New: Double clicking an clicker upgrade within 0.25 of a second will attempt to purchase the upgrade.
New: Shift-Clicking an upgrade will attempt to purchase the upgrade.
New: Upgrade preview now shows the next upgrade after purchase.
New: Can now preview previously purchased uprades
UI: Upgrade scroll wheel speed doubled.
UI: Label added for clicker upgrades.
Explore:
UI: Label added for Explore queue.
Dungeon:
UI: Number format change for Multiplier and Multiplier on Reset.
Bugfix: Should no longer be able to specify a run larger than your essence pool allows.
Inventory:
Balance: Inventory size increased from 20 to 28.
UI: Resize button bar changed.
Kingdom:
Balance: Projects reward kingdom module xp only when reaching project highest level. A lesser flat reward is given for repeated levels.
Bugfix: Building enable/disable button defaults to hidden in the rare chance its shown to new players.
Race & Rebirths:
New: Advantage Spelunker now grants 25 Additional Cave Item Find Bonus after the reaching stage 30.
Balance: Advantage Spelunker now grants additional caves equal to the characters best stage.
Bugfix: Various rebirthing calculations now uses the games affixes at the time of rebirth.
Miscellaneous:
New: Clicking on a resource with edit mode off toggles between total, and average change over an minute for resource.
New: A new window that displays your character data and information has been added.
Added: Button to open the games Saved data folder located on the main menu when viewing backups.
Change: Dev mode for appearances has been disabled.
Change: Settings file optimized. Now takes up 15-25% less space.
Bugfix: Clicking a Codex Enty name now properly formats the definition.
Bugfix: Codex button text now resize to fit in the block.
UI: Dungeon tooltip for Multiplier changed. Added codex highlightning.
UI: Dungeon tooltip for Multiplier on Reset changed. Added codex highlightning.
UI: Tooltip added to inventory toggle for Item/Equipment view.
UI: Tooltip added to inventory toggle for Detailed/Simple view.
UI: Tooltip added to inventory button for Filter by Gear score.
UI: Tooltip added to inventory button for Filter dismantle/sell toggle.
UI: Tooltip added to inventory auto destroy of gear score lower than amount.
UI: Tooltip added to inventory for auto destroy by rarity.
UI: Tooltip added to inventory for force keep by rarity.
UI: Rebirth window now shows description preview of Race, Advantage and Class before picking.
UI: Rebirth window has been resized. (previous scale effect removed, and every element adjusted to normal size comparison)
PlayTest Date and Details
August 6th, Tuesday. Eastern Timezone.
The PlayTest is planned to accommodate up to 500 players for its first batch. This is by no means a limit but a buffer to potential chaos. More players will be accepted if there is any in the weeks following, and until the PlayTesting is over.
PlayTest is planned to last until early access. Once you are in, you are in!
Though players say the game is quite stable, the game is still considered in heavy development as there are a number of features yet to be added to the game. As such, theres a lot of testing. Feedback and constructive criticism are the most valuable resource that one can provide during the PlayTest and the best places to do so, are in discord, and the steam community section.
The button for the PlayTest will not be visible, until the 6th. To join the PlayTest, on the 6th you will need to go to the game's store page. And somewhere under the game's screenshots you will find a green button that mentions joining or requesting access to the PlayTest. After you request acess, unless it's full, which I don't think the limits will be reached. Then you should get access immediately and the game will show up in your game library for download. If by chance it's full, you will simply be put in a wait list and will receive an email when you gain access.
Playtest and plans
Playtest
Multi Idle will soon be opening to a public PlayTest through steams PlayTest feature. There is currently plans for roughly 500 players at first, with more space opening after depending on feedback, bugs, and the number of player drop-offs.
What to expect with PlayTest
For those that already have access, Content will be roughly the same but with QoL additions.. But for players that are entering the PlayTest they will be granted the exact same build as what is currently being released to players. Current game updates have been reserved to just Quality of Life, Visual improvements and bug fixes for this time, With content updates soon after the PlayTest.
Content to expect
There's a lot of features and mechanics that will be introduced. After the PlayTest, when updates start being more content driven again, there will hopefully be a passive addition of skills. Somewhere shortly after, I will also restructure the center of the passive tree. It won't be a full refactoring of the passive tree but mainly just how players start. Players will select one of six starting locations in the center, which just dictates which node your passives begin from. You can always double back around to another starting node, but may not be worth the point investment.
From there we will likely have a decision to make regarding what content comes after, but to list some out:
Roguelite - Will be inside the dungeon module, and will be a system that will use a resource to either start a RogueLite run or move forward to the next room within it. Every run will begin at room 1, and increment with every room similar to how the dungeon stages work. The fighter used in this feature will also begin at level 1. Between every room, the player will be able to choose a bonus that will be applied to that run. These bonuses include things like levels to the fighter's level, increased damage, armor and health of the fighter, and more. With the fighter used in this feature being very secluded to itself, he will not be getting the benefit of many bonuses available to the normal dungeon fighter except a lesser bonus based on the player's current multiplier. There will be benefits given to the player at the end of each run depending on how far they've gotten.
Raids - Players will use either all three of their characters. Or the currently selected fighter with two other Pre-Configured fighters scaled with your character's current multiplier. The player will then fight a difficult dungeon boss with absurdly high health! A very even fight will likely last a whole minute. When a boss is defeated, the next boss will then spawn and with a much higher difficulty. There will be multiple different types of bosses, each with their own respawn times. There is going to be a time limit on the fights, likely somewhere between 60 to 120 seconds. When all of the player's fighters die or their time runs out, rewards will be given based on how many bosses they've defeated.
Arena - Some players may not have experienced this since there has been a large bug with it recently and a large focus being pointed to other focuses of the game. If the arena is not working this time around then we will get it fully working with the full implementation on the way. The arena will allow players to create a configuration of a fighter. What that means is that we'll give them 100 points to increase stats like health, level, crit chance, and other such elements. As well as 100 passive points for a customization of their tree. And maybe a few other possibilities like a few set ups of equipment. From there the players' fighters will go into a queue where two of the fighters will then fight against each other. Every player both fighting and in the queue will see the same fight, and those in the queue can bet on who will win using arena money. After 64 unique player fighters have passed and been declared a winner, The winners will then fight in a tournament style bracket to decide who has the best fighter!
Some others - There will be other things like Wonders, large buildings to be constructed in the Kingdom. Players will have to rebuild every rebirth however each Wonder will come with a very large reward. There is a card system that will be used as a strategic form of play since there will be a field that you can place cards onto that will have various effects and can change depending on the cards that are adjacent to it. And finally the 'after everything that has been said is done', there will be Space and Worlds, Spaceship building, fighting, and more!
Patch notes - v0.8.59
Patch Notes - Steam v0.8.59
General:
Bugfix: Combat Stats preview for various elements not using kingdom affixes correctly.
Advanced Combat:
Bugfix: Error caused by a future affix for Fungus Growth.
Bugfix: Slowed ailment not working. Was giving Shocked instead.
Bugfix: Slowed and Shocked can no longer have double debuffs. Instead, it updates the time.
Bugfix: Slowed and Shocked were not counting down time.
Hero:
Added: Preventative measures for a Quest Error when starting an Quest.
Bugfix: Quest reward for Multiplier on Reset no longer has decimals.
Dungeon:
Bugfix: Dungeon run log report now includes the run count multiplier for module experience.
Bugfix: Dungeon surge now correctly is included as rewards, and shows in logger.
Bugfix: Dungeon surge specified in log now.
Bugfix: Buff tooltips now show the correct numbers when first loading the game.
Kingdom:
Change: Project build times no longer display a time remaining when no focus points allocated.
Change: Months of Date now display a zero in front of single digit months.
Bugfix: Projects overwriting honor level to a lower number than the current honor level on rebirth.
Bugfix: Adding/Removing WorkForce to Projects and Jobs now activates a game calculation and updates combat stats.
Bugfix: Conquering land now gives module experience.
Bugfix: Exception with toggling a building on/off.
Bugfix: Months of Date how show 1-12, instead of 0-11.
Bugfix: Project completion times now properly include the new Project Build Rate bonuses.
Passive:
Change: Codex definitions are now applied to the descriptions of nodes.
Bugfix: New node Wand Mastery now properly works.
Miscellaneous:
Added: Offline progress and Time skip now include module experience gained.
Added: Combat Log can now use codex highlighting.
Change: The codex now only shows the last 10 Patch Notes.
Change: The codex now initialized with the game start.
Change: Codex has been optimized significantly and now loads in 2-3% of the time it took before.
Change: Skill name used added to the Combat Logger to specify cause of damage.
Bugfix: offline progress items found text.
Bugfix: Skill Statistic for Ice Spike not showing correct individual skill value.
Bugfix: Skill Statistic for Ice Spike now includes the players Multiplier.
Patch notes - v0.7.58
Patch Notes - Steam v0.7.58
Advanced Combat:
Bugfix: UI Tooltip for Marked now has the correct description.
Dungeon:
Balance: Upon rebirth, Get a maximum of 180 + (30 per stage) essence for characters best stage.
Balance: Opponenets now can have Fury and Disruption on stage 100 and after.
Kingdom:
New: Projects now give Honor Levels based on their all-time best level reached.
New: Added new building - Workshop. Unlocked at 10 cleared maps. Provides Project Build Speed.
New: Projects can now gain multiple levels instead of just once per Month Cycle.
New: The following buildings now have an Enable/Disable building. > Armorsmith, Weaponsmith, Toolsmith, Arena, Brickfurnace.
Balance: Various project changes have been added. Detailed in the Projects section below.
Change: Projects unlocked notifications changed. (Returning players will receive additional notifications about this) > Rebirth will reset the level, but give honor levels. Honor levels are added to the effect level.
UI: The word date has been added above the month tick circle.
UI: Project tab workforce Power renamed and repurposed to Project Build Rate.
UI: Projects now have a little more color.
Bugfix: Project slider background now uses a sprite again.
Bugfix: Adjusted view of projects so module picker isn't in the way.
Bugfix: Projects should now display correct default information.
Bugfix: Offline progression no longer rewards projects twice the work.
Bugfix: Projects without focus points now save properly when closing the game.
Bugfix: Projects using different work Cost Scaling from game load, compared to leveling up naturally.
Project Balance:
Explored Food Bonus Per Level lowered from 7.5 to 5.5
Explored Food Work Cost Multiplier lowered from 1.20 to 1.15 per level
Explored Wood Bonus Per Level lowered from 7.5 to 5.5
Explored Metal Work Cost Multiplier lowered from 1.20 to 1.15 per levelExplored Food Bonus Per Level lowered from 7.5 to 5.5
Explored Metal Work Cost Multiplier lowered from 1.20 to 1.15 per level
Explored Leather Bonus Per Level lowered from 7.5 to 5.5
Explored Leather Work Cost Multiplier lowered from 1.20 to 1.15 per level
Hero Health Work Cost Multiplier lowered from 1.20 to 1.075 per level
Hero Health Work Cost Added Per Level lowered from 1250 to 250 per level.
Item Find Rating Work Cost Multiplier lowered from 1.20 to 1.15 per level
Module Experience Cost Multiplier lowered from 1.42 to 1.35 per level