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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lmnt0</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lmnt0"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Lmnt0"/>
	<updated>2026-05-01T17:24:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Recent_updates&amp;diff=1368</id>
		<title>Template:Recent updates</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Recent_updates&amp;diff=1368"/>
		<updated>2021-03-30T18:51:24Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: 0.8.4 B4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width: 600px; text-align: left; margin: 0 auto; background-color:#cfdbf7;&amp;quot; class=&amp;quot;tptMainFrame&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tptMainTitle&amp;quot;&amp;gt;Recent updates&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Latest update: '''[[Version history#30 March &amp;amp;ndash; 0.8.4 B4|30 March &amp;amp;ndash; 0.8.4 B4]]&lt;br /&gt;
* added new help page for Water Experiment&lt;br /&gt;
* added manual skip button (Only active if autoskip is off)&lt;br /&gt;
* added AI impulse &amp;quot;Open: Labaratory&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Construction Firm&amp;quot;&lt;br /&gt;
... and '''13 more''' additions/changes. [[Version history#30 March &amp;amp;ndash; 0.8.4 B4|Full patch notes]].&lt;br /&gt;
&lt;br /&gt;
'''Other recent updates:'''&lt;br /&gt;
* [[Version history#26 March &amp;amp;ndash; 0.8.4 B3|26 March &amp;amp;ndash; 0.8.4 B3]]&lt;br /&gt;
* [[Version history#26 March &amp;amp;ndash; 0.8.4 B2|26 March &amp;amp;ndash; 0.8.4 B2]]&lt;br /&gt;
* [[Version history#25 March &amp;amp;ndash; 0.8.4 B1|25 March &amp;amp;ndash; 0.8.4 B1]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;[[Version history|View more updates &amp;amp;rarr;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For displaying a list of recent game updates. Intended for homepage use.&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1367</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1367"/>
		<updated>2021-03-30T18:45:29Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: 0.8.4 B4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==30 March &amp;amp;ndash; 0.8.4 B4==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new help page for Water Experiment&lt;br /&gt;
* added manual skip button (Only active if autoskip is off)&lt;br /&gt;
* added AI impulse &amp;quot;Open: Labaratory&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Construction Firm&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Statue Of Cubos&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Arcade&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Shipyard&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Trading Post&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Headquarters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reduced goals for the first 10 prestiges in Water Experiment to make the entry less rough&lt;br /&gt;
* changed default value of strings to empty string (&amp;quot;&amp;quot;) instead of null for AI strings&lt;br /&gt;
* Town Asset UI will now only be available after unlocking at least one Town Asset&lt;br /&gt;
* removed a bunch of unused assets to reduce size&lt;br /&gt;
* removed clamp from formula that prevented speed and amount bonus bars of infinity stones from ticking more than once per frame&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* minor fix to prevent material shader in the Light Experiment from crashing due to negative color values&lt;br /&gt;
* fixed Water Experiment not progressing offline&lt;br /&gt;
* fixed Earth Experiment stability upgrade not counting properly&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''Trading Post Rework'''&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
'''Known Issues'''&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
* [[Version history/2020|Version history 2020]]&lt;br /&gt;
* [[Version history/2019|Version history 2019]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Recent_updates&amp;diff=1362</id>
		<title>Template:Recent updates</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Recent_updates&amp;diff=1362"/>
		<updated>2021-03-28T20:35:50Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;&amp;lt;div style=&amp;quot;max-width: 600px; text-align: left; margin: 0 auto; background-color:#cfdbf7;&amp;quot; class=&amp;quot;tptMainFrame&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;tptMainTitle&amp;quot;&amp;gt;Recent updates&amp;lt;/div&amp;gt; '''Latest updat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width: 600px; text-align: left; margin: 0 auto; background-color:#cfdbf7;&amp;quot; class=&amp;quot;tptMainFrame&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tptMainTitle&amp;quot;&amp;gt;Recent updates&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Latest update: '''[[Version history#26 March &amp;amp;ndash; 0.8.4 B3|26 March &amp;amp;ndash; 0.8.4 B3]]&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
'''Other recent updates:'''&lt;br /&gt;
* [[Version history#26 March &amp;amp;ndash; 0.8.4 B2|26 March &amp;amp;ndash; 0.8.4 B2]]&lt;br /&gt;
* [[Version history#25 March &amp;amp;ndash; 0.8.4 B1|25 March &amp;amp;ndash; 0.8.4 B1]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;[[Version history|View more updates &amp;amp;rarr;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For displaying a list of recent game updates. Intended for homepage use.&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1360</id>
		<title>Version history/2020</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1360"/>
		<updated>2021-03-28T19:38:33Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: change subheaders to bolded text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates from 2020, listed in reverse chronological order. Only updates from 2020 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==31 December &amp;amp;ndash; 0.6.5 B2==&lt;br /&gt;
* No patch notes&lt;br /&gt;
&lt;br /&gt;
==31 December &amp;amp;ndash; 0.6.5 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added wave acceleration factor to in-game stats UI&lt;br /&gt;
* added waves skipped per interval to in-game stats UI&lt;br /&gt;
* [PC] added Discord rich presence integration&lt;br /&gt;
* [PC] added fullscreen option&lt;br /&gt;
* [PC] added display resolution option&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* updated description of wave catalyst to match internal mechanics&lt;br /&gt;
* turned more modifiers into names modifiers&lt;br /&gt;
* improved help pages&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Factory producing invisible T11 and T12 ores&lt;br /&gt;
* fixed Factory items in hand not being saved&lt;br /&gt;
* fixed attack speed buff of module 'Dice of Fate'&lt;br /&gt;
&lt;br /&gt;
==28 December &amp;amp;ndash; 0.6.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new AI function ('Screen: Width')&lt;br /&gt;
* added new AI function ('Screen: Height')&lt;br /&gt;
* added confirm dialog when aborting shard refining (Factory)&lt;br /&gt;
* added error info dialog to AI script import&lt;br /&gt;
* added thousand separators to wave counter&lt;br /&gt;
* extended Headquarters help pages&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* current screen width and height is now displayed in the debug overlay&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a minor importing issue with AI scripts&lt;br /&gt;
* fixed AI modulo operator being case sensitive&lt;br /&gt;
* fixed Power Plant components automatically refilling if they were empty after loading a savegame&lt;br /&gt;
* fixed Power Plant resource containers leaking resources if they are connected to pipes and other components at the same time&lt;br /&gt;
&lt;br /&gt;
==25 December &amp;amp;ndash; 0.6.3 B2==&lt;br /&gt;
* fixed all issues that happened due to wrong compiling&lt;br /&gt;
* fixed metal plating reflecting non-reflectable damage&lt;br /&gt;
&lt;br /&gt;
==25 December &amp;amp;ndash; 0.6.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltips to beacons&lt;br /&gt;
* added tooltips to museum&lt;br /&gt;
* added tooltips to mine&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
* added a holiday surprise&lt;br /&gt;
* added experimental dynamic UI scaling option&lt;br /&gt;
* added a notification icon when the game is saving to cloud&lt;br /&gt;
* added help pages (WIP)&lt;br /&gt;
* added AI action ('show/hide town window')&lt;br /&gt;
* added AI function ('is window open?')&lt;br /&gt;
* added module 'Sun Energy'&lt;br /&gt;
* added module 'Moon Energy'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* refactored a lot of code&lt;br /&gt;
* replaced some unity events with our own event system to reduce memory leaks&lt;br /&gt;
* improved UI performance&lt;br /&gt;
* improved help system&lt;br /&gt;
* Factory item count is now using the selected formatting while in a slot, but displays the full number when picked up&lt;br /&gt;
* manual save button also triggers a cloud save&lt;br /&gt;
* cloud saves can only be triggered every 60 seconds&lt;br /&gt;
* stats menu (Town) also displays attribute modifiers (WIP)&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed era research button text size&lt;br /&gt;
* fixed camera depth issue in Jungle and Dark Realm region&lt;br /&gt;
* fixed typo in Dr. Cubical hint&lt;br /&gt;
* fixed scripts delete hotkey working while name box is focused&lt;br /&gt;
* fixed impetus and infinity impetus bonus being additive with other bonuses instead of multiplicative&lt;br /&gt;
* fixed soul harvesting being influenced by damage multipliers&lt;br /&gt;
* fixed Factory recipes sometimes not being able to be previewed due to non-rectangular shaped recipes&lt;br /&gt;
* fixed attributes not refreshing when stats menu (Town) being opened the first time&lt;br /&gt;
&lt;br /&gt;
==15 December &amp;amp;ndash; 0.6.2 B2==&lt;br /&gt;
* fixed Boss 4 not dropping one of the artifacts&lt;br /&gt;
* fixed a few minor things&lt;br /&gt;
&lt;br /&gt;
==15 December &amp;amp;ndash; 0.6.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added Boss 4 'Dodecai'&lt;br /&gt;
* added artifact 'Dice Of Fate'&lt;br /&gt;
* added artifact 'Necronomicon'&lt;br /&gt;
* added module 'Dice Of Fate'&lt;br /&gt;
* added software 'Wave Horizon'&lt;br /&gt;
* added achievement 'Born under a lucky star'&lt;br /&gt;
* added Factory hotkeys to options menu (craft all + cancel production)&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* energy regeneration is now percent based&lt;br /&gt;
* reduced museum base achievement boost (1% =&amp;gt; 0.5%)&lt;br /&gt;
* changed energy color (Cylindro fight)&lt;br /&gt;
* adjusted producer values (Factory)&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed 'Death Aura' price&lt;br /&gt;
* fixed 'Snap of Destiny' having more than one tier&lt;br /&gt;
* fixed 'Darkness Shield' T5 and T6 having equal stats&lt;br /&gt;
* fixed 'Unholy Aura' T6 stats&lt;br /&gt;
* fixed module tier being set for hidden modules on tiering up&lt;br /&gt;
* fixed module level being set for infinity modules on tiering up&lt;br /&gt;
* fixed tower assets having colliders in boss fights&lt;br /&gt;
* fixed infinity modules displaying tier 1 when being dragged&lt;br /&gt;
* fixed shield value scaling on higher tiers&lt;br /&gt;
* fixed nature era enemies healing the tower&lt;br /&gt;
&lt;br /&gt;
==7 December &amp;amp;ndash; 0.6.1 B3==&lt;br /&gt;
* added hints to plants&lt;br /&gt;
* improved resource display performance&lt;br /&gt;
* fixed AI component clamping on loading&lt;br /&gt;
* fixed module order in-game&lt;br /&gt;
* fixed scrolling not being possible while a module is being dragged in the workshop&lt;br /&gt;
&lt;br /&gt;
==4 December &amp;amp;ndash; 0.6.1 B2==&lt;br /&gt;
* changed 'analyzing' button to a timer in artifact research&lt;br /&gt;
* fixed async projectile distance checking&lt;br /&gt;
* fixed artifact research time not loading&lt;br /&gt;
* fixed artifact offline research time not working&lt;br /&gt;
&lt;br /&gt;
==4 December &amp;amp;ndash; 0.6.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added artifact 'Chained Mannequin'&lt;br /&gt;
* added version number to options menu&lt;br /&gt;
* added epsilon deltas to universal experiment goals to compensate floating point arithmetic problems&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reduced 'sign' artifact research cost and time&lt;br /&gt;
* extended factory help&lt;br /&gt;
* changed the UI color of artifacts&lt;br /&gt;
* minor adjustments&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI min/max for int requiring doubles&lt;br /&gt;
* fixed air compressors not disappearing in lab air experiment upon prestige&lt;br /&gt;
&lt;br /&gt;
==2 December &amp;amp;ndash; 0.6.0 B3==&lt;br /&gt;
* temporarily disabled statistics api&lt;br /&gt;
* fixed button flickering in conversion UI&lt;br /&gt;
* fixed construction firm cancel issue&lt;br /&gt;
&lt;br /&gt;
==1 December &amp;amp;ndash; 0.6.0 B2==&lt;br /&gt;
* fixed typo in Dr. Cubical hint&lt;br /&gt;
* fixed AI script limitations for imports and existing scripts&lt;br /&gt;
&lt;br /&gt;
==30 November &amp;amp;ndash; 0.6.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 'new game' screen with skip tutorial options&lt;br /&gt;
* added statistics for perfect space highscore&lt;br /&gt;
* added statistics for arcade coins earned&lt;br /&gt;
* added reward system for boss 1,2 and 3&lt;br /&gt;
* added login/logout for the new website&lt;br /&gt;
* added module 'Boss Shield'&lt;br /&gt;
* added module 'Fire Splash'&lt;br /&gt;
* added module 'Water Splash'&lt;br /&gt;
* added module 'Earth Splash'&lt;br /&gt;
* added module 'Air Splash'&lt;br /&gt;
* added module 'Nature Splash'&lt;br /&gt;
* added module 'Light Splash'&lt;br /&gt;
* added module 'Darkness Splash'&lt;br /&gt;
* added module 'Electricity Splash'&lt;br /&gt;
* added module 'Energy Recycling '&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* changed ToS&lt;br /&gt;
* saves with an older version will no longer load&lt;br /&gt;
* massive module refactoring&lt;br /&gt;
** changed almost all damage values of modules&lt;br /&gt;
** changed all energy costs&lt;br /&gt;
** changed most cooldown times&lt;br /&gt;
** reduced stun durations&lt;br /&gt;
* changed how 'Frost Nova' works&lt;br /&gt;
* wizzard typ enemies are now affected by slow&lt;br /&gt;
* switched module unlock locations&lt;br /&gt;
* changed condition to get Daigoparry&lt;br /&gt;
* stuns only last 20% of their original duration on bosses&lt;br /&gt;
* replaced useless conversion input buttons&lt;br /&gt;
* enemy hp/dmg is now rounded to 1 decimal place&lt;br /&gt;
* refactored attack speed&lt;br /&gt;
* improved module 'lucky shot'&lt;br /&gt;
* changed construction firm gem boost to instant finish with gems&lt;br /&gt;
* increased construction firm prices&lt;br /&gt;
* adjusted building prices&lt;br /&gt;
* changed workshop T1 construction time (30=&amp;gt;10)&lt;br /&gt;
* audio options menu is grouped into categories&lt;br /&gt;
* wiki pages that are not required are now hidden until they become relevant&lt;br /&gt;
* changed arcade shop item color&lt;br /&gt;
* statistics use the new save system&lt;br /&gt;
* construction firm used the new save system&lt;br /&gt;
* changed Arcade libary UI&lt;br /&gt;
* bosses provide rewards only on the first defeat per tier&lt;br /&gt;
* temporarily locked Arcade infinity rewards at Tier 4 to prevent players from locking themselves out of future progression&lt;br /&gt;
* changed Perfect Space Main Screen to show controls&lt;br /&gt;
* adjusted exotic skill prices&lt;br /&gt;
* clean up options UI&lt;br /&gt;
* improved island road layout&lt;br /&gt;
* various minor polishing&lt;br /&gt;
* updated Patreon and town citizen names&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed first round not providing town xp if both tutorials are skipped&lt;br /&gt;
* fixed navmesh in region heaven&lt;br /&gt;
* fixed wiki page color issue&lt;br /&gt;
* fixed Perfect Space description&lt;br /&gt;
&lt;br /&gt;
==27 November &amp;amp;ndash; 0.5.6 B1==&lt;br /&gt;
* added statistic 'Shipyard: resources earned'&lt;br /&gt;
* added 'Quantum Fading' module&lt;br /&gt;
* added 'Power Conversion' module&lt;br /&gt;
* temporarily lowered module requirement for military tier 14 (325-&amp;gt;259)&lt;br /&gt;
&lt;br /&gt;
==27 November &amp;amp;ndash; 0.5.5 B4==&lt;br /&gt;
* added 'Mine: reduce layer refresh time' infinity perk&lt;br /&gt;
* added 'Factory: tenfold production and machine speed' infinity perk&lt;br /&gt;
* added 'Infinity Burst' module&lt;br /&gt;
* added 'Eternal Wall' module&lt;br /&gt;
&lt;br /&gt;
* fixed fire infinity stone boiler requirement&lt;br /&gt;
* fixed in-game UI caching issue&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B3==&lt;br /&gt;
* added missing factory item 'circuit wires' to AI item count&lt;br /&gt;
* fixed remove buff function for modules&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B2==&lt;br /&gt;
* fixed 0 hp/dmg modifiers in challenges&lt;br /&gt;
* fixed universal infinity stone cylindro tier requirement&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added upgrades to Boss #3&lt;br /&gt;
* added AI script export/import&lt;br /&gt;
* added new challenge to forest (#6)&lt;br /&gt;
* added statistic 'Mine: layers generated'&lt;br /&gt;
* added statistic 'Mine: tiles uncovered'&lt;br /&gt;
* added statistic 'Factory: resources produced'&lt;br /&gt;
* added statistic 'Trading Post: total trades'&lt;br /&gt;
* added statistic 'Power Plant: total power produced'&lt;br /&gt;
* added statistic 'infinity stones: times used'&lt;br /&gt;
* added 'precious freight' skill to Shipyard&lt;br /&gt;
* added 'armored cargo bay' exotic skill to Shipyard&lt;br /&gt;
* added 'reset town perk cooldown' infinity perk (military tier 13)&lt;br /&gt;
* added 'permanently reduce town perk cooldown' infinity perk (military tier 14)&lt;br /&gt;
* added 'Forest Gift' module&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* module 'Death Wish' now has a max tier (250)&lt;br /&gt;
* current era and infinity affect module drop chance&lt;br /&gt;
* exotic gems and gems are fully decoupled from shipment bonus&lt;br /&gt;
* exotic skill buttons are fully clickable instead of only the lower half&lt;br /&gt;
* infinity multiplies resource drops by (inf+1)^1.5&lt;br /&gt;
* 'infinity forge (permanent)' now requires military tier 14&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed some typos&lt;br /&gt;
* fixed earth experiment not refreshing goals when compression is off&lt;br /&gt;
* fixed minor darkness experiment loading issue&lt;br /&gt;
&lt;br /&gt;
==24 November &amp;amp;ndash; 0.5.4 B2==&lt;br /&gt;
* changed universal shield priority (0 -&amp;gt; 200)&lt;br /&gt;
* darkness experiment prestige screen only switches back to main screen if there are not enough particles to prestige again&lt;br /&gt;
* values are now clamped in the darkness experiment&lt;br /&gt;
* fixed darkness experiment collect button flickering&lt;br /&gt;
&lt;br /&gt;
==24 November &amp;amp;ndash; 0.5.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added more hints from Dr. Cubical (early game)&lt;br /&gt;
* added new challenge to forest (#5)&lt;br /&gt;
* added Infinity Perk for Trading Post&lt;br /&gt;
* added 'Universal' module&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* overhauled earth experiment&lt;br /&gt;
* era essence research duration increases in 10min steps instead of 15min&lt;br /&gt;
* era essence research price has been considerably lowered&lt;br /&gt;
* era multiplier has a new formula to prevent value overflow&lt;br /&gt;
* era multiplier behaves more like a gradient instead of instantly jumping to infinity&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* passive modules that have a specified energy cost will no longer work if the tower has no energy&lt;br /&gt;
&lt;br /&gt;
==23 November &amp;amp;ndash; 0.5.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 'Wave Floor' software (MT14)&lt;br /&gt;
* added 'Era Floor' software (MT14)&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* Power Stone market UI now refreshes when opened&lt;br /&gt;
* overhauled the darkness experiment&lt;br /&gt;
* adjusted condition for neutral infinity stone&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed exotic refinement button being available for infinity stones that haven't been unlocked yet&lt;br /&gt;
&lt;br /&gt;
==21 November &amp;amp;ndash; 0.5.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added Secret Codes (beta)&lt;br /&gt;
* added 'Recharge' module&lt;br /&gt;
* added 'Quantum Defense' module&lt;br /&gt;
* added 'Shatter' module&lt;br /&gt;
* added 'Infinity Reflect' module&lt;br /&gt;
* added 'Gravel' module&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* lowered requirement for military tier 13&lt;br /&gt;
* fixed critical wave jump ignoring era after infinity 1&lt;br /&gt;
* fixed non-unlocked modules counting for maximized modules condition&lt;br /&gt;
&lt;br /&gt;
==21 November &amp;amp;ndash; 0.5.1 B1==&lt;br /&gt;
* added module 'Unholy Missile'&lt;br /&gt;
* fixed era hp/damage bug&lt;br /&gt;
* fixed 'Diamond Foundation' not being unlockable&lt;br /&gt;
* fixed 'Air Slice' not being unlockable&lt;br /&gt;
* fixed typos&lt;br /&gt;
&lt;br /&gt;
==20 November &amp;amp;ndash; 0.5.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added line numbers to AI script actions&lt;br /&gt;
* added new military tier rewards that change the starting module tier after prestige&lt;br /&gt;
* added new debug tools&lt;br /&gt;
* added missing factory items to AI count items function&lt;br /&gt;
* added 'min' and 'max' functions to AI&lt;br /&gt;
* added 'round', 'floor' and 'ceiling' functions to AI&lt;br /&gt;
* added special type module filter to workshop&lt;br /&gt;
* added infinity content&lt;br /&gt;
* added 'infinity forge'&lt;br /&gt;
* added 'infinity module logic'&lt;br /&gt;
* added infinity menu to workshop&lt;br /&gt;
* added infinity perks&lt;br /&gt;
* added software 'Era Burst'&lt;br /&gt;
* added software 'Era Swirl'&lt;br /&gt;
* added module 'Photosynthesis'&lt;br /&gt;
* added module 'Pressurize'&lt;br /&gt;
* added module 'Air Slice'&lt;br /&gt;
* added module 'Frost Splash'&lt;br /&gt;
* added module 'Super Tower'&lt;br /&gt;
* added module 'Super Tower 2'&lt;br /&gt;
* added module 'Super Tower 3'&lt;br /&gt;
* added module 'Death Aura'&lt;br /&gt;
* added module 'Shield of Frost'&lt;br /&gt;
* added module 'Snap of Destiny'&lt;br /&gt;
* added module 'Unfolding'&lt;br /&gt;
* added module 'Phasing'&lt;br /&gt;
* added module 'Condense'&lt;br /&gt;
* added module 'Granite Foundation'&lt;br /&gt;
* added module 'Steel Foundation'&lt;br /&gt;
* added module 'Magma Foundation'&lt;br /&gt;
* added module 'Diamond Foundation'&lt;br /&gt;
* added module 'Condense'&lt;br /&gt;
* added module 'Solar Strike'&lt;br /&gt;
* added module 'Tideshift'&lt;br /&gt;
* added module 'Shockwave'&lt;br /&gt;
* added module 'Focused Multishot'&lt;br /&gt;
* added module 'Relay'&lt;br /&gt;
* added module 'Incineration'&lt;br /&gt;
* added module 'Fire Protection'&lt;br /&gt;
* added module 'Water Protection'&lt;br /&gt;
* added module 'Earth Protection'&lt;br /&gt;
* added module 'Air Protection'&lt;br /&gt;
* added module 'Nature Protection'&lt;br /&gt;
* added module 'Light Protection'&lt;br /&gt;
* added module 'Darkness Protection'&lt;br /&gt;
* added module 'Electricity Protection'&lt;br /&gt;
* added module 'Fire Exchange'&lt;br /&gt;
* added module 'Water Exchange'&lt;br /&gt;
* added module 'Earth Exchange'&lt;br /&gt;
* added module 'Air Exchange'&lt;br /&gt;
* added module 'Nature Exchange'&lt;br /&gt;
* added module 'Light Exchange'&lt;br /&gt;
* added module 'Darkness Exchange'&lt;br /&gt;
* added module 'Electricity Exchange'&lt;br /&gt;
* added module 'Universal Exchange'&lt;br /&gt;
* added module 'Neutral Exchange'&lt;br /&gt;
* added module 'Fire Impetus'&lt;br /&gt;
* added module 'Water Impetus'&lt;br /&gt;
* added module 'Earth Impetus'&lt;br /&gt;
* added module 'Air Impetus'&lt;br /&gt;
* added module 'Nature Impetus'&lt;br /&gt;
* added module 'Light Impetus'&lt;br /&gt;
* added module 'Darkness Impetus'&lt;br /&gt;
* added module 'Electricity Impetus'&lt;br /&gt;
* added module 'Fire Subsistence'&lt;br /&gt;
* added module 'Water Subsistence'&lt;br /&gt;
* added module 'Earth Subsistence'&lt;br /&gt;
* added module 'Air Subsistence'&lt;br /&gt;
* added module 'Nature Subsistence'&lt;br /&gt;
* added module 'Light Subsistence'&lt;br /&gt;
* added module 'Darkness Subsistence'&lt;br /&gt;
* added module 'Electricity Subsistence'&lt;br /&gt;
* added module 'Infinity Foundation'&lt;br /&gt;
* added module 'Storm Synergy'&lt;br /&gt;
* added module 'Gaia Synergy'&lt;br /&gt;
* added module 'Sun Synergy'&lt;br /&gt;
* added module 'Void Synergy'&lt;br /&gt;
* added module 'Serious Missile'&lt;br /&gt;
* added module 'Quantum Speed'&lt;br /&gt;
* added module 'Universal Infinity'&lt;br /&gt;
* added module 'Infinity Splash'&lt;br /&gt;
* added module 'Infinity Impetus'&lt;br /&gt;
* added module 'Infinity Range'&lt;br /&gt;
* added module 'Infinity Shield'&lt;br /&gt;
&lt;br /&gt;
'''Changed'''&lt;br /&gt;
* temporarily lowered requirement of military tier 12&lt;br /&gt;
* increased 'frost aura' base drop chance 0.08% -&amp;gt; 0.8%&lt;br /&gt;
* increased 'ice shards' base drop chance 0.5% -&amp;gt; 1%&lt;br /&gt;
* max tier of armor modules is now 100 instead of 101&lt;br /&gt;
* zero damage events don't influence the final color of damage text anymore&lt;br /&gt;
* changed how resistance works&lt;br /&gt;
* all software upgrades are now toggleable in the options menu&lt;br /&gt;
* changed how era damage/hp divider workshop upgrades affect multiplier scaling for higher eras&lt;br /&gt;
* era enemies with infinite hp multiplier do not take damage anymore except from instant-death modules&lt;br /&gt;
* unlocking era modules consumes at most as many essence as needed to get 100% unlock chance&lt;br /&gt;
* font now supports rendering of extended ASCII spectrum&lt;br /&gt;
* max module tier is not capped properly to prevent overflow&lt;br /&gt;
* 'infinite damage' is now displayed as 'unlimited' on the result screen and has a different icon&lt;br /&gt;
* updated credits&lt;br /&gt;
* updated citizen names&lt;br /&gt;
&lt;br /&gt;
'''Fixed'''&lt;br /&gt;
* fixed exotic experiment not displaying &amp;quot;fabrics of reality&amp;quot; in mixed scientific notation&lt;br /&gt;
* fixed Power Stones do not cost any resources&lt;br /&gt;
* fixed wave turning 0&lt;br /&gt;
* fixed assassins and archers ignoring attackspeed&lt;br /&gt;
* fixed negative percentage not being displayed correctly in scientific formatting&lt;br /&gt;
&lt;br /&gt;
'''Removed'''&lt;br /&gt;
* removed texture quality setting&lt;br /&gt;
&lt;br /&gt;
==26 October &amp;amp;ndash; 0.4.4 B1==&lt;br /&gt;
* added AI function to retrieve machine state of factory machines&lt;br /&gt;
* added MT9&lt;br /&gt;
* added town assets perk&lt;br /&gt;
* added basic logic for end-game content&lt;br /&gt;
* added era elemente essence damage bonus&lt;br /&gt;
* added &amp;quot;XP Bonus&amp;quot; module&lt;br /&gt;
* added &amp;quot;Shield Amplifier&amp;quot; module&lt;br /&gt;
* added &amp;quot;Era Surge&amp;quot; software&lt;br /&gt;
* renamed &amp;quot;resistance (abs.)&amp;quot; to &amp;quot;armor&amp;quot; to match with in-game tower stats&lt;br /&gt;
* changed tower customization UI&lt;br /&gt;
* tower customization now uses a direct screen camera to display the tower instead of a render texture&lt;br /&gt;
* fixed era experiment not refreshing on research completed&lt;br /&gt;
* fixed cubos jr. being available in MT5&lt;br /&gt;
* fixed toggle to use gems via hotkey if no gems have been collected so far&lt;br /&gt;
&lt;br /&gt;
==12 October &amp;amp;ndash; 0.4.3 B2==&lt;br /&gt;
* added AI function &amp;quot;Factory: Try produce&amp;quot;&lt;br /&gt;
* fixed AI scripts not reloading after deleting a script&lt;br /&gt;
* fixed memory leak that kept special effect script instances alive&lt;br /&gt;
&lt;br /&gt;
==5 October &amp;amp;ndash; 0.4.3 B1==&lt;br /&gt;
* added event data pool to Debug UI&lt;br /&gt;
* added option to set maximum sound effects to 0&lt;br /&gt;
* added challenge #3&lt;br /&gt;
* added challenge #4&lt;br /&gt;
* added &amp;quot;Stab Prevention&amp;quot; module&lt;br /&gt;
* added &amp;quot;Planned Strike&amp;quot; module&lt;br /&gt;
* reworked challenge UI&lt;br /&gt;
* reworked idle mode&lt;br /&gt;
* improved performance of colored skill point display&lt;br /&gt;
* fixed workshop era tabs not updating after revealing enemy modules&lt;br /&gt;
&lt;br /&gt;
==30 September &amp;amp;ndash; 0.4.2 B2==&lt;br /&gt;
* min levels of upgrades are clamped to zero if negative&lt;br /&gt;
* removed debug code&lt;br /&gt;
&lt;br /&gt;
==29 September &amp;amp;ndash; 0.4.2 B1==&lt;br /&gt;
* added &amp;quot;examination&amp;quot; skill to workshop&lt;br /&gt;
* added endless functions to more modules&lt;br /&gt;
* fixed buffs not saving in power plant due to recent changes&lt;br /&gt;
&lt;br /&gt;
==29 September &amp;amp;ndash; 0.4.1 B3==&lt;br /&gt;
* moved achievement to new save system&lt;br /&gt;
* moved options to new save system&lt;br /&gt;
* fixed trading post perk displaying the wrong value&lt;br /&gt;
* fixed museum market not being initialized&lt;br /&gt;
&lt;br /&gt;
==28 September &amp;amp;ndash; 0.4.1 B2==&lt;br /&gt;
* fixed mutation #5 in nature experiment&lt;br /&gt;
* fixed background of modules not refreshing after unlocking them in the town&lt;br /&gt;
&lt;br /&gt;
==28 September &amp;amp;ndash; 0.4.1 B1==&lt;br /&gt;
* added &amp;quot;Shield Of Nature&amp;quot; module&lt;br /&gt;
* added &amp;quot;Violent Seeds&amp;quot; module&lt;br /&gt;
* added &amp;quot;wave catalyst&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;first producer&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;exotic producer&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;t10 ore&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;challenges completed&amp;quot; statistic&lt;br /&gt;
* added &amp;quot;normal mode completed&amp;quot; statistic&lt;br /&gt;
* added &amp;quot;factory shards refined&amp;quot; statistic&lt;br /&gt;
* added more plant mutations to the nature experiment&lt;br /&gt;
* added in-game statistics menu&lt;br /&gt;
* added memory usage to debug screen&lt;br /&gt;
* added the state of the x2 button in-game to savegame&lt;br /&gt;
* changed Museum UI&lt;br /&gt;
* changed exotic skill &amp;quot;statistics boost&amp;quot; to regular skill&lt;br /&gt;
* optimized workshop module display&lt;br /&gt;
* moved more things to the new save system&lt;br /&gt;
* buff instances are now manually cleared when entering town&lt;br /&gt;
* number of AI scripts is now displayed in Headquarters&lt;br /&gt;
* increased factory base inventory size by 12 slots&lt;br /&gt;
* fixed fire experiment resistance limit&lt;br /&gt;
* fixed absolute resistance module priority&lt;br /&gt;
* fixed a few minor issues&lt;br /&gt;
&lt;br /&gt;
==23 September &amp;amp;ndash; 0.4.0 B4==&lt;br /&gt;
* added reset to town perks&lt;br /&gt;
* refactored module logic&lt;br /&gt;
* fixed a buff instance leak&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B3==&lt;br /&gt;
* active modules refresh energy cost when tower max. energy changes&lt;br /&gt;
* changed era shield/damage from e30 to e20 per era&lt;br /&gt;
* fixed skills scrollbar scroll sensitivity&lt;br /&gt;
* fixed buff instance error message&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B2==&lt;br /&gt;
* added &amp;quot;wave endurance&amp;quot; software to Headquarters&lt;br /&gt;
* fixed Firebreath/Icebreath not being affected by damage modifiers&lt;br /&gt;
* fixed splash dealing too much damage&lt;br /&gt;
* fixed typo in blueprint upgrade price formula&lt;br /&gt;
* values of neutral experiment are now sanitized after loading&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added modules to enemies&lt;br /&gt;
* added prestige to universal experiment&lt;br /&gt;
* added new region artifact&lt;br /&gt;
* added particle effect to region artifacts&lt;br /&gt;
* added &amp;quot;you spin me right round&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;botanophobia&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;and so it begins&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;full potential&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;to infinity&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;earth tunnel&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;not a scratch&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;Max. Power&amp;quot; skill to Power Plant&lt;br /&gt;
* added &amp;quot;Power Prism&amp;quot; skill to museum&lt;br /&gt;
* added &amp;quot;Achievement Boost&amp;quot; skill to museum&lt;br /&gt;
* added &amp;quot;Offshore Market&amp;quot; exotic skill to museum&lt;br /&gt;
* added military tier 7&lt;br /&gt;
* added military tier 8&lt;br /&gt;
* added &amp;quot;wave persistence&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;wave instability&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;wave vortex&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;new bounds&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;conversion rate&amp;quot; to Town stats display&lt;br /&gt;
* added era analysis to workshop&lt;br /&gt;
* added era research to workshop&lt;br /&gt;
* added era experiment to workshop&lt;br /&gt;
* added highest crafted power stone tier to savegame&lt;br /&gt;
* added in-game intro to era phase&lt;br /&gt;
* added new module &amp;quot;Firebreath&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Bulwark&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Frost Nova&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Combustion&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Neutral Amplifier&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Dark Sacrifice&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Critical Strike&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Conductor&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fiery Aura&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Dryness Aura&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Ice Breath&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Stoneskin&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Growth&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Immortality Shield&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Hurricane&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Redirect&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Universal Shield&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Gravitational Impact&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Neutral Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Universal Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Death Wish&amp;quot;&lt;br /&gt;
* added AI function &amp;quot;Tower: Use (Instantly)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* removed element fire and electricity from winter region and added water instead&lt;br /&gt;
* moved artifacts to new save system&lt;br /&gt;
* achievements are improving resource conversion rate&lt;br /&gt;
* power stones are capped at T50&lt;br /&gt;
* era is now displayed in the region highscore&lt;br /&gt;
* hidden achievements are showing a ? instead of the icon&lt;br /&gt;
* updated patron names&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a crash on the first statistic goal&lt;br /&gt;
* fixed percentage formatting for float values&lt;br /&gt;
* fixed result screen percentage formatting&lt;br /&gt;
* fixed a bug that allowed the user to open the exit round dialog during the fad-out animation&lt;br /&gt;
* fixed transparency issue in special tint shader&lt;br /&gt;
* fixed being able to import a blueprint with a longer name than 24 characters&lt;br /&gt;
* fixed fire experiment upgrades not draining resources beyond 2^64&lt;br /&gt;
* fixed tower sometimes attacking the same target twice without cooldown&lt;br /&gt;
* various smaller fixes&lt;br /&gt;
&lt;br /&gt;
==3 September &amp;amp;ndash; 0.3.3 B1==&lt;br /&gt;
* added total module tier condition&lt;br /&gt;
* added random function to AI&lt;br /&gt;
* added two more upgrades to Boss 2&lt;br /&gt;
* added ESC hotkey to skip Boss 2 intro&lt;br /&gt;
* added new software &amp;quot;wave persistence&amp;quot; (unobtainable - requires MT7)&lt;br /&gt;
* added new contract to Headquarters&lt;br /&gt;
* added skill &amp;quot;Dealbreaker&amp;quot; to Headquarters&lt;br /&gt;
* added skill &amp;quot;Sturdy Decks&amp;quot; to Shipyard&lt;br /&gt;
* added skill &amp;quot;Trading Archives&amp;quot; to Trading Post&lt;br /&gt;
* added exotic skill &amp;quot;Mineralogy&amp;quot; to Mine&lt;br /&gt;
* added exotic skill &amp;quot;Battle Drills&amp;quot; to Mine&lt;br /&gt;
* added exotic skill &amp;quot;Geology&amp;quot; to Mine&lt;br /&gt;
* percentage values are now properly formatted beyond 1M%&lt;br /&gt;
* changed Factory T6 crafting grid layout&lt;br /&gt;
* crafting components in the Factory can now be right clicked in preview mode to show their recipe&lt;br /&gt;
* fixed description not refreshing when learning a building skill in the skill UI&lt;br /&gt;
* fixed a minor bug in the nature experiment which occured when harvesting a full grown plant&lt;br /&gt;
* fixed minor pixel offset in Headquarters (Contracts)&lt;br /&gt;
&lt;br /&gt;
==28 August &amp;amp;ndash; 0.3.2 B5==&lt;br /&gt;
* optimized event handling to reduce garbage memory&lt;br /&gt;
* pre-cached floating text amount increased from 25 to 85&lt;br /&gt;
* special effects do not allocate heap memory anymore when enabled/disabled&lt;br /&gt;
* Power Plant does not allocate heap memory anymore when performing pull and emit actions&lt;br /&gt;
* Museum does not allocate heap memory anymore during Update ticks.&lt;br /&gt;
* changed Power Plant buff skill to make power have more impact on the boost instead of simply doubling it.&lt;br /&gt;
&lt;br /&gt;
==26 August &amp;amp;ndash; 0.3.2 B4==&lt;br /&gt;
* potentially fixed memory leak&lt;br /&gt;
* fixed blueprint header not refreshing on delete&lt;br /&gt;
* fixed universal experiment arrows refreshing on click&lt;br /&gt;
* fixed universal experiment resistance cap&lt;br /&gt;
&lt;br /&gt;
==24 August &amp;amp;ndash; 0.3.2 B3==&lt;br /&gt;
* adjusted darkness experiment goal values&lt;br /&gt;
* gems received via Arcade rewards now count towards total gems collected&lt;br /&gt;
* fixed missing Power Plant AI translations&lt;br /&gt;
* fixed a bug that was causing memory leaks&lt;br /&gt;
* fixed Perfect Space upgrade button being clickable outside the button&lt;br /&gt;
* fixed statistic values not saving&lt;br /&gt;
* fixed value overflow for ore rewards in the Factory&lt;br /&gt;
&lt;br /&gt;
==22 August &amp;amp;ndash; 0.3.2 B2==&lt;br /&gt;
* fixed a bunch of game breaking bugs&lt;br /&gt;
&lt;br /&gt;
==22 August &amp;amp;ndash; 0.3.2 B1==&lt;br /&gt;
* added Town Perks (!)&lt;br /&gt;
* added military T6 requirements&lt;br /&gt;
* added Arcade infinite rewards&lt;br /&gt;
* added new skill to Headquarters&lt;br /&gt;
* added new skill to Power Plant&lt;br /&gt;
* added &amp;quot;Offensive Pack&amp;quot; module&lt;br /&gt;
* added &amp;quot;Defensive Pack&amp;quot; module&lt;br /&gt;
* added &amp;quot;Shield of Air&amp;quot; module&lt;br /&gt;
* added new challenge to forest&lt;br /&gt;
* added prestige to fire experiment&lt;br /&gt;
* added prestige to light experiment&lt;br /&gt;
* added a new arrow type to the universal experiment&lt;br /&gt;
* added damage &amp;amp; resistance goals to the universal experiment&lt;br /&gt;
* added more era modules to enemies&lt;br /&gt;
* added Power Plant &amp;quot;Sell&amp;quot; action to AI&lt;br /&gt;
* increased description block size in AI action popup by 32pixels&lt;br /&gt;
* power buffs now correctly refresh if power is maxed&lt;br /&gt;
* Arcade is enabled again&lt;br /&gt;
* Town Assets were converted in a new format&lt;br /&gt;
* Town Assets are now capped at 500&lt;br /&gt;
* Town Level is now capped.&lt;br /&gt;
* fixed certain values turning &amp;quot;NaN&amp;quot; in the exotic experiment&lt;br /&gt;
* fixed Factory not refreshing slots on loading&lt;br /&gt;
* fixed depth buffer issue in jungle&lt;br /&gt;
* fixed module blueprint crash if an invalid string was used&lt;br /&gt;
* fixed Shipyard bonus changing after shipment has been ordered&lt;br /&gt;
* fixed era element module prevention buttons not refreshing&lt;br /&gt;
&lt;br /&gt;
==5 August &amp;amp;ndash; 0.3.1 B4==&lt;br /&gt;
* added new achievement (try to find it)&lt;br /&gt;
* power plant techs now display max level in tooltip&lt;br /&gt;
* fixed savegame bug (99.99% sure)&lt;br /&gt;
* fixed AI infinite loop glitch&lt;br /&gt;
* fixed neutral experiment overflowing&lt;br /&gt;
* fixed enemies getting stuck in certain regions&lt;br /&gt;
* fixed crafting grid 1 pixel offset in factory UI&lt;br /&gt;
* fixed tutorial boxes printing formation tags for a split second&lt;br /&gt;
* fixed crosshair position in boss 2 fight (fullscreen)&lt;br /&gt;
* fixed construction firm exotic gem display on instant finish&lt;br /&gt;
&lt;br /&gt;
==3 August &amp;amp;ndash; 0.3.1 B3==&lt;br /&gt;
* fixed save game bug?&lt;br /&gt;
&lt;br /&gt;
==2 August &amp;amp;ndash; 0.3.1 B2==&lt;br /&gt;
* reworked air experiment (WIP)&lt;br /&gt;
* fixed cylindro not rewarding exotic gems&lt;br /&gt;
* fixed locked power stones slots&lt;br /&gt;
* fixed power stones tab not unlocking until reload&lt;br /&gt;
* added wishlist reminder to main menu&lt;br /&gt;
&lt;br /&gt;
==31 July &amp;amp;ndash; 0.3.1 B1==&lt;br /&gt;
* tutorial arrows are now resolution independent&lt;br /&gt;
* modified the save game system in order to find a bug&lt;br /&gt;
* updated credits/citizen names&lt;br /&gt;
&lt;br /&gt;
==10 July &amp;amp;ndash; 0.3.0 B1==&lt;br /&gt;
* added tooltips to elements in new round screen&lt;br /&gt;
* added prestige system to darkness experiment&lt;br /&gt;
* added prestige system to water experiment&lt;br /&gt;
* added prestige system to earth experiment&lt;br /&gt;
* added basic in-game tutorial&lt;br /&gt;
* added new module 'unholy aura'&lt;br /&gt;
* added new module 'shield of darkness'&lt;br /&gt;
* all enemies are now batched into a single draw call [performance+1]&lt;br /&gt;
* refined ores start blinking after completion&lt;br /&gt;
* many minor layout adjustments&lt;br /&gt;
* mine is now unfolding&lt;br /&gt;
* selling in power plant now works via right click&lt;br /&gt;
* crumbling particles now use the same material as the tower&lt;br /&gt;
* fixed a bug that removes all but one module from blueprint if you save &amp;amp; load before building a workshop&lt;br /&gt;
&lt;br /&gt;
==23 June &amp;amp;ndash; 0.2.9 B1==&lt;br /&gt;
* deactivated Arcade (Arcade is WIP)&lt;br /&gt;
* added era modules for neutral, earth (50%) and universal enemies&lt;br /&gt;
* added modules for units&lt;br /&gt;
* added slow buff to wizard enemy type&lt;br /&gt;
* added tabs to switch between buildings inside skill menu&lt;br /&gt;
* added buff display to in-game UI&lt;br /&gt;
* added synchronous execution function to AI&lt;br /&gt;
* added progress display to military requirements&lt;br /&gt;
* added new AI action (factory: craft)&lt;br /&gt;
* added new AI function (factory: item count)&lt;br /&gt;
* bosses now have multiple tiers&lt;br /&gt;
* boss upgrades have to be bought for each boss tier&lt;br /&gt;
* changed Arcade color theme&lt;br /&gt;
* changed Factory recipe section (WIP)&lt;br /&gt;
* fixed critical wave jump not factoring in era record&lt;br /&gt;
* fixed citizen name depth issue&lt;br /&gt;
&lt;br /&gt;
==6 June &amp;amp;ndash; 0.2.8 B1==&lt;br /&gt;
* reworked skills UI&lt;br /&gt;
* reworked nature experiment (part 1)&lt;br /&gt;
* added blueprint management&lt;br /&gt;
* added new module &amp;quot;adaptive regeneration&amp;quot;&lt;br /&gt;
* added new exotic skill to factory&lt;br /&gt;
* added Dr. Cubical guidance system (WiP)&lt;br /&gt;
* added helium-3 storage upgrade to the power plant&lt;br /&gt;
* fixed mine drill component not refreshing on startup&lt;br /&gt;
* fixed power plant generators producing power with missing ingredients&lt;br /&gt;
* fixed pipe coloring issue in the power plant&lt;br /&gt;
&lt;br /&gt;
==31 May &amp;amp;ndash; 0.2.7 B1==&lt;br /&gt;
* added default AI Arguments for museum functions&lt;br /&gt;
* added dialog for offline time&lt;br /&gt;
* added option to change controls&lt;br /&gt;
* added Shipyard to dashboard&lt;br /&gt;
* added a trash icon&lt;br /&gt;
* reworked the Power Plant&lt;br /&gt;
** complete redesign of core mechanic&lt;br /&gt;
** internal resource storage is now visible for all components&lt;br /&gt;
** solar generator is now linked to weather&lt;br /&gt;
** wind generator is now linked to weather&lt;br /&gt;
** added more technologies&lt;br /&gt;
** components are now unlocked in bundles&lt;br /&gt;
** components now have their own tech trees&lt;br /&gt;
** added a 'toggle all' button to network tab&lt;br /&gt;
** added highlighting to selected tile on the power grid&lt;br /&gt;
** added new skill &amp;quot;Quantum Grid&amp;quot;&lt;br /&gt;
* reworked the save system (old saves will migrate)&lt;br /&gt;
* fixed Museum Boost not refreshing when AI moves power stones&lt;br /&gt;
* fixed AI for free power stone slots returning wrong number&lt;br /&gt;
* fixed an issue with the trading post&lt;br /&gt;
* fixed in-game error when module categories are minimized&lt;br /&gt;
* fixed a bug with infinite resources in the Power Plant&lt;br /&gt;
* fixed a bug in electricity experiment&lt;br /&gt;
&lt;br /&gt;
==16 May &amp;amp;ndash; 0.2.6 B1==&lt;br /&gt;
* added missing translations&lt;br /&gt;
* added default arguments to some AI functions&lt;br /&gt;
* added experimental unstuck function&lt;br /&gt;
* added AI functions for the museum&lt;br /&gt;
* preperations for the Powerplant rework&lt;br /&gt;
* sandbox mode no longer rewards town xp&lt;br /&gt;
* devine blessing now uses a planar function to scale values beyond T5&lt;br /&gt;
&lt;br /&gt;
==12 May &amp;amp;ndash; 0.2.5 B1==&lt;br /&gt;
* massive AI overhaul&lt;br /&gt;
* added conditions to AI&lt;br /&gt;
* added museum time boost in powerplant&lt;br /&gt;
* changed AI hotkey to &amp;quot;F4&amp;quot;&lt;br /&gt;
* active module costs and cooldown refreshes on upgrade now (in-game)&lt;br /&gt;
* fixed module sparks&lt;br /&gt;
* fixed laboratory default tab&lt;br /&gt;
&lt;br /&gt;
==9 May &amp;amp;ndash; 0.2.4 B3==&lt;br /&gt;
* added artifact to boss 3&lt;br /&gt;
* added new module&lt;br /&gt;
* added missing credits&lt;br /&gt;
&lt;br /&gt;
==8 May &amp;amp;ndash; 0.2.4 B1==&lt;br /&gt;
* added module &amp;quot;Shock Ward&amp;quot;&lt;br /&gt;
* added module &amp;quot;Transformator&amp;quot;&lt;br /&gt;
* added prestige to neutral experiment&lt;br /&gt;
* added auto-place function to town assets&lt;br /&gt;
* added clear button to town assets&lt;br /&gt;
* added a new achievement&lt;br /&gt;
* changed artifact system&lt;br /&gt;
* fixed museum statistic visuals&lt;br /&gt;
&lt;br /&gt;
==2 May &amp;amp;ndash; 0.2.3 B1==&lt;br /&gt;
* added boss 2&lt;br /&gt;
* added three new artifacts&lt;br /&gt;
* added town stats menu&lt;br /&gt;
* added a new module &amp;quot;overcharge&amp;quot;&lt;br /&gt;
* added a new module &amp;quot;metal plating&amp;quot;&lt;br /&gt;
* enabled boss 3&lt;br /&gt;
* selected wiki page is now highlighted&lt;br /&gt;
* fixed trading post 100% trading issue&lt;br /&gt;
* reimplemented enemies of type assassin&lt;br /&gt;
* reworked electricity lab game&lt;br /&gt;
* refactored the attribute system&lt;br /&gt;
&lt;br /&gt;
==19 April &amp;amp;ndash; 0.2.2 B1==&lt;br /&gt;
* replaced old help with a new system&lt;br /&gt;
* added toggle to enable/disable ai scripts&lt;br /&gt;
* added new software: wave_momentum.inf&lt;br /&gt;
* Headquarters RAM now affects max. ai script size&lt;br /&gt;
* fixed ai click not working on combinator button in museum&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.1.18 B1==&lt;br /&gt;
* added visual ships to shipyard&lt;br /&gt;
* added lava pump to powerplant&lt;br /&gt;
* added thermal generator to powerplant&lt;br /&gt;
* added description to software&lt;br /&gt;
* added exotic skill 'battle engineers' to construction firm&lt;br /&gt;
* added missing translations&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.1.17 B1==&lt;br /&gt;
* added weather forecast to shipyard&lt;br /&gt;
* added visual effect when orders arrive in shipyard and when collecting them&lt;br /&gt;
* refactored shipyard UI (part 1)&lt;br /&gt;
&lt;br /&gt;
==2 March &amp;amp;ndash; 0.1.16 B1==&lt;br /&gt;
* added infinite planar functions to module attributes&lt;br /&gt;
* added baked lighting in underground&lt;br /&gt;
* added headquarter boost to powerplant&lt;br /&gt;
* added shipyard boost to powerplant&lt;br /&gt;
* added fission components to powerplant&lt;br /&gt;
* selling components in powerplant now returns 25% of costs&lt;br /&gt;
* replace hidden module system with chance tables&lt;br /&gt;
* hotkeys no longer trigger when searchbar is focused&lt;br /&gt;
* fixed searchbar in workshop&lt;br /&gt;
* fixed upgrade button flickering&lt;br /&gt;
* fixed trading post color scheme&lt;br /&gt;
&lt;br /&gt;
==22 February &amp;amp;ndash; 0.1.15 B2==&lt;br /&gt;
* fixed Blueprint only loading the first three modules when loading a saved game&lt;br /&gt;
&lt;br /&gt;
==22 February &amp;amp;ndash; 0.1.15 B1==&lt;br /&gt;
* added buy max. button to the workshop (requires military tier &amp;gt; 0)&lt;br /&gt;
* added hotkey ('u') to upgrade selected module in workshop&lt;br /&gt;
* added a searchbar to the workshop&lt;br /&gt;
* added option to export/import blueprints&lt;br /&gt;
* most resources can't be infinite anymore&lt;br /&gt;
* town resources are not a potential outcome of deals in the trading post anymore&lt;br /&gt;
* fixed rounding issue in trading post&lt;br /&gt;
* fixed enemy spawn issue in region 15&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.1.14 B1==&lt;br /&gt;
* updated unity engine to 2019.3.1f1 - let's hope everything still works&lt;br /&gt;
* loading the game the first time takes longer now, but every other load will be faster&lt;br /&gt;
* added new weather system with visible effects&lt;br /&gt;
* added option to disable weather effects&lt;br /&gt;
* mine grid is now hidden if minimum depth has not been reached&lt;br /&gt;
* mine shards are now reset upon prestige&lt;br /&gt;
* fixed some spelling mistakes&lt;br /&gt;
* fixed infinite town resources&lt;br /&gt;
* fixed passive mine drill always being active&lt;br /&gt;
&lt;br /&gt;
==15 February &amp;amp;ndash; 0.1.13 B2==&lt;br /&gt;
* fixed Beacons Tier not being saved&lt;br /&gt;
&lt;br /&gt;
==13 February &amp;amp;ndash; 0.1.13 B1==&lt;br /&gt;
* added example tooltips&lt;br /&gt;
* added museum goal number indicator&lt;br /&gt;
* added generic damage, resistance and resource bonus system&lt;br /&gt;
* added infinite buildings to construction firm&lt;br /&gt;
* added new construction firm tier&lt;br /&gt;
* added three new mine skills&lt;br /&gt;
* mining reward now slightly scales with depth&lt;br /&gt;
* started to change arcade ui&lt;br /&gt;
* changed neutral experiment values&lt;br /&gt;
* fixed saving and loading in the arcade&lt;br /&gt;
* fixed construction firm unlocking issue&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.1.12 B5==&lt;br /&gt;
* fixed enemy spawn during wavestream/-surge&lt;br /&gt;
* fixed construction firm tier not unlocking after first prestige&lt;br /&gt;
* fixed ESC behavior in idle mode&lt;br /&gt;
&lt;br /&gt;
==6 February &amp;amp;ndash; 0.1.12 B4==&lt;br /&gt;
* changed the trading post values based on community feedback from the stream&lt;br /&gt;
* changed when laboratory experiments unlock&lt;br /&gt;
&lt;br /&gt;
==5 February &amp;amp;ndash; 0.1.12 B3==&lt;br /&gt;
* added achievements to museum&lt;br /&gt;
* added one unlockable secret achievement&lt;br /&gt;
* military tiers now unlock higher construction firm tiers&lt;br /&gt;
* daigo parry now considers shield before activating&lt;br /&gt;
* artifact 'cubos cube' is no longer unlocked by default&lt;br /&gt;
* minor changes to neutral experiment&lt;br /&gt;
* adjusted some trading post values to make it more balanced&lt;br /&gt;
&lt;br /&gt;
==3 February &amp;amp;ndash; 0.1.12 B2==&lt;br /&gt;
* added infinite goals to neutral experiment&lt;br /&gt;
* added 'offer quality' skill to trading post&lt;br /&gt;
* balanced the trading post based on your feedback&lt;br /&gt;
* trading post deals now refresh only once every hour&lt;br /&gt;
* replaced exit icon with bomb icon ingame&lt;br /&gt;
* changed powerplant fluid pipe description&lt;br /&gt;
* changed the museum ui based on the new museum concept&lt;br /&gt;
* fixed museum fullscreen ui issues&lt;br /&gt;
* fixed mine drill infinite price&lt;br /&gt;
* fixed floating boxes in mine not disappearing after window has been closed&lt;br /&gt;
* fixed esc button behavior in 'new round' screen&lt;br /&gt;
&lt;br /&gt;
==27 January &amp;amp;ndash; 0.1.12 B1==&lt;br /&gt;
* added 'chemical lumps' exotic skill to the factory&lt;br /&gt;
* added museum and power plant to town dashboard&lt;br /&gt;
* added a limit for town citizen (100)&lt;br /&gt;
* added a way to skip boss cinematic via esc&lt;br /&gt;
* added first working draft of AI scripting (not unlockable)&lt;br /&gt;
* improved performance while in idle screen&lt;br /&gt;
* changed trading post to percentage-based trading&lt;br /&gt;
* module 'daigo parry' is now a hidden unlockable&lt;br /&gt;
* fixed broken factory recipes&lt;br /&gt;
* fixed factory shop items being purchasable via right click even when they're not unlocked yet&lt;br /&gt;
&lt;br /&gt;
==10 January &amp;amp;ndash; 0.1.11 B2==&lt;br /&gt;
* added town assets for all regions&lt;br /&gt;
* added producers for laboratory (factory)&lt;br /&gt;
* added producers for mine (factory)&lt;br /&gt;
* added producers for headquarters (factory)&lt;br /&gt;
* added producers for power plant (factory)&lt;br /&gt;
* added producers for arcade (factory)&lt;br /&gt;
* added producers for trading post (factory)&lt;br /&gt;
* added producers for shipyard (factory)&lt;br /&gt;
* added producers for construction firm (factory)&lt;br /&gt;
* added producers for museum (factory)&lt;br /&gt;
* added producers for statue of cubos (factory)&lt;br /&gt;
* added names for citizen&lt;br /&gt;
* added prototype of sandbox mode&lt;br /&gt;
* added tower assets to tower customization&lt;br /&gt;
* added slider for missile spawn height to tower customization&lt;br /&gt;
* added basic tower asset animation&lt;br /&gt;
* fixed convert button refresh in conversion menu&lt;br /&gt;
* fixed mine chance percentage&lt;br /&gt;
* fixed recipes not refreshing on factory update&lt;br /&gt;
* fixed power plant crash when upgrading tech&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1359</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1359"/>
		<updated>2021-03-28T19:36:53Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: change subheaders to bolded text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''Trading Post Rework'''&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
'''Known Issues'''&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
* [[Version history/2020|Version history 2020]]&lt;br /&gt;
* [[Version history/2019|Version history 2019]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=MediaWiki_talk:Common.css&amp;diff=1358</id>
		<title>MediaWiki talk:Common.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=MediaWiki_talk:Common.css&amp;diff=1358"/>
		<updated>2021-03-28T19:26:54Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Add CSS to enable table column alignment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Add CSS to enable ToC depth limit==&lt;br /&gt;
Propose adding CSS which allows limiting the page ToC to a specified depth (useful for pages with long ToCs such as [[Military Tier]])&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;css&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
 * Allow limiting of which header levels are shown in a TOC;&lt;br /&gt;
 * &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for instance, will limit to&lt;br /&gt;
 * showing ==headings== and ===headings=== but no further.&lt;br /&gt;
 * Used in [[Template:TOC]]&lt;br /&gt;
 * From: https://www.mediawiki.org/wiki/MediaWiki:Gadget-site.css&lt;br /&gt;
 */&lt;br /&gt;
.toclimit-2 .toclevel-1 ul,&lt;br /&gt;
.toclimit-3 .toclevel-2 ul,&lt;br /&gt;
.toclimit-4 .toclevel-3 ul,&lt;br /&gt;
.toclimit-5 .toclevel-4 ul,&lt;br /&gt;
.toclimit-6 .toclevel-5 ul,&lt;br /&gt;
.toclimit-7 .toclevel-6 ul {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[User:Lmnt0|Lmnt0]] ([[User talk:Lmnt0|talk]]) 23:09, 24 February 2021 (CET)&lt;br /&gt;
&lt;br /&gt;
==Add CSS to enable table column alignment==&lt;br /&gt;
Propose adding CSS to give the ability to align an entire table column by assigning a table class, rather than having to assign each cell's alignment individually&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;css&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
 * Allow center- or right- aligning an entire table column&lt;br /&gt;
 * e.g.&lt;br /&gt;
 * {| class=&amp;quot;wikitable col-3-right col-4-right&amp;quot;&lt;br /&gt;
 * ...&lt;br /&gt;
 * |}&lt;br /&gt;
 * From: https://stackoverflow.com/questions/24494604/mediawiki-table-efficiently-applying-different-alignment-for-different-column&lt;br /&gt;
 */&lt;br /&gt;
table.col-1-center td:nth-child(1) { text-align: center; }&lt;br /&gt;
table.col-2-center td:nth-child(2) { text-align: center; }&lt;br /&gt;
table.col-3-center td:nth-child(3) { text-align: center; }&lt;br /&gt;
table.col-4-center td:nth-child(4) { text-align: center; }&lt;br /&gt;
table.col-5-center td:nth-child(5) { text-align: center; }&lt;br /&gt;
table.col-6-center td:nth-child(6) { text-align: center; }&lt;br /&gt;
table.col-7-center td:nth-child(7) { text-align: center; }&lt;br /&gt;
table.col-8-center td:nth-child(8) { text-align: center; }&lt;br /&gt;
table.col-9-center td:nth-child(9) { text-align: center; }&lt;br /&gt;
&lt;br /&gt;
table.col-1-right td:nth-child(1) { text-align: right; }&lt;br /&gt;
table.col-2-right td:nth-child(2) { text-align: right; }&lt;br /&gt;
table.col-3-right td:nth-child(3) { text-align: right; }&lt;br /&gt;
table.col-4-right td:nth-child(4) { text-align: right; }&lt;br /&gt;
table.col-5-right td:nth-child(5) { text-align: right; }&lt;br /&gt;
table.col-6-right td:nth-child(6) { text-align: right; }&lt;br /&gt;
table.col-7-right td:nth-child(7) { text-align: right; }&lt;br /&gt;
table.col-8-right td:nth-child(8) { text-align: right; }&lt;br /&gt;
table.col-9-right td:nth-child(9) { text-align: right; }&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[User:Lmnt0|Lmnt0]] ([[User talk:Lmnt0|talk]]) 21:25, 28 March 2021 (CEST)&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1357</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1357"/>
		<updated>2021-03-28T19:16:12Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: use number template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||{{number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||{{number|80000}}&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||{{number|1.6e6}}&lt;br /&gt;
|-&lt;br /&gt;
|Forever||{{number|1.25e14}}&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Wave Marathon :''' Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1354</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1354"/>
		<updated>2021-03-28T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: remove redundant info, add town asset icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Desert.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|easy=781&lt;br /&gt;
|medium=18340&lt;br /&gt;
|hard=403948&lt;br /&gt;
|insane=3.41E+07&lt;br /&gt;
|nightmare=2.85E+10&lt;br /&gt;
|impossible=5.24E+16&lt;br /&gt;
}}&lt;br /&gt;
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Winter]] region.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Town Assets ==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Cactus town asset.png|40px|Cactus]] Cactus&lt;br /&gt;
:[[File:Bones town asset.png|40px|Bones]] Bones&lt;br /&gt;
:[[File:Sandstone town asset.png|40px|Sandstone]] Sandstone&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Sandstone_town_asset.png&amp;diff=1353</id>
		<title>File:Sandstone town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Sandstone_town_asset.png&amp;diff=1353"/>
		<updated>2021-03-28T00:13:58Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Bones_town_asset.png&amp;diff=1352</id>
		<title>File:Bones town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Bones_town_asset.png&amp;diff=1352"/>
		<updated>2021-03-28T00:13:39Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Cactus_town_asset.png&amp;diff=1351</id>
		<title>File:Cactus town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Cactus_town_asset.png&amp;diff=1351"/>
		<updated>2021-03-28T00:12:53Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Buildings&amp;diff=1350</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Buildings&amp;diff=1350"/>
		<updated>2021-03-28T00:05:58Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Buildings''' are accessed from the [[Town]] and are used to perform various tasks. Buildings can be built and upgraded in the [[Construction Firm]]. Most buildings require the player to reach a certain [[Military Tier]] before they can be built.&lt;br /&gt;
&lt;br /&gt;
==List of Buildings==&lt;br /&gt;
* [[Power Plant]]&lt;br /&gt;
* [[Mine]]&lt;br /&gt;
* [[Factory]]&lt;br /&gt;
* [[Headquarters]]&lt;br /&gt;
* [[Arcade]]&lt;br /&gt;
* [[Laboratory]]&lt;br /&gt;
* [[Shipyard]]&lt;br /&gt;
* [[Trading Post]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Museum]]&lt;br /&gt;
* [[Construction Firm]]&lt;br /&gt;
* [[Statue of Cubos]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1349</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1349"/>
		<updated>2021-03-28T00:03:56Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: +stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1348</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1348"/>
		<updated>2021-03-28T00:03:35Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: +stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Era content}}&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Enemies#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2019&amp;diff=1347</id>
		<title>Version history/2019</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2019&amp;diff=1347"/>
		<updated>2021-03-27T21:52:25Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Add all updates from 2019&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates from 2019, listed in reverse chronological order. Only updates from 2019 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==23 December &amp;amp;ndash; 0.1.11 B1==&lt;br /&gt;
* added new town assets (metallic ruins)&lt;br /&gt;
* added output count to machine recipe preview in factory&lt;br /&gt;
* added a new contract to HQ&lt;br /&gt;
* added more power plant components&lt;br /&gt;
* added a new power plant buff (mine)&lt;br /&gt;
* fixed pooling for regular attached special effects&lt;br /&gt;
&lt;br /&gt;
==2 December &amp;amp;ndash; 0.1.10 B4==&lt;br /&gt;
* fixed a module bug that caused memory leaks&lt;br /&gt;
&lt;br /&gt;
==1 December &amp;amp;ndash; 0.1.10 B3==&lt;br /&gt;
* added online statistic 'enemies destroyed'&lt;br /&gt;
* added online statistic 'resources collected'&lt;br /&gt;
* added online statistic 'gems collected'&lt;br /&gt;
* added online statistic 'boss1 destroyed'&lt;br /&gt;
&lt;br /&gt;
==1 December &amp;amp;ndash; 0.1.10 B2==&lt;br /&gt;
* fixed negative resource display&lt;br /&gt;
* fixed missing 5% display bug in mine&lt;br /&gt;
* fixed shipment order not refreshing&lt;br /&gt;
* fixed shard refining time when upgrading/removing transport belt&lt;br /&gt;
* changed '0%' to 'Completed!' in factory on shard refining completion&lt;br /&gt;
&lt;br /&gt;
==1 December &amp;amp;ndash; 0.1.10 B1==&lt;br /&gt;
* added option to name save slots&lt;br /&gt;
* changed savegame selection screen&lt;br /&gt;
* cloud saves only occurs when scenes change&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.1.9 B3==&lt;br /&gt;
* fixed reflect and the barrier modules dealing damage to the tower as well&lt;br /&gt;
* fixed contracts not checking the conditions&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.1.9 B2==&lt;br /&gt;
* removed max tier cap on more modules&lt;br /&gt;
* all modules are unlockable (110 modules)&lt;br /&gt;
* fixed mine conversion reward droprate&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.1.9 B1==&lt;br /&gt;
* added headquarter contracts&lt;br /&gt;
* added remaining T1 production plates to factory&lt;br /&gt;
* added red production plates up to T5 to factory&lt;br /&gt;
* added 8 new modules (elemental barrier)&lt;br /&gt;
* added new module (execution)&lt;br /&gt;
* added new module (transmute)&lt;br /&gt;
* added new module (rapidfire)&lt;br /&gt;
* added new module (advanced splash)&lt;br /&gt;
* added new module (divine blessing)&lt;br /&gt;
* added new module (super multishot)&lt;br /&gt;
* added 10 new modules (elemental boost)&lt;br /&gt;
* module 'shelter' can now be unlocked&lt;br /&gt;
* reworked the 'New Round' Screen&lt;br /&gt;
* mining conversion rate upgrade is no longer a reward after reaching min. conversion rate&lt;br /&gt;
* fixed an issue with modules that deal pure damage - reason why soul harvest was impacted by impetus&lt;br /&gt;
* fixed visual glitch in region 10&lt;br /&gt;
* fixed visual glitch in region 12&lt;br /&gt;
* fixed exotic skills details staying open when the menu is closed via esc&lt;br /&gt;
* fixed T10 oven recipe - was using wrong plates&lt;br /&gt;
* fixed module 'Universal Attack' - was neutral dmg instead of universal dmg&lt;br /&gt;
&lt;br /&gt;
==16 November &amp;amp;ndash; 0.1.8 B6==&lt;br /&gt;
* fixed factory machines recipes&lt;br /&gt;
&lt;br /&gt;
==15 November &amp;amp;ndash; 0.1.8 B5==&lt;br /&gt;
* fixed interaction between taste modules and % based damage modules&lt;br /&gt;
&lt;br /&gt;
==15 November &amp;amp;ndash; 0.1.8 B4==&lt;br /&gt;
* The way you log into the game has changed. You need to log out and back in on the website otherwise you won't be able to use the online features. If your cloud slots are red that means you're not logged in.&lt;br /&gt;
* The online system has changed. If you notice any issues please contact SpeedyBrain.&lt;br /&gt;
* changed the delay until auto combine starts in museum&lt;br /&gt;
&lt;br /&gt;
==14 November &amp;amp;ndash; 0.1.8 B3==&lt;br /&gt;
* added new module (Soul Harvesting) - random drop&lt;br /&gt;
* added new module (Firestorm) - random drop&lt;br /&gt;
* added new elemental based modules (8x {element} shell) - random drop&lt;br /&gt;
* added missing modules info to region select preview&lt;br /&gt;
* fixed 'Frost Aura' slow&lt;br /&gt;
&lt;br /&gt;
==13 November &amp;amp;ndash; 0.1.8 B2==&lt;br /&gt;
* added new module (Frost Aura) - random drop&lt;br /&gt;
* added new module (Bulletproof) - random drop&lt;br /&gt;
* added new module (Burning Attack) - random drop&lt;br /&gt;
* added new module (Shield Recharger) - random drop&lt;br /&gt;
* added new module (Sparks) - random drop&lt;br /&gt;
* fixed factory recipes&lt;br /&gt;
&lt;br /&gt;
==11 November &amp;amp;ndash; 0.1.8 B1==&lt;br /&gt;
* added an indicator for available skills&lt;br /&gt;
* added 'machine handling' exotic skill&lt;br /&gt;
* added recipe for 'producer (gems)'&lt;br /&gt;
* added recipe for 'producer (exotic)'&lt;br /&gt;
* added assembler recipes up to T10&lt;br /&gt;
* added refiner recipes up to T10&lt;br /&gt;
* added oven recipes up to T10&lt;br /&gt;
* added shaper recipes up to T10&lt;br /&gt;
* added boiler recipes up to T10&lt;br /&gt;
* added way to convert higher dust into lower dust via the boiler&lt;br /&gt;
* fixed machine production speed&lt;br /&gt;
* fixed engineering notation after running out of symbols&lt;br /&gt;
* possible fix for stucking inside pillars (first boss fight)&lt;br /&gt;
&lt;br /&gt;
==9 November &amp;amp;ndash; 0.1.7 B1==&lt;br /&gt;
* added stock limit to factory&lt;br /&gt;
* added remaining presser recipes&lt;br /&gt;
* added recipes for mixer up to T10&lt;br /&gt;
* added factory skill that doubles ore output&lt;br /&gt;
* added factory skill that doubles shop stock limit, halves refill time and changes refill time for rubber to 0.1sec&lt;br /&gt;
* changed color of T1 and T2 machines in the factory&lt;br /&gt;
* fixed advanced chip recipe tier&lt;br /&gt;
* fixed mine conversion rate of 0&lt;br /&gt;
&lt;br /&gt;
==7 November &amp;amp;ndash; 0.1.6 B1==&lt;br /&gt;
* added more recipes for various machine tiers (factory)&lt;br /&gt;
* added new factory skill that reduces refining time&lt;br /&gt;
* added item draggin to the factory (hold down left to collect same type or hold down right to place one by one)&lt;br /&gt;
* changed recipe values&lt;br /&gt;
* power stone tiers now start at 1&lt;br /&gt;
* fixed powerplant infinite loop&lt;br /&gt;
* fixed powerplant factory buff&lt;br /&gt;
&lt;br /&gt;
==5 November &amp;amp;ndash; 0.1.5 B5==&lt;br /&gt;
* added all transport belt recipes&lt;br /&gt;
* added auto fill / auto empty crafting grid skill to factory&lt;br /&gt;
* fixed 'combining power stones' button keeps combining if you switch to another window&lt;br /&gt;
* reduced first level construction time for some buildings&lt;br /&gt;
* drill refill now displays amount gained and shows properly that you can unput any amount thats greater or equal to 1&lt;br /&gt;
* 'faster machines' skill now correctly affects transport belts&lt;br /&gt;
* changed a lot of values in the factory&lt;br /&gt;
* factory shop now displays only useable items on first factory tier&lt;br /&gt;
&lt;br /&gt;
==3 November &amp;amp;ndash; 0.1.5 B4==&lt;br /&gt;
* added high performance multi crafting (factory)&lt;br /&gt;
* added module 'daigo parry' to arcade&lt;br /&gt;
* reduced arcade prices for now&lt;br /&gt;
* changed some module descriptions&lt;br /&gt;
* changed internal value system&lt;br /&gt;
* fixed rounding errors due to datatype replacement&lt;br /&gt;
* fixed rounding for building skill values&lt;br /&gt;
&lt;br /&gt;
==3 November &amp;amp;ndash; 0.1.5 B3==&lt;br /&gt;
* fixed town xp gained only from the last 100 rounds in a continous session&lt;br /&gt;
* fixed rounding errors due to datatype replacement&lt;br /&gt;
&lt;br /&gt;
==2 November &amp;amp;ndash; 0.1.5 B2==&lt;br /&gt;
* added special effects for buffs&lt;br /&gt;
* added five new hidden statistics&lt;br /&gt;
* added statistics goal for modules unlocked&lt;br /&gt;
* fixed broken progress bars in museum&lt;br /&gt;
* holding down the combine button in museum will now trigger the combining power stones event every 0.1 sec&lt;br /&gt;
* changed town asset resource bonus text to only show bonus from town assets&lt;br /&gt;
&lt;br /&gt;
==2 November &amp;amp;ndash; 0.1.5 B1==&lt;br /&gt;
* power stone combining tries to return new stone to inventory&lt;br /&gt;
* added button to buy as many power stones as possible&lt;br /&gt;
* added museum skill to reduce artifact research duration&lt;br /&gt;
* added museum skill for offline artifact research&lt;br /&gt;
* added museum skill to auto combine highest possible tier power stones&lt;br /&gt;
* added museum exotic skill to double statistics town resource bonus&lt;br /&gt;
* added basic help screens for every building&lt;br /&gt;
* balanced museum values&lt;br /&gt;
* fixed power plant boost translation&lt;br /&gt;
&lt;br /&gt;
==1 November &amp;amp;ndash; 0.1.4 B4==&lt;br /&gt;
* implemented real behavior for module: strikeback&lt;br /&gt;
* implemented real behavior for module: desperado&lt;br /&gt;
* right clicking power stones no longer puts them in locked slots&lt;br /&gt;
* fixed power plant tech being clickable even after it reached it's max tier&lt;br /&gt;
* fixed blueprint module order not saving&lt;br /&gt;
&lt;br /&gt;
==1 November &amp;amp;ndash; 0.1.4 B3==&lt;br /&gt;
* added new statistics goal for enemies destroyed&lt;br /&gt;
* added new statistics goal for resources collected&lt;br /&gt;
* implemented the museum elemental boost&lt;br /&gt;
* digging in mine can now be done by holding down left mouse button&lt;br /&gt;
* fixed esc closing arcade minigames&lt;br /&gt;
* fixed tiering in headquarters not increasing total gems collected&lt;br /&gt;
* fixed gems going negative on building boost&lt;br /&gt;
&lt;br /&gt;
==31 October &amp;amp;ndash; 0.1.4 B2==&lt;br /&gt;
* added 8 absolute resistance modules (4x R4, 4xR5)&lt;br /&gt;
* prestige now resets idle production&lt;br /&gt;
* links now open in a new tab&lt;br /&gt;
* fixed refining relative distribution time &amp;amp; ore preview issue&lt;br /&gt;
* fixed powerplant techs carrying over to new save&lt;br /&gt;
* fixed powerplant construction time&lt;br /&gt;
&lt;br /&gt;
==30 October &amp;amp;ndash; 0.1.4 B1==&lt;br /&gt;
* added statistics for total resources collected&lt;br /&gt;
* added statistics for total enemies destroyed&lt;br /&gt;
* added open alpha intro screen&lt;br /&gt;
* fixed options menu being initially active&lt;br /&gt;
&lt;br /&gt;
==29 October &amp;amp;ndash; 0.1.3 B2==&lt;br /&gt;
* added mixed scientific notation&lt;br /&gt;
* added factory boost to powerplant&lt;br /&gt;
* adjusted boost duration in powerplant&lt;br /&gt;
* fixed mine layer cooldown when switching pages&lt;br /&gt;
* fixed first boss collision damage after his defeat&lt;br /&gt;
&lt;br /&gt;
==29 October &amp;amp;ndash; 0.1.3 B1==&lt;br /&gt;
* added posibility to use statistics values inside modules&lt;br /&gt;
* added headquarters military function (prestige prototype)&lt;br /&gt;
* added new factory machines&lt;br /&gt;
* added detail window to factory machines&lt;br /&gt;
* added new factory recipes&lt;br /&gt;
* factory: right clicking machines cancels production for one item&lt;br /&gt;
* factory: shift + right clicking cancels whole production&lt;br /&gt;
* factory: recipe search now searches for multiple words (separated with space)&lt;br /&gt;
&lt;br /&gt;
==21 October &amp;amp;ndash; 0.1.2 B2==&lt;br /&gt;
* Fixed statistic power stone slots not saving&lt;br /&gt;
&lt;br /&gt;
==21 October &amp;amp;ndash; 0.1.2 B1==&lt;br /&gt;
* Added a new tutorial system&lt;br /&gt;
* Added goal 'total gems collected'&lt;br /&gt;
* The upgrade menu button will now be highlighted if you have enough xp to upgrade a module&lt;br /&gt;
* Fixed a bug with the quick conversion menu&lt;br /&gt;
&lt;br /&gt;
==20 October &amp;amp;ndash; 0.1.1 B1==&lt;br /&gt;
* Added right click functionality to power stone inventories&lt;br /&gt;
* Added a button to sell power stones&lt;br /&gt;
&lt;br /&gt;
==20 October &amp;amp;ndash; 0.1.0 B1==&lt;br /&gt;
* Added first draft of the museum building&lt;br /&gt;
&lt;br /&gt;
==19 October &amp;amp;ndash; 0.0.10 B1==&lt;br /&gt;
* Added prototype for exotic gems minigame to the laboratory&lt;br /&gt;
* Added a radial menu to quickly convert resources&lt;br /&gt;
* Added new module: Division Shield&lt;br /&gt;
* Added a targeting system for active modules&lt;br /&gt;
* Added a progressbar to modules in the blueprint&lt;br /&gt;
* Added a new icon to indicate if a module is fully upgraded&lt;br /&gt;
* Added missing localization (Arcade)&lt;br /&gt;
* Added prices to recipes in the factory&lt;br /&gt;
* Added a way to craft as many items as possible in the factory (shift + click)&lt;br /&gt;
* Changed how town assets are unlocked&lt;br /&gt;
* Fixed a bug that made the darkness minigame graph invisible&lt;br /&gt;
* Balanced some values to make the start of the game easier&lt;br /&gt;
&lt;br /&gt;
==12 October &amp;amp;ndash; 0.0.9 B1==&lt;br /&gt;
* Fixed an issue with scrolling in the factory&lt;br /&gt;
* Fixed a minor issue in the power plant&lt;br /&gt;
* Fixed escape button in conversion menu&lt;br /&gt;
* Added an option to use gems ingame&lt;br /&gt;
* Added hotkeys 0,1,2,3 to ingame purchase multipliers&lt;br /&gt;
* Added f1 hotkey in town buildings to open help&lt;br /&gt;
* Added an effect to conversion&lt;br /&gt;
* Town progress is now hidden during tutorial phase&lt;br /&gt;
* The ingame sidebar is now cached&lt;br /&gt;
&lt;br /&gt;
==11 October &amp;amp;ndash; 0.0.8 B1==&lt;br /&gt;
* Added prototype for gems minigame to the laboratory&lt;br /&gt;
* Added a Drag'n'Drop feature for modules in the workshop&lt;br /&gt;
&lt;br /&gt;
==6 October &amp;amp;ndash; 0.0.7 B3==&lt;br /&gt;
* Disabled assassins to potentially fix the game being stuck during an active round&lt;br /&gt;
&lt;br /&gt;
==2 October &amp;amp;ndash; 0.0.7 B2==&lt;br /&gt;
* Fixed a bug in the Power Plant pipe network that would accepted coal as liquid input, which kept the game in an endless loop.&lt;br /&gt;
&lt;br /&gt;
==2 October &amp;amp;ndash; 0.0.7 B1==&lt;br /&gt;
* Added prototype for darkness minigame to the laboratory&lt;br /&gt;
* Fixed a bug in the Power Plant&lt;br /&gt;
&lt;br /&gt;
==28 September &amp;amp;ndash; 0.0.6 B1==&lt;br /&gt;
* Added first draft of the Power Plant&lt;br /&gt;
* Added prototype for universal minigame to the laboratory&lt;br /&gt;
* Added 'ground' tag to ground in region 6 to fix bugged assassin type enemies&lt;br /&gt;
* Removed module tier cap of 'basic attack' and 'stone foundation'&lt;br /&gt;
* Modified various values&lt;br /&gt;
&lt;br /&gt;
==6 September &amp;amp;ndash; 0.0.5 B3==&lt;br /&gt;
* Pooled objects now properly reset their velocity to zero after returning back to the pool&lt;br /&gt;
* Disabled logging for everything except errors and exceptions&lt;br /&gt;
&lt;br /&gt;
==4 September &amp;amp;ndash; 0.0.5 B2==&lt;br /&gt;
* Removed assassins from heaven region&lt;br /&gt;
* Fixed ESC button in submenus of Construction Firm&lt;br /&gt;
&lt;br /&gt;
==4 September &amp;amp;ndash; 0.0.5 B1==&lt;br /&gt;
* Added prototypes for air and light minigames to the laboratory&lt;br /&gt;
* Added a few items and recipes to the factory&lt;br /&gt;
* Added transport belt to factory: Halves to processing time of shards per belt tier&lt;br /&gt;
* Added 4 new blueprint modules&lt;br /&gt;
* Added 3 more town assets (high mountain)&lt;br /&gt;
* Added 1 new skill to Construction Firm&lt;br /&gt;
* Added 1 new skill to Factory&lt;br /&gt;
* Added a small bouncing arrow to the convert button in the Construction Firm for tutorial reasons&lt;br /&gt;
* Items in the factory shop now have a 0.2 sec. cooldown&lt;br /&gt;
* Digging a new layer in the mine now has a 1 sec. cooldown to prevent multiclicking&lt;br /&gt;
* Fixed stacking bug for ores produced via shards&lt;br /&gt;
* Fixed credits page in the main menu&lt;br /&gt;
* Fixed various other smaller issues&lt;br /&gt;
&lt;br /&gt;
==22 August &amp;amp;ndash; 0.0.4 B3==&lt;br /&gt;
* Changed CloudSaves to work on the new homepage.&lt;br /&gt;
* Added some cool new features that are locked atm.&lt;br /&gt;
&lt;br /&gt;
==?? August &amp;amp;ndash; 0.0.4 B1==&lt;br /&gt;
* Added Arcade&lt;br /&gt;
* Added PerfectSpace - Arcade Minigame&lt;br /&gt;
* Bugfixes&lt;br /&gt;
&lt;br /&gt;
==?? August &amp;amp;ndash; 0.0.3 B3==&lt;br /&gt;
* Fixed a bug in Nature Experiment&lt;br /&gt;
* Added Shipyard&lt;br /&gt;
* New Arcade UI&lt;br /&gt;
* Added Notations&lt;br /&gt;
&lt;br /&gt;
==?? August &amp;amp;ndash; 0.0.3 B2==&lt;br /&gt;
* Natures Touch unlocks at wave 40 forest now instead of by random chance&lt;br /&gt;
* New module: Wave Resources unlocks at wave 50 forest&lt;br /&gt;
* New sound option: Limit the max amount of sound effects (SFX)&lt;br /&gt;
* ESC button closed town buildings and doesn't go straight to the main menu&lt;br /&gt;
* Ingame Exit button has a confirmation dialog&lt;br /&gt;
* Deleting save slot has a confirmation dialog&lt;br /&gt;
* Enemy counter ingame&lt;br /&gt;
* Difficulty is displayed ingame&lt;br /&gt;
* Added missing localization&lt;br /&gt;
* Bug: https://trello.com/c/o8a0Zl5B&lt;br /&gt;
* Bug: https://trello.com/c/NLQUeLM1&lt;br /&gt;
* Bug: Double click fixed: https://trello.com/c/EPdBOvCu&lt;br /&gt;
* Bug in Testing: https://trello.com/c/nxpMC7YI&lt;br /&gt;
* Bug in Testing: https://trello.com/c/lNd96gyQ&lt;br /&gt;
* Bug in Testing: https://trello.com/c/4Asyc3GT&lt;br /&gt;
* Bug in Testing: https://trello.com/c/ls54e6rB&lt;br /&gt;
* Bug in Testing: https://trello.com/c/MGAt1D91&lt;br /&gt;
* Bug in Testing: https://trello.com/c/bfiFkEFB&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1346</id>
		<title>Version history/2020</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1346"/>
		<updated>2021-03-27T21:50:51Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Add all updates from 2020&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates from 2020, listed in reverse chronological order. Only updates from 2020 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==31 December &amp;amp;ndash; 0.6.5 B2==&lt;br /&gt;
* No patch notes&lt;br /&gt;
&lt;br /&gt;
==31 December &amp;amp;ndash; 0.6.5 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added wave acceleration factor to in-game stats UI&lt;br /&gt;
* added waves skipped per interval to in-game stats UI&lt;br /&gt;
* [PC] added Discord rich presence integration&lt;br /&gt;
* [PC] added fullscreen option&lt;br /&gt;
* [PC] added display resolution option&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* updated description of wave catalyst to match internal mechanics&lt;br /&gt;
* turned more modifiers into names modifiers&lt;br /&gt;
* improved help pages&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Factory producing invisible T11 and T12 ores&lt;br /&gt;
* fixed Factory items in hand not being saved&lt;br /&gt;
* fixed attack speed buff of module 'Dice of Fate'&lt;br /&gt;
&lt;br /&gt;
==28 December &amp;amp;ndash; 0.6.4 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new AI function ('Screen: Width')&lt;br /&gt;
* added new AI function ('Screen: Height')&lt;br /&gt;
* added confirm dialog when aborting shard refining (Factory)&lt;br /&gt;
* added error info dialog to AI script import&lt;br /&gt;
* added thousand separators to wave counter&lt;br /&gt;
* extended Headquarters help pages&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* current screen width and height is now displayed in the debug overlay&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a minor importing issue with AI scripts&lt;br /&gt;
* fixed AI modulo operator being case sensitive&lt;br /&gt;
* fixed Power Plant components automatically refilling if they were empty after loading a savegame&lt;br /&gt;
* fixed Power Plant resource containers leaking resources if they are connected to pipes and other components at the same time&lt;br /&gt;
&lt;br /&gt;
==25 December &amp;amp;ndash; 0.6.3 B2==&lt;br /&gt;
* fixed all issues that happened due to wrong compiling&lt;br /&gt;
* fixed metal plating reflecting non-reflectable damage&lt;br /&gt;
&lt;br /&gt;
==25 December &amp;amp;ndash; 0.6.3 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltips to beacons&lt;br /&gt;
* added tooltips to museum&lt;br /&gt;
* added tooltips to mine&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
* added a holiday surprise&lt;br /&gt;
* added experimental dynamic UI scaling option&lt;br /&gt;
* added a notification icon when the game is saving to cloud&lt;br /&gt;
* added help pages (WIP)&lt;br /&gt;
* added AI action ('show/hide town window')&lt;br /&gt;
* added AI function ('is window open?')&lt;br /&gt;
* added module 'Sun Energy'&lt;br /&gt;
* added module 'Moon Energy'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* refactored a lot of code&lt;br /&gt;
* replaced some unity events with our own event system to reduce memory leaks&lt;br /&gt;
* improved UI performance&lt;br /&gt;
* improved help system&lt;br /&gt;
* Factory item count is now using the selected formatting while in a slot, but displays the full number when picked up&lt;br /&gt;
* manual save button also triggers a cloud save&lt;br /&gt;
* cloud saves can only be triggered every 60 seconds&lt;br /&gt;
* stats menu (Town) also displays attribute modifiers (WIP)&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed era research button text size&lt;br /&gt;
* fixed camera depth issue in Jungle and Dark Realm region&lt;br /&gt;
* fixed typo in Dr. Cubical hint&lt;br /&gt;
* fixed scripts delete hotkey working while name box is focused&lt;br /&gt;
* fixed impetus and infinity impetus bonus being additive with other bonuses instead of multiplicative&lt;br /&gt;
* fixed soul harvesting being influenced by damage multipliers&lt;br /&gt;
* fixed Factory recipes sometimes not being able to be previewed due to non-rectangular shaped recipes&lt;br /&gt;
* fixed attributes not refreshing when stats menu (Town) being opened the first time&lt;br /&gt;
&lt;br /&gt;
==15 December &amp;amp;ndash; 0.6.2 B2==&lt;br /&gt;
* fixed Boss 4 not dropping one of the artifacts&lt;br /&gt;
* fixed a few minor things&lt;br /&gt;
&lt;br /&gt;
==15 December &amp;amp;ndash; 0.6.2 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added Boss 4 'Dodecai'&lt;br /&gt;
* added artifact 'Dice Of Fate'&lt;br /&gt;
* added artifact 'Necronomicon'&lt;br /&gt;
* added module 'Dice Of Fate'&lt;br /&gt;
* added software 'Wave Horizon'&lt;br /&gt;
* added achievement 'Born under a lucky star'&lt;br /&gt;
* added Factory hotkeys to options menu (craft all + cancel production)&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* energy regeneration is now percent based&lt;br /&gt;
* reduced museum base achievement boost (1% =&amp;gt; 0.5%)&lt;br /&gt;
* changed energy color (Cylindro fight)&lt;br /&gt;
* adjusted producer values (Factory)&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed 'Death Aura' price&lt;br /&gt;
* fixed 'Snap of Destiny' having more than one tier&lt;br /&gt;
* fixed 'Darkness Shield' T5 and T6 having equal stats&lt;br /&gt;
* fixed 'Unholy Aura' T6 stats&lt;br /&gt;
* fixed module tier being set for hidden modules on tiering up&lt;br /&gt;
* fixed module level being set for infinity modules on tiering up&lt;br /&gt;
* fixed tower assets having colliders in boss fights&lt;br /&gt;
* fixed infinity modules displaying tier 1 when being dragged&lt;br /&gt;
* fixed shield value scaling on higher tiers&lt;br /&gt;
* fixed nature era enemies healing the tower&lt;br /&gt;
&lt;br /&gt;
==7 December &amp;amp;ndash; 0.6.1 B3==&lt;br /&gt;
* added hints to plants&lt;br /&gt;
* improved resource display performance&lt;br /&gt;
* fixed AI component clamping on loading&lt;br /&gt;
* fixed module order in-game&lt;br /&gt;
* fixed scrolling not being possible while a module is being dragged in the workshop&lt;br /&gt;
&lt;br /&gt;
==4 December &amp;amp;ndash; 0.6.1 B2==&lt;br /&gt;
* changed 'analyzing' button to a timer in artifact research&lt;br /&gt;
* fixed async projectile distance checking&lt;br /&gt;
* fixed artifact research time not loading&lt;br /&gt;
* fixed artifact offline research time not working&lt;br /&gt;
&lt;br /&gt;
==4 December &amp;amp;ndash; 0.6.1 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added artifact 'Chained Mannequin'&lt;br /&gt;
* added version number to options menu&lt;br /&gt;
* added epsilon deltas to universal experiment goals to compensate floating point arithmetic problems&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* reduced 'sign' artifact research cost and time&lt;br /&gt;
* extended factory help&lt;br /&gt;
* changed the UI color of artifacts&lt;br /&gt;
* minor adjustments&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI min/max for int requiring doubles&lt;br /&gt;
* fixed air compressors not disappearing in lab air experiment upon prestige&lt;br /&gt;
&lt;br /&gt;
==2 December &amp;amp;ndash; 0.6.0 B3==&lt;br /&gt;
* temporarily disabled statistics api&lt;br /&gt;
* fixed button flickering in conversion UI&lt;br /&gt;
* fixed construction firm cancel issue&lt;br /&gt;
&lt;br /&gt;
==1 December &amp;amp;ndash; 0.6.0 B2==&lt;br /&gt;
* fixed typo in Dr. Cubical hint&lt;br /&gt;
* fixed AI script limitations for imports and existing scripts&lt;br /&gt;
&lt;br /&gt;
==30 November &amp;amp;ndash; 0.6.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added 'new game' screen with skip tutorial options&lt;br /&gt;
* added statistics for perfect space highscore&lt;br /&gt;
* added statistics for arcade coins earned&lt;br /&gt;
* added reward system for boss 1,2 and 3&lt;br /&gt;
* added login/logout for the new website&lt;br /&gt;
* added module 'Boss Shield'&lt;br /&gt;
* added module 'Fire Splash'&lt;br /&gt;
* added module 'Water Splash'&lt;br /&gt;
* added module 'Earth Splash'&lt;br /&gt;
* added module 'Air Splash'&lt;br /&gt;
* added module 'Nature Splash'&lt;br /&gt;
* added module 'Light Splash'&lt;br /&gt;
* added module 'Darkness Splash'&lt;br /&gt;
* added module 'Electricity Splash'&lt;br /&gt;
* added module 'Energy Recycling '&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* changed ToS&lt;br /&gt;
* saves with an older version will no longer load&lt;br /&gt;
* massive module refactoring&lt;br /&gt;
** changed almost all damage values of modules&lt;br /&gt;
** changed all energy costs&lt;br /&gt;
** changed most cooldown times&lt;br /&gt;
** reduced stun durations&lt;br /&gt;
* changed how 'Frost Nova' works&lt;br /&gt;
* wizzard typ enemies are now affected by slow&lt;br /&gt;
* switched module unlock locations&lt;br /&gt;
* changed condition to get Daigoparry&lt;br /&gt;
* stuns only last 20% of their original duration on bosses&lt;br /&gt;
* replaced useless conversion input buttons&lt;br /&gt;
* enemy hp/dmg is now rounded to 1 decimal place&lt;br /&gt;
* refactored attack speed&lt;br /&gt;
* improved module 'lucky shot'&lt;br /&gt;
* changed construction firm gem boost to instant finish with gems&lt;br /&gt;
* increased construction firm prices&lt;br /&gt;
* adjusted building prices&lt;br /&gt;
* changed workshop T1 construction time (30=&amp;gt;10)&lt;br /&gt;
* audio options menu is grouped into categories&lt;br /&gt;
* wiki pages that are not required are now hidden until they become relevant&lt;br /&gt;
* changed arcade shop item color&lt;br /&gt;
* statistics use the new save system&lt;br /&gt;
* construction firm used the new save system&lt;br /&gt;
* changed Arcade libary UI&lt;br /&gt;
* bosses provide rewards only on the first defeat per tier&lt;br /&gt;
* temporarily locked Arcade infinity rewards at Tier 4 to prevent players from locking themselves out of future progression&lt;br /&gt;
* changed Perfect Space Main Screen to show controls&lt;br /&gt;
* adjusted exotic skill prices&lt;br /&gt;
* clean up options UI&lt;br /&gt;
* improved island road layout&lt;br /&gt;
* various minor polishing&lt;br /&gt;
* updated Patreon and town citizen names&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed first round not providing town xp if both tutorials are skipped&lt;br /&gt;
* fixed navmesh in region heaven&lt;br /&gt;
* fixed wiki page color issue&lt;br /&gt;
* fixed Perfect Space description&lt;br /&gt;
&lt;br /&gt;
==27 November &amp;amp;ndash; 0.5.6 B1==&lt;br /&gt;
* added statistic 'Shipyard: resources earned'&lt;br /&gt;
* added 'Quantum Fading' module&lt;br /&gt;
* added 'Power Conversion' module&lt;br /&gt;
* temporarily lowered module requirement for military tier 14 (325-&amp;gt;259)&lt;br /&gt;
&lt;br /&gt;
==27 November &amp;amp;ndash; 0.5.5 B4==&lt;br /&gt;
* added 'Mine: reduce layer refresh time' infinity perk&lt;br /&gt;
* added 'Factory: tenfold production and machine speed' infinity perk&lt;br /&gt;
* added 'Infinity Burst' module&lt;br /&gt;
* added 'Eternal Wall' module&lt;br /&gt;
&lt;br /&gt;
* fixed fire infinity stone boiler requirement&lt;br /&gt;
* fixed in-game UI caching issue&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B3==&lt;br /&gt;
* added missing factory item 'circuit wires' to AI item count&lt;br /&gt;
* fixed remove buff function for modules&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B2==&lt;br /&gt;
* fixed 0 hp/dmg modifiers in challenges&lt;br /&gt;
* fixed universal infinity stone cylindro tier requirement&lt;br /&gt;
&lt;br /&gt;
==26 November &amp;amp;ndash; 0.5.5 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added upgrades to Boss #3&lt;br /&gt;
* added AI script export/import&lt;br /&gt;
* added new challenge to forest (#6)&lt;br /&gt;
* added statistic 'Mine: layers generated'&lt;br /&gt;
* added statistic 'Mine: tiles uncovered'&lt;br /&gt;
* added statistic 'Factory: resources produced'&lt;br /&gt;
* added statistic 'Trading Post: total trades'&lt;br /&gt;
* added statistic 'Power Plant: total power produced'&lt;br /&gt;
* added statistic 'infinity stones: times used'&lt;br /&gt;
* added 'precious freight' skill to Shipyard&lt;br /&gt;
* added 'armored cargo bay' exotic skill to Shipyard&lt;br /&gt;
* added 'reset town perk cooldown' infinity perk (military tier 13)&lt;br /&gt;
* added 'permanently reduce town perk cooldown' infinity perk (military tier 14)&lt;br /&gt;
* added 'Forest Gift' module&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* module 'Death Wish' now has a max tier (250)&lt;br /&gt;
* current era and infinity affect module drop chance&lt;br /&gt;
* exotic gems and gems are fully decoupled from shipment bonus&lt;br /&gt;
* exotic skill buttons are fully clickable instead of only the lower half&lt;br /&gt;
* infinity multiplies resource drops by (inf+1)^1.5&lt;br /&gt;
* 'infinity forge (permanent)' now requires military tier 14&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed some typos&lt;br /&gt;
* fixed earth experiment not refreshing goals when compression is off&lt;br /&gt;
* fixed minor darkness experiment loading issue&lt;br /&gt;
&lt;br /&gt;
==24 November &amp;amp;ndash; 0.5.4 B2==&lt;br /&gt;
* changed universal shield priority (0 -&amp;gt; 200)&lt;br /&gt;
* darkness experiment prestige screen only switches back to main screen if there are not enough particles to prestige again&lt;br /&gt;
* values are now clamped in the darkness experiment&lt;br /&gt;
* fixed darkness experiment collect button flickering&lt;br /&gt;
&lt;br /&gt;
==24 November &amp;amp;ndash; 0.5.4 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added more hints from Dr. Cubical (early game)&lt;br /&gt;
* added new challenge to forest (#5)&lt;br /&gt;
* added Infinity Perk for Trading Post&lt;br /&gt;
* added 'Universal' module&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* overhauled earth experiment&lt;br /&gt;
* era essence research duration increases in 10min steps instead of 15min&lt;br /&gt;
* era essence research price has been considerably lowered&lt;br /&gt;
* era multiplier has a new formula to prevent value overflow&lt;br /&gt;
* era multiplier behaves more like a gradient instead of instantly jumping to infinity&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* passive modules that have a specified energy cost will no longer work if the tower has no energy&lt;br /&gt;
&lt;br /&gt;
==23 November &amp;amp;ndash; 0.5.3 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added 'Wave Floor' software (MT14)&lt;br /&gt;
* added 'Era Floor' software (MT14)&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Power Stone market UI now refreshes when opened&lt;br /&gt;
* overhauled the darkness experiment&lt;br /&gt;
* adjusted condition for neutral infinity stone&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed exotic refinement button being available for infinity stones that haven't been unlocked yet&lt;br /&gt;
&lt;br /&gt;
==21 November &amp;amp;ndash; 0.5.2 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added Secret Codes (beta)&lt;br /&gt;
* added 'Recharge' module&lt;br /&gt;
* added 'Quantum Defense' module&lt;br /&gt;
* added 'Shatter' module&lt;br /&gt;
* added 'Infinity Reflect' module&lt;br /&gt;
* added 'Gravel' module&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* lowered requirement for military tier 13&lt;br /&gt;
* fixed critical wave jump ignoring era after infinity 1&lt;br /&gt;
* fixed non-unlocked modules counting for maximized modules condition&lt;br /&gt;
&lt;br /&gt;
==21 November &amp;amp;ndash; 0.5.1 B1==&lt;br /&gt;
* added module 'Unholy Missile'&lt;br /&gt;
* fixed era hp/damage bug&lt;br /&gt;
* fixed 'Diamond Foundation' not being unlockable&lt;br /&gt;
* fixed 'Air Slice' not being unlockable&lt;br /&gt;
* fixed typos&lt;br /&gt;
&lt;br /&gt;
==20 November &amp;amp;ndash; 0.5.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added line numbers to AI script actions&lt;br /&gt;
* added new military tier rewards that change the starting module tier after prestige&lt;br /&gt;
* added new debug tools&lt;br /&gt;
* added missing factory items to AI count items function&lt;br /&gt;
* added 'min' and 'max' functions to AI&lt;br /&gt;
* added 'round', 'floor' and 'ceiling' functions to AI&lt;br /&gt;
* added special type module filter to workshop&lt;br /&gt;
* added infinity content&lt;br /&gt;
* added 'infinity forge'&lt;br /&gt;
* added 'infinity module logic'&lt;br /&gt;
* added infinity menu to workshop&lt;br /&gt;
* added infinity perks&lt;br /&gt;
* added software 'Era Burst'&lt;br /&gt;
* added software 'Era Swirl'&lt;br /&gt;
* added module 'Photosynthesis'&lt;br /&gt;
* added module 'Pressurize'&lt;br /&gt;
* added module 'Air Slice'&lt;br /&gt;
* added module 'Frost Splash'&lt;br /&gt;
* added module 'Super Tower'&lt;br /&gt;
* added module 'Super Tower 2'&lt;br /&gt;
* added module 'Super Tower 3'&lt;br /&gt;
* added module 'Death Aura'&lt;br /&gt;
* added module 'Shield of Frost'&lt;br /&gt;
* added module 'Snap of Destiny'&lt;br /&gt;
* added module 'Unfolding'&lt;br /&gt;
* added module 'Phasing'&lt;br /&gt;
* added module 'Condense'&lt;br /&gt;
* added module 'Granite Foundation'&lt;br /&gt;
* added module 'Steel Foundation'&lt;br /&gt;
* added module 'Magma Foundation'&lt;br /&gt;
* added module 'Diamond Foundation'&lt;br /&gt;
* added module 'Condense'&lt;br /&gt;
* added module 'Solar Strike'&lt;br /&gt;
* added module 'Tideshift'&lt;br /&gt;
* added module 'Shockwave'&lt;br /&gt;
* added module 'Focused Multishot'&lt;br /&gt;
* added module 'Relay'&lt;br /&gt;
* added module 'Incineration'&lt;br /&gt;
* added module 'Fire Protection'&lt;br /&gt;
* added module 'Water Protection'&lt;br /&gt;
* added module 'Earth Protection'&lt;br /&gt;
* added module 'Air Protection'&lt;br /&gt;
* added module 'Nature Protection'&lt;br /&gt;
* added module 'Light Protection'&lt;br /&gt;
* added module 'Darkness Protection'&lt;br /&gt;
* added module 'Electricity Protection'&lt;br /&gt;
* added module 'Fire Exchange'&lt;br /&gt;
* added module 'Water Exchange'&lt;br /&gt;
* added module 'Earth Exchange'&lt;br /&gt;
* added module 'Air Exchange'&lt;br /&gt;
* added module 'Nature Exchange'&lt;br /&gt;
* added module 'Light Exchange'&lt;br /&gt;
* added module 'Darkness Exchange'&lt;br /&gt;
* added module 'Electricity Exchange'&lt;br /&gt;
* added module 'Universal Exchange'&lt;br /&gt;
* added module 'Neutral Exchange'&lt;br /&gt;
* added module 'Fire Impetus'&lt;br /&gt;
* added module 'Water Impetus'&lt;br /&gt;
* added module 'Earth Impetus'&lt;br /&gt;
* added module 'Air Impetus'&lt;br /&gt;
* added module 'Nature Impetus'&lt;br /&gt;
* added module 'Light Impetus'&lt;br /&gt;
* added module 'Darkness Impetus'&lt;br /&gt;
* added module 'Electricity Impetus'&lt;br /&gt;
* added module 'Fire Subsistence'&lt;br /&gt;
* added module 'Water Subsistence'&lt;br /&gt;
* added module 'Earth Subsistence'&lt;br /&gt;
* added module 'Air Subsistence'&lt;br /&gt;
* added module 'Nature Subsistence'&lt;br /&gt;
* added module 'Light Subsistence'&lt;br /&gt;
* added module 'Darkness Subsistence'&lt;br /&gt;
* added module 'Electricity Subsistence'&lt;br /&gt;
* added module 'Infinity Foundation'&lt;br /&gt;
* added module 'Storm Synergy'&lt;br /&gt;
* added module 'Gaia Synergy'&lt;br /&gt;
* added module 'Sun Synergy'&lt;br /&gt;
* added module 'Void Synergy'&lt;br /&gt;
* added module 'Serious Missile'&lt;br /&gt;
* added module 'Quantum Speed'&lt;br /&gt;
* added module 'Universal Infinity'&lt;br /&gt;
* added module 'Infinity Splash'&lt;br /&gt;
* added module 'Infinity Impetus'&lt;br /&gt;
* added module 'Infinity Range'&lt;br /&gt;
* added module 'Infinity Shield'&lt;br /&gt;
&lt;br /&gt;
===Changed===&lt;br /&gt;
* temporarily lowered requirement of military tier 12&lt;br /&gt;
* increased 'frost aura' base drop chance 0.08% -&amp;gt; 0.8%&lt;br /&gt;
* increased 'ice shards' base drop chance 0.5% -&amp;gt; 1%&lt;br /&gt;
* max tier of armor modules is now 100 instead of 101&lt;br /&gt;
* zero damage events don't influence the final color of damage text anymore&lt;br /&gt;
* changed how resistance works&lt;br /&gt;
* all software upgrades are now toggleable in the options menu&lt;br /&gt;
* changed how era damage/hp divider workshop upgrades affect multiplier scaling for higher eras&lt;br /&gt;
* era enemies with infinite hp multiplier do not take damage anymore except from instant-death modules&lt;br /&gt;
* unlocking era modules consumes at most as many essence as needed to get 100% unlock chance&lt;br /&gt;
* font now supports rendering of extended ASCII spectrum&lt;br /&gt;
* max module tier is not capped properly to prevent overflow&lt;br /&gt;
* 'infinite damage' is now displayed as 'unlimited' on the result screen and has a different icon&lt;br /&gt;
* updated credits&lt;br /&gt;
* updated citizen names&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
* fixed exotic experiment not displaying &amp;quot;fabrics of reality&amp;quot; in mixed scientific notation&lt;br /&gt;
* fixed Power Stones do not cost any resources&lt;br /&gt;
* fixed wave turning 0&lt;br /&gt;
* fixed assassins and archers ignoring attackspeed&lt;br /&gt;
* fixed negative percentage not being displayed correctly in scientific formatting&lt;br /&gt;
&lt;br /&gt;
===Removed===&lt;br /&gt;
* removed texture quality setting&lt;br /&gt;
&lt;br /&gt;
==26 October &amp;amp;ndash; 0.4.4 B1==&lt;br /&gt;
* added AI function to retrieve machine state of factory machines&lt;br /&gt;
* added MT9&lt;br /&gt;
* added town assets perk&lt;br /&gt;
* added basic logic for end-game content&lt;br /&gt;
* added era elemente essence damage bonus&lt;br /&gt;
* added &amp;quot;XP Bonus&amp;quot; module&lt;br /&gt;
* added &amp;quot;Shield Amplifier&amp;quot; module&lt;br /&gt;
* added &amp;quot;Era Surge&amp;quot; software&lt;br /&gt;
* renamed &amp;quot;resistance (abs.)&amp;quot; to &amp;quot;armor&amp;quot; to match with in-game tower stats&lt;br /&gt;
* changed tower customization UI&lt;br /&gt;
* tower customization now uses a direct screen camera to display the tower instead of a render texture&lt;br /&gt;
* fixed era experiment not refreshing on research completed&lt;br /&gt;
* fixed cubos jr. being available in MT5&lt;br /&gt;
* fixed toggle to use gems via hotkey if no gems have been collected so far&lt;br /&gt;
&lt;br /&gt;
==12 October &amp;amp;ndash; 0.4.3 B2==&lt;br /&gt;
* added AI function &amp;quot;Factory: Try produce&amp;quot;&lt;br /&gt;
* fixed AI scripts not reloading after deleting a script&lt;br /&gt;
* fixed memory leak that kept special effect script instances alive&lt;br /&gt;
&lt;br /&gt;
==5 October &amp;amp;ndash; 0.4.3 B1==&lt;br /&gt;
* added event data pool to Debug UI&lt;br /&gt;
* added option to set maximum sound effects to 0&lt;br /&gt;
* added challenge #3&lt;br /&gt;
* added challenge #4&lt;br /&gt;
* added &amp;quot;Stab Prevention&amp;quot; module&lt;br /&gt;
* added &amp;quot;Planned Strike&amp;quot; module&lt;br /&gt;
* reworked challenge UI&lt;br /&gt;
* reworked idle mode&lt;br /&gt;
* improved performance of colored skill point display&lt;br /&gt;
* fixed workshop era tabs not updating after revealing enemy modules&lt;br /&gt;
&lt;br /&gt;
==30 September &amp;amp;ndash; 0.4.2 B2==&lt;br /&gt;
* min levels of upgrades are clamped to zero if negative&lt;br /&gt;
* removed debug code&lt;br /&gt;
&lt;br /&gt;
==29 September &amp;amp;ndash; 0.4.2 B1==&lt;br /&gt;
* added &amp;quot;examination&amp;quot; skill to workshop&lt;br /&gt;
* added endless functions to more modules&lt;br /&gt;
* fixed buffs not saving in power plant due to recent changes&lt;br /&gt;
&lt;br /&gt;
==29 September &amp;amp;ndash; 0.4.1 B3==&lt;br /&gt;
* moved achievement to new save system&lt;br /&gt;
* moved options to new save system&lt;br /&gt;
* fixed trading post perk displaying the wrong value&lt;br /&gt;
* fixed museum market not being initialized&lt;br /&gt;
&lt;br /&gt;
==28 September &amp;amp;ndash; 0.4.1 B2==&lt;br /&gt;
* fixed mutation #5 in nature experiment&lt;br /&gt;
* fixed background of modules not refreshing after unlocking them in the town&lt;br /&gt;
&lt;br /&gt;
==28 September &amp;amp;ndash; 0.4.1 B1==&lt;br /&gt;
* added &amp;quot;Shield Of Nature&amp;quot; module&lt;br /&gt;
* added &amp;quot;Violent Seeds&amp;quot; module&lt;br /&gt;
* added &amp;quot;wave catalyst&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;first producer&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;exotic producer&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;t10 ore&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;challenges completed&amp;quot; statistic&lt;br /&gt;
* added &amp;quot;normal mode completed&amp;quot; statistic&lt;br /&gt;
* added &amp;quot;factory shards refined&amp;quot; statistic&lt;br /&gt;
* added more plant mutations to the nature experiment&lt;br /&gt;
* added in-game statistics menu&lt;br /&gt;
* added memory usage to debug screen&lt;br /&gt;
* added the state of the x2 button in-game to savegame&lt;br /&gt;
* changed Museum UI&lt;br /&gt;
* changed exotic skill &amp;quot;statistics boost&amp;quot; to regular skill&lt;br /&gt;
* optimized workshop module display&lt;br /&gt;
* moved more things to the new save system&lt;br /&gt;
* buff instances are now manually cleared when entering town&lt;br /&gt;
* number of AI scripts is now displayed in Headquarters&lt;br /&gt;
* increased factory base inventory size by 12 slots&lt;br /&gt;
* fixed fire experiment resistance limit&lt;br /&gt;
* fixed absolute resistance module priority&lt;br /&gt;
* fixed a few minor issues&lt;br /&gt;
&lt;br /&gt;
==23 September &amp;amp;ndash; 0.4.0 B4==&lt;br /&gt;
* added reset to town perks&lt;br /&gt;
* refactored module logic&lt;br /&gt;
* fixed a buff instance leak&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B3==&lt;br /&gt;
* active modules refresh energy cost when tower max. energy changes&lt;br /&gt;
* changed era shield/damage from e30 to e20 per era&lt;br /&gt;
* fixed skills scrollbar scroll sensitivity&lt;br /&gt;
* fixed buff instance error message&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B2==&lt;br /&gt;
* added &amp;quot;wave endurance&amp;quot; software to Headquarters&lt;br /&gt;
* fixed Firebreath/Icebreath not being affected by damage modifiers&lt;br /&gt;
* fixed splash dealing too much damage&lt;br /&gt;
* fixed typo in blueprint upgrade price formula&lt;br /&gt;
* values of neutral experiment are now sanitized after loading&lt;br /&gt;
&lt;br /&gt;
==21 September &amp;amp;ndash; 0.4.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added modules to enemies&lt;br /&gt;
* added prestige to universal experiment&lt;br /&gt;
* added new region artifact&lt;br /&gt;
* added particle effect to region artifacts&lt;br /&gt;
* added &amp;quot;you spin me right round&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;botanophobia&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;and so it begins&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;full potential&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;to infinity&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;earth tunnel&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;not a scratch&amp;quot; achievement&lt;br /&gt;
* added &amp;quot;Max. Power&amp;quot; skill to Power Plant&lt;br /&gt;
* added &amp;quot;Power Prism&amp;quot; skill to museum&lt;br /&gt;
* added &amp;quot;Achievement Boost&amp;quot; skill to museum&lt;br /&gt;
* added &amp;quot;Offshore Market&amp;quot; exotic skill to museum&lt;br /&gt;
* added military tier 7&lt;br /&gt;
* added military tier 8&lt;br /&gt;
* added &amp;quot;wave persistence&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;wave instability&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;wave vortex&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;new bounds&amp;quot; software to Headquarters&lt;br /&gt;
* added &amp;quot;conversion rate&amp;quot; to Town stats display&lt;br /&gt;
* added era analysis to workshop&lt;br /&gt;
* added era research to workshop&lt;br /&gt;
* added era experiment to workshop&lt;br /&gt;
* added highest crafted power stone tier to savegame&lt;br /&gt;
* added in-game intro to era phase&lt;br /&gt;
* added new module &amp;quot;Firebreath&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Bulwark&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Frost Nova&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Combustion&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Neutral Amplifier&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Dark Sacrifice&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Critical Strike&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Conductor&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fiery Aura&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Dryness Aura&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Ice Breath&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Block&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Crit&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Stoneskin&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Growth&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Immortality Shield&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Hurricane&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Redirect&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Universal Shield&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Gravitational Impact&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Neutral Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Fire Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Water Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Earth Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Air Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Nature Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Light Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Darkness Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Electricity Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Universal Focus&amp;quot;&lt;br /&gt;
* added new module &amp;quot;Death Wish&amp;quot;&lt;br /&gt;
* added AI function &amp;quot;Tower: Use (Instantly)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* removed element fire and electricity from winter region and added water instead&lt;br /&gt;
* moved artifacts to new save system&lt;br /&gt;
* achievements are improving resource conversion rate&lt;br /&gt;
* power stones are capped at T50&lt;br /&gt;
* era is now displayed in the region highscore&lt;br /&gt;
* hidden achievements are showing a ? instead of the icon&lt;br /&gt;
* updated patron names&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a crash on the first statistic goal&lt;br /&gt;
* fixed percentage formatting for float values&lt;br /&gt;
* fixed result screen percentage formatting&lt;br /&gt;
* fixed a bug that allowed the user to open the exit round dialog during the fad-out animation&lt;br /&gt;
* fixed transparency issue in special tint shader&lt;br /&gt;
* fixed being able to import a blueprint with a longer name than 24 characters&lt;br /&gt;
* fixed fire experiment upgrades not draining resources beyond 2^64&lt;br /&gt;
* fixed tower sometimes attacking the same target twice without cooldown&lt;br /&gt;
* various smaller fixes&lt;br /&gt;
&lt;br /&gt;
==3 September &amp;amp;ndash; 0.3.3 B1==&lt;br /&gt;
* added total module tier condition&lt;br /&gt;
* added random function to AI&lt;br /&gt;
* added two more upgrades to Boss 2&lt;br /&gt;
* added ESC hotkey to skip Boss 2 intro&lt;br /&gt;
* added new software &amp;quot;wave persistence&amp;quot; (unobtainable - requires MT7)&lt;br /&gt;
* added new contract to Headquarters&lt;br /&gt;
* added skill &amp;quot;Dealbreaker&amp;quot; to Headquarters&lt;br /&gt;
* added skill &amp;quot;Sturdy Decks&amp;quot; to Shipyard&lt;br /&gt;
* added skill &amp;quot;Trading Archives&amp;quot; to Trading Post&lt;br /&gt;
* added exotic skill &amp;quot;Mineralogy&amp;quot; to Mine&lt;br /&gt;
* added exotic skill &amp;quot;Battle Drills&amp;quot; to Mine&lt;br /&gt;
* added exotic skill &amp;quot;Geology&amp;quot; to Mine&lt;br /&gt;
* percentage values are now properly formatted beyond 1M%&lt;br /&gt;
* changed Factory T6 crafting grid layout&lt;br /&gt;
* crafting components in the Factory can now be right clicked in preview mode to show their recipe&lt;br /&gt;
* fixed description not refreshing when learning a building skill in the skill UI&lt;br /&gt;
* fixed a minor bug in the nature experiment which occured when harvesting a full grown plant&lt;br /&gt;
* fixed minor pixel offset in Headquarters (Contracts)&lt;br /&gt;
&lt;br /&gt;
==28 August &amp;amp;ndash; 0.3.2 B5==&lt;br /&gt;
* optimized event handling to reduce garbage memory&lt;br /&gt;
* pre-cached floating text amount increased from 25 to 85&lt;br /&gt;
* special effects do not allocate heap memory anymore when enabled/disabled&lt;br /&gt;
* Power Plant does not allocate heap memory anymore when performing pull and emit actions&lt;br /&gt;
* Museum does not allocate heap memory anymore during Update ticks.&lt;br /&gt;
* changed Power Plant buff skill to make power have more impact on the boost instead of simply doubling it.&lt;br /&gt;
&lt;br /&gt;
==26 August &amp;amp;ndash; 0.3.2 B4==&lt;br /&gt;
* potentially fixed memory leak&lt;br /&gt;
* fixed blueprint header not refreshing on delete&lt;br /&gt;
* fixed universal experiment arrows refreshing on click&lt;br /&gt;
* fixed universal experiment resistance cap&lt;br /&gt;
&lt;br /&gt;
==24 August &amp;amp;ndash; 0.3.2 B3==&lt;br /&gt;
* adjusted darkness experiment goal values&lt;br /&gt;
* gems received via Arcade rewards now count towards total gems collected&lt;br /&gt;
* fixed missing Power Plant AI translations&lt;br /&gt;
* fixed a bug that was causing memory leaks&lt;br /&gt;
* fixed Perfect Space upgrade button being clickable outside the button&lt;br /&gt;
* fixed statistic values not saving&lt;br /&gt;
* fixed value overflow for ore rewards in the Factory&lt;br /&gt;
&lt;br /&gt;
==22 August &amp;amp;ndash; 0.3.2 B2==&lt;br /&gt;
* fixed a bunch of game breaking bugs&lt;br /&gt;
&lt;br /&gt;
==22 August &amp;amp;ndash; 0.3.2 B1==&lt;br /&gt;
* added Town Perks (!)&lt;br /&gt;
* added military T6 requirements&lt;br /&gt;
* added Arcade infinite rewards&lt;br /&gt;
* added new skill to Headquarters&lt;br /&gt;
* added new skill to Power Plant&lt;br /&gt;
* added &amp;quot;Offensive Pack&amp;quot; module&lt;br /&gt;
* added &amp;quot;Defensive Pack&amp;quot; module&lt;br /&gt;
* added &amp;quot;Shield of Air&amp;quot; module&lt;br /&gt;
* added new challenge to forest&lt;br /&gt;
* added prestige to fire experiment&lt;br /&gt;
* added prestige to light experiment&lt;br /&gt;
* added a new arrow type to the universal experiment&lt;br /&gt;
* added damage &amp;amp; resistance goals to the universal experiment&lt;br /&gt;
* added more era modules to enemies&lt;br /&gt;
* added Power Plant &amp;quot;Sell&amp;quot; action to AI&lt;br /&gt;
* increased description block size in AI action popup by 32pixels&lt;br /&gt;
* power buffs now correctly refresh if power is maxed&lt;br /&gt;
* Arcade is enabled again&lt;br /&gt;
* Town Assets were converted in a new format&lt;br /&gt;
* Town Assets are now capped at 500&lt;br /&gt;
* Town Level is now capped.&lt;br /&gt;
* fixed certain values turning &amp;quot;NaN&amp;quot; in the exotic experiment&lt;br /&gt;
* fixed Factory not refreshing slots on loading&lt;br /&gt;
* fixed depth buffer issue in jungle&lt;br /&gt;
* fixed module blueprint crash if an invalid string was used&lt;br /&gt;
* fixed Shipyard bonus changing after shipment has been ordered&lt;br /&gt;
* fixed era element module prevention buttons not refreshing&lt;br /&gt;
&lt;br /&gt;
==5 August &amp;amp;ndash; 0.3.1 B4==&lt;br /&gt;
* added new achievement (try to find it)&lt;br /&gt;
* power plant techs now display max level in tooltip&lt;br /&gt;
* fixed savegame bug (99.99% sure)&lt;br /&gt;
* fixed AI infinite loop glitch&lt;br /&gt;
* fixed neutral experiment overflowing&lt;br /&gt;
* fixed enemies getting stuck in certain regions&lt;br /&gt;
* fixed crafting grid 1 pixel offset in factory UI&lt;br /&gt;
* fixed tutorial boxes printing formation tags for a split second&lt;br /&gt;
* fixed crosshair position in boss 2 fight (fullscreen)&lt;br /&gt;
* fixed construction firm exotic gem display on instant finish&lt;br /&gt;
&lt;br /&gt;
==3 August &amp;amp;ndash; 0.3.1 B3==&lt;br /&gt;
* fixed save game bug?&lt;br /&gt;
&lt;br /&gt;
==2 August &amp;amp;ndash; 0.3.1 B2==&lt;br /&gt;
* reworked air experiment (WIP)&lt;br /&gt;
* fixed cylindro not rewarding exotic gems&lt;br /&gt;
* fixed locked power stones slots&lt;br /&gt;
* fixed power stones tab not unlocking until reload&lt;br /&gt;
* added wishlist reminder to main menu&lt;br /&gt;
&lt;br /&gt;
==31 July &amp;amp;ndash; 0.3.1 B1==&lt;br /&gt;
* tutorial arrows are now resolution independent&lt;br /&gt;
* modified the save game system in order to find a bug&lt;br /&gt;
* updated credits/citizen names&lt;br /&gt;
&lt;br /&gt;
==10 July &amp;amp;ndash; 0.3.0 B1==&lt;br /&gt;
* added tooltips to elements in new round screen&lt;br /&gt;
* added prestige system to darkness experiment&lt;br /&gt;
* added prestige system to water experiment&lt;br /&gt;
* added prestige system to earth experiment&lt;br /&gt;
* added basic in-game tutorial&lt;br /&gt;
* added new module 'unholy aura'&lt;br /&gt;
* added new module 'shield of darkness'&lt;br /&gt;
* all enemies are now batched into a single draw call [performance+1]&lt;br /&gt;
* refined ores start blinking after completion&lt;br /&gt;
* many minor layout adjustments&lt;br /&gt;
* mine is now unfolding&lt;br /&gt;
* selling in power plant now works via right click&lt;br /&gt;
* crumbling particles now use the same material as the tower&lt;br /&gt;
* fixed a bug that removes all but one module from blueprint if you save &amp;amp; load before building a workshop&lt;br /&gt;
&lt;br /&gt;
==23 June &amp;amp;ndash; 0.2.9 B1==&lt;br /&gt;
* deactivated Arcade (Arcade is WIP)&lt;br /&gt;
* added era modules for neutral, earth (50%) and universal enemies&lt;br /&gt;
* added modules for units&lt;br /&gt;
* added slow buff to wizard enemy type&lt;br /&gt;
* added tabs to switch between buildings inside skill menu&lt;br /&gt;
* added buff display to in-game UI&lt;br /&gt;
* added synchronous execution function to AI&lt;br /&gt;
* added progress display to military requirements&lt;br /&gt;
* added new AI action (factory: craft)&lt;br /&gt;
* added new AI function (factory: item count)&lt;br /&gt;
* bosses now have multiple tiers&lt;br /&gt;
* boss upgrades have to be bought for each boss tier&lt;br /&gt;
* changed Arcade color theme&lt;br /&gt;
* changed Factory recipe section (WIP)&lt;br /&gt;
* fixed critical wave jump not factoring in era record&lt;br /&gt;
* fixed citizen name depth issue&lt;br /&gt;
&lt;br /&gt;
==6 June &amp;amp;ndash; 0.2.8 B1==&lt;br /&gt;
* reworked skills UI&lt;br /&gt;
* reworked nature experiment (part 1)&lt;br /&gt;
* added blueprint management&lt;br /&gt;
* added new module &amp;quot;adaptive regeneration&amp;quot;&lt;br /&gt;
* added new exotic skill to factory&lt;br /&gt;
* added Dr. Cubical guidance system (WiP)&lt;br /&gt;
* added helium-3 storage upgrade to the power plant&lt;br /&gt;
* fixed mine drill component not refreshing on startup&lt;br /&gt;
* fixed power plant generators producing power with missing ingredients&lt;br /&gt;
* fixed pipe coloring issue in the power plant&lt;br /&gt;
&lt;br /&gt;
==31 May &amp;amp;ndash; 0.2.7 B1==&lt;br /&gt;
* added default AI Arguments for museum functions&lt;br /&gt;
* added dialog for offline time&lt;br /&gt;
* added option to change controls&lt;br /&gt;
* added Shipyard to dashboard&lt;br /&gt;
* added a trash icon&lt;br /&gt;
* reworked the Power Plant&lt;br /&gt;
** complete redesign of core mechanic&lt;br /&gt;
** internal resource storage is now visible for all components&lt;br /&gt;
** solar generator is now linked to weather&lt;br /&gt;
** wind generator is now linked to weather&lt;br /&gt;
** added more technologies&lt;br /&gt;
** components are now unlocked in bundles&lt;br /&gt;
** components now have their own tech trees&lt;br /&gt;
** added a 'toggle all' button to network tab&lt;br /&gt;
** added highlighting to selected tile on the power grid&lt;br /&gt;
** added new skill &amp;quot;Quantum Grid&amp;quot;&lt;br /&gt;
* reworked the save system (old saves will migrate)&lt;br /&gt;
* fixed Museum Boost not refreshing when AI moves power stones&lt;br /&gt;
* fixed AI for free power stone slots returning wrong number&lt;br /&gt;
* fixed an issue with the trading post&lt;br /&gt;
* fixed in-game error when module categories are minimized&lt;br /&gt;
* fixed a bug with infinite resources in the Power Plant&lt;br /&gt;
* fixed a bug in electricity experiment&lt;br /&gt;
&lt;br /&gt;
==16 May &amp;amp;ndash; 0.2.6 B1==&lt;br /&gt;
* added missing translations&lt;br /&gt;
* added default arguments to some AI functions&lt;br /&gt;
* added experimental unstuck function&lt;br /&gt;
* added AI functions for the museum&lt;br /&gt;
* preperations for the Powerplant rework&lt;br /&gt;
* sandbox mode no longer rewards town xp&lt;br /&gt;
* devine blessing now uses a planar function to scale values beyond T5&lt;br /&gt;
&lt;br /&gt;
==12 May &amp;amp;ndash; 0.2.5 B1==&lt;br /&gt;
* massive AI overhaul&lt;br /&gt;
* added conditions to AI&lt;br /&gt;
* added museum time boost in powerplant&lt;br /&gt;
* changed AI hotkey to &amp;quot;F4&amp;quot;&lt;br /&gt;
* active module costs and cooldown refreshes on upgrade now (in-game)&lt;br /&gt;
* fixed module sparks&lt;br /&gt;
* fixed laboratory default tab&lt;br /&gt;
&lt;br /&gt;
==9 May &amp;amp;ndash; 0.2.4 B3==&lt;br /&gt;
* added artifact to boss 3&lt;br /&gt;
* added new module&lt;br /&gt;
* added missing credits&lt;br /&gt;
&lt;br /&gt;
==8 May &amp;amp;ndash; 0.2.4 B1==&lt;br /&gt;
* added module &amp;quot;Shock Ward&amp;quot;&lt;br /&gt;
* added module &amp;quot;Transformator&amp;quot;&lt;br /&gt;
* added prestige to neutral experiment&lt;br /&gt;
* added auto-place function to town assets&lt;br /&gt;
* added clear button to town assets&lt;br /&gt;
* added a new achievement&lt;br /&gt;
* changed artifact system&lt;br /&gt;
* fixed museum statistic visuals&lt;br /&gt;
&lt;br /&gt;
==2 May &amp;amp;ndash; 0.2.3 B1==&lt;br /&gt;
* added boss 2&lt;br /&gt;
* added three new artifacts&lt;br /&gt;
* added town stats menu&lt;br /&gt;
* added a new module &amp;quot;overcharge&amp;quot;&lt;br /&gt;
* added a new module &amp;quot;metal plating&amp;quot;&lt;br /&gt;
* enabled boss 3&lt;br /&gt;
* selected wiki page is now highlighted&lt;br /&gt;
* fixed trading post 100% trading issue&lt;br /&gt;
* reimplemented enemies of type assassin&lt;br /&gt;
* reworked electricity lab game&lt;br /&gt;
* refactored the attribute system&lt;br /&gt;
&lt;br /&gt;
==19 April &amp;amp;ndash; 0.2.2 B1==&lt;br /&gt;
* replaced old help with a new system&lt;br /&gt;
* added toggle to enable/disable ai scripts&lt;br /&gt;
* added new software: wave_momentum.inf&lt;br /&gt;
* Headquarters RAM now affects max. ai script size&lt;br /&gt;
* fixed ai click not working on combinator button in museum&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.1.18 B1==&lt;br /&gt;
* added visual ships to shipyard&lt;br /&gt;
* added lava pump to powerplant&lt;br /&gt;
* added thermal generator to powerplant&lt;br /&gt;
* added description to software&lt;br /&gt;
* added exotic skill 'battle engineers' to construction firm&lt;br /&gt;
* added missing translations&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.1.17 B1==&lt;br /&gt;
* added weather forecast to shipyard&lt;br /&gt;
* added visual effect when orders arrive in shipyard and when collecting them&lt;br /&gt;
* refactored shipyard UI (part 1)&lt;br /&gt;
&lt;br /&gt;
==2 March &amp;amp;ndash; 0.1.16 B1==&lt;br /&gt;
* added infinite planar functions to module attributes&lt;br /&gt;
* added baked lighting in underground&lt;br /&gt;
* added headquarter boost to powerplant&lt;br /&gt;
* added shipyard boost to powerplant&lt;br /&gt;
* added fission components to powerplant&lt;br /&gt;
* selling components in powerplant now returns 25% of costs&lt;br /&gt;
* replace hidden module system with chance tables&lt;br /&gt;
* hotkeys no longer trigger when searchbar is focused&lt;br /&gt;
* fixed searchbar in workshop&lt;br /&gt;
* fixed upgrade button flickering&lt;br /&gt;
* fixed trading post color scheme&lt;br /&gt;
&lt;br /&gt;
==22 February &amp;amp;ndash; 0.1.15 B2==&lt;br /&gt;
* fixed Blueprint only loading the first three modules when loading a saved game&lt;br /&gt;
&lt;br /&gt;
==22 February &amp;amp;ndash; 0.1.15 B1==&lt;br /&gt;
* added buy max. button to the workshop (requires military tier &amp;gt; 0)&lt;br /&gt;
* added hotkey ('u') to upgrade selected module in workshop&lt;br /&gt;
* added a searchbar to the workshop&lt;br /&gt;
* added option to export/import blueprints&lt;br /&gt;
* most resources can't be infinite anymore&lt;br /&gt;
* town resources are not a potential outcome of deals in the trading post anymore&lt;br /&gt;
* fixed rounding issue in trading post&lt;br /&gt;
* fixed enemy spawn issue in region 15&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.1.14 B1==&lt;br /&gt;
* updated unity engine to 2019.3.1f1 - let's hope everything still works&lt;br /&gt;
* loading the game the first time takes longer now, but every other load will be faster&lt;br /&gt;
* added new weather system with visible effects&lt;br /&gt;
* added option to disable weather effects&lt;br /&gt;
* mine grid is now hidden if minimum depth has not been reached&lt;br /&gt;
* mine shards are now reset upon prestige&lt;br /&gt;
* fixed some spelling mistakes&lt;br /&gt;
* fixed infinite town resources&lt;br /&gt;
* fixed passive mine drill always being active&lt;br /&gt;
&lt;br /&gt;
==15 February &amp;amp;ndash; 0.1.13 B2==&lt;br /&gt;
* fixed Beacons Tier not being saved&lt;br /&gt;
&lt;br /&gt;
==13 February &amp;amp;ndash; 0.1.13 B1==&lt;br /&gt;
* added example tooltips&lt;br /&gt;
* added museum goal number indicator&lt;br /&gt;
* added generic damage, resistance and resource bonus system&lt;br /&gt;
* added infinite buildings to construction firm&lt;br /&gt;
* added new construction firm tier&lt;br /&gt;
* added three new mine skills&lt;br /&gt;
* mining reward now slightly scales with depth&lt;br /&gt;
* started to change arcade ui&lt;br /&gt;
* changed neutral experiment values&lt;br /&gt;
* fixed saving and loading in the arcade&lt;br /&gt;
* fixed construction firm unlocking issue&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.1.12 B5==&lt;br /&gt;
* fixed enemy spawn during wavestream/-surge&lt;br /&gt;
* fixed construction firm tier not unlocking after first prestige&lt;br /&gt;
* fixed ESC behavior in idle mode&lt;br /&gt;
&lt;br /&gt;
==6 February &amp;amp;ndash; 0.1.12 B4==&lt;br /&gt;
* changed the trading post values based on community feedback from the stream&lt;br /&gt;
* changed when laboratory experiments unlock&lt;br /&gt;
&lt;br /&gt;
==5 February &amp;amp;ndash; 0.1.12 B3==&lt;br /&gt;
* added achievements to museum&lt;br /&gt;
* added one unlockable secret achievement&lt;br /&gt;
* military tiers now unlock higher construction firm tiers&lt;br /&gt;
* daigo parry now considers shield before activating&lt;br /&gt;
* artifact 'cubos cube' is no longer unlocked by default&lt;br /&gt;
* minor changes to neutral experiment&lt;br /&gt;
* adjusted some trading post values to make it more balanced&lt;br /&gt;
&lt;br /&gt;
==3 February &amp;amp;ndash; 0.1.12 B2==&lt;br /&gt;
* added infinite goals to neutral experiment&lt;br /&gt;
* added 'offer quality' skill to trading post&lt;br /&gt;
* balanced the trading post based on your feedback&lt;br /&gt;
* trading post deals now refresh only once every hour&lt;br /&gt;
* replaced exit icon with bomb icon ingame&lt;br /&gt;
* changed powerplant fluid pipe description&lt;br /&gt;
* changed the museum ui based on the new museum concept&lt;br /&gt;
* fixed museum fullscreen ui issues&lt;br /&gt;
* fixed mine drill infinite price&lt;br /&gt;
* fixed floating boxes in mine not disappearing after window has been closed&lt;br /&gt;
* fixed esc button behavior in 'new round' screen&lt;br /&gt;
&lt;br /&gt;
==27 January &amp;amp;ndash; 0.1.12 B1==&lt;br /&gt;
* added 'chemical lumps' exotic skill to the factory&lt;br /&gt;
* added museum and power plant to town dashboard&lt;br /&gt;
* added a limit for town citizen (100)&lt;br /&gt;
* added a way to skip boss cinematic via esc&lt;br /&gt;
* added first working draft of AI scripting (not unlockable)&lt;br /&gt;
* improved performance while in idle screen&lt;br /&gt;
* changed trading post to percentage-based trading&lt;br /&gt;
* module 'daigo parry' is now a hidden unlockable&lt;br /&gt;
* fixed broken factory recipes&lt;br /&gt;
* fixed factory shop items being purchasable via right click even when they're not unlocked yet&lt;br /&gt;
&lt;br /&gt;
==10 January &amp;amp;ndash; 0.1.11 B2==&lt;br /&gt;
* added town assets for all regions&lt;br /&gt;
* added producers for laboratory (factory)&lt;br /&gt;
* added producers for mine (factory)&lt;br /&gt;
* added producers for headquarters (factory)&lt;br /&gt;
* added producers for power plant (factory)&lt;br /&gt;
* added producers for arcade (factory)&lt;br /&gt;
* added producers for trading post (factory)&lt;br /&gt;
* added producers for shipyard (factory)&lt;br /&gt;
* added producers for construction firm (factory)&lt;br /&gt;
* added producers for museum (factory)&lt;br /&gt;
* added producers for statue of cubos (factory)&lt;br /&gt;
* added names for citizen&lt;br /&gt;
* added prototype of sandbox mode&lt;br /&gt;
* added tower assets to tower customization&lt;br /&gt;
* added slider for missile spawn height to tower customization&lt;br /&gt;
* added basic tower asset animation&lt;br /&gt;
* fixed convert button refresh in conversion menu&lt;br /&gt;
* fixed mine chance percentage&lt;br /&gt;
* fixed recipes not refreshing on factory update&lt;br /&gt;
* fixed power plant crash when upgrading tech&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Category:Stubs&amp;diff=1345</id>
		<title>Category:Stubs</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Category:Stubs&amp;diff=1345"/>
		<updated>2021-03-27T20:07:50Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: remove empty line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages that are stubs. A stub is a page which does not contain a sufficient amount of information on a given topic, and requires expansion.&lt;br /&gt;
&lt;br /&gt;
This category is automatically added by the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{stub}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template, and is hidden on member pages.&lt;br /&gt;
__HIDDENCAT__ __EXPECTUNUSEDCATEGORY__&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Category:Stubs&amp;diff=1344</id>
		<title>Category:Stubs</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Category:Stubs&amp;diff=1344"/>
		<updated>2021-03-27T20:06:34Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;This category contains pages that are stubs. A stub is a page which does not contain a sufficient amount of information on a given topic, and requires expansion.  This categor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages that are stubs. A stub is a page which does not contain a sufficient amount of information on a given topic, and requires expansion.&lt;br /&gt;
&lt;br /&gt;
This category is automatically added by the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{stub}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template, and is hidden on member pages.&lt;br /&gt;
__HIDDENCAT__&lt;br /&gt;
__EXPECTUNUSEDCATEGORY__&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2019&amp;diff=1343</id>
		<title>Version history/2019</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2019&amp;diff=1343"/>
		<updated>2021-03-27T20:00:49Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;{{stub}} This page serves to chronicle all of the game's updates from 2019, listed in reverse chronological order. Only updates from 2019 are listed on this page; for other ve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
This page serves to chronicle all of the game's updates from 2019, listed in reverse chronological order. Only updates from 2019 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1342</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1342"/>
		<updated>2021-03-27T19:59:46Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Older versions */ add links to older version history pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
===Trading Post Rework===&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
* [[Version history/2020|Version history 2020]]&lt;br /&gt;
* [[Version history/2019|Version history 2019]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1341</id>
		<title>Version history/2020</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1341"/>
		<updated>2021-03-27T19:55:12Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: remove broken displaytitle&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
This page serves to chronicle all of the game's updates from 2020, listed in reverse chronological order. Only updates from 2020 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1340</id>
		<title>Version history/2020</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history/2020&amp;diff=1340"/>
		<updated>2021-03-27T19:52:30Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;{{DISPLAYTITLE:Version history 2020}} {{stub}} This page serves to chronicle all of the game's updates from 2020, listed in reverse chronological order. Only updates from 2020...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{DISPLAYTITLE:Version history 2020}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This page serves to chronicle all of the game's updates from 2020, listed in reverse chronological order. Only updates from 2020 are listed on this page; for other versions, see [[Version history|version history]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
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		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Stub&amp;diff=1339"/>
		<updated>2021-03-27T19:51:28Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;{| style=&amp;quot;border-left: 10px solid #383838; background-color: #eee; padding: 0.5em; margin: 0.5em auto; width: 65%&amp;quot; | style=&amp;quot;width: 40px; padding-right: 0.5em;&amp;quot; | File:Auto r...&amp;quot;&lt;/p&gt;
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		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1338</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1338"/>
		<updated>2021-03-27T19:16:30Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Add all 2021 updates to date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
===Trading Post Rework===&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1337</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=1337"/>
		<updated>2021-03-27T17:32:38Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Change formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
==0.8.4 B3 (26 March)==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==0.8.4 B2 (26 March)==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==0.8.4 B1 (25 March)==&lt;br /&gt;
&lt;br /&gt;
===New Stuff===&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
{{Unknown}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=1336</id>
		<title>Skills (Upgrade)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=1336"/>
		<updated>2021-03-27T16:07:40Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Power Plant */ v0.8.4 B1 added skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is the page referring to Skills that are purchased using skill points that increase the capabilities of certain town buildings. To see Skills referring to the module type, please click [[Skills (Module)|here]].''&lt;br /&gt;
&lt;br /&gt;
Skills can be purchased using skill points to enhance or add capability to certain town buildings. Skill points are acquired by leveling up (by playing rounds and killing enemies).&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
&lt;br /&gt;
* '''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
* '''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
* '''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.&lt;br /&gt;
* '''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
* '''Detector''' - Automatically reveals the content of one covered tile without digging it up every time a new layer is being generated.&lt;br /&gt;
* '''Deep Mining''' - Increases all resource, resource shard and gem rewards by 100%.&lt;br /&gt;
* '''Collapsing Tunnels''' - Installs an automated drill that passively drills 1m/hour (even offline). Each mine tier increases the speed 0.5m/hour.&lt;br /&gt;
* '''Offline Mining''' - Allows the mine to continue producing resource shards while the game is closed at 50% of the original speed.&lt;br /&gt;
* '''Tank Expansion''' - Expands the tankvolume of the drill by 10 for each drillpower or fuel usage upgrade.&lt;br /&gt;
* '''Advanced Drill''' - Increases the drillpower by 10% for each tier of the mine.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
* '''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
* '''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
* '''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
* '''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
* '''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
* '''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* '''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
* '''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
* '''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Arcade==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
* '''Sturdy Decks''' - Reduces the effects of bad weather by 50%&lt;br /&gt;
* '''Precious Freight''' - Applies the shipment bonus to regular gems at a reduced rate of x^0.5.&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
&lt;br /&gt;
* '''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
* '''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
* '''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
* '''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
* '''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
* '''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
* '''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
* '''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
* '''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
* '''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
* '''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
* '''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
* '''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
* '''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
* '''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
* '''Fast Construction''' - Increases the construction speed of all buildings by 20% for each tier of the construction firm.&lt;br /&gt;
* '''Cheap Materials''' - Decreases the construction cost of all buildings by 10% for each tier of the construction firm.&lt;br /&gt;
* '''Magic Workers''' - Allows you to instantly finish an active construction project by using an exotic gem.&lt;br /&gt;
* '''Offline Construction''' - Allows the construction of buildings to continue while the game is closed.&lt;br /&gt;
* '''Construction Boost''' - Enables the ability to boost the current production by around 4% / sec. of the total time consuming 2.5 Gems / sec. until you stop.&lt;br /&gt;
* '''Efficiency''' - Decreases the conversion rate from 60 to 40.&lt;br /&gt;
&lt;br /&gt;
==Statue of Cubos==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Cost&amp;diff=1335</id>
		<title>Template:Cost</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Cost&amp;diff=1335"/>
		<updated>2021-03-27T01:36:18Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: use number icon parameter in order to preserve number sorting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{number|{{{1|0}}}|icon={{resource|{{{2|White}}}}}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Cost&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Cost, as a standard number or in scientific notation&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;4.5e7&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;2&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Resource&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Resource (one of: White, Yellow, Orange, Red, Purple, Pink, Green, Cyan, Lightblue, Blue, Grey, Brown, Black)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Red&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;White&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Display a resource cost with icon&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1334</id>
		<title>Module:FormatNumber</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1334"/>
		<updated>2021-03-27T01:32:18Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: iconpos casing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[----------------------------------------------------------------------------&lt;br /&gt;
    Module:Num&lt;br /&gt;
        For displaying large numbers in a consistent format&lt;br /&gt;
        See Template:Number&lt;br /&gt;
----------------------------------------------------------------------------]]--&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
local THRESHOLD = 1e6 -- Anything below this number is displayed in long format&lt;br /&gt;
&lt;br /&gt;
local LANG = mw.language.getContentLanguage()&lt;br /&gt;
&lt;br /&gt;
local SUFFIXES = {&lt;br /&gt;
    't', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'De',&lt;br /&gt;
    'UDe', 'DDe', 'TDe', 'QaD', 'QiD', 'SxD', 'SpD', 'OcD', 'NoD',&lt;br /&gt;
    'Vi', 'UVi', 'DVi', 'TVi', 'QaV', 'QiV', 'SxV', 'SpV', 'OcV', 'NoV',&lt;br /&gt;
    'Tr', 'UTr', 'DTr', 'TTr', 'QaT', 'QiT', 'SxT', 'SpT', 'OcT', 'NoT',&lt;br /&gt;
    'Qua', 'UQu', 'DQu', 'TQu', 'QQu', 'QiQ', 'SxQ', 'SpQ', 'OcQ', 'NoQ',&lt;br /&gt;
    'Qui', 'UQi', 'DQi', 'TQi', 'QQi', 'QiQi', 'SxQi', 'SpQi', 'OcQi', 'NoQi',&lt;br /&gt;
    'Sg', 'USg', 'DSg', 'TSg', 'QSg', 'QiS', 'SxS', 'SpS', 'OcS', 'NoS',&lt;br /&gt;
    'Spt', 'USp', 'DSp', 'TSp', 'QSp', 'QiSp', 'SxSp', 'SpSp', 'OcSp', 'NoSp',&lt;br /&gt;
    'Og', 'UOg', 'DOg', 'TOg', 'QOg', 'QiO', 'SxO', 'SpO', 'OcO', 'NoO',&lt;br /&gt;
    'Ng', 'UNg', 'DNg', 'TNg', 'QNg', 'QiNg', 'SxN', 'SpN', 'OcN', 'NoN',&lt;br /&gt;
    'Ce', 'UCe', 'DCe'&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Round a value to X decimal places&lt;br /&gt;
local function round(value, decimals)&lt;br /&gt;
    local p = 10^(decimals or 3)&lt;br /&gt;
    local n = value * p&lt;br /&gt;
    return (value &amp;gt;= 0 and math.floor(n + 0.5) or math.ceil(n - 0.5)) / p&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function belowThreshold(value)&lt;br /&gt;
    return (value &amp;gt; -THRESHOLD and value &amp;lt; THRESHOLD)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Ensure a number is a valid number and return it&lt;br /&gt;
-- If value is not a valid number, return nil&lt;br /&gt;
local function parseNumber(value)&lt;br /&gt;
    local num&lt;br /&gt;
    if value == '-inf' or value == '-Infinity' then&lt;br /&gt;
        num = -math.huge&lt;br /&gt;
    elseif value == 'inf' or value == 'Infinity' then&lt;br /&gt;
        num = math.huge&lt;br /&gt;
    else&lt;br /&gt;
        -- use this instead of tonumber() so we can parse thousand seperators&lt;br /&gt;
        num = LANG:parseFormattedNumber(value)&lt;br /&gt;
    end&lt;br /&gt;
    return num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get the number for use in data-sort-value attributes (for table sorting)&lt;br /&gt;
local function getSortValue(value)&lt;br /&gt;
    if belowThreshold(value) then&lt;br /&gt;
        return string.format('%d', value)&lt;br /&gt;
    elseif value == -math.huge then&lt;br /&gt;
        return '-2e+308' -- lower than the lowest possible non-inf number&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        return '2e+308' -- higher than the highest possible non-inf number&lt;br /&gt;
    else&lt;br /&gt;
        return string.format('%e', value)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number in scientific notation, ingame style (e.g. 12e7)&lt;br /&gt;
local function getScientific(value, prefix, suffix)&lt;br /&gt;
    -- Do this manually rather than using string.format &amp;quot;%e&amp;quot; representation,&lt;br /&gt;
    -- so that we can match output to ingame notation&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local mantissa = round(value / (10^exponent), 3)&lt;br /&gt;
    return string.format('%s%se%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        mantissa,&lt;br /&gt;
        exponent,&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number with its number suffix (e.g. 120 M)&lt;br /&gt;
local function getNamed(value, prefix, suffix)&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local remainder = exponent % 3&lt;br /&gt;
    return string.format(&lt;br /&gt;
        '%s%s&amp;amp;#8239;%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        round(value / (10 ^ (exponent - remainder)), 3), -- number&lt;br /&gt;
        SUFFIXES[math.floor(exponent / 3)], -- number suffix&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Choose a number representation depending on the size of the number&lt;br /&gt;
-- Second parameter forces format: 'named' or 'scientific'&lt;br /&gt;
-- For modules only - do not call this from template, use 'main' instead.&lt;br /&gt;
-- No type checking is performed on 'value' - this is the responsibility&lt;br /&gt;
-- of the calling function&lt;br /&gt;
function p.format(value, prefix, suffix, icon, iconPos, format)&lt;br /&gt;
    local formatted = ''&lt;br /&gt;
    if value == -math.huge then&lt;br /&gt;
        formatted = string.format('%s-Infinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        formatted = string.format('%sInfinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif belowThreshold(value) then&lt;br /&gt;
        formatted = string.format('%s%s%s',&lt;br /&gt;
            prefix or '',&lt;br /&gt;
            LANG:formatNum(value),&lt;br /&gt;
            suffix or ''&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'named' then&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getScientific(value, prefix, suffix),&lt;br /&gt;
            getNamed(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'scientific' then&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    else&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '%s \'\'(%s)\'\'',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    end&lt;br /&gt;
    if icon then&lt;br /&gt;
        return string.format('%s&amp;amp;nbsp;%s',&lt;br /&gt;
            iconPos == 'left' and icon or formatted,&lt;br /&gt;
            iconPos == 'left' and formatted or icon&lt;br /&gt;
        )&lt;br /&gt;
    else&lt;br /&gt;
        return formatted&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Use this function when calling from template&lt;br /&gt;
-- See usage above&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
    if not frame then error('No frame found') end&lt;br /&gt;
    local input = frame.args[1] or frame:getParent().args[1]&lt;br /&gt;
    local format = frame.args.format or frame:getParent().args.format&lt;br /&gt;
    local prefix = frame.args.prefix or frame:getParent().args.prefix&lt;br /&gt;
    local suffix = frame.args.suffix or frame:getParent().args.suffix&lt;br /&gt;
    local sortkey = frame.args.sortkey or frame:getParent().args.sortkey&lt;br /&gt;
    local icon = frame.args.icon or frame:getParent().args.icon&lt;br /&gt;
    local iconPos = frame.args.iconpos or frame:getParent().args.iconpos&lt;br /&gt;
    local num = parseNumber(input)&lt;br /&gt;
    if num then&lt;br /&gt;
        return mw.html.create('span')&lt;br /&gt;
            :wikitext(p.format(num, prefix, suffix, icon, iconPos, format))&lt;br /&gt;
            :attr('data-sort-value', sortkey or getSortValue(num))&lt;br /&gt;
    else&lt;br /&gt;
        return input&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Number&amp;diff=1333</id>
		<title>Template:Number</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Number&amp;diff=1333"/>
		<updated>2021-03-27T01:31:43Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: update templatedata for icon display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#invoke:FormatNumber|main}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Number&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The number to display (in long form or scientific notation)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;10,000,000 or 1e7&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;format&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Format&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Force a specific format (named or scientific). If blank, displays both named and scientific (preferred)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;named&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;prefix&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Prefix&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Add an optional prefix to the number&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;$&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;suffix&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Suffix&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Add an optional suffix to the number&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;%&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;sortkey&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Sort Key&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Specify a custom sort key to override default table number sorting&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Z&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;icon&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Icon&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Add an icon (e.g. for resource display)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;{{Resource|White}}&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;iconpos&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Icon Position&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Position of the icon (if specified), 'left' places it on the left, otherwise defaults to the right&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;left&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;right&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Display a large number in named and/or scientific notations, matching in-game formatting&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
== Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Input!!Output&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|120000}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|120000}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|18000000000}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|18000000000}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|12456712473}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|12456712473}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|7.4e87}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|7.4e87}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|5E+34|format=named}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|5E+34|format=named}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|3.50e+09|format=scientific}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|3.50e+09|format=scientific}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|3555|prefix=$}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|3555|prefix=$}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|1.8e12|suffix=%}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|1.8e12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|2e308}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|2e308}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Number|2e28|icon={{Resource|Blue}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;||{{Number|2e28|icon={{Resource|Blue}}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1332</id>
		<title>Module:FormatNumber</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1332"/>
		<updated>2021-03-27T01:25:53Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: add ability to add an icon (e.g. for currency)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[----------------------------------------------------------------------------&lt;br /&gt;
    Module:Num&lt;br /&gt;
        For displaying large numbers in a consistent format&lt;br /&gt;
        See Template:Number&lt;br /&gt;
----------------------------------------------------------------------------]]--&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
local THRESHOLD = 1e6 -- Anything below this number is displayed in long format&lt;br /&gt;
&lt;br /&gt;
local LANG = mw.language.getContentLanguage()&lt;br /&gt;
&lt;br /&gt;
local SUFFIXES = {&lt;br /&gt;
    't', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'De',&lt;br /&gt;
    'UDe', 'DDe', 'TDe', 'QaD', 'QiD', 'SxD', 'SpD', 'OcD', 'NoD',&lt;br /&gt;
    'Vi', 'UVi', 'DVi', 'TVi', 'QaV', 'QiV', 'SxV', 'SpV', 'OcV', 'NoV',&lt;br /&gt;
    'Tr', 'UTr', 'DTr', 'TTr', 'QaT', 'QiT', 'SxT', 'SpT', 'OcT', 'NoT',&lt;br /&gt;
    'Qua', 'UQu', 'DQu', 'TQu', 'QQu', 'QiQ', 'SxQ', 'SpQ', 'OcQ', 'NoQ',&lt;br /&gt;
    'Qui', 'UQi', 'DQi', 'TQi', 'QQi', 'QiQi', 'SxQi', 'SpQi', 'OcQi', 'NoQi',&lt;br /&gt;
    'Sg', 'USg', 'DSg', 'TSg', 'QSg', 'QiS', 'SxS', 'SpS', 'OcS', 'NoS',&lt;br /&gt;
    'Spt', 'USp', 'DSp', 'TSp', 'QSp', 'QiSp', 'SxSp', 'SpSp', 'OcSp', 'NoSp',&lt;br /&gt;
    'Og', 'UOg', 'DOg', 'TOg', 'QOg', 'QiO', 'SxO', 'SpO', 'OcO', 'NoO',&lt;br /&gt;
    'Ng', 'UNg', 'DNg', 'TNg', 'QNg', 'QiNg', 'SxN', 'SpN', 'OcN', 'NoN',&lt;br /&gt;
    'Ce', 'UCe', 'DCe'&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Round a value to X decimal places&lt;br /&gt;
local function round(value, decimals)&lt;br /&gt;
    local p = 10^(decimals or 3)&lt;br /&gt;
    local n = value * p&lt;br /&gt;
    return (value &amp;gt;= 0 and math.floor(n + 0.5) or math.ceil(n - 0.5)) / p&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function belowThreshold(value)&lt;br /&gt;
    return (value &amp;gt; -THRESHOLD and value &amp;lt; THRESHOLD)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Ensure a number is a valid number and return it&lt;br /&gt;
-- If value is not a valid number, return nil&lt;br /&gt;
local function parseNumber(value)&lt;br /&gt;
    local num&lt;br /&gt;
    if value == '-inf' or value == '-Infinity' then&lt;br /&gt;
        num = -math.huge&lt;br /&gt;
    elseif value == 'inf' or value == 'Infinity' then&lt;br /&gt;
        num = math.huge&lt;br /&gt;
    else&lt;br /&gt;
        -- use this instead of tonumber() so we can parse thousand seperators&lt;br /&gt;
        num = LANG:parseFormattedNumber(value)&lt;br /&gt;
    end&lt;br /&gt;
    return num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get the number for use in data-sort-value attributes (for table sorting)&lt;br /&gt;
local function getSortValue(value)&lt;br /&gt;
    if belowThreshold(value) then&lt;br /&gt;
        return string.format('%d', value)&lt;br /&gt;
    elseif value == -math.huge then&lt;br /&gt;
        return '-2e+308' -- lower than the lowest possible non-inf number&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        return '2e+308' -- higher than the highest possible non-inf number&lt;br /&gt;
    else&lt;br /&gt;
        return string.format('%e', value)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number in scientific notation, ingame style (e.g. 12e7)&lt;br /&gt;
local function getScientific(value, prefix, suffix)&lt;br /&gt;
    -- Do this manually rather than using string.format &amp;quot;%e&amp;quot; representation,&lt;br /&gt;
    -- so that we can match output to ingame notation&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local mantissa = round(value / (10^exponent), 3)&lt;br /&gt;
    return string.format('%s%se%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        mantissa,&lt;br /&gt;
        exponent,&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number with its number suffix (e.g. 120 M)&lt;br /&gt;
local function getNamed(value, prefix, suffix)&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local remainder = exponent % 3&lt;br /&gt;
    return string.format(&lt;br /&gt;
        '%s%s&amp;amp;#8239;%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        round(value / (10 ^ (exponent - remainder)), 3), -- number&lt;br /&gt;
        SUFFIXES[math.floor(exponent / 3)], -- number suffix&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Choose a number representation depending on the size of the number&lt;br /&gt;
-- Second parameter forces format: 'named' or 'scientific'&lt;br /&gt;
-- For modules only - do not call this from template, use 'main' instead.&lt;br /&gt;
-- No type checking is performed on 'value' - this is the responsibility&lt;br /&gt;
-- of the calling function&lt;br /&gt;
function p.format(value, prefix, suffix, icon, iconPos, format)&lt;br /&gt;
    local formatted = ''&lt;br /&gt;
    if value == -math.huge then&lt;br /&gt;
        formatted = string.format('%s-Infinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        formatted = string.format('%sInfinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif belowThreshold(value) then&lt;br /&gt;
        formatted = string.format('%s%s%s',&lt;br /&gt;
            prefix or '',&lt;br /&gt;
            LANG:formatNum(value),&lt;br /&gt;
            suffix or ''&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'named' then&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getScientific(value, prefix, suffix),&lt;br /&gt;
            getNamed(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'scientific' then&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    else&lt;br /&gt;
        formatted = string.format(&lt;br /&gt;
            '%s \'\'(%s)\'\'',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    end&lt;br /&gt;
    if icon then&lt;br /&gt;
        return string.format('%s&amp;amp;nbsp;%s',&lt;br /&gt;
            iconPos == 'left' and icon or formatted,&lt;br /&gt;
            iconPos == 'left' and formatted or icon&lt;br /&gt;
        )&lt;br /&gt;
    else&lt;br /&gt;
        return formatted&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Use this function when calling from template&lt;br /&gt;
-- See usage above&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
    if not frame then error('No frame found') end&lt;br /&gt;
    local input = frame.args[1] or frame:getParent().args[1]&lt;br /&gt;
    local format = frame.args.format or frame:getParent().args.format&lt;br /&gt;
    local prefix = frame.args.prefix or frame:getParent().args.prefix&lt;br /&gt;
    local suffix = frame.args.suffix or frame:getParent().args.suffix&lt;br /&gt;
    local sortkey = frame.args.sortkey or frame:getParent().args.sortkey&lt;br /&gt;
    local icon = frame.args.icon or frame:getParent().args.icon&lt;br /&gt;
    local iconPos = frame.args.iconPos or frame:getParent().args.iconPos&lt;br /&gt;
    local num = parseNumber(input)&lt;br /&gt;
    if num then&lt;br /&gt;
        return mw.html.create('span')&lt;br /&gt;
            :wikitext(p.format(num, prefix, suffix, icon, iconPos, format))&lt;br /&gt;
            :attr('data-sort-value', sortkey or getSortValue(num))&lt;br /&gt;
    else&lt;br /&gt;
        return input&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Exotic_Skills&amp;diff=1331</id>
		<title>Exotic Skills</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Exotic_Skills&amp;diff=1331"/>
		<updated>2021-03-26T23:24:10Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Power Plant */ v0.8.4 B1 added skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Exotic skills''' are powerful skills that can be acquired with [[Exotic gems|exotic gems]].&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
*'''Hibernation Mode''' - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
* '''Mineralogy''' - Provides a 0.05% chance that a mined tile turns into an exotic gem.&lt;br /&gt;
* '''Geology''' - Multiplies shard and resource rewards by your current town level and gem rewards by town level^0.15.&lt;br /&gt;
* '''Battle Drills''' - Triples the speed at which new mining layers are generated while tower testing is active and the drill is working. Works for all non-sandbox gamemodes as long as the tower is alive and the round-over-screen is not visible.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
* '''Machine Handling''' - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
* '''Chemical Lumps''' - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
* '''Battle Producers''' - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Arcade==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
* '''Armored Cargo Bay''' - Applies the shipment bonus to exotic gems at a reduced rate of x^0.2 by reinforcing the bulkheads of all ships.&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
* '''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
* '''Construction Queue''' - Allows you to queue up 2 buildings (3 if construction firm is maximized) Which are then automatically constructed one after another.&lt;br /&gt;
* '''Security Measures''' - Allows you to use buildings while they are being constructed.&lt;br /&gt;
* '''Battle Engineers''' - Triples the construction speed while a round is active. Works for all gamemodes as long as the tower is alive and the round-over-screen is not visible.&lt;br /&gt;
&lt;br /&gt;
==Statue of Cubos==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:MuseumExample.png&amp;diff=1330</id>
		<title>File:MuseumExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:MuseumExample.png&amp;diff=1330"/>
		<updated>2021-03-26T23:09:41Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Lmnt0 uploaded a new version of File:MuseumExample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MuseumExample&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1329</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1329"/>
		<updated>2021-03-26T23:01:52Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Update power stones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
*'''Time Played''' (Having the game open, not offline)&lt;br /&gt;
*'''Total Gems Collected'''&lt;br /&gt;
*'''Total Resources'''&lt;br /&gt;
*'''Factory: Shards Refined'''&lt;br /&gt;
*'''Power Plant: Total Power Produced'''&lt;br /&gt;
*'''Shipyard: Resources Earned'''&lt;br /&gt;
*'''Arcade: Coins Earned'''&lt;br /&gt;
*'''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
*'''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
*'''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
*'''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
*'''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
*'''Enemies Destroyed'''&lt;br /&gt;
*'''Mine: Layers Generated'''&lt;br /&gt;
*'''Mine: Tiles Uncovered'''&lt;br /&gt;
*'''Trading Post: Total Times Traded'''&lt;br /&gt;
*'''Modules Unlocked'''&lt;br /&gt;
*'''Challenges Completed'''&lt;br /&gt;
*'''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependant on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market, rarely.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
The Achievements are:&lt;br /&gt;
&lt;br /&gt;
* '''Like That's Gonna Work''' (Start a round on Chaos without any module)&lt;br /&gt;
* '''Konami Code''' (Enter the Konami Code in the Arcade)&lt;br /&gt;
* '''Botanist''' (Complete Botany in the Nature Experiment)&lt;br /&gt;
* '''Cylindro Killer'''&lt;br /&gt;
* '''You Spin Me Right Round''' (Kill Cylindro during his Slam attack)&lt;br /&gt;
* '''Botanophobia''' (Kill all Vine Monsters before Eyes and Tesla coils)&lt;br /&gt;
* '''Not A Scratch''' (Take no hit on Cubos Jr. Fight)&lt;br /&gt;
* '''Born Under A Lucky Star''' (Don't discard any cards on Dodecai Fight)&lt;br /&gt;
* '''And So It Begins''' (Combine your first Power Stones)&lt;br /&gt;
* '''Full Potential''' (Make a Tier 50 Power Stone)&lt;br /&gt;
* '''First Producer''' (Craft a Producer in the Factory)&lt;br /&gt;
* '''T10 Ore''' (Refine T10 Ore in the Factory)&lt;br /&gt;
* '''Earth Tunnel''' (Mine 12,742 km in the Mine)&lt;br /&gt;
* '''To Infinity''' (Unlock T5 in the Headquarters)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1328</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1328"/>
		<updated>2021-03-26T22:19:51Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Remove redundant info (moved to infobox), add challenges (layout needs improvement), add town asset icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Forest.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|easy=100&lt;br /&gt;
|medium=6377&lt;br /&gt;
|hard=128043&lt;br /&gt;
|insane=8830000&lt;br /&gt;
|nightmare=4.99E09&lt;br /&gt;
|impossible=3.21E15&lt;br /&gt;
}}&lt;br /&gt;
The '''Forest''' is the first region in the game, and is unlocked from the beginning.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Desert]] region.&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Enemies!!Goals!!Rules!!Rewards&lt;br /&gt;
|-&lt;br /&gt;
!Level #1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Reach wave 111&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 7 modules in total&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1}}&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Earth}}&lt;br /&gt;
|Reach wave 325&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 5 modules in total&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
| +5% resource drops per&amp;lt;br&amp;gt;completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!Level #3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}}&lt;br /&gt;
|Reach wave 500&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 5 modules in total&lt;br /&gt;
* No offensive modules&lt;br /&gt;
* No utility modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Reach wave 50&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 5 modules in total&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 20&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 6 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Neutral enemies are immune to anything except universal&lt;br /&gt;
* Universal damage can only damage neutral enemies&lt;br /&gt;
* Tower element type is considered universal instead of neutral}}&lt;br /&gt;
|[[File:Special Module.png|Special|30px]] '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 60&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 10 modules in total&lt;br /&gt;
* Max 4 offensive modules&lt;br /&gt;
* Max 4 defensive modules&lt;br /&gt;
* Max 2 ultimate modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Enemies have only 1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 10}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Forest Gift'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bounce'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''||Wave 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''||Wave 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''||Wave 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''||Wave 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''||Wave 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''||Wave 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''||{{Unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Town Assets ==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Tree town asset.png|40px|Tree]] Tree&lt;br /&gt;
:[[File:Rock town asset.png|40px|Rock]] Rock&lt;br /&gt;
:[[File:Bush town asset.png|40px|Bush]] Bush&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Bush_town_asset.png&amp;diff=1327</id>
		<title>File:Bush town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Bush_town_asset.png&amp;diff=1327"/>
		<updated>2021-03-26T21:26:31Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Rock_town_asset.png&amp;diff=1326</id>
		<title>File:Rock town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Rock_town_asset.png&amp;diff=1326"/>
		<updated>2021-03-26T21:26:14Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Tree_town_asset.png&amp;diff=1325</id>
		<title>File:Tree town asset.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Tree_town_asset.png&amp;diff=1325"/>
		<updated>2021-03-26T21:25:57Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1324</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1324"/>
		<updated>2021-03-26T21:00:25Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: +Infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Desert.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|easy=781&lt;br /&gt;
|medium=18340&lt;br /&gt;
|hard=403948&lt;br /&gt;
|insane=3.41E+07&lt;br /&gt;
|nightmare=2.85E+10&lt;br /&gt;
|impossible=5.24E+16&lt;br /&gt;
}}&lt;br /&gt;
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]].&lt;br /&gt;
&lt;br /&gt;
The Desert features a sandy wasteland filled with fossils and cacti. The region consists of 6 lanes that enemies may spawn from.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
&lt;br /&gt;
== Environmental Effects ==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Town Assets ==&lt;br /&gt;
After completing wave 100, you unlock:&lt;br /&gt;
* Cactus&lt;br /&gt;
* Fossil&lt;br /&gt;
* Sand Rocks&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1305</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1305"/>
		<updated>2021-03-22T21:20:58Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Artifacts */ Move to its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
* '''Time Played''' (Having the game open, not offline)&lt;br /&gt;
* '''Total Gems Collected'''&lt;br /&gt;
* '''Total Resources'''&lt;br /&gt;
* '''Factory: Shards Refined'''&lt;br /&gt;
* '''Power Plant: Total Power Produced'''&lt;br /&gt;
* '''Shipyard: Resources Earned'''&lt;br /&gt;
* '''Arcade: Coins Earned'''&lt;br /&gt;
* '''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
* '''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
* '''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
* '''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
* '''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
* '''Enemies Destroyed'''&lt;br /&gt;
* '''Mine: Layers Generated'''&lt;br /&gt;
* '''Mine: Tiles Uncovered'''&lt;br /&gt;
* '''Trading Post: Total Times Traded'''&lt;br /&gt;
* '''Modules Unlocked'''&lt;br /&gt;
* '''Challenges Completed'''&lt;br /&gt;
* '''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&lt;br /&gt;
&lt;br /&gt;
===Power stones===&lt;br /&gt;
Power stones, when in a statistic slot, give a 1% resource gain to town resources (Additive to each other). Power stones give bonuses based on their element type. The percentage boosts any offensive module that is the same element, such as nature taste, which has no effect if you have none of the specific elemental modules equipped. The percentage also acts as an elemental resistance, without the need or use of a defensive module. &lt;br /&gt;
&lt;br /&gt;
These power stone effects are only for that element, so universal stones only boost universal modules and only gives resistance from universal enemies, not other enemies.&lt;br /&gt;
&lt;br /&gt;
There is an inventory system for power stones, which just holds the stones for tiering up as the stones are not active in the power stone inventory. &lt;br /&gt;
&lt;br /&gt;
Power stones have tiers, as in they can be combined together, if they have the same tier, in the combine section below the inventory. Simply click combine to turn 3 power stones into 1 power stone that is a higher tier. Each tier increases the elemental effect, going up by 0.5% every tier. The resistance effect caps at 99.9%, but the module effect is infinite.&lt;br /&gt;
&lt;br /&gt;
The cube button to the right of the combine button opens the transmute menu&lt;br /&gt;
&lt;br /&gt;
'''Transmute menu:''' Combines all 8 elements into 1 universal stone of any tier. The 8 stones have to be the same tier.&lt;br /&gt;
&lt;br /&gt;
The buy button opens the power stone shop.&lt;br /&gt;
&lt;br /&gt;
'''Power stone shop:''' Gives the ability to buy tier 1 power stones of the 8 elements for the cost of 1e3 museum resources. Fill inventory toggle buys as many stones as is possible the fill up the power stone inventory. The red X button deletes the power stone placed on it.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
* '''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
* '''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
* '''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
* '''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
* '''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
* '''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
* '''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1304</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1304"/>
		<updated>2021-03-22T21:18:53Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the Museum  ==Researching== Once unlocked,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]]&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
There are currently '''9''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and kill Era enemies of that element (0.25% drop rate per kill)||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill) [Unconfirmed]||Allows powerplant to boost workshop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=1303</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=1303"/>
		<updated>2021-03-22T20:11:01Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Mixer */ Improve wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Nut, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name / Tier!!Sprite!!Production / Sec. (Default)!!Production / Sec. (Town Resources)&lt;br /&gt;
|-&lt;br /&gt;
|T1||[[File:Producer T1.png|alt=Producer (T1)|center]]||0.02||0.25&lt;br /&gt;
|-&lt;br /&gt;
|T2||[[File:Producer T2.png|alt=Producer (T2)|center]]||10||150&lt;br /&gt;
|-&lt;br /&gt;
|T3|||[[File:Producer T3.png|alt=Producer (T3)|center]]||27500||300000&lt;br /&gt;
|-&lt;br /&gt;
|T4||[[File:Producer T4.png|alt=Producer (T4)|center]]||765 M||2.5 T&lt;br /&gt;
|-&lt;br /&gt;
|T5||[[File:Producer T5.png|alt=Producer (T5)|center]]||975 QA||100 QI&lt;br /&gt;
|-&lt;br /&gt;
|Gems||[[File:Producer Gems.png|alt=Producer (Gems)|center]]||1000||-&lt;br /&gt;
|-&lt;br /&gt;
|Exotic||[[File:Producer Exotic.png|alt=Producer (Exotic)|center]]||0.001||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores.&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop.&lt;br /&gt;
&lt;br /&gt;
The belt is important is reducing the time it takes to refine material.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1279</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1279"/>
		<updated>2021-03-20T01:39:01Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: /* Difficulty */ Use number template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Regions''' are areas you can visit in [[Tower Testing]]. Each region has a different base difficulty and a different selection of enemies. Only the [[Forest]] region is accessible initially, but new regions are unlocked by completing wave 100 in the previous region.&lt;br /&gt;
&lt;br /&gt;
==List of Regions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Name!!Enemies&lt;br /&gt;
|-&lt;br /&gt;
!01&lt;br /&gt;
|[[Forest]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!02&lt;br /&gt;
|[[Desert]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!03&lt;br /&gt;
|[[Winter]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!04&lt;br /&gt;
|[[Underground]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!05&lt;br /&gt;
|[[Volcano]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!06&lt;br /&gt;
|[[High Mountain]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!07&lt;br /&gt;
|[[Jungle]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!08&lt;br /&gt;
|[[Metallic Ruins]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!09&lt;br /&gt;
|[[Beach]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|[[Ocean]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[Dark Realm]]&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
|[[Heaven]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
|[[Universe]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[Chaos]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Every region has 6 difficulty levels available: Easy, Medium, Hard, Insane, Nightmare, and Impossible. Difficulty levels are unlocked by reaching wave 100 on the previous difficulty. Each difficulty is given a multiplier which increases the [[enemies]] attack and defence.&lt;br /&gt;
&lt;br /&gt;
While each region usually only spawns a specific selection of enemy [[elements]], on Impossible difficulty all elements are spawned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Region!!Difficulty!!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|1|Easy}}||{{number|100|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|2|Medium}}||{{number|6377|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|3|Hard}}||{{number|128043|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|4|Insane}}||{{number|8830000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|5|Nightmare}}||{{number|4.99E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|6|Impossible}}||{{number|3.21E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|1|Easy}}||{{number|781|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|2|Medium}}||{{number|18340|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|3|Hard}}||{{number|403948|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|4|Insane}}||{{number|3.41E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|1|Easy}}||{{number|2877|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|2|Medium}}||{{number|21852|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|3|Hard}}||{{number|419964|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|4|Insane}}||{{number|3.43E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|1|Easy}}||{{number|28051|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|2|Medium}}||{{number|65680|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|3|Hard}}||{{number|660921|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|4|Insane}}||{{number|4.18E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|5|Nightmare}}||{{number|3.61E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|6|Impossible}}||{{number|8.25E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|1|Easy}}||{{number|154692|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|2|Medium}}||{{number|305789|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|3|Hard}}||{{number|2340000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|4|Insane}}||{{number|1.17E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|5|Nightmare}}||{{number|1.24E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|6|Impossible}}||{{number|6.32E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|1|Easy}}||{{number|1740000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|2|Medium}}||{{number|3140000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|3|Hard}}||{{number|1.82E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|4|Insane}}||{{number|3.91E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|5|Nightmare}}||{{number|2.35E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|6|Impossible}}||{{number|1.61E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|1|Easy}}||{{number|3.81E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|2|Medium}}||{{number|6.92E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|3|Hard}}||{{number|3.99E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|4|Insane}}||{{number|6.72E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|5|Nightmare}}||{{number|1.53E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|6|Impossible}}||{{number|4.79E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|1|Easy}}||{{number|1.31E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|2|Medium}}||{{number|2.39E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|3|Hard}}||{{number|1.40E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|4|Insane}}||{{number|2.37E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|5|Nightmare}}||{{number|5.02E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|6|Impossible}}||{{number|1.06E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|1|Easy}}||{{number|7.80E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|2|Medium}}||{{number|1.46E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|3|Hard}}||{{number|9.30E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|4|Insane}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|5|Nightmare}}||{{number|4.68E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|6|Impossible}}||{{number|1.40E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|1|Easy}}||{{number|3.87E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|2|Medium}}||{{number|7.53E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|3|Hard}}||{{number|5.32E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|4|Insane}}||{{number|1.21E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|5|Nightmare}}||{{number|4.29E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|6|Impossible}}||{{number|2.73E+21|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|1|Easy}}||{{number|1.68E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|2|Medium}}||{{number|3.39E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|3|Hard}}||{{number|2.66E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|4|Insane}}||{{number|7.20E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|5|Nightmare}}||{{number|3.48E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|6|Impossible}}||{{number|5.06E+22|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|1|Easy}}||{{number|8.56E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|2|Medium}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|3|Hard}}||{{number|1.60E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|4|Insane}}||{{number|5.28E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|5|Nightmare}}||{{number|3.71E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|6|Impossible}}||{{number|1.46E+24|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|1|Easy}}||{{number|5.23E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|2|Medium}}||{{number|1.16E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|3|Hard}}||{{number|1.19E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|4|Insane}}||{{number|4.93E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|5|Nightmare}}||{{number|5.34E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|6|Impossible}}||{{number|6.62E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|1|Easy}}||{{number|7.14E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|2|Medium}}||{{number|1.84E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|3|Hard}}||{{number|2.98E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|4|Insane}}||{{number|2.57E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|5|Nightmare}}||{{number|1.09E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|6|Impossible}}||{{number|5.19E+29|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|1|Easy}}||{{number|7.58E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|2|Medium}}||{{number|2.88E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|3|Hard}}||{{number|1.47E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|4|Insane}}||{{number|7.94E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|5|Nightmare}}||{{number|1.05E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|6|Impossible}}||{{number|4.82E+38|suffix=%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1278</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1278"/>
		<updated>2021-03-20T01:26:45Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: add cost templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
&lt;br /&gt;
===Basic Flower (T1)===&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t1seed on neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold nights&lt;br /&gt;
|Solution: t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it dark&lt;br /&gt;
|Solution: t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot days&lt;br /&gt;
|Solution: t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want 1 friend in the night&lt;br /&gt;
|Solution: 2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need cold friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need hot friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need a chilly friend&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need a hot buddy&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want 1 friend during the day&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to be hot among cool friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want strong friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot party in the night&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to chill at day with many friends&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
===Cauliflower (T2)===&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I drained their heat&lt;br /&gt;
|Solution: t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need to be alone in the dark&lt;br /&gt;
|Solution: t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need weak friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want slightly stronger friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want balanced soil in the night&lt;br /&gt;
|Solution: a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold days&lt;br /&gt;
|Solution: t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot nights&lt;br /&gt;
|Solution: 2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: They drained my heat&lt;br /&gt;
|Solution: t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some hot spots for my cold friends in the night&lt;br /&gt;
|Solution: t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bell Plant (T3)===&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 T2 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The the sound of hot bells brightens my day.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:hot soil t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold soil t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bush Plant (T4)===&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not to close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 7+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Brain Plant===&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (has an upper limit).&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows.&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Nature damage&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Nature resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Resource&amp;diff=1277</id>
		<title>Template:Resource</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Resource&amp;diff=1277"/>
		<updated>2021-03-20T01:19:52Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Update template data - Element -&amp;gt; Resource&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:{{{1}}} resource.png|{{{size|x25px}}}|alt={{{1}}} resource]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Resource&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Resource (one of: White, Yellow, Orange, Red, Purple, Pink, Green, Cyan, Lightblue, Blue, Grey, Brown, Black)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;White&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;size&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Size&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Size of the icon, as a standard Mediawiki image size&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;25px&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;x25px&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a resource icon to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Cost&amp;diff=1276</id>
		<title>Template:Cost</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Cost&amp;diff=1276"/>
		<updated>2021-03-20T01:19:31Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;{{resource|{{{2|White}}}}}&amp;amp;nbsp;{{number|{{{1|0}}}}}&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt; { 	&amp;quot;params&amp;quot;: { 		&amp;quot;1&amp;quot;: { 			&amp;quot;label&amp;quot;: &amp;quot;Cost&amp;quot;, 			&amp;quot;description&amp;quot;: &amp;quot;Cost, as a standard number or in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resource|{{{2|White}}}}}&amp;amp;nbsp;{{number|{{{1|0}}}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Cost&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Cost, as a standard number or in scientific notation&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;4.5e7&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;2&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Resource&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Resource (one of: White, Yellow, Orange, Red, Purple, Pink, Green, Cyan, Lightblue, Blue, Grey, Brown, Black)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Red&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;White&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Display a resource cost with icon&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Resource&amp;diff=1275</id>
		<title>Template:Resource</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Resource&amp;diff=1275"/>
		<updated>2021-03-19T23:59:44Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Created page with &amp;quot;alt={{{1}}} resource&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt; { 	&amp;quot;params&amp;quot;: { 		&amp;quot;1&amp;quot;: { 			&amp;quot;label&amp;quot;: &amp;quot;Resource&amp;quot;, 			&amp;quot;description&amp;quot;: &amp;quot;Element (one o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:{{{1}}} resource.png|{{{size|x25px}}}|alt={{{1}}} resource]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Resource&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Element (one of: White, Yellow, Orange, Red, Purple, Pink, Green, Cyan, Lightblue, Blue, Grey, Brown, Black)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;White&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;size&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Size&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Size of the icon, as a standard Mediawiki image size&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;25px&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;x25px&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a resource icon to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Infobox_region&amp;diff=1274</id>
		<title>Template:Infobox region</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Infobox_region&amp;diff=1274"/>
		<updated>2021-03-19T23:50:23Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Add unknown fallback for difficulties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:270px; margin-top:0; margin-left:1em;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0; text-align:center;&amp;quot;|[[File:{{{image|Image missing.png}}}|268px|alt={{PAGENAME}}]]&lt;br /&gt;
|-&lt;br /&gt;
!Lanes&lt;br /&gt;
|{{{lanes|{{unknown}}}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Enemies&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|{{{enemies|{{unknown}}}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Difficulties&lt;br /&gt;
|-&lt;br /&gt;
!Easy&lt;br /&gt;
|{{number|{{{easy|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
!Medium&lt;br /&gt;
|{{number|{{{medium|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
!Hard&lt;br /&gt;
|{{number|{{{hard|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
!Insane&lt;br /&gt;
|{{number|{{{insane|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
!Nightmare&lt;br /&gt;
|{{number|{{{nightmare|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
!Impossible&lt;br /&gt;
|{{number|{{{impossible|{{unknown}}}}}|suffix=%}}&lt;br /&gt;
|}[[Category:Regions]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;lanes&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Lanes&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Number of lanes in the region&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;4&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;enemies&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Enemies&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;List of element icons for the region, separated by spaces. Use template: Element&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;{{Element|Neutral}} {{Element|Fire}}&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;easy&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Easy&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Easy difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;medium&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Medium&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Medium difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;hard&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Hard&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Hard difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;insane&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Insane&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Insane difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nightmare&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Nightmare&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Nightmare difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;impossible&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Impossible&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Impossible difficulty modifier&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;1500&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Unknown&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Image&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Region image&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Forest.png&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Add an infobox for use on region pages&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;image&amp;quot;,&lt;br /&gt;
		&amp;quot;lanes&amp;quot;,&lt;br /&gt;
		&amp;quot;enemies&amp;quot;,&lt;br /&gt;
		&amp;quot;easy&amp;quot;,&lt;br /&gt;
		&amp;quot;medium&amp;quot;,&lt;br /&gt;
		&amp;quot;hard&amp;quot;,&lt;br /&gt;
		&amp;quot;insane&amp;quot;,&lt;br /&gt;
		&amp;quot;nightmare&amp;quot;,&lt;br /&gt;
		&amp;quot;impossible&amp;quot;&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;block&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1273</id>
		<title>Module:FormatNumber</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:FormatNumber&amp;diff=1273"/>
		<updated>2021-03-19T23:47:56Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: Return original input if not a valid number, instead of throwing an error. Allows templates to use a fallback value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[----------------------------------------------------------------------------&lt;br /&gt;
    Module:Num&lt;br /&gt;
        For displaying large numbers in a consistent format&lt;br /&gt;
        See Template:Number&lt;br /&gt;
----------------------------------------------------------------------------]]--&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
local THRESHOLD = 1e6 -- Anything below this number is displayed in long format&lt;br /&gt;
&lt;br /&gt;
local LANG = mw.language.getContentLanguage()&lt;br /&gt;
&lt;br /&gt;
local suffixes = {&lt;br /&gt;
    't', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'De',&lt;br /&gt;
    'UDe', 'DDe', 'TDe', 'QaD', 'QiD', 'SxD', 'SpD', 'OcD', 'NoD',&lt;br /&gt;
    'Vi', 'UVi', 'DVi', 'TVi', 'QaV', 'QiV', 'SxV', 'SpV', 'OcV', 'NoV',&lt;br /&gt;
    'Tr', 'UTr', 'DTr', 'TTr', 'QaT', 'QiT', 'SxT', 'SpT', 'OcT', 'NoT',&lt;br /&gt;
    'Qua', 'UQu', 'DQu', 'TQu', 'QQu', 'QiQ', 'SxQ', 'SpQ', 'OcQ', 'NoQ',&lt;br /&gt;
    'Qui', 'UQi', 'DQi', 'TQi', 'QQi', 'QiQi', 'SxQi', 'SpQi', 'OcQi', 'NoQi',&lt;br /&gt;
    'Sg', 'USg', 'DSg', 'TSg', 'QSg', 'QiS', 'SxS', 'SpS', 'OcS', 'NoS',&lt;br /&gt;
    'Spt', 'USp', 'DSp', 'TSp', 'QSp', 'QiSp', 'SxSp', 'SpSp', 'OcSp', 'NoSp',&lt;br /&gt;
    'Og', 'UOg', 'DOg', 'TOg', 'QOg', 'QiO', 'SxO', 'SpO', 'OcO', 'NoO',&lt;br /&gt;
    'Ng', 'UNg', 'DNg', 'TNg', 'QNg', 'QiNg', 'SxN', 'SpN', 'OcN', 'NoN',&lt;br /&gt;
    'Ce', 'UCe', 'DCe'&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Round a value to X decimal places&lt;br /&gt;
local function round(value, decimals)&lt;br /&gt;
    local p = 10^(decimals or 3)&lt;br /&gt;
    local n = value * p&lt;br /&gt;
    return (value &amp;gt;= 0 and math.floor(n + 0.5) or math.ceil(n - 0.5)) / p&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function belowThreshold(value)&lt;br /&gt;
    return (value &amp;gt; -THRESHOLD and value &amp;lt; THRESHOLD)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Ensure a number is a valid number and return it&lt;br /&gt;
-- If value is not a valid number, return nil&lt;br /&gt;
local function parseNumber(value)&lt;br /&gt;
    local num&lt;br /&gt;
    if value == '-inf' or value == '-Infinity' then&lt;br /&gt;
        num = -math.huge&lt;br /&gt;
    elseif value == 'inf' or value == 'Infinity' then&lt;br /&gt;
        num = math.huge&lt;br /&gt;
    else&lt;br /&gt;
        -- use this instead of tonumber() so we can parse thousand seperators&lt;br /&gt;
        num = LANG:parseFormattedNumber(value)&lt;br /&gt;
    end&lt;br /&gt;
    return num&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get the number for use in data-sort-value attributes (for table sorting)&lt;br /&gt;
local function getSortValue(value)&lt;br /&gt;
    if belowThreshold(value) then&lt;br /&gt;
        return string.format('%d', value)&lt;br /&gt;
    elseif value == -math.huge then&lt;br /&gt;
        return '-2e+308' -- lower than the lowest possible non-inf number&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        return '2e+308' -- higher than the highest possible non-inf number&lt;br /&gt;
    else&lt;br /&gt;
        return string.format('%e', value)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number in scientific notation, ingame style (e.g. 12e7)&lt;br /&gt;
local function getScientific(value, prefix, suffix)&lt;br /&gt;
    -- Do this manually rather than using string.format &amp;quot;%e&amp;quot; representation,&lt;br /&gt;
    -- so that we can match output to ingame notation&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local mantissa = round(value / (10^exponent), 3)&lt;br /&gt;
    return string.format('%s%se%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        mantissa,&lt;br /&gt;
        exponent,&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get a number with its number suffix (e.g. 120 M)&lt;br /&gt;
local function getNamed(value, prefix, suffix)&lt;br /&gt;
    local exponent = math.floor(math.log10(math.abs(value)))&lt;br /&gt;
    local remainder = exponent % 3&lt;br /&gt;
    return string.format(&lt;br /&gt;
        '%s%s&amp;amp;#8239;%s%s',&lt;br /&gt;
        prefix or '',&lt;br /&gt;
        round(value / (10 ^ (exponent - remainder)), 3), -- number&lt;br /&gt;
        suffixes[math.floor(exponent / 3)], -- number suffix&lt;br /&gt;
        suffix or ''&lt;br /&gt;
    )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Choose a number representation depending on the size of the number&lt;br /&gt;
-- Second parameter forces format: 'named' or 'scientific'&lt;br /&gt;
-- For modules only - do not call this from template, use 'main' instead.&lt;br /&gt;
-- No type checking is performed on 'value' - this is the responsibility&lt;br /&gt;
-- of the calling function&lt;br /&gt;
function p.format(value, prefix, suffix, format)&lt;br /&gt;
    if value == -math.huge then&lt;br /&gt;
        return string.format('%s-Infinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif value == math.huge then&lt;br /&gt;
        return string.format('%sInfinity%s', prefix or '', suffix or '')&lt;br /&gt;
    elseif belowThreshold(value) then&lt;br /&gt;
        return string.format('%s%s%s',&lt;br /&gt;
            prefix or '',&lt;br /&gt;
            LANG:formatNum(value),&lt;br /&gt;
            suffix or ''&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'named' then&lt;br /&gt;
        return string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getScientific(value, prefix, suffix),&lt;br /&gt;
            getNamed(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    elseif format == 'scientific' then&lt;br /&gt;
        return string.format(&lt;br /&gt;
            '&amp;lt;abbr title=&amp;quot;%s&amp;quot;&amp;gt;%s&amp;lt;/abbr&amp;gt;',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
        )&lt;br /&gt;
    else&lt;br /&gt;
        return string.format(&lt;br /&gt;
            '%s \'\'(%s)\'\'',&lt;br /&gt;
            getNamed(value, prefix, suffix),&lt;br /&gt;
            getScientific(value, prefix, suffix)&lt;br /&gt;
    )&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Use this function when calling from template&lt;br /&gt;
-- See usage above&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
    if not frame then error('No frame found') end&lt;br /&gt;
    local input = frame.args[1] or frame:getParent().args[1]&lt;br /&gt;
    local format = frame.args.format or frame:getParent().args.format&lt;br /&gt;
    local prefix = frame.args.prefix or frame:getParent().args.prefix&lt;br /&gt;
    local suffix = frame.args.suffix or frame:getParent().args.suffix&lt;br /&gt;
    local sortkey = frame.args.sortkey or frame:getParent().args.sortkey&lt;br /&gt;
    local num = parseNumber(input)&lt;br /&gt;
    if num then&lt;br /&gt;
        return mw.html.create('span')&lt;br /&gt;
            :wikitext(p.format(num, prefix, suffix, format))&lt;br /&gt;
            :attr('data-sort-value', sortkey or getSortValue(num))&lt;br /&gt;
    else&lt;br /&gt;
        return input&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1272</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1272"/>
		<updated>2021-03-19T23:19:05Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: paths -&amp;gt; lanes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Forest.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|easy=100&lt;br /&gt;
|medium=6377&lt;br /&gt;
|hard=128043&lt;br /&gt;
|insane=8830000&lt;br /&gt;
|nightmare=4.99E09&lt;br /&gt;
|impossible=3.21E15&lt;br /&gt;
}}&lt;br /&gt;
The '''Forest''' is the first region in the game, and is unlocked by default.&lt;br /&gt;
&lt;br /&gt;
The forest is a simple natural environment with 4 lanes that enemies may spawn from.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
&lt;br /&gt;
== Environmental Effects ==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bounce'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''||Wave 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''||Wave 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''||Wave 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''||Wave 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''||Wave 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''||Wave 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''||{{Unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Town Assets ==&lt;br /&gt;
After completing wave 100, you unlock:&lt;br /&gt;
* Small tree&lt;br /&gt;
* Small rocks&lt;br /&gt;
* Small shrub&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=1271</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=1271"/>
		<updated>2021-03-19T22:42:35Z</updated>

		<summary type="html">&lt;p&gt;Lmnt0: V 0.8.3 B1 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Columbia Blue|ColorCode=#90DAFF}}&lt;br /&gt;
[[File:Lightblue resource.png|left]]&lt;br /&gt;
The '''Trading Post''' is a building used to exchange cubes.&lt;br /&gt;
[[File:TradePostScreen.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Trading==&lt;br /&gt;
Trading deals appear at the right side of the screen, requesting a random amount of a certain resource and giving a randomly chosen resource in return at equal value. Successful trades are then removed from the list. Every 10 minutes (The timer is at the bottom left of the menu) the trading deals are reset. &lt;br /&gt;
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===Upgrades===&lt;br /&gt;
*'''Input ratio:''' Less resources are required in a trade to get the normal output.&lt;br /&gt;
*'''Output ratio:''' Normal resources used offer more resources than normal.&lt;br /&gt;
*'''Deal modifiers:''' Every upgrades allows trade values to be multiplied, in order of x1, x2, x5, x10, x100&lt;br /&gt;
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==Building tiers==&lt;br /&gt;
Every tier allows more trading deals to show up on the trade board. &lt;br /&gt;
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==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
* '''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
* '''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
* '''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
* '''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
* '''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
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==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
* '''Bargaining''' - Increases the conversion rate by an additional 10%.&lt;br /&gt;
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{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lmnt0</name></author>
		
	</entry>
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