- fixed module 'phasing' description - fixed typo in Boss 5 fight - fixed Boss 5 card in Arcade not being unlockable - reduced light infinity stone requirement to 1e4
v0.10.0 B1
Hi everyone!
We're thrilled to finally be able to release Boss 5 and the infinity overhaul!
We'd like to express our gratitude to all of our Patrons and Discord Premium members who helped us test all of the modifications and ensure that the game remains enjoyable and balanced. Even with everyone who has previously tested the game, there will be some bugs and we're prepared to provide quick hotfixes.
We're also preparing a Dev Diary that will focus on our next steps and major updates.
Enjoy the update and let us know what you think!
Changelog
New Stuff
added Boss 5
added closing credits
added module cooldown factor to Town stats
added era multipliers to unit window
added Town skin 'Space'
added buy max. function for Headquarters servers
added missing descriptions for some achievements
added military perk 'Eternity Anvil'
added infinity stone extraction upgrade
added infinity perk 'Anvil power'
added software 'Infinity Horizon'
added software 'Wave Restart'
added module 'Deep Slumber'
added module 'Omega Synergy'
added module 'Generic Armor'
added module 'Magical Stone Of Floof'
added module 'Steini´s Chained Ball'
added achievement 'Spectral Breaker'
added achievement 'Final Attack'
added achievement 'The Perfect Tower'
added achievement 'Pure Heart'
added achievement 'No Escape'
added AI action 'Era: Upgrade divider'
added AI action 'Era: Disable powers'
added AI function 'Era: Disable cost'
added AI function 'Game: XP'
Infinity Changes
highscores above 200 infinity will be scaled down on first load
modules 'Infinity Foundation' and 'Infinity Attack' are automatically unlocked for people who reached infinity before the update
We'd like to provide an update on the Infinity Rework, which was mentioned in the previous Dev Diary. Please note that this post might contain spoilers for existing or future mechanics. If you want to play the game without any spoilers it’s best to stop reading here.
Recent Changes
We recently altered a number of modules to make the new infinity phase of the game more balanced. This had to be carefully tested by our supporters, and we've made even more changes as a result of their feedback.
We're now putting a new mechanism to the test that should make higher difficulties more intriguing. In addition higher difficulty highscores are now more effective at charging infinity stones. Depending on the difficulty level, enemies will get additional stat modifiers and unique powers such as energy regeneration or reduced debuff duration. No modifiers are used on easy mode.
We'll be ready to release the next version after this mechanism has been thoroughly tested. We believe that this will be the case later this week.
Migrating Highscores
Because the last Dev Diary's vote resulted in a almost three-way tie, we've decided to treat highscores in the following manner. Between 0 and 200, all infinity highscores will be unaffected. Everything greater than 200 will be scaled down to avoid making them unreasonably high in the new meta.
Previews
We offered a sneak peek at the Anvil in the last Dev Diary. Today, we'd like to share another screenshot with you in order to give you a better idea of the many boosts available.
The unit selection window has also seen some changes. All active era abilities, era multipliers, as well as modules that the unit has mimicked, are now shown.
The Update will include Boss 5, new modules, new software, new achievements, and more, in addition to the previous mentioned adjustments.
We hope that you are looking forward to these changes and we're excited to finally be able to share Boss 5 with you all!
Since the last update we’ve been working on a new infinity phase (military tier 12-15) and we want to tell you more about it today. Please note that this post might contain spoilers for existing or future mechanics. If you want to play the game without any spoilers it’s best to stop reading here.
So, what is the problem with the current infinity phase? Well, quite simply, it is just a placeholder. There are no real goals – the only goal is to unlock infinity. Infinity introduces hardly any new mechanics or challenges - to progress you just need resources. The Infinity Forge is just a placeholder for the temporary endgame.
What’s the goal for the rework? The goal with the rework is to implement proper mechanics that make the phase more interesting, unique and rewarding.
New Mechanics
Mimicking
One of the new mechanics involves enemies trying to mimic Tower modules. This means they will spawn with random modules from your current blueprint. The modules will have their regular effect just applied to enemies if possible. There are certain cases where a copied module could provide you with an advantage or at least causes no further downsides. Use that knowledge in order to construct a suitable blueprint to fight against enemies of that phase.
Module Fragments
Defeating enemies who are using modules from your blueprint will make them drop module fragments. You can use them in order to upgrade various bonuses, unlock modules inside the infinity grid and boost other features inside the workshop.
Anvil
The anvil is now the heart of the infinity phase. It provides you with a grid of orbiting stars (bonuses) that you can supply with module fragments to permanently boost various stats of your Tower. You can also "lock" your current position to exponentially amplify the bonuses provided by all the nodes inside your selection circle. The positioning of all bonuses is based on universal time which means that the position of each individual bonus is synced for all players.
Forge
The forge is now a more balanced addition to the infinity phase that allows you to rescale the module price scaling. It also grants you access to "reforging" which is similar to the old forging mechanics except that you have to upgrade the maximum level that you can set your modules to by using module fragments.
Infinity Modules
The update will also affect how infinity damage works, the difference between regular and infinity modules as well as the effects of infinity enemies on regular modules. We are currently testing various different mechanics with the supporters so we can't give you any exact details on them yet.
Infinity Highscores
This brings us to our last and most important point. The infinity rework will also introduce a rebalancing of how many infinities are needed in order to progress which is a lot lower than what was previously needed in order to get a reasonable charge time for your infinity stones. The new software upgrades in the Headquarters as well as rebalancing of old ones will also increase the general wave progression speed in order to put the focus on survivability instead of endurance/time. This means that you will no longer have to let your game run for multiple days just to progress.
In order to make the rebalancing work we have to adjust the current infinity highscores to not make them disproportionally high. The supporters who tested the changes had their highscore reset back to infinity 1 and managed to get to the new upper limit in almost no time.
Another small update in between to fix some issues and recent bugs. This one additionally re-enables case-sensitivity for the AI together with according changes to the UI to make the casing visible. Scripts that either use software or factory ids are automatically migrated upon loading the game (on a best effort basis by using a new wrapper function but for really complicated scripts it is impossible to migrate them without extracting the meaning or the context of the script). For imported scripts you can chose the migration option if you think that the script might be affected by these changes.
The players who created guides and AI scripts have already been informed by these changes so it might take a bit until all scripts are updated. All in all this should solve a ton of headaches in the future when it comes to string-handling inside the AI. The initial idea to remove the aspect of casing from the AI entirely in order to simplify it a bit was just harder and harder to maintain without any meaningful gain in the long run in terms of usability. It was in fact just making things more complicated especially for people who were using the external editor to create scripts.
Changelog
New Stuff
added worker task 'Darkness: Collect particles'
added AI function 'String: To Lower'
added AI function 'String: To Upper'
added AI function 'Factory: Find Id'
added AI function 'Software: Find Id'
added AI function 'Highscore: Wave'
added AI function 'Highscore: Era'
added AI function 'Highscore: Infinity'
Changes
AI is now case-sensitive
changed UI components of AI script editor to display string casing
nature experiment now spawns floating texts on auto-harvesting
Fixes
fixed order of processing in light experiment
fixed grid in universal experiment not refreshing after prestige or reset
fixed gem experiment upgrade buttons not refreshing on reset
fixed crash when switching experiment while universal experiment is active
fixed values not refreshing properly after the first max. buy in electricity experiment
fixed heat exceeding limit in fire experiment
fixed air experiment not refreshing properly after prestige or reset
fixed noise bar in darkness experiment being cut off with some resolutions
fixed jumble visually scaling weirdly on some resolutions
v0.9.10 B6
Changes
adjusted coil price and goal requirements in electricity experiment
darkness experiment radar UI now scales based on bought upgrades
items that are locked no longer show up in the Factory search results
crafting saplings is now locked behind Factory specialization military perk in addition to also having at least military tier 6
hard mode challenges are now locked until its normal mode has been completed
Fixes
fixed earth reset button not working
fixed 'instant complete chance' not refreshing when stack count changes in gem experiment
fixed locked experiments having the shiny highlight UI effect
fixed prestige button not updating in neutral experiment
fixed air experiment starting with wrong prestige requirement
fixed shiny effect on reached goals button being active for a second after switching experiment
fixed blueprint export code not updating if only the name was changed
fixed military tier goal tooltip for unlocked modules being the same as for maximized modules
fixed AI learning steps starting at 0 instead of 1
fixed artifacts in Mine 2nd floor being unlockable before Museum has been unlocked
v0.9.10 B5
fixed AI function'String to Double'
fixed memory leak in nature experiment
v0.9.10 B4
added AI function 'String to Double'
added AI function 'String to Integer'
reduced synergy bonus in light experiment from 15% to 12%
fixed ray count being offset for synergy bonus in light experiment
fixed light experiments components not costing resources
fixed nature experiment prestige button not refreshing when plant points changed
fixed gem experiment particles rendering in front of skills/help/exotic menu
fixed gem experiment still consuming stacks even if the non-consume-stack action triggers
fixed darkness experiment scaling
fixed worker AI name casing issue
fixed renaming Blueprint not refreshing the name in the UI
fixed building shortcuts sometimes not refreshing when construction completes
v0.9.10 B3
- fixed a crash when selecting Worker tasks
v0.9.10 B2
- fixed localization of workers AI functions - fixed nature experiment not deducting resources on prestige - fixed running into a rocks in Adventure counting as a turn