Ethereal item drop UI In our last post, we showed you the new Ethereal Item panel UI, but we were still finalizing the UI for Ethereal Item drops. We’ve finished that up last week and are now mostly complete with the UI and implementation.
Offline Progress Offline progress has been a major issue we’ve been trying to tackle. In Clicker Heroes 1 offline progress was simple because it only needed to check what your damage was and how far that would let you go. With Clicker Heroes 2 it was a much more difficult problem because we wanted it to accurately simulate the Automator and using skills. Because of this decision we needed a way to make the gameplay the amount of time you were offline in a short amount of time.
There were a number of issues we had to tackle to make this possible, but over the last few weeks we’ve. * Fixed an issue with offline progress that caused the game to occasionally crash when new environments were loaded * Fixed a number of memory leaks that occurred during offline progress that would cause the game to crash. * Rewrote and optimized a lot of functions, systems, and skills that drastically increased the amount of time it took to calculate offline progress.
First 5 skill tree nodes unlocked on Gild
A few progress updates ago we mentioned that we added an Automator Stone for the first World of Gilds. Now we’ve also made it so the first 5 skills are unlocked on Gilding which will allow for creating Automator builds that help you get through the early worlds of Gilds.
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If you haven’t already, also be sure to check out our previous updates
In our last update we discussed Ethereal items and how they were implemented, but missing assets and UI.
Last week a lot of work was done on the functionality of the UI like dragging and dropping Ethereal items and adding tooltips, but the artwork was still missing.
Old UI
This week we’ve begun adding in the artwork for the UI and we’ve also finished up the Ethereal item artwork. More work still needs to be done, but we’re getting closer every day.
New UI
Our focus now is on polishing up the UI and balancing. Once that is complete we'll let you know more, but let us know what you think so far!
It’s been a while since our last development progress update and I wanted to fill you in on some of the stuff we’ve been working on.
Ethereal items
Cid specific traits and base stat Ethereal items are now fully implemented, but they are currently only accessible via console commands and our focus now is on adding UI functionality and balancing.
World traits
With Ethereal items being mostly complete and World traits being fully implemented, we are now beginning to test how they interact with each other and adjusting things where they are needed.
The Wizard
For the Wizard we’ve been working on tackling some of the issues that are currently affecting gameplay and slowly getting closer to where we want him to be.
* Tier 9 ice/fire crit nodes no longer give 100 times as much crit as other nodes. * Solar system no longer appears on worlds it was not cast on. * Transmutation no longer activates when it shouldn’t. * The Runecorder no longer crashes the game at the end of a Gild.
Misc
Between the Wizard, Ethereal items, and World traits we have also been trying to fix some long-standing bugs and also add in some Quality of life changes.
* Fixed a bug that could crash the game on startup if a certain key was pressed. * Fixed a bug that caused new Environments not to appear. * Fixed an issue where buying Automator points from the ruby shop did not update skill tree displays. * Updated the wording of some Automator stones and gems to be more consistent. * Added an option to purchase nodes without confirmation popup. * Added an option to disable the UI when the game is not in focus.
And as always feel free to ask any questions and we'll try to answer them as best as we can!
We’ve been working on a few things since the last development progress update and we wanted to share some of them with you. They're not quite ready to be sent out, but here are some of the things you can expect over the next few patches.
Wizard
- Idle damage fixed on bosses - More work on Runecorder UI and multiple recordings - Fixed another crash related to out of bound frames
Cid
New Automator stones - First world of gild - Not first world of gild - Not a boss zone - Next monster > 1m away
Gild wide world traits
World traits are a new system we’ve been working on that will bring some uniqueness and variety to each new gild and should make you think about which options you are going to pick in the skill tree. As it is currently every world in a gild will have the same traits and the more gilds you have, the more world traits each gild will have.
There’s still plenty of testing needed and these world traits may change, but here are just a few examples of the world traits we’ve been working on.
Robust - Critical hit chance reduced by 100%.
Exhausting - Attacking temporarily reduces your haste.
Banal - Mana does not regenerate.
Gargantuan - Five absolute units per zone.
Underfed - Lots of itty bitties.
Unstable - All energy is lost upon reaching maximum energy.
Income Tax - An aggressive tax structure that scales with multipliers to monster gold.
We've been back from holidays for a little bit and thought we'd give you an update on what we've been working on since we've been back. More still needs to be done before we send out an update to experimental and some of these changes may not make it into the next update, but we'll be sure to keep you updated on how things are progressing.
Wizard:
Fixed solar storm crash and a number of other crashes when no monsters are on screen
Tweaks to idle damage numbers
Fixed a number of issues where logic was shared between multiple Wizard saves
Runecordings are now character specific
Beginning work on a system for storing Runecordings
Fixed idle damage on bosses
Made it so keys no longer break idle
Cid:
Huge Clicks no longer shake the screen if the option to disable screen shakes is enabled
Fixed Cid's skill panel issue
Modding Changes:
Added new extended variable system for storing character specific save data.
Working on removing out of date information in the modding documentation as well as added some more examples and clarifications.
Also, let me know what you guys think about these type of updates and what you would want to see in a future update!
We wanted to give you one last update before we go on Holiday! We just pushed out 0.9 (e) to the experimental branch which brings The Wizard into the world of Clicker Heroes 2. The Wizard uses runes such as Ice, Fire, and Lightning as well as a number of neutral runes to create a variety of spell combinations that interact with each other in interesting ways. With the spells that you discover, you can plan out the perfect sequence and record them with the Runecorder, a new Automator that is unique to the Wizard.
There’s still work to be done before The Wizard is complete, but if you would like to help by testing and giving feedback that will shape what The Wizard will be in the final version, we would appreciate it!
To participate in the experimental: Restart Steam. Go to Library -> Right click on "Clicker Heroes 2" -> Properties -> Betas. Type "ibackedupmysave" into the beta access code field, click "Check Code". It should unlock "experimental" in the dropdown menu. Choose "experimental" and wait for the update to download.
Once the game is open the game menu should appear on the left side and you can click “create” and select the Wizard. If this menu does not appear simply press escape and follow the same steps.
Note: Experimental versions do not carry over to the live version of the game so be sure to opt out of the beta when you want to switch back to playing Cid and keep your progress.
We've just finished up 0.8.1 which contains major balance and progression changes as well as significant stability/performance improvements. This patch also sets us up for the Wizard which will be entering into experimental in the next few days.
As always, thanks for your support, and let us know what you think!
### What's New:
- The Big Reset - Players will have their saves wiped on loading into this patch but progress from here on out will be PERMANENT.
Hi everyone! We've put a new patch up on the experimental branch for testing. This patch is a preparation patch for 0.9.0 (which will include the Wizard) and contains balance changes as well as significant stability/performance improvements.
During experimental your save will remain unchanged, but once we release this patch on live, all players will have their saves reset. This is the "big reset" that will allow everyone to carry their progress forward. After this reset, we will support saves as permanent going forward.
As always, remember to back up your save before testing.
What's New: - The Big Reset - After the experimental build is over players will have their saves wiped on loading into this patch but progress from here on out will be permanent. - Major redesign of the experience system and world difficulty. For more detail on these changes, check out this post by Asminthe. - New World Theme: Desert - New Clickables - Automator points can now be purchased in the ruby shop - Improvements to automator set display - Significant performance and stability improvements to the game client. - Various bugfixes
0.8.1 (2e) Changes: - More bugfixes - Desert World Should actually show up now
0.8.2 (3e) Changes: - After gilding you now start with 80% of the experience needed to reach the next level - Ancient shard timer is now reset when gilding - Boss health is no longer impacted by monster type health multiplier from environment data - Current energy/mana are now only increased if an item purchase actually increases your maximum energy/mana. - Bosses once again give an entire zone worth of experience - Adjustments to coin physics
0.8.1 (4e) Changes:
- Testing save wipe functionality
0.8.1 (5e) Changes:
- More save wiping functionality - Small progression changes
Reminder: Please back up your games before testing on the experimental branch! If your save gets corrupted we will not be able to help you. Your games will be in your Application Data folder. In Windows, it's stored in: C:\Users\YOUR_USERNAME\AppData\Roaming\ClickerHeroes2 - back up this entire folder.
To test: Restart Steam. Go to Library -> Right click on "Clicker Heroes 2" -> Properties -> Betas. Type "ibackedupmysave" into the beta access code field, click "Check Code". It should unlock "experimental" in the dropdown menu. Choose "experimental" and wait for the update to download.
We’re still working on Ethereal items and the Wizard, but we also wanted to let you know that there will be a smaller update before 0.09 which will include some progression changes that will help build the framework for Ethereal items and future updates. We’ll have some more information on these changes soon, but in the meantime, let us know what you think about the Wizard’s skill tree! We heard the feedback on Cid's skill tree and we decided to take a slightly more organized approach with the Wizard's.
Hey Heroes! I just wanted to give you a quick update on 0.09 and what we're working on. Ethereal items are still the major focus, but there are many other interesting things coming that I wanted to make you all aware of such as:
Skill tree plotting
Achievements
Additional things to purchase from Rufus
A display for current rune timers
More clickables
More optimization, bug fixes, and QoL improvements
Several improvements to modding
Unfortunately, we don’t have an ETA for this update yet, but we’re aiming for it to be the biggest update to come to Clicker Heroes 2 yet and we’ll continue to update you on any news or plans.
Thanks again for all your support! We’re listening to all your feedback and suggestions so please keep them coming and let us know what you want to see in Clicker Heroes 2.