Ethereal Items, World Traits, and Offline Progress are Now Available!
Hey Heroes!
It’s been a long time coming, but Ethereal items, World Traits, Offline Progress, The Cave World, Gilding improvements, Performance improvements, and many QoL changes and bug fixes are finally here!
Ethereal Items
Ethereal items are special permanent items you earn as you progress through the game and they award you with special buffs and modifiers that will help you on your journey to reach higher gilds and take on new World Traits.
For players who don’t want to start over, when you log in you will be awarded for any Ethereal items you would have gained from previous worlds (up to 80 ethereal items).
World Traits
As you progress from Gild to Gild you will encounter new World Traits that will bring some variety and uniqueness to each new Gild. You should think about which skill tree build and Ethereal items will work best to get you to the next gild!
Difficulty Scaling and Gild Bonus Damage Changes
Significantly increased the rate at which worlds get harder so it no longer takes months to reach the content where your decisions and skill matter. Gild Bonus Damage has also been increased so that early Gild worlds do not feel harder than the last world of the previous Gild.
Offline Progress
Your hero will continue to progress for up to 12 hours while the game is closed or if you are playing another hero.
Cave World
Explore the Cave world which adds 4 new environments, 30 new monsters, and 1 terrifying world boss to the game.
Quality of life/Balance changes
Added a way to scroll through automator sets when you have more than five.
Clickstorm and Critstorm now click twice as fast when they start, and their speed doubles every minute
Automator point nodes from the skill tree now give 2 automator points.
New gilds now start with the first few skill tree nodes unlocked.
Monsters below your level now grant XP and monsters above your level now grant more XP.
Added new automator stones for boss fights, preload, gild worlds, and distance from monsters.
Huge clicks no longer shake the screen if screen shakes are disabled.
Added new extended variable system for storing character specific save data.
Improved scroll buttons in Automator tab.
Added character level to world select panel.
Moved world automation to world select panel so the Wizard has it available when he’s re-enabled.
Updated the wording of some Automator stones and gems to be more consistent.
Added an option to purchase nodes without confirmation popup.
Added an option to disable the UI when the game is not in focus.
Made the UI toggleable with a keybinding. (no keybinding by default)
Added time until next Ancient Shard timer to stats tab.
Added a button to restart your Gild if you feel your build is not the best it could be.
The ruby shop is now available at all times, except during boss fights and between worlds
New loading screen
Bug Fixes
Fixed a bug that set Cid’s damage to 1 and made the game unplayable past a certain point.
Fixed a bug that could crash the game on startup if a certain key was pressed.
Fixed a bug that caused new Environments not to appear.
Fixed an issue where buying Automator points from the ruby shop did not update skill tree displays.
Fixed an issue where double digit automator sets did not properly display their number.
Fixed an issue that was slowing down the time it took to go from one automator set to another.
Ethereal items, World Traits, and Offline Progress are now available in Experimental!
Hey Clickers!
Today we’re releasing a new experimental build which introduces Ethereal items, World Traits, Offline Progress, The Cave World, difficulty scaling changes, Performance improvements, and many QoL changes and bug fixes. There’s still some polishing needed before it’s ready for live, but we wanted to let you try things out as soon as possible.
To participate in the experimental: Restart Steam. Go to Library -> Right click on "Clicker Heroes 2" -> Properties -> Betas. Type "ibackedupmysave" into the beta access code field, click "Check Code". It should unlock "experimental" in the dropdown menu. Choose "experimental" and wait for the update to download.
Note: Experimental versions do not carry over to the live version of the game so be sure to opt out of the beta when you want to switch back to playing Cid and keep your progress.
Note #2: We’re still working on the Mac update and it will come later tomorrow.
Ethereal Items
Ethereal items are special items you earn as you progress through the game and they award you with special buffs and modifiers that will help you on your journey to reach higher gilds and take on new World Traits.
World Traits
As you progress from Gild to Gild you will encounter new World Traits that will bring some variety and uniqueness to each new Gild and make you think about which skill tree build and Ethereal items will work best to get you to the next one!
Difficulty Scaling and Gild Bonus Damage Changes
Significantly increased the rate at which worlds get harder so it no longer takes months of play to reach content where player skill matters. Gild Bonus Damage has also been increased so that early Gild worlds do not feel harder than the last world of the previous Gild.
Offline Progress
Your hero will continue to progress for up to 12 hours while the game is closed or if you are playing another hero.
Cave World
Explore the Cave world which adds 4 new environments, 30 new monsters, and 1 terrifying world boss to the game.
Wizard
The Wizard is Temporarily Disabled while we work on Wizard specific Ethereal items.
Quality of life changes
Clickstorm and Critstorm now click twice as fast when they start, and their speed doubles every minute
Added a way to scroll through automator sets when you have more than five.
Automator point nodes from the skill tree now give 2 automator points.
New gilds now start with the first few skill tree nodes unlocked.
Added new automator stones for boss fights, preload, gild worlds, and distance from monsters.
Huge clicks no longer shake the screen if screen shakes are disabled.
Added new extended variable system for storing character specific save data.
Improved scroll buttons in Automator tab.
Added character level to world select panel.
Moved world automation to world select panel so the Wizard has it available when he’s re-enabled.
Updated the wording of some Automator stones and gems to be more consistent.
Added an option to purchase nodes without confirmation popup.
Added an option to disable the UI when the game is not in focus.
Made the UI toggleable with a keybinding. (no keybinding by default)
Added time until next Ancient Shard timer to stats tab.
Added a button to restart your Gild if you feel your build is not the best it could be.
Bug Fixes
Fixed a bug that set Cid’s damage to 1 and made the game unplayable past a certain point.
Fixed a bug that could crash the game on startup if a certain key was pressed.
Fixed a bug that caused new Environments not to appear.
Fixed an issue where buying Automator points from the ruby shop did not update skill tree displays.
Fixed an issue where double digit automator sets did not properly display their number.
Fixed an issue that was slowing down the time it took to go from one automator set to another.
Hopefully fixed the issue that was causing the game to crash after being open for long periods of time.
0.9.2 (e) Changes:
Ethereal items can now be purchased from the ruby shop.
Reduced difficulty.
Increased power of Ethereal Items relative to gild difficulty.
Fixed a bug that skipped a gild difficulty jump after gild 0.
Fixed a bug where players could end up with negative stats after gilding.
Repacked cave monsters to fix clipping issues.
Mana bar no longer shows decimal places from fractional Ethereal item levels.
Fixed Manacrit tooltips and added damage bonus to the skill tooltip.
Modified robust functionality to reflect what the description implies.
Added Ethereal item info on skill tree nodes tooltips that were missing it.
Fixed an issue where Clickstorm and Critstorm did not correctly double in speed after the first minute.
Removed Limit Background FPS setting due to a number of bugs caused by it.
Removed FPS limit on Reduced Render Quality setting.
Fixed a bug where pressing the hide UI button while loading would cause the game to crash.
Fixed an issue where error messages frequently gave bad info. Should now output useful error messages.
Purchasing trait nodes from the skill tree now properly recalculates Ethereal stats.
0.9.5 (e) Changes:
Ethereal item tooltips now show the number of levels a character will receive based on their current level graph nodes.
Reduced the scaling for a number of Ethereal items.
Increased the power of Ethereal items in the first few Gilds.
Monsters more than one level below you now grant less experience.
Monsters higher level than you now grant more Experience.
Ruby Shops are now accessible at any time, besides certain instances like Boss fights and between Worlds.
Managize now restores mana for energy over time.
UI Change for Monster Levels in World Select Panel.
Reduced interaction between Critical Power Surge and Sustained Power Surge.
Ethereal Mana Crit buff reduced but now scales with multiple copies.
Development Progress Update: Ethereal Items Drop UI, Offline Progress, and Gild Start Builds
Hey Everyone!
Ethereal item drop UI In our last post, we showed you the new Ethereal Item panel UI, but we were still finalizing the UI for Ethereal Item drops. We’ve finished that up last week and are now mostly complete with the UI and implementation.
Offline Progress Offline progress has been a major issue we’ve been trying to tackle. In Clicker Heroes 1 offline progress was simple because it only needed to check what your damage was and how far that would let you go. With Clicker Heroes 2 it was a much more difficult problem because we wanted it to accurately simulate the Automator and using skills. Because of this decision we needed a way to make the gameplay the amount of time you were offline in a short amount of time.
There were a number of issues we had to tackle to make this possible, but over the last few weeks we’ve.
* Fixed an issue with offline progress that caused the game to occasionally crash when new environments were loaded
* Fixed a number of memory leaks that occurred during offline progress that would cause the game to crash.
* Rewrote and optimized a lot of functions, systems, and skills that drastically increased the amount of time it took to calculate offline progress.
First 5 skill tree nodes unlocked on Gild
A few progress updates ago we mentioned that we added an Automator Stone for the first World of Gilds. Now we’ve also made it so the first 5 skills are unlocked on Gilding which will allow for creating Automator builds that help you get through the early worlds of Gilds.
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If you haven’t already, also be sure to check out our previous updates
Development Progress Update - Ethereal Items UI and Artwork
In our last update we discussed Ethereal items and how they were implemented, but missing assets and UI.
Last week a lot of work was done on the functionality of the UI like dragging and dropping Ethereal items and adding tooltips, but the artwork was still missing.
Old UI
This week we’ve begun adding in the artwork for the UI and we’ve also finished up the Ethereal item artwork. More work still needs to be done, but we’re getting closer every day.
New UI
Our focus now is on polishing up the UI and balancing. Once that is complete we'll let you know more, but let us know what you think so far!
Development Progress Update - Ethereal Items, World Traits, and The Wizard
It’s been a while since our last development progress update and I wanted to fill you in on some of the stuff we’ve been working on.
Ethereal items
Cid specific traits and base stat Ethereal items are now fully implemented, but they are currently only accessible via console commands and our focus now is on adding UI functionality and balancing.
World traits
With Ethereal items being mostly complete and World traits being fully implemented, we are now beginning to test how they interact with each other and adjusting things where they are needed.
The Wizard
For the Wizard we’ve been working on tackling some of the issues that are currently affecting gameplay and slowly getting closer to where we want him to be.
* Tier 9 ice/fire crit nodes no longer give 100 times as much crit as other nodes.
* Solar system no longer appears on worlds it was not cast on.
* Transmutation no longer activates when it shouldn’t.
* The Runecorder no longer crashes the game at the end of a Gild.
Misc
Between the Wizard, Ethereal items, and World traits we have also been trying to fix some long-standing bugs and also add in some Quality of life changes.
* Fixed a bug that could crash the game on startup if a certain key was pressed.
* Fixed a bug that caused new Environments not to appear.
* Fixed an issue where buying Automator points from the ruby shop did not update skill tree displays.
* Updated the wording of some Automator stones and gems to be more consistent.
* Added an option to purchase nodes without confirmation popup.
* Added an option to disable the UI when the game is not in focus.
And as always feel free to ask any questions and we'll try to answer them as best as we can!
Development Progress Update - World traits, Wizard bug fixes, New Automator stones
Hey Clickers!
We’ve been working on a few things since the last development progress update and we wanted to share some of them with you. They're not quite ready to be sent out, but here are some of the things you can expect over the next few patches.
Wizard
- Idle damage fixed on bosses
- More work on Runecorder UI and multiple recordings
- Fixed another crash related to out of bound frames
Cid
New Automator stones
- First world of gild
- Not first world of gild
- Not a boss zone
- Next monster > 1m away
Gild wide world traits
World traits are a new system we’ve been working on that will bring some uniqueness and variety to each new gild and should make you think about which options you are going to pick in the skill tree. As it is currently every world in a gild will have the same traits and the more gilds you have, the more world traits each gild will have.
There’s still plenty of testing needed and these world traits may change, but here are just a few examples of the world traits we’ve been working on.
Robust - Critical hit chance reduced by 100%.
Exhausting - Attacking temporarily reduces your haste.
Banal - Mana does not regenerate.
Gargantuan - Five absolute units per zone.
Underfed - Lots of itty bitties.
Unstable - All energy is lost upon reaching maximum energy.
Income Tax - An aggressive tax structure that scales with multipliers to monster gold.
Speed Limit - Fines will be issued for dashing.
What other world traits would you like to see?
Development progress update for experimental
Hey Everyone!
We've been back from holidays for a little bit and thought we'd give you an update on what we've been working on since we've been back. More still needs to be done before we send out an update to experimental and some of these changes may not make it into the next update, but we'll be sure to keep you updated on how things are progressing.
Wizard:
Fixed solar storm crash and a number of other crashes when no monsters are on screen
Tweaks to idle damage numbers
Fixed a number of issues where logic was shared between multiple Wizard saves
Runecordings are now character specific
Beginning work on a system for storing Runecordings
Fixed idle damage on bosses
Made it so keys no longer break idle
Cid:
Huge Clicks no longer shake the screen if the option to disable screen shakes is enabled
Fixed Cid's skill panel issue
Modding Changes:
Added new extended variable system for storing character specific save data.
Working on removing out of date information in the modding documentation as well as added some more examples and clarifications.
Also, let me know what you guys think about these type of updates and what you would want to see in a future update!
The Wizard is now available in experimental!
Hey Clickers!
We wanted to give you one last update before we go on Holiday! We just pushed out 0.9 (e) to the experimental branch which brings The Wizard into the world of Clicker Heroes 2. The Wizard uses runes such as Ice, Fire, and Lightning as well as a number of neutral runes to create a variety of spell combinations that interact with each other in interesting ways. With the spells that you discover, you can plan out the perfect sequence and record them with the Runecorder, a new Automator that is unique to the Wizard.
There’s still work to be done before The Wizard is complete, but if you would like to help by testing and giving feedback that will shape what The Wizard will be in the final version, we would appreciate it!
To participate in the experimental: Restart Steam. Go to Library -> Right click on "Clicker Heroes 2" -> Properties -> Betas. Type "ibackedupmysave" into the beta access code field, click "Check Code". It should unlock "experimental" in the dropdown menu. Choose "experimental" and wait for the update to download.
Once the game is open the game menu should appear on the left side and you can click “create” and select the Wizard. If this menu does not appear simply press escape and follow the same steps.
Note: Experimental versions do not carry over to the live version of the game so be sure to opt out of the beta when you want to switch back to playing Cid and keep your progress.
Patch 0.8.1 Live!
Hi Heroes!
We've just finished up 0.8.1 which contains major balance and progression changes as well as significant stability/performance improvements. This patch also sets us up for the Wizard which will be entering into experimental in the next few days.
As always, thanks for your support, and let us know what you think!
### What's New:
- The Big Reset - Players will have their saves wiped on loading into this patch but progress from here on out will be PERMANENT.
- Major redesign of the experience system and world difficulty. For more detail on these changes, [check out this post by Asminthe](https://www.reddit.com/r/ClickerHeroes/comments/a5nlvy/experienceworld_changes_in_081/).
- Gilds are now every 30 worlds
- New World Theme: Desert
- New Clickables
- Automator points can now be purchased in the ruby shop
- Significant performance and stability improvements to the game client.
- After gilding you now start with 80% of the experience needed to reach the next level
- Ancient shard timer is now reset when gilding
- Current energy/mana are now only increased if an item purchase actually increases your maximum energy/mana.
- Adjustments to coin physics
- Various bugfixes
Clicker Heroes 2 0.8.1 (e) Patch notes - Permanent Progress, Desert World, and Major Progression Changes
Hi everyone! We've put a new patch up on the experimental branch for testing. This patch is a preparation patch for 0.9.0 (which will include the Wizard) and contains balance changes as well as significant stability/performance improvements.
During experimental your save will remain unchanged, but once we release this patch on live, all players will have their saves reset. This is the "big reset" that will allow everyone to carry their progress forward. After this reset, we will support saves as permanent going forward.
As always, remember to back up your save before testing.
What's New: - The Big Reset - After the experimental build is over players will have their saves wiped on loading into this patch but progress from here on out will be permanent.
- Major redesign of the experience system and world difficulty. For more detail on these changes, check out this post by Asminthe.
- New World Theme: Desert
- New Clickables
- Automator points can now be purchased in the ruby shop
- Improvements to automator set display
- Significant performance and stability improvements to the game client.
- Various bugfixes
0.8.1 (2e) Changes: - More bugfixes
- Desert World Should actually show up now
0.8.2 (3e) Changes: - After gilding you now start with 80% of the experience needed to reach the next level
- Ancient shard timer is now reset when gilding
- Boss health is no longer impacted by monster type health multiplier from environment data
- Current energy/mana are now only increased if an item purchase actually increases your maximum energy/mana.
- Bosses once again give an entire zone worth of experience
- Adjustments to coin physics
0.8.1 (4e) Changes:
- Testing save wipe functionality
0.8.1 (5e) Changes:
- More save wiping functionality
- Small progression changes
Reminder: Please back up your games before testing on the experimental branch! If your save gets corrupted we will not be able to help you. Your games will be in your Application Data folder. In Windows, it's stored in: C:\Users\YOUR_USERNAME\AppData\Roaming\ClickerHeroes2 - back up this entire folder.
To test: Restart Steam. Go to Library -> Right click on "Clicker Heroes 2" -> Properties -> Betas. Type "ibackedupmysave" into the beta access code field, click "Check Code". It should unlock "experimental" in the dropdown menu. Choose "experimental" and wait for the update to download.