com/changelog/0.50.5/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.5/</guid><description>&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Massively optimized memory allocation during AI script execution&lt;/li&gt;&lt;li&gt;Optimized AI script instance handling&lt;/li&gt;&lt;li&gt;Reduced memory usage per frame when AI is active&lt;/li&gt;&lt;li&gt;Reduced duration and filesize of tower impact hit sound by 50%&lt;/li&gt;&lt;li&gt;Slightly optimized scanning logic and checking for scanned items inside crafter&lt;/li&gt;&lt;li&gt;Items that have become infinite in the Factory will not appear as asteroid rewards anymore and existing ones on tiles are deleted upon claiming them&lt;/li&gt;&lt;li&gt;Changed the icon of refining speed town perk to conveyor belt&lt;/li&gt;&lt;li&gt;Debug overlay now shows map position of mouse if currently targeting with an active module&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed main menu buttons still being pressable during a scene transition&lt;/li&gt;&lt;li&gt;Fixed scannable items in the crafter sometimes showing only after fulfilling unrelated conditions&lt;/li&gt;&lt;li&gt;Fixed Winter Wonderland bonus still being applied&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Wed, 08 Jan 2025 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.4</title><link>https://www.perfecttower2.com/changelog/0.50.4/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.4/</guid><description>&lt;h3&gt;Winter Wonderland&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed sleigh pad building tier impacting productivity&lt;/li&gt;&lt;li&gt;Fixed some UI issues&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 09 Dec 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.3</title><link>https://www.perfecttower2.com/changelog/0.50.3/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.3/</guid><description>&lt;h3&gt;Winter Wonderland&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed swapping items into output slots&lt;/li&gt;&lt;li&gt;Fixed Snowman shop checking if you had more instead of equal or more Candy Cane than the price&lt;/li&gt;&lt;li&gt;Fixed inventory slot clicking issue&lt;/li&gt;&lt;li&gt;Fixed winter buildings not refreshing their visual frozen state in some cases&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;AI function &apos;string: contains&apos; accepts empty strings&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sat, 07 Dec 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.2</title><link>https://www.perfecttower2.com/changelog/0.50.2/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.2/</guid><description>&lt;h3&gt;Winter Wonderland&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed heat not getting properly sanitized when coal power plant inventory changes&lt;/li&gt;&lt;li&gt;Fixed some UI issues&lt;/li&gt;&lt;li&gt;Adjusted how production bonus per tier is applied&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Tue, 03 Dec 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.1</title><link>https://www.perfecttower2.com/changelog/0.50.1/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.1/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed winter wonderland repair all buildings quest requiring only 9 buildings to be repaired&lt;/li&gt;&lt;li&gt;Fixed production tooltip for winter wonderland building departments not factoring in department milk bonus&lt;/li&gt;&lt;li&gt;Fixed typo in teddy bear item stats resulting in 60% instead of 6% as lower bound for overheat bonus&lt;/li&gt;&lt;li&gt;Fixed combining items not working in winter wonderland&lt;/li&gt;&lt;li&gt;Fixed winter wonderland worker sanitization only happening on reloading the scene&lt;/li&gt;&lt;li&gt;Fixed stencil buffer issue in winter wonderland causing changelog text to clip through background&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sun, 01 Dec 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.50.0</title><link>https://www.perfecttower2.com/changelog/0.50.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.50.0/</guid><description>&lt;h3&gt;Winter Wonderland&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added building &apos;Expedition Sleigh Pad&apos;&lt;/li&gt;&lt;li&gt;Added expedition mechanic&lt;/li&gt;&lt;li&gt;Added special toy items that boost the Winter Wonderland and the Tower&lt;/li&gt;&lt;li&gt;Added resource &apos;Candy Cane&apos;&lt;/li&gt;&lt;li&gt;Changed calendar upgrades&lt;/li&gt;&lt;li&gt;Changed daily temperatures&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Auto-fill crafting grid now fills slots of missing items automatically if the missing items have become infinite&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed dropping individual items from infinite stacks into machines making the stack finite again&lt;/li&gt;&lt;li&gt;Fixed crafter in some cases misscalculating the final required amount of crafting steps for recipes with a fractional input/output ratio&lt;/li&gt;&lt;li&gt;Fixed upgrading manufacture level not refreshing scannable crafter items&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Sat, 30 Nov 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.49.1</title><link>https://www.perfecttower2.com/changelog/0.49.1/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.49.1/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed deleting AI packages not working&lt;/li&gt;&lt;li&gt;Removed wrongly shown middle mouse hotkey tooltip on AI packages&lt;/li&gt;&lt;li&gt;Fixed idle production button being invisible when no highscores are present (it will still be disabled)&lt;/li&gt;&lt;li&gt;Fixed completing normal mode in chaos throwing an exception&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Tue, 05 Nov 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.49.0</title><link>https://www.perfecttower2.com/changelog/0.49.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.49.0/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added &apos;execution budget&apos; to AI scripts&lt;/li&gt;&lt;li&gt;Added AI setting to configure AI overlay refresh interval&lt;/li&gt;&lt;li&gt;Added AI setting &apos;Disable scripts on import&apos;&lt;/li&gt;&lt;li&gt;Added AI toggle hotkey to AI setting menu in addition to the options menu&lt;/li&gt;&lt;li&gt;Added AI action &apos;Game: Set Pause&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Game: Pause&apos;&lt;/li&gt;&lt;li&gt;Added AI action &apos;Game: Unpause&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Game: Resource&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Bool: Not&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Game: Is Paused&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Basic: Budget&apos;&lt;/li&gt;&lt;li&gt;Added AI function &apos;Basic: Wait Frame&apos;&lt;/li&gt;&lt;li&gt;Added middle mouse hotkey to edit scripts in Headquarters AI&lt;/li&gt;&lt;li&gt;Added help page for AI scripting&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Offensive modules are being loaded from data files instead of being hardcoded&lt;/li&gt;&lt;li&gt;Refactored how the AI works internally&lt;/li&gt;&lt;li&gt;AI scripts have a fixed upper limit of 50 actions, 10 conditions and 10 impulses instead of being based on RAM&lt;/li&gt;&lt;li&gt;Headquarters RAM affects max. execution budget of scripts&lt;/li&gt;&lt;li&gt;Smaller updates to the Headquarters UI&lt;/li&gt;&lt;li&gt;Removed [spoiler]&lt;/li&gt;&lt;li&gt;Removed [spoiler]&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed an issue where sandbox mode could reference discarded unit types from previous sessions&lt;/li&gt;&lt;li&gt;Fixed login with FSS account being disabled&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 04 Nov 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.48.0</title><link>https://www.perfecttower2.com/changelog/0.48.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.48.0/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Overhauled the title screen&lt;/li&gt;&lt;li&gt;Added options migration dialog&lt;/li&gt;&lt;li&gt;Added button to quickly access the last used save game from the title screen&lt;/li&gt;&lt;li&gt;Added a summary of important changes since you last played&lt;/li&gt;&lt;li&gt;Added infinite save game amount (PC only)&lt;/li&gt;&lt;li&gt;Overhauled cloud storage behaviour to allow for more user control&lt;/li&gt;&lt;li&gt;Added global options&lt;/li&gt;&lt;li&gt;Added online service tab to options&lt;/li&gt;&lt;li&gt;Added 180 FPS and 240 FPS to the fps limit dropdown&lt;/li&gt;&lt;li&gt;Added option &apos;pause run at start&apos; which pauses a run on the first frame when activated&lt;/li&gt;&lt;li&gt;Added [spoiler]&lt;/li&gt;&lt;li&gt;Added &apos;cycle&apos; option for collecting asteroid rewards to worker task &apos;Treasure Hunter&apos;&lt;/li&gt;&lt;li&gt;Added tree production boosters to Factory&lt;/li&gt;&lt;li&gt;Added &apos;Armor Factor (vs. any)&apos; to town stats&lt;/li&gt;&lt;li&gt;Added &apos;Max. HP factor&apos; to town stats&lt;/li&gt;&lt;li&gt;Added a &apos;Pause All&apos; button to workers which overrides their current active state without changing it on individual workers&lt;/li&gt;&lt;li&gt;Added profanity filter to dimensional name generator&lt;/li&gt;&lt;li&gt;Added buy max. via right-click to town asset slots&lt;/li&gt;&lt;li&gt;Added worker task to Construction Firm that permits worker to use gems&lt;/li&gt;&lt;li&gt;Added worker task to Construction Firm that permits worker to use exotic gems&lt;/li&gt;&lt;li&gt;Added 4 new options to all Construction Firm worker tasks (fastest, slowest, fastest affordable, slowest affordable)&lt;/li&gt;&lt;li&gt;Added negative filter (&apos;!&apos;) for module tags (&apos;#!damage&apos; will exclude modules containing a &apos;damage&apos; tag)&lt;/li&gt;&lt;li&gt;Added option to &apos;all&apos; to Workshop that allows you to only upgrade filtered modules&lt;/li&gt;&lt;li&gt;Added &apos;full&apos; button to Workshop which prevents modules from tiering up using &apos;max&apos; if the next tier can&apos;t be maximized&lt;/li&gt;&lt;li&gt;Added AI function &apos;Time: Frame&apos;&lt;/li&gt;&lt;li&gt;Added module [spoiler]&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Moved audio options to global options&lt;/li&gt;&lt;li&gt;Moved graphics options to global options&lt;/li&gt;&lt;li&gt;Moved misc options to global options&lt;/li&gt;&lt;li&gt;Moved notation to be a global option&lt;/li&gt;&lt;li&gt;Online service state is accessible via options menu&lt;/li&gt;&lt;li&gt;Factory crafter is able to scan all items&lt;/li&gt;&lt;li&gt;Factory crafter can craft booster related items and ingredients&lt;/li&gt;&lt;li&gt;Factory crafter internally predicts steps and requirements with fractions which reduces excess waste products&lt;/li&gt;&lt;li&gt;Improved Factory crafter crafting step prediction&lt;/li&gt;&lt;li&gt;Factory items have a separate property that defines if they can be crafted via the crafter and/or fabricated&lt;/li&gt;&lt;li&gt;Factory item &apos;Rainbow Dust&apos; can be fabricated&lt;/li&gt;&lt;li&gt;Factory [spoiler]&lt;/li&gt;&lt;li&gt;Factory remaining refining time now shows days/years instead of &amp;gt;99999 if it exceeds a certain amount&lt;/li&gt;&lt;li&gt;Replaced list shuffle with fisher-yates with in-place swapping, treating lists like arrays&lt;/li&gt;&lt;li&gt;Optimized floating boxes&lt;/li&gt;&lt;li&gt;Floating boxes don&apos;t spawn anymore for one frame when their size is at 0%&lt;/li&gt;&lt;li&gt;Changed the save format slightly without breaking compatibility&lt;/li&gt;&lt;li&gt;Save game names are stored inside the save game instead locally&lt;/li&gt;&lt;li&gt;Special modules now display the correct short description instead of &apos;No Effect&apos;&lt;/li&gt;&lt;li&gt;Tower customization scenery is being disabled when exiting tower customization&lt;/li&gt;&lt;li&gt;The &apos;block&apos; module tag is now reserved for modules that nullify or have a chance to nullify incoming damage&lt;/li&gt;&lt;li&gt;The &apos;resistance&apos; module tag is now reserved for modules that partially reduce incoming damage or have a chance to do so&lt;/li&gt;&lt;li&gt;Renamed active, mixed and idle path to tower testing, luck and factory path&lt;/li&gt;&lt;li&gt;Renamed &apos;Ingame&apos; categorie of controls to &apos;Tower Testing&apos;&lt;/li&gt;&lt;li&gt;Instead of text the left, right and middle mouse button is now displayed as an icon in the options controls menu&lt;/li&gt;&lt;li&gt;Hotkeys are hidden if the respective feature has not been unlocked yet&lt;/li&gt;&lt;li&gt;Tower Testing sidebar remembers your last opened tab&lt;/li&gt;&lt;li&gt;Account linking is part of the online services options&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed various crafter processing step prediction issues related to existing items&lt;/li&gt;&lt;li&gt;Fixed crafter queue not updating when queue entries change their count&lt;/li&gt;&lt;li&gt;Fixed Cylindro fight not reacting to esc when pressing it for the first time after watching the cutscene without skipping&lt;/li&gt;&lt;li&gt;Fixed Cylindro fight sometimes starting without full health&lt;/li&gt;&lt;li&gt;Fixed last element inside the construction queue UI not being refreshed when construction queue is empty&lt;/li&gt;&lt;li&gt;Fixed shield buff of &apos;Dice Of Fate&apos; not nullifying incoming damage&lt;/li&gt;&lt;li&gt;Fixed cauldron bonuses applying when offline&lt;/li&gt;&lt;li&gt;Fixed in-game stats showing the era kills graph when clicking on era hits&lt;/li&gt;&lt;li&gt;Fixed module &apos;Universal Gift&apos; reducing damage bonus only of the tower element 10 times instead of applying to all elements when using an active module&lt;/li&gt;&lt;li&gt;Fixed AI window text component having a fixed size of 200x50 when not inside a container&lt;/li&gt;&lt;li&gt;Fixed typo in &apos;Time: Frame&apos; AI function description&lt;/li&gt;&lt;li&gt;Fixed Factory items with durability behaving incorrectly in the crafting grid when [spoiler]&lt;/li&gt;&lt;li&gt;Fixed Factory recipe signatures using item index instead of unique id as part of signature&lt;/li&gt;&lt;li&gt;Fixed Factory crafting grid&lt;/li&gt;&lt;li&gt;Fixed Factory scanning price for hallowen related items&lt;/li&gt;&lt;li&gt;Fixed typo in military tier up screen&lt;/li&gt;&lt;li&gt;Fixed missing localization for &apos;air.pressure.name&apos;&lt;/li&gt;&lt;li&gt;Fixed worker task categories and worker tasks not refreshing their availability unless the town is being revisited&lt;/li&gt;&lt;li&gt;Fixed description of rule in C5-1&lt;/li&gt;&lt;li&gt;Fixed Statue Of Cubos tiers not affecting available boss module slots&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Mon, 07 Oct 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.47.1</title><link>https://www.perfecttower2.com/changelog/0.47.1/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.47.1/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed crafter subtracting inventory items before multiplying with crafting count instead of after&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Fri, 17 May 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.47.0</title><link>https://www.perfecttower2.com/changelog/0.47.0/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.47.0/</guid><description>&lt;h3&gt;New Stuff&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Added tooltips to tabs inside Power Plant&lt;/li&gt;&lt;li&gt;Added tooltips to power selection in boost tab inside Power Plant&lt;/li&gt;&lt;li&gt;Factory item stacks that reach their max. size (=1e18) turn into infinite stacks&lt;/li&gt;&lt;li&gt;Added option to customize crafter  to use specific recipes for specific crafting tasks&lt;/li&gt;&lt;li&gt;Added preview to crafter that shows recipes added to queue and raw items required&lt;/li&gt;&lt;li&gt;Added machine speed boosters to Factory manufacture&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Changes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Reduced processing time of dense blocks by 10 seconds for each tier (so -10 on T1, -20 on T2 and so on)&lt;/li&gt;&lt;li&gt;Reduced processing time of down-tiering dust by 2 seconds and decreased the increase by tier by 1 second&lt;/li&gt;&lt;li&gt;Power Plant boosts automatically unselect when cancelling them&lt;/li&gt;&lt;li&gt;Updated localization of &apos;Shoreline&apos; module&lt;/li&gt;&lt;li&gt;Altered order of operations for all module attributes that use the alternative exponential scaling which fixes their attribute values at low levels on higher tiers&lt;/li&gt;&lt;li&gt;Changed crafter queue to be recipe based instead of item based&lt;/li&gt;&lt;li&gt;Removed deprecated migration checks from 2021 to speed up loading time&lt;/li&gt;&lt;li&gt;Improved description of &apos;Something&apos; module&lt;/li&gt;&lt;li&gt;Changed &apos;Sky Blessing&apos; to have a 1 sec. cooldown for individual enemies when not triggering on their hit&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed modules in Workshop not properly refreshing their background when switching blueprint while a search is active&lt;/li&gt;&lt;li&gt;Fixed wrong punctuation in [spoiler] unlock message&lt;/li&gt;&lt;li&gt;Fixed resetting air experiment sometimes causing the recharged percentage to become NaN&lt;/li&gt;&lt;li&gt;Fixed light blue color requirement for Trading Post light image in light experiment&lt;/li&gt;&lt;li&gt;Fixed town perks showing wrong current level beyond max level in hover preview when buying town perks with a multiplier&lt;/li&gt;&lt;li&gt;Fixed Workshop using deprecated background sprite&lt;/li&gt;&lt;li&gt;Fixed distribute equally button not appearing instantly after upgrading manufacture&lt;/li&gt;&lt;li&gt;Fixed cooldown of &apos;Rain Of Ashes&apos; being off by 130 on lvl 1&lt;/li&gt;&lt;li&gt;Fixed nature and earth button order in era experiment&lt;/li&gt;&lt;li&gt;Fixed wave floor breaching the wave limit in sandbox mode&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Fri, 17 May 2024 12:00:00 GMT</pubDate></item><item><title>The Perfect Tower II v0.46.1</title><link>https://www.perfecttower2.com/changelog/0.46.1/</link><guid isPermaLink="true">https://www.perfecttower2.com/changelog/0.46.1/</guid><description>&lt;h3&gt;Fixes&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Fixed [spoiler] unlocking on tower death when conditions are met&lt;/li&gt;&lt;li&gt;Fixed &apos;Trust Fund&apos; duration not adjusting when reducing max. duration via exotic skill&lt;/li&gt;&lt;/ul&gt;</description><pubDate>Thu, 18 Apr 2024 12:00:00 GMT</pubDate></item></channel></rss>