Today we are releasing part 1 of the Museum rework along with some module updates and changes to make the entry phase into infinity significantly easier.
The Museum rework has been divided into two parts as a result of an unexpected delay we had to endure. While part 2 will bring new content to the Museum, part 1 focuses mostly on the improved user interface and refactored code with only minor modifications.
It took a little bit longer to release this update since at first Matt unfortunately got sick for a week and right after it hit Speedy for an entire week as well.
Now that we are both well once again we can finally release the next version before our company officially takes the next three weeks off. During that time period we won't push out major content updates but instead make sure that the game remains or gets into a stable state after today's release.
Following the much needed break, you can anticipate more regular updates and details about the development progress. The next Dev Diary scheduled for this week will contain a small roadmap showcasing our plans for upcoming content updates and the future plans for the game.
Changelog
General
added new module ("W.I.N.C.E.")
added new module ("Whirlwind Aura")
added hotkey to open stats menu
buffed infinity damage booster perks from ^25 to ^40
removed neutral damage boost infinity perk
fixed module 'Steini“s Chained Ball' not applying the correct attackspeed reduction
fixed Boss 5 not counting as a boss fight for the AI
fixed modifiers applied from challenges not being applied upon reloading the game
fixed AI executing empty scripts throwing errors
Museum Rework Part 1
refactored UI
refactored Offshore Market
added some quality of life features to Power Stone UI
added 'auto-mode' for Power Stone combining
added ability to re-purchase the last two sold Power Stones
added the ability to lock items in the Offshore Market
added preferences to the Offshore Market
added hotkey to sell entire Power Stone inventory
increased Power Stone loadout slots from 130 to 135
increased Power Stone inventory slots from 25 to 30
held Power Stones are now saved and no longer dumped into the inventory automatically
changed order of boosts to match with the general element order
changed order of Power Stones in the shop to match with the general element order
adjusted the sell value of Power Stones
offline Artifact research doesn't require a skill anymore
replaced 'Statistic Boost' skill with 'Primordial Power'
removed skill 'Offline Research'
removed skill 'Achievement Boost'
AI function 'Museum: Is Fill' is now deprecated
AI action 'Museum: Fill' is now deprecated
AI action 'Museum: Buy' is now deprecated
AI action 'Museum: Buy Market' is now deprecated
renamed AI function Museum: Delete to Museum: Sell
renamed AI function Museum: Delete All to Museum: Sell All
added AI action 'Museum: Buy'
added AI action 'Museum: Buy Range'
added AI action 'Museum: Move Slot'
added AI action 'Museum: Swap'
added AI action 'Museum: Set Preferred Tier'
added AI action 'Museum: Set Preference'
added AI action 'Museum: Market Refresh'
added AI action 'Museum: Buy Market'
added AI action 'Museum: Lock Market'
added AI action 'Museum: Rebuy'
added AI function 'Museum: Preference'
added AI function 'Museum: Market Lock'
added AI function 'Museum: Preferred Tier'
added AI function 'Museum: Market Timer'
added AI function 'Museum: Max Tier'
added AI function 'Museum: Market Element'
added AI function 'Museum: Market Tier'
added AI function 'Museum: Market Lock'
added AI function 'Museum: Trash Tier'
added AI function 'Museum: Trash Element'
Module Rebalance
Serious missile
Chance from 3% to 10%
If the effect does not trigger then target receives immunity against it for 5 sec.
Strikeback
Chance to trigger reduced by 20%
Attackspeed bonus from 100%/130%/180%/240%/300% to 40%/55%/70%/85%/100%
Duration is now actually displayed in description
Tideshift
Energycost from 5000 + 10% to 5000 + 33%
Sandstorm
Energycost from 2000 + 5% to 2000 + 25%
Temporal Barrier
Energycost from 5000 + 1% to 5000 + 5%
Duration increased from 9/13/17/22/27 to 14/18/22/26/30
Duration now decreases by 0.5 seconds for every use until the end of the round (duration cannot get lower than 1 second)
Titanium Hull
Duration increased from 20 sec. to 25 sec.
Energy regeneration is now disabled while titanium hull is active
Void
Only destroys neutral enemies
Tower is now affected by enemies using void unless it wears the "Universal" module
Infinity Foundation
Raises shield, energy regeneration and health regeneration to the power of 0.8
Infinity Shield
Reverts shield debuff from infinity foundation but raises hp to the power of 0.9
Infinity Regeneration
New effect: Reverts health regeneration debuff from infinity foundation but raises hp to the power of 0.9
Infinity Energy
New effect: Reverts energy regeneration debuff from infinity foundation but increases cooldowns by 25%
Firestorm
Cooldown reduced from 5 to 3 sec.
Lighting
Energy cost reduced from 125 + 15% to 125 + 5%
Stun duration increased from 2 to 3 sec.
Cooldown reduced from 10 to 8 sec.
Focus
Cooldown reduced from 120 to 90 sec.
Energy cost reduced from 50 + 15% to 50 + 5%
Max tier is now 250
Exchange
Max tier is now 250
Taste
Max tier is now 250
Crit Modules (Elemental + Non-elemental)
Max tier is now 250
Planned Strike
Max tier is now 250
Solar Strike
Max tier is now 100
Division Shield
Max tier is now 250
Neutral Amplifier
Max tier is now 100
Photosynthesis
Max tier is now 50
Lucky Shot
Chance now slightly increases after tier 5
Dark Sacrifice
Max tier is now 250
After T5 it increases the damage multiplier gained by 1% per tier (up to a 245% bonus)
Infinity Impetus
Max. level is now 1000
Max damage bonus per meter increased from 50% to 70%
Impetus Modules (Non-elemental)
Max tier is now 250
Provides +0.1% additional damage bonus per meter per tier after T5
Impetus Modules (Elemental)
Max tier is now 250
Provides +0.1% additional damage bonus per meter per tier after T5
Raised damage bonus per meter from 15%/25%/35%/45%/55% to 35%/45%/55%/75%/95% (maxes at 120% on T250)
Shield of Nature
Max tier is now 250
Regeneration gained when taking damage now increases by 0.01% per tier beyond T5
Chance increases by 0.1% per tier beyond T5
Shield of Air
Max tier is now 50
Shield of Fire
Max tier is now 250
Increased damage factor from x0.2/x0.25/x0.3/x0.35/x0.4 to x0.2/x0.3/x0.4/x0.5/x0.6
Shield of Frost
Max tier is now 250
Rescaled attackspeed slow from -60%/-90%/-155%/-225%/-260% to -40%/-55%/-70%/-85%/-100% (caps at -590% on T250)
fixed crash on new game which caused the tutorial to not load
fixed vines and ice pillars checking the total orb count instead of their own type
fixed a bug with the module 'Shockwave'
fixed idle difficulty selection
fixed typos
v0.10.0 B9
fixed anvil showing wrong values
fixed module drops not triggering when manually exiting tower testing
v0.10.0 B8
added option for Boss 5.2 to skip credits
reduced light infinity stone requirement to 1000
changed priority of quantum defense from 0 => 1000
AI scripts now do not import non-actions as actions in case of an action not being loaded properly
eternal wall no longer boosts hp further than 1e300
fixed anvil locking bonus preview being off in certain cases
fixed new game using the difficulty of the previously deleted game
fixed tooltip for deep slumber resistance
fixed typos
v0.10.0 B7
fixed requirement for MT14 and MT15
fixed MT15 not showing new software upgrades as a reward
fixed camera sometimes being offset when using Dynamic UI scaling with high resolution
v0.10.0 B6
- changed priority of temporal barrier to trigger almost at the end of the module processing pipeline - changed priority of conductor to trigger after temporal barrier - fixed being able to enter challenges with arbitrary blueprints - fixed Boss 5 spell 'Cosmic Ray' using the wrong time - fixed multiple Boss 5 issues related to Dynamic Rendering and Dynamic Scaling