electricity experiment background task now runs allocation free
currencies no longer allocate memory when comparing their state after their value has been altered
spawn controller now reuses navmesh path object when pre-calculating movement paths
enemy projectiles now use less memory when binding/unbinding their listeners
optimized worker task for replacing empty Power Plant components
Fixes
fixed module tier military perks being off by 1 tier
fixed hits being retrieved as kills inside the idle manager
v0.18.0
Changelog
New Stuff
added tooltips to CPU and RAM components in Headquarters when hovering over server mainboard
added volcano challenge #4
added module 'Heatwave'
added era hits/era kills to idle statistics
Changes
changed versioning to new format (major.minor.fixes)
slightly changed hover animation of software toggles inside Headquarters
updated description of refining overseer worker task
increased max. tier of 'Air Slice' to 250
fire experiment insulators and tickers now become available in laboratory tier 1 instead of 2
updated tooltips in Construction Firm
downgrading modules is now free
downgrading modules now refunds the previous tier-up cost
downgrading a module will not refund any resources if the module tier has been altered either by a military perk or by using the forge
era hits/era kills are now tracked during rounds for idle gains
Fixes
fixed mine layer button producing errors in the log file
fixed locked construction queue slots not shown as locked
fixed contract purchase button being enabled when not enough resources are available to buy it
fixed purchasing software button being enabled when not enough resources are available to buy it
fixed software purchase button being enabled when no server have been bought
fixed AI execute sync to stop forever if the executed script does not fulfill its conditions
fixed typos in volcano challenge #1 rules
fixed tooltips of locked tiers in Construction Firm appearing even if the building is not available yet
fixed claim all button in Museum not always refreshing header
fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
fixed typo in Winter Challenge #3
fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
fixed 'Frost Nova' allowing enemies to freeze each other when the module gets mimicked
v0.17.0 B2
Changelog
Changes
improved description of last rule in challenge volcano #2
Fixes
fixed Power Plant components not properly referencing resource stacks due to migration from previous update
fixed Trading Post worker task sub-parameters for 0.75, 1.25 and 1.75 crate multiplier
v0.17.0 B1
Hi everyone!
We're back with another weekly update!
This week we finally got rid of the last piece of the old save system that has been around for years. This also means that at some point in the future, when we're closer to the v1 release, we'll announce that we'll be removing all internal migrations from the old save system to the new one. You won't have to worry about this it in the future if you load your save in this new version.
added 'Resource Drop Booster' to Factory manufacture
added underground challenge #3
added underground challenge #4
added module 'Tremors'
added module 'Aftershock'
Changes
reduced manufacture T1 and T2 unlock cost from 1e15/1e30 to 1e12/1e25
updated Mine UI
Fixes
fixed hidden recipe categories in Factory using space in the UI
fixed void saplings being craftable before manufacture tier 3
v0.16.1 B1
Changelog
New Stuff
added context-sensitive tooltips to Factory machines
added tooltips to locked building tiers to indicate how to unlock them
added essence of existence production as donut reward to exotic experiment
added fabrics of reality production multiplier as donut reward to exotic experiment
Changes
'Rainbow Dust' has mass
raised the initial hardcaps of essence and fabric rewards from 1000 to 10000
debug overlay shows active instances per pool instead of entities currently inside pool
Fixes
fixed Factory not showing full item count of selected item
fixed asteroids not dropping certain Factory items
fixed an exception being thrown when picking a Shipyard skill for the first time without having opened the order dialog at least once
fixed description of exotic experiment prestige not including that donuts are being reset without the according exotic skill
fixed era electricity enemies producing navmesh warnings
fixed achievement hints being purchaseable even though achievement can't be obtained yet
v0.16.0 B3
Changelog
New Stuff
added timer to idle production
Changes
projectiles now react immediately to their owner dying instead of on the next tick
Fixes
fixed wizards producing a lot of garbage event data
fixed fragments not being produceable in idle production
fixed some modules missing community tag
v0.16.0 B2
Changelog
Fixes
fixed offset enemy stats window inside game mode selection UI
fixed 'infinite rubber' not working anymore due to some data migrations in the save file
fixed saving fragments idle data throwing an exception
fixed asteroids dropping some of the new Factory items
v0.16.0 B1
Hi everyone!
We have overhauled idle production with this release. Idle is now its own entity rather than a game mode. When you complete Forest Normal on Easy, you first unlock Idle Production.
Idle production makes use of your highest-reaching statistics, so the ideal region is no longer chosen manually. You can also generate town xp, infinity fragments, and era hits and kills. Era hit/kill statistics will be included in the upcoming version; they are not tracked in this one.
Simply open the idle production screen to begin production of resources. By clicking on them, you can choose which resources you want to generate, but the more resources you produce simultaneously, the less of each resource you produce.
In one of the next updates we are also going to add idle production to offline progress. Although we haven't decided how we'll implement it, you'll probably be able to choose whatever resources you desire once offline progress has been calculated.
We hope that this provides you with an additional means of resource gathering and will be especially useful for casual players.
Manufacture
One of the Factory's two remaining features was added to the second floor: The Manufacture
Inside the factory, you can find a new set of crafting recipes that will allow you to make boosters for your newly unlocked booster grid.
Boosters can increase the stats of your town or tower. When placed in different slots, they multiply, but stacking them increases their base value slightly. There are currently two boosters available to test the core functionality and see how it affects various stages throughout the game. In addition to a loadout system, many more boosters are planned so that you can quickly switch between different sets of boosters that focus on different aspects.
New Software
We've added the software 'Wave Breach' to increase the incentive of getting to MT13 rather than rushing through all the infinity military tiers after a long period of building up acceleration. Overall, progress should be smoother around that tier (especially considering the new way of boosting wave acceleration via the Factory).
Ideas for the future
We were considering combining normal and endless modes. The same software constraints apply to this new mode until you complete wave 100 for the first time; after that, it functions like the current endless mode. This would also allow you to continue playing the level after reaching wave 100 for the first time. Right now, this is just an idea we had, and we'd like to know what you think about it.
Please let us know in the comments!
Changelog
New Stuff
added software 'Wave Breach'
added 'Manufacture' to Factory
added worker task 'Trader'
added sapling 'Void-Rock Sapling' to Factory
added tooltips to era section in Workshop
Changes
'Infinity Horizon' no longer uncaps 'Wave Horizon' since the effect has been moved to 'Wave Breach'
the game keeps track of the highest acceleration reached
exotic skill 'Hyper Trade' grants a different multiplier based on the trading percentage amount (lower percentage yields higher multiplier)
revamped idle mode
refactored "Idle Production" UI
migrated shipments in Shipyard from 32 bit integer to 64 bit integer
updated visuals of the software details dialog in the Headquarters
increased fabricator max. queue sizes from 5 to 50
increased max. level of mass storage for fabricator
increased factory inventory space by 24 slots (2 rows)
base inventory size for Factory increases by 12 per tier instead of 9
made 'Fabricate' and 'Dissolve' labels clickable to open up the fabrication dialog
changed AI script editor to darker colors for better contrast
slightly increased price of 'Wave Floor'
statistics are being sanitized after loading a save
Fixes
fixed Trading Post sometimes logging warnings from the tweening library when trading rapidly