We've returned from our holiday break with the long-awaited boss 2 rework, which makes the fight considerably faster and smoother overall. Check out the changelog for a summary of key changes.
Your feedback on the dashboard has been noted, and we're making adjustments in the upcoming updates, starting with the reintroduction of conversion buttons. They will come with a conversion dial, allowing right-click conversion from inside the dashboard.
In the coming updates, we'll work on polishing, refining game mechanics, and addressing issues. This contains early infinite rescaling for infinity stone usage prior to MT15, quality-of-life modifications for all buildings, the development of a uniform import/export interface, and improvements to increase the forgiveness of certain mechanics to make potential mistakes less or not punishing at all.
Thanks you for your continuous support! Here's to another fantastic year!
Changelog
Boss 2 Rework
all boss attributes have been rescaled (hp, damage, projectiles, etc.)
overall pacing of the fight is faster
boss 2 gains new attacks/variations of attacks on tier 2, 3, 5, 8, 13 and 21
boss 2 fight features boss modules for the tower
it is not required anymore to destroy all boss components in order to win the fight
components that are inactive only take a fraction of your damage so focusing on active components is rewarded
reloading with full ammunition is not possible anymore (in order to prevent accidental missclicks)
reloading while reloading is not possible anymore (in order to prevent accidental missclicks)
shooting now creates a small effect on the screen to provide visual feedback on shooting
hitting something now colors the targeting circle red for a short period of time and plays a bouncy animation
camera smoothly follows targets based on their priority to ensure dangers are always at the center of the screen (like in classic arcade shooters)
Fixes
fixed town visuals staying disabled when exiting idle mode via hotkey
fixed chaos gift not properly handling cooldown of modules that are being cast twice
v0.37.0
Hey everyone!
This week's update includes more small design changes to make various mechanics less punishing. In general the game should feel casual and focus on constant progress from a player perspective. Smart decision should be rewarded with faster progress but mistakes should not be punished by a setback. At least not without warning or without enough opportunities to prepare.
One important change in this update is the sell price for Power Plant components. Experimenting with mechanics is an essential theme of the game. The fact that components in the Power Plant only sold for a fraction of their original price worked pretty much against this theme since playing around would be punished with a net loss in resources.
Therefore this update changes the sell price to 100% of the original price which allows you to basically freely move components around. Along with that the building skill that increased the sell factor from 25% to 50% has been changed to improve the conversion rate of town resources to Power Plant resources instead.
Apart from that we have reduced the cooldown for the upgrade reset timer inside the Trading Post from 12 hours to 30 minutes. It's very likely that the timer will be further reduced or entirely removed once we have a full overview of all the consequences this will have for things like the shipyard. It should not end up feeling like a necessity to constantly switch between producer upgrades, Shipyard upgrades and tower upgrades during the early game.
This upgrade also adds the dashboard back into the game. The new one is way more flexible from a technical perspective. It currently shows a few more values for each building compared to the old one and it only takes a single line of code to add more. Additionally we can add progress bars, buttons as well as images to it. Let us know in the comments or over on discord if there is anything specific you would like to see in the dashboard.
Thanks again for all your continues support!
Changelog
New Stuff
added trade amount display to Trading Post UI
added new version of the dashboard
added exotic skill 'Experienced Merchant'
added difficulty selection for stat scaling to sandbox mode
added module 'Bluecat's Harmonizer'
Changes
change module 'Confusion Field' to type legendary
change module 'Kit's Toolkit' to type legendary
change module 'Diver's Shield' to type defensive
Power Plant components can be sold for 100% of their worth per default
Power Plant skill 'Component Recycling' has been replaced by 'Efficient Recycling'
reduced default Trading Post upgrade reset cooldown value from 12 hours to 30 minutes
slightly reduced difficulty of challenge 15-1
Fixes
fixed module 'Super Bounce' projectile sometimes throwing exceptions
fixed module 'Battery Foundation' multiplying damage by 0 at 0% energy
fixed pumpkin producers showing wrong icon in production section of tooltip
fixed worker tasks for asteroid scanning showing task parameter as internal string
fixed description of module 'Dark Sacrifice'
fixed canceling of targeted skills disabling unit selection
fixed Museum skill 'Research Funding' not applying the correct price reduction for each tier
fixed module 'Universal Shield' creating garbage memory when executing its effect
fixed reforge level slider showing NaN for modules with 0 levels between tiers
fixed challenge 11-3 not multiplying the neutral vs. neutral factor more than once
fixed winter wonderland not properly refreshing day of the month based bonuses on scene reloads