esc removes selected ingredient addtionally to right click
added tooltip on occupied tiles indicating how to remove them
Fixes
fixed a cauldron exploit
v0.33.1
The Halloween event is live and will run from October 1st to October 31st!
Changelog
Changes
slightly optimized handling of spawning effects when effects are turned off
made challenge 7-4 easier
removed halloween achievement 2022
halloween achievement shows years of participation since 2022
enabled new halloween feature 'Cauldron'
slightly optimized pooling logic
infinity reduction is being processed before elemental and bonus modifiers to reduce the chance for damage to become literally infinite because of a value overflow
Fixes
fixed death effects from event not spawning via a deprecated function
fixed stampede throwing exceptions when used by enemies
fixed enemies not resetting their energy/shield when being returned to object pool
v0.33.0
Changelog
New Stuff
added new Town Perk UI
added loadouts to Town Perks
added challenge metallic ruins #5
added challenge metallic ruins #6
added module 'Metallic Ruins Gift'
Changes
Halloween event resets every year
disabled tower movement in boss 1 fight after victory screen appears
reduced Town Perk reset cooldown from 12 to 1 hour
removed infinity perk 'Town: Reset town perk cooldown'
changed infinity perk 'Town: Permanently reduce town perk cooldown' to reduce the time from 1h to 10sec
town perks are loaded via mod loader and no longer static
Fixes
fixed boss 3 boss module 'Soundproofing' not increasing max. hp
fixed Workshop era water defensive ability text being cutoff
fixed that boss 3 could end in a draw
fixed usage of acrobatic plugin in boss 1 fight not canceling regeneration
fixed auto-crafting in Factory wasting items when there is no room for output items
fixed auto-save not automatically happening in Perfect Space
fixed typos
v0.32.1
Changelog
Fixes
fixed artifact 'Strange Cube' resistance modifier
fixed crafter not using the improved alphabetical sorting algorithm from v0.30
fixed typo in artifact 'Blackhole in a Bottle' flavor text
fixed typo in water era defensive ability
fixed gems in idle screen not being localized
fixed military tier up not resetting idle production distribution
fixed stab prevention blocking 100% of all incoming assassin attacks
fixed typo in 'Window: Set Position' AI function
fixed typo in 'Simple Evasion'
fixed buff placers not updating their stats when being upgraded during tower testing
fixed inconsistency in town stat modifier localization
fixed researched artifact count in Museum not refreshing while the artifact tab is active
fixed formatting of wager input boxes in Arcade
fixed Arcade adventure wager reverting to old value unless a new game was started
changed info-text of module 'Monsoon Aura' to be less ambiguous
v0.32.0
Hey yall, In this week's update we finally completed all the region artifacts and made some progress on the remaining challenges. Besides one of the most important changes of this update is the rework of contracts.
Contracts
The contracts in the Headquarters are among the first features that have been implemented into the game right after the Workshop. It made sense to rework them at this point so that they align closer with the final vision of the game.
Contract timers have been removed
We are aiming for a more casual start into the game. Contracts are the first boosting mechanic the player is encountering in the game right after building the Headquarters. Their focus should be on incentivising and rewarding the use of alternative blueprints that might seem less advantageous but which are still good enough to be used in order to progress. Timers served no purpose in this design except for being a minor hassle early on.
Individual contract bonuses have been removed
This allows for more variation between blueprints since the focus wouldn't be on creating one that works just for the best contracts but rather the most contracts. Additionally this will make contracts more accessible since people who manage to create blueprints that only fulfill the simplest contracts are now at less of a disadvantage than before due to them all sharing the same multiplier. It is not set in stone yet that contracts might gain some sort of weighted rating again that influences their strength but the gaps between individual contracts would become nowhere near as big as they were before the rework.
Summary
Contracts do not have timers anymore
Contracts all use the same resource drop multiplier
Resource drop multiplier for contracts is upgradeable
UI has been overhauled to provide room for more contracts (potentially from exotic skills)
Changelog
New Stuff
added upgrade to fission reactor in Power Plant
added challenge metallic ruins #1
added challenge metallic ruins #2
added challenge metallic ruins #3
added challenge metallic ruins #4
added module 'Gnarly Obsidian'
added module 'Magnetic Core'
added research conditions to artifacts
added a +5% Resource boost to 'Energy Sphere' artifact
added a +5% Resource boost to 'Metal Plating' artifact
added a +5% Resource boost to 'Vine Monster' artifact
added a +5% Resource boost to 'Incendiary Device' artifact
added a +5% Resource boost to 'Dice Of Fate' artifact
added additional effect to 'Broken Sword' artifact
added artifact 'Monkey Idol'
added artifact 'W.I.N.C.E Plushie'
added artifact 'Compass'
added artifact 'Strange Cube'
added artifact 'Blackhole in a Bottle'
added artifact 'Broken Wings'
added artifact 'Light Triangle'
overhauled contracts
Changes
health regeneration cannot prevent any unit with exactly 0 health from dying anymore
added #nature tag to nature's wrath
Headquarters 'dealbreaker' skill increases the new per-contract resource drop multiplier
contract 'activist' requires less active modules
contract 'neutralist' provides a greater span for the neutral module count
contract 'annihilist' requires fewer modules of every category
modules unlocked during tower testing which are not random drops or unlocked by reaching wave goals now display a notification
artifacts don't show their name anymore in notifications to avoid inconsistencies since their name is not revealed prior to researching them
element icon tooltip of unit stats window displays strengths and weaknesses of the element vs. other elements
artifact 'Golden Apple' no longer has an effect in hard mode challenges
Fixes
fixed unit stats window displaying the base element of an enemy instead of the current element if it has been modified by a modifier
if the tower attack speed ever reaches infinite attacks per sec. it will now attack once per frame instead of crashing the game
infinity enemies are now scaling their base shield value based on their base max. health instead of their max. health in order to avoid unintended synergies with modules
re-balanced challenge 6-6
assassins activate a retraction failsave 5 seconds after they have initiated an attack but without hitting anything
Fixes
fixed crafting grid not properly resetting item preview color when auto-fill is unable to fill slot
fixed fragment multiplier from contracts not properly refreshing at the beginning of a new tower testing run
v0.30.2
Changelog
Fixes
fixed another issue when upgrading modules in Workshop
removed leftover debug messages
v0.30.1
Changelog
Fixes
fixed upgrading modules with max button in workshop freezing the game
fixed free tiers for modules being clamped between 0 and max. level instead of 0 and max. tier
v0.30.0
Changelog
New Stuff
added high mountain challenge #2
added high mountain challenge #3
added high mountain challenge #4
added high mountain challenge #5
added high mountain challenge #6
added module 'Storm Aura'
added module 'Stampede'
Changes
sorting Factory items alphabetically will compare them by the numeric value of their tier if their localization key is identical (will sort same items with different tiers correctly instead of placing T10 after T1)
buffs applied from auras are not affected by debuff and/or stun reduction anymore
boss statistic goals require only 1 kill in order to unlock all 6 power stone slots
AI automatically turns off when entering nexus
units that reach 0 health by other means than taking damage will now die at the end of a game tick regardless if anything has damaged them
legendary modules that get mimicked by infinity enemies now drop 25% of each fragment category instead of nothing
legendary modules can now be reforged (reforge level based on the lowest reforge level of the other categories)
AI script import dialog accepts new import format
Fixes
fixed challenges that do not allow upgrading modules with gems staying in gems-only mode if it has been set this way in a different mode
fixed cooling down active modules being by AI triggering other modules that react to active modules
fixed gem experiment stack rewards testing against current stacks instead of highest amount of stacks every obtained
Join Us at Gamescom 2023! 🎮
Hey yall!
We're making our debut at Gamescom this entire week! 🎮 If you happen to catch a glimpse of us amidst the excitement at Gamescom, please don't hesitate to come over and say hello. Just look for the people with the black "Fire Sword Studios" T-Shirt. ːwinter2019coolyulː Meeting members of our community in person would be an absolute delight.
Now, with this exciting adventure in focus, we wanted to give you a heads-up. While we're fully committed to making the most of Gamescom, it also means that this weeks update for The Perfect Tower II will be delayed.
Let us know in the comments if you're at Gamescom and want to meet!