Changed: smaller delay to show dialogue options when mission target is completed
Changed: less common missions regarding the same company/computers (though this situation can happen, it is not a bug, so it is worth to keep notes of previous credentials etc.)
Added: option to rewind time forward (right click on the time/date to see this option)
Added: chatter reactions to whistleblowers uploads
Scenario Icons: increased the size to better show how the scenario looks like (scenario selection).
Campaign Listing: the campaigns are now listed directly (without having to click the map first).
Build Robots (Fix): the build robots could get stuck, i.e. not moving if a build location just had gates as neighbor. Engine needs to be set to "v.04" during game setup (default for single player).
Plane Crashes (Fix): the limited fuel planes should not move to e.g. airfields that are out of range and thus crash. Engine needs to be set to "v.04" during game setup (default for single player).
Balancing: Nuclear Landmine now takes 4 minutes to build by a single builder. Prevents spamming nuclear landmines.
Balancing: Turrets have slightly more HP (ca. +20%).
Small patch with buffs to two decks from Celestial Dawn and more small changes in Survival mode (also in Celestial Dawn)
Balance Changes
Decks
Nuketown
Starting mana: 3 >>> 4
Fading Consciousness
Now starts with 2 Harvest Knowledge instead of 3.
Now starts with 2 Brainstorm.
Now starts with the Mana Deposit trinket.
Starting crystals: 0 >>> 30
Crystal multiplier: 0% >>> 50%
Starting mana: 5 >>> 6
Survival Mode
Overwhelming Support (now renamed to Sky Arsenal) can no longer appear in Survival Mode (Other random tower spawn effects like Care Package and Arsenal Gear aren't available either).
We hope you have a well-earned break and time to catch up with friends and family during the festive season. We bear gifts from the latest update - 0.121.9:
Quality of Life Enhancements
New Portal
Fixed visual damage effect to be much more noticeable.
Ice Phoenix Defeat Animation
Chakram Visual Effects
Consumables appear much more consistently in shops.
There is a lot of secret stuff for a subsequent update set that we can't reveal just yet.
Music 🎼
New track for Bronze Knight
Fixed issue with the intro version of music tracks not playing.
New Year Tidings
There's a new gift to the left of the starting area (even if you have claimed the one before the update)
Aura of Worlds is now on sale with 20% off + the discount in early access.
Fireworks replace the Christmas decorations
During the festive season, all XP gained is increased by 12%!
Balance and Bug Fixes
Fixed issue with Anchor, negating shield jumping.
Fixed a rare solvability issue with one of the entrance templates in the Celestial Catacombs
Rebalanced Blaze Bat
Fixed issue with BlazeStar sometimes not being stunned on being hit by a melee attack twice
Added a description of relics upgraded to the highest level to the relic artefact artefacts. Adjusted the initial size of Spell Black Holes from 2.25/2.5/2.75 to 2.25, and changed the character of Spell Black Holes from a black hole that adds to the radius of impact of the unit it kills to one that grows slowly and naturally over the duration of the spell. Adjusted the effect of Magical Casket from +40/80/160% to +40/80/160% of the wand's magic limit. Adjusted the damage of Spell Lightning Chain from 9/13/22 to 9/18/36 respectively Adjusted freeze time from 1.5/3/5 to 1.5/3/6 respectively Adjusted the magic cost reduction effect of Spell Link from 80/65/50% to 70/55/40% respectively Adjusted Blade of Recoil's Strike Rate from 0 to 20%, Penetration effect from 6/8/10 to 8/12/16, and halved recoil on caster when recovered. Adjusted the magic cost reduction for each additional spell in a flurry of fire from 87/80/72% to 80/70/60% respectively Adjusted Staff - Knight's Oath by adding +1 to the rear compartment and a new locked mouse*1 to the rear compartment. Adjusted Staff - Swift Spellblade, added new trait: +40% movement speed while holding the staff, cooldown adjusted from 0.68 to 0.5, magic recovery adjusted from 13 to 14, scatter adjusted from +0 to +90 Fixed the issue where the shadow of Wild Tentacles didn't disappear when sprinting. Fixed an issue where the UI of Curse Aphasia did not recover after it was removed. Increased the maximum level of Relic Gold Digger's Pickaxe to 5. +1/2/3/4/4/5/6/7% attack per 3/4/5/6/7 gold, respectively, as the level increases. Relic Mask of the Spell Eater's max level to 3. Increases attack by 10/15/20% as it increases in level Relic Mask of the Reaper moved from Rare to Common Relic Pendant of Life life restoration threshold moved from 25 to 30 Fixed an issue where Stored Power + Disintegration Ray registered for a continuous cast but only cancelled the registration once at the end, resulting in the inability to cast the spell after Stored Power Disintegration Ray Fixed an issue where the recoil was abnormal when firing multiple spell groups from the back grid. Fixed an issue where Spell Fuse was firing in an incorrect position due to a judgement error. Fixed a small chance of the magic guide book moving in the wrong position when it repeatedly rubs against the edge of the attack range due to recoil and other factors. Fixed an issue where the Book of Wizard would cast a spell at a location beyond the attack range and never hit the enemy due to incorrectly calculating the attack range. The backspace can now be used for up to 10 spells per frame, so the problem of overcharging the backspace will no longer occur unless the match is extreme. Staff Standing Recoil-Free feature now follows the same logic as Standing Charge, taking effect the moment the arrow keys are released instead of waiting until the player's movement has come to a complete standstill. Magic guides with sub-spell groups that consume less magic than they return and have no blue bar can now stay open for 2 seconds when there are no enemies in range, instead of closing the book immediately.
Escape From Mandrillia: Local Asymmetric VR vs PC - Germanban
Small but fun one here - the RPG now has laser targeting.
This weapon was pretty useless so I added some juice to it.
You don't have to arm the RPG every time you load a new rocket - instead, pushing the thumb button while holding the foregrip will activate the laser targeting, allowing you to steer the rocket mid flight.
Note that the new Smoke Screen Mandrillian upgrade can and will mess with the laser targeting; so if you don't want the rocket to do a 180 and go back straight to your face be ready to disengage the laser if a monkey deploys countermeasures. Have fun!
We just released Update 1.2, our largest update so far!
This introduces the all-new Solar Flare disaster, as well as new turn and read time customization, notifications when someone used an ability on you, and lots of balance changes and bug fixing!
Changes:
Added the Solar Flare disaster to the game! You can now play a large solar flare and coronal mass ejection, causing the destruction of satellites, energy grids and other ground technology. Humanity will be left without power, communication and eventually even food and water for months or even years.
Added turn timers to the game. You can now select how long players have to answer a question, ranging from 10 seconds to 3 minutes, or completely disabled. When the timer reaches 0, a random answer will be selected for the player. This should help keep the game moving along in case someone is AFK or not paying attention.
Added Read Times to the game. You can now customize the duration of notifications and news items to align with your reading speed. Opt for "Very Fast" settings to swiftly dismiss messages for an accelerated gaming experience.
You will now receive a notification when you are targeted by another player’s ability. Tap the notification for more information, or dismiss it by pressing the X-button.
Introduced a new option for Earth’s final decision in some stages, with a random (positive or negative) effect on Population at 0 Force cost.
Reduced the length of the Virus disaster’s first stage by ~3 questions on average. This brings the disaster more in line with the other disasters’ lengths.
Ability options now have titles. The tooltip explaining the effect (cooperative/hostile, self-interest or environmental) that was previously shown in the title is moved to just below the answer title.
Added an overview of active and past Stages in the question screen on web.
Made a wide range of improvements to existing texts.
Changed the unlockable <33% Ecosystems and Pollution Incidents to -6 Population and -2 Ecosystems or Pollution, from -2 Population and -6 Ecosystems or Pollution. This change should create a bigger payoff for reaching the lowest threshold of Ecosystems and Pollution, as players tend to reach these levels towards the end of the game when the impact of Ecosystems and Pollution is lower.
Balance changes:
Decreased the impact of minus Population decisions by 3% to offset the previous change.
Nerfed Earth and the Media’s impact on Population in Stage 3 and 4 of the Asteroid Impact, while increasing their impact on Ecosystems & Pollution. This should make it easier for Humanity to survive this disaster.
Slightly nerfed Earth in the Hurricane disaster.
Slightly nerfed World Leaders in the Asteroid Impact disaster, but buffed World Leaders in the Hurricane and Locust Plague disasters.
Slightly nerfed Scientists in the Locust Plague disaster, but buffed Scientists in the Asteroid Impact disaster.
Nerfed the Industry in the Virus disaster.
Buffed the Public's endgame in the Virus and Asteroid Impact disasters.
Bug fixes:
Fixed an issue where an A.I. Earth could use more difficult Crises than human players.
Fixed an issue where certain news items in Locust Plague stage 1 had incorrect titles and voiceovers.
Fixed an issue where two decisions had no cost for a Scientists track in Asteroid Stage 1.
Fixed two small issues with Earth Incident values.