Thank you for taking part in our last vote! Results can be viewed here: Poll results
This update should help with the following voting list items: 2. Resetting quests for Prestige - now the game requires fewer quest resets 3. Slow Prestige Ticket farming - up to x2.45 faster Prestige Ticket farming; excess loot will be automatically converted into Prestige Dust during the run 6. Stage 6 late game farming - fixed loot system and Bit Dust drop rate, which should greatly improve farming on the other levels and on custom maps
Things that will be covered by the upcoming updates: 1. New regular levels: new levels are on the way and will be added in the upcoming updates - they'll take more time because new features and mechanics will be introduced 4. Balance of the towers: this one requires Season 3 and a major update to keep the leaderboards fair 5. New daily quest maps / random modes for the existing maps: new maps are on the way, also imagine level 6.2/6.3/zecred mechanics on any map...
TL;DR
Faster Prestige research progression
Crafting / decryption research became more useful
Faster Bit Dust farming in Endless mode, should not be focused around 6.3 anymore
Faster way to open many chests / item packs
Miners farm items even with "Mining speed" modifiers nearby
30+ bug fixes and significant performance improvements
Complete list of changes:
Prestige branch of research now requires fewer resets of the quests (2 instead of 3). If you already have 3+ resets, the game will automatically give you a compensation
"Maps sold for prestige" condition for research now requires maps to be worth of 50 tokens or more
Research related to crafting / chest decryption were replaced by more useful ones and have received some better effects like bonus rewards for quests / increased rarity of loot
(Android) Rewarding ads should now be fixed on Android
(Android / iOS) iOS and Android should now ask for consent to use some of your info for ads. The game should show some fancy forms at the first launch after the game has been reinstalled. Totally not forced by laws and ad markets
Added Prestige bonus research which increases Prestige token yield and costs lots of papers. It is like prestige for the prestige so don't be surprised by the price
Quest resets give much more Prestige tokens and now are affected by the "Prestige ticket drop rate" research
(Steam) Double Gain (DG) will be visible on PC version of the game if you have DG enabled (nothing will appear about it in the shop if there's no DG)
Individual research nodes can now be reset if no other research depend on them. Returns all of the resources spent on the research and "Used research tickets" instead of a regular Research tickets (2 used tickets can be crafted back into 1 regular one)
50x more items can be crafted at once (if there are enough ingredients)
"Draw particles" setting now also affects the aura of Healer and Armored enemies; enemies will no longer glow on damage with particles off
Amount of different items is limited in one run to 500. If there are 250+ different items in the pause menu, every next looted (and different from the other already looted) item has 50% chance to be turned into prestige dust immediately (if possible). If there are 500+ different items on hand, the chance is 100%. Should affect only very late game
Generation of loot has been fixed, more loot should be given at every stage of the game. Every enemy can now carry up to 3 different items, also fixed an absence of loot in most of the enemies that appeared at level 6.3
Loot drops with almost the same rate in a course of one run - now it may be more rewarding to play longer farming sessions instead of many short ones
Prestige research now can not be completed with Research ticket in Endless mode - this was a bug. Also that's why prestige ticket farming became a bit easier in this update
Significantly optimized level 6.3
"Bit dust drop rate" research now also affects the amount of Bit dust that appears as a regular loot / in chests, making this research much more useful. Also affects the amount of BD received for completing quests in Endless mode
Quests in Endless mode give more Bit Dust. "Higher quality loot" x "Bit dust drop rate" should be current meta for farming BD but both research should multiply each other (have approximately an equal value)
Bit dust should drop x2-x5 more frequently for playing time - longer runs should increase BD drop rate by time which is useful for the early stage of Endless mode
Miners can now mine items even if there are "Mining speed" modifiers nearby
Long tap on chest's open / purchase button now allows to select the exact amount of chests you want to open / purchase. x10 more chests at once
Optimized the overlay of received items - items will be stacked if there are too many of them (for example, when 50 Cyan chests are opened at once). Opening / purchasing multiple chests is now considered as a single event in the list of issued items (better for performance & looks much cleaner). List of received items can now be scrolled, tapping on item cells opens the item's info
Greatly reduced memory usage, should help with 6.3 / long runs in late endless mode. ~180 Mb of RAM should be enough even for the very late Endless runs on any level
Performance has been greatly improved (Enemies are now re-used / pooled). Dozens of existing and potential bugs were fixed, probably many new bugs were introduced but they'll be easily fixed
Projectiles were optimized - up to 2x better performance for projectiles that rely on collisions
(Android) Fixed some of the internal bugs that have caused crashes
(iOS) Fixed crashes related to music & insufficient disk space
Crash reports are now being saved locally and will be shown at the next start of the game with some of the detailed info and possible reasons of the crash / ways to fix them
"Screen safe area" setting is now being saved on device and won't be synchronized through the cloud saves
Levels should now be better balanced in terms of Bit Dust farming in Endless mode but 6.3 may suffer a bit under some conditions. It should still be possible to receive 15k+ BD in one run - I've tried to keep it as broken as before
(Steam) Upgraded Java from 16.0.1 to 17.0.1 LTS
Fixed: Blast did not deal any more damage if it stunned 3 enemies with one blast wave
Fixed: Flamethrower's flame will disappear when the tower is disabled / particle effects were disabled while it was shooting
Fixed: Flamethrower could crash the game with its Ultimate ability (probably only with 10+ Overloads at once in Endless mode)
Fixed: "ability selection available" (white arrows) particle was not visible on towers after the game has been continued
Fixed: endless mode replays were re-played incorrectly if player has changed mode difficulty in main menu
Fixed: modifying the inventory in the middle of a run should not affect the loot of the continued run (start playing a level -> exit to the main menu -> sell some items -> continue the game)
UI fix: incorrect amount of mined items has been shown in the menu of miners
UI/UX: added long tap hint on all of the buttons that can be long-tapped. Small circle should appear on the mouse pointer / slightly higher than your finger on mobile devices
UI/UX: hot key hints can be enabled in settings for Steam version of the game
UI/UX: Poison cloud ability now shows the radius and remaining time in detailed mode
The servers will undergo maintenance and server update on Tuesday, December 21, 2021, starting at 18:00 server time. The downtime will be approximately 3 hours.
Reason:
Routine server checks.
Thanksgiving event will end.
Christmas event will begin.
UI scaling graphic option has been applied for high screen resolution.
Font style and size have been changed. Known Issue: Text is top-aligned. The font size in F11 menu is a little too big. These issues will be addressed in the next patch.
The Courier Guild Pass Transport menu window has been improved by increasing the menu size.
Fixed an issue where challenge points earned text overlaps with Infinite Dungeon timer.
The description of Pot of Four Guardians has been improved.
We'll update this post when the maintenance is complete, and servers are available. Thank you for your patience during the maintenance
Just in time for Christmas is Patch update 31.2. This is another small update with some tweaks, changes and fixes. Let’s see what we’ve got.
Global Inventory
There are further tweaks and changes to the global inventory display including a new header, category quantities and category sorting. Additional items and categories with zero quantity will now show grayed out. Item categories will no longer show if there are zero items and show zero quantities is disabled.
Item Containers
Item containers have had a face lift. Instead of a single container graphic to represent items on the ground, there are now separate container visuals per item category. These new item category containers are also used for their respective icon in the global inventory list.
Colonists will now carry a category container based on the category with the highest amount of items for that category in their inventory. Item containers are now more visually interesting as well as provide better visual feedback.
UI Tweaks
Pinned items and colonists count on the HUD now have a cleaner appearance. Planet map display modes have been removed from the left section tab and are now shown as toggle buttons above the mini-map.
As the year comes to a close I just want to let you all know how incredibly grateful I am for all of you. Hope everyone has a fantastic holiday and an awesome new year!
An adventurous year lies behind us and an even more exciting one is dawning.
Before the gates of the Island World of Mantaria open even wider, we would like to take a moment to reflect on what has been and what will be.
What happend so far?
several feature updates like special abilities, idle animations and environmental impact
content update like idle animations
bug fixing
various improvments
And what's coming up now: To make a long story short: it is the release of version 0.8.0 that is imminent. And it is coming soon, because mid Q1 is the time!
What can you expect?
the new island "Eternal Ice" with 9 brand new level on an island covered with ice and snow
level 3 units of Aglovan and the AI
attack animations
a reworked main menu
a reworked army management screen
introducing POI's with a tactical impact to the battle
expanding and damage dealing fire as a random event caused by blizzards
new great music tracks
and many many more cool stuff!
Until then, we wish you all a Merry Christmas and a Happy 2022.
Hi everyone, Captain Marek speaking and I am very excited to announce that our Beta was released today! In this post I will give you a brief overview of what is new. If you prefer to just read the patch notes, they are at the bottom of this post
New content
Note: If you follow our Captain's diary blog posts, all this is just a recap. If you wish to receive future updates straight in your inbox, join our Captains Club!
New maps
Until now, the game could be played only on one map. In the last Captain’s diary #10 we described serialization infrastructure revamp and how that enabled support for playing on different maps.
With that support, we have designed three brand-new maps of various difficulties that will challenge you in different ways:
The Beach
Starting on a sandy beach, there is plenty of space to build a factory, but farms cannot be built on sand, so the challenge is with their constrained placement. Another challenge is that there is not much space to build cargo docks and the main island has tall mountains around the perimeter, so one will need to either make an artificial reef or use space farther out.
Golden Peak
Has a tall peak in the middle made of gold ore! This map is slightly tricky due to its tall mountain in the center formed by many platforms on different heights that need to be connected via ramps to get access. Expanding the buildable land by mining the mountain and dumping rocks into the ocean is a vital strategy here.
You shall not pass
An experimental map to test your skills. The start location is in a very small and constrained valley, and while you have huge amounts of resources, you need to reach the top plateau before you run out of coal and wood. After reaching the top, you are rewarded with a large area for building a vast factory so you can utilize all the resources available to you. This map is for experts only.
Nuclear power
When coal powerplant no longer scales, now you have another option: Nuclear power! But make sure you always have enough cooling water and don't let the reactor overheat! Below you can see 12 MW setup!
Arc furnace
Were you wondering where will all the new power from nuclear powerplant go? Arc furnace is one example. The tier 2 will consume whopping 2MW of power! However, its cooling capabilities allows salvaging some of the power back.
Settlement tier 3
Larger factories needs more people. Tier 3 housing provides nearly double capacity compared to tier 2. Here are some tier 3 settlement houses next to tier 1 and 2.
Game difficulties and new game configuration
We've got lots of feedback from alpha that it is too easy/hard. To please as many players as possible we have implemented difficulty modes. Currently, there are three modes. The middle one is how we play and balance the game, and the other ones are made to make the games easier or on the contrary, more challenging. We are looking forward to seeing how this evolves. We will rely on our beta community feedback to fine-tune the difficulties and maybe introduce extra experimental modes.
Anaerobic digester
We have added an anaerobic digester. This machine converts food, waste water, and sludge (product of water treatment) into biogas and digestate. Biogas can be used to power a boiler or to produce diesel fuel. And digestate is a valuable fertilizer.
Desalinator
We have also introduced a new desalinator to provide players with independence on coal. The new one takes steam instead (any kind of steam). This gets exciting with a combination of alternative sources of energy.
New boilers
Talking about alternative sources of energy, we have added many more boilers that can burn pretty much anything that is flammable, including waste products from crude oil refining. On top of that there is a new an electric boiler!
Patch notes
There is more new content than I can fit in this post, so feel free to read through the detailed patch notes below.
Note: this is list of all changes since the last alpha patch.
New soundtrack
64 minutes of industrial-themed music!
Maps
3 brand new maps for Beta from advanced to a challenging one.
Ability to parametrize maps from the UI, such as forest size, resources size, cliff height.
Added limestone as a mineable terrain material. It is primarily used for concrete production but has many other uses throughout the factory.
Improved ores deposit shapes to make them easier to mine.
Grass is now generated over flat areas of the rocky terrain for nicer looking maps. Also, many deposits are now partially covered by rock.
Mining and dumping
Terrain designations size reduced from 6x6 to 4x4. This allows greater flexibility when designing mines and allows steeper ramps.
Improved excavators mining logic, allowed mining/dumping across designation borders, and maximized excavator load per dig.
Increased mining speed of plain rock by 30% to make it easier to remove while mining resources.
Game difficulties
It is now possible to choose game difficulty when creating a new game. There are 3 presets and we allow players to create their own unique experience by tweaking any of the existing options.
Priority system
The player can now set a general priority for each machine & building to affect their consumption of electricity, workers, maintenance, and unity. This also affects cargo priority for logistics. Some entities such as storages have dedicated priority configurations.
A dedicated set of priorities for electricity generation. With this system players can now build backup electricity generation.
Vehicles navigation redesign
Our original navigation for vehicles had several smart auto-recovery systems in case vehicles got lost. This turned out to be too tricky to grasp for players and sometimes this system was confused as bugs. We have removed automated recoveries and now we let players deal with it while providing them a recovery action (costs Unity).
Quick-build & trading
Quick-build no longer “cheats” new materials. It was changed to “quick-delivery” so it instantly delivers missing materials that the player already has.
To reduce hard-locks (especially in the early game), the player starts with an already discovered village that enables them to trade important commodities. Added a new building called “trading dock” to facilitate goods delivery and to make trading more discoverable and tangible.
New content
Blast Furnace II (advanced smelting)
Arc furnace I & Arc furnace II
Silicon reactor
polymerization plant (plastic production)
Hydrogen reforming
Power production
Nuclear reactor
Nuclear waste storage
Uranium enrichment facility
Spent fuel storage
HP & LP turbines tier II
Large cooling tower
Gas and electric boilers
Rotary kiln & cement production
Anaerobic digester
Greenhouse II
Ship bridge III
Housing III
Household electronics module for settlement
New early game buildings: Research Lab tier 0, Maintenance depot tier 0 - these help to reduce initial demands in the early game
New thermal desalinatior that no longer requires coal but uses steam. It provides the ability to utilize nuclear power or waste steam for desalination.
Crude oil distillation was redesigned to follow more closely real processes. Also, its bi-products can now be burned in a gas boiler.
Introduced sulfur to decouple sour water from acid. Also a sulfur mine was added to the world map. This enables players to scale acid independently of oil production.
Removed acid recycling. Instead, sulfur can be neutralized using limestone.
Advanced smelting enables the addition of extra materials into smelting to increase the efficiency.
Salt can be now produced directly without the need to produce brine, it just takes longer.
Fertilizer production via hydrogen is now much more expensive. But it is still cheap when made from oil chain via ammonia.
Copper electrolysis can work with just water (but yields less pure copper). This removes the oil chain as a blocker for copper production that was causing hard locks.
Redesigned Construction parts: CPs I requires concrete, CPs II requires copper, CP3 III requires steel.
New production chains
Introduced fuel gas that can be made in anaerobic digester. This enables the recycling of sludge from the settlement (makes water treatment even more beneficial). Gas can be processed to diesel via a cracking unit.
Electronics production, household electronics, maintenance II.
Balancing
Maintenance significantly reduced for idle machines & vehicles.
Exhaust scrubber is now more beneficial (more power, more useful resources returned).
Higher settlement tiers come with a slight increase in services consumption.
Maintenance depots now produce more frequently.
Performance improvements
Greatly reduced game save duration (less lag during auto-save).
5x improved rendering performance of terrain designations (was noticeable for large designated areas) and made their bookkeeping 100x faster.
Other changes
World map and weather are now fully randomized (based on a few predefined constraints) and players can configure game seed in the new game wizard.
Added a new edict that increases settlement services consumption for extra Unity.
Fixes
Fixed that shortcuts did not close windows that they opened.
Fixed clipped windows on the main screen for smaller resolutions.
Improvements in pathfinding.
Removed crushed concrete, digging into concrete returns rock instead.
Fixed cloning tool that did not deactivate in some cases.
Thank you so much for reading and see you next time! Captain Marek out.
Some small updates and fixes from the previous Alternate Jerseys patch release. Enjoy!
Fixed export stats crash when flag is set to export stats and game ends.
Team Photo helmet colors now change as you cycle through uniforms.
Removed menu sound on pause screen when at top or bottom of menu.
Game matchup intro players now have numbers on jerseys.
If you experience any bugs or issues please report them here or more preferably in our Discord where you can chat with the community, report bugs, or give feedback on the game.
As always, if you've enjoyed the game so far and like what you're seeing out of the game it would be great if you can leave a review on Steam!