\1. \ Fully RemovedOn-Kill Recovery had little impact in game, but polluted Affixes.It has therefore been fully removed from appearing.Fine Affixes no longer roll On-Kill Recovery; existing Affixes are unchanged.Divine Tower Divine Power no longer grants On-Kill Recovery.Warrior Mastery \ adjusted.Hunter Mastery \ adjusted.Mercenary Mastery \ adjusted.2. \ ExtendedSome players felt Doom progressed too quickly and ended before much play.Doom is therefore being extended step by step, with more effects added.Doom is initially extended to 5 stages.After the update, Stage 2 players advance to Stage 3, and Stage 3 players advance to Stage 5.Note: if your stage increases after the update, difficulty rises accordingly.Stages 4 and 5 of Doom add new rewards.3. Codex InheritanceRebuilding the Codex on a new save felt too grindy.Codex Inheritance was added: when creating a save, you can inherit Codex data from another save.Saves created before this update also get one chance to choose inheritance.If the current save already has the best Codex, you may skip inheritance.\Initial German language support; some UI issues remain and will be improved. More languages will follow.\Added unlock VFX for new buildings.Advanced difficulties now increase drop rate.Stele UI adds \ for easier Corrupt removal on equipment.Stele Corrupt Affix list now shows levels.Golem Reshape UI now supports Mastery locking.Rune Affix roll values scale with Equipment Grade; Perfect-grade equipment always rolls max Rune Affix values.Boon marks new equipment to help unlock Codex entries.A flash animation plays when equipment is moved into the Vault.\Golem Mastery max-level increase is changed to Mastery level increase, raising both the upper and lower bounds.\Fixed an error in the sell-equipment tutorial.Fixed Corrupt Affixes not being affected by Equipment Grade.Fixed Rare Rune stats being lower than Fine Rune stats.
- Minor Fixes for all platforms - Asset Bundle fixes
This patch addresses the main issue of lag and crashes on computers with an AMD graphics card. I will keep working on optimization since it's still not a particularly light game for being a desktop companion, due to the number of textures and 3D models. I lowered the prices for some shelves on the second floor, which were not balanced after some changes in upgrade values. Other minor fixes that will hopefully make people enjoy the game more :)
1. 修正装备显示属性可能存在重复的问题。 2. 修正部分词条说明不够明确的问题。
Winmon Dev Log: v1.0.9 → v1.0.12 First, we're really sorry about the crash in yesterday's v1.0.12 update that stopped some of you from getting into the game. We fixed it as fast as we could as soon as we found it. Thank you for your patience, and for the quick reports that helped us track it down. Over the last few updates we've focused on making progression smoother, getting your Winmons and Soots working reliably, and fixing a long list of bugs you reported. Here's everything in one place. ⚖️ Balance: Progression Made Easier Fusion costs halved: every fusion recipe now costs 50% less Gold, Gem Stones and food ingredients. Magic Cooking Pot: now 500,000 Gold (was 5,000,000) and 15 Magic Cores (was 30). The price doubles with each one you buy. Protein Converter: now 300,000 Gold (was 1,000,000). The price doubles with each one you buy. Mechanic Table: Lead cost reduced from 100 to 20. Battery recipe: Lead cost reduced from 15 to 3. Burrowmine evolution: Gem Stones needed reduced from 38 to 25. Mountain background now needs 12 Winmons to unlock (was 8), and it has swapped places with Snow Mountain in the Decoration shop. 🛠 Winmons & Soots Get to Work Fixed buildings waiting forever for a worker. A Winmon that left, was removed or evolved could keep its job slot reserved and lock everyone else out. Buildings now clear these stuck slots on their own. Soots now bring ingredients to buildings that are waiting for them, and come back as soon as the missing items reach your inventory. Fixed several Soots chasing the same items, with one returning empty-handed. Fixed Soots getting stuck when a building's recipe changed or the building was removed while they were carrying items. Fixed Thunderoar playing its care animation at fruit trees without actually caring for them. Fixed Volterror's work animation not contributing to jobs. Evolved Winmons now keep the Flag they had before evolving. ✨ Quality of Life Price highlights: prices turn red when you can't afford them, in the Sh...
Changes: Damage and Gold Master Runes have changed to "Progressive" bonuses, meaning they continually get stronger with each one you earn. This should ensure these time-gated Runes remain valuable for a very long time. Made "Instant Spell" procs more "instant". They previously reset to a 1s cooldown, but now they reset to 0.01s, which might help your hourly gains and in niche micro cases such as with the PvP Immortal Boss. Slightly increased Supreme Tech in Battlepass rewards and the $25 Resource Pack.
Hello to everyone playing Vtuber大師!Thank you for your continued support! Today, we’d like to introduce our new project: HoloCozy, a hololive fan-made desktop companion game!Developed by Ninth Games and published under holo Indie, HoloCozy brings hololive talents to your desktop to keep you company while you work, study, or take a break.Your pixel-art companions go about their day on their own, working and resting according to their energy and mood. Collect furniture, decorate their rooms, and enjoy music and ambient sounds. A calendar, Pomodoro timer, and livestream notifications also help make HoloCozy part of your everyday routine.The free demo is now available on Steam for Windows and macOS!The demo includes Tokino Sora, two basic room types, three group songs, and three ambient sounds. You can also try the friends system, Game Center, and Streamer Mode, which prompts you before opening screens that may contain personal information.Take a break to check out rooms shared by your friends, or enjoy a quick game at the Game Center!▼ Watch the latest trailer (Japanese version)▼ Download the free demo and wishlist HoloCozyWe’re also taking part in October’s Steam Next Fest—but you don’t have to wait to try the demo!Whether you’re a hololive fan or simply looking for a little company on your desktop, we’d love for you to give HoloCozy a try. If you enjoy it, adding the game to your wishlist or sharing it with a friend would mean a lot to us!Thank you, and see you in your cozy little desktop room! 🏠— Ninth Games
Smoother play, safer saves, accurate statistics, easier start. - The weekly save now runs in the background with just a small notice. Starting a career loads twice as fast, and the first interview after a matchday no longer stalls. - Every saved game carries a checksum. If a file is damaged, the game automatically loads the last backup. After loading, rival clubs pay their full costs again, and relegated clubs no longer disappear from the All-Time Table. - Own goals no longer count for the scorer, second yellow cards are counted separately, and the top scorer lists include the goals of every league. When Argentina runs in the background, it now plays its whole season with both tournaments. - Name, difficulty and contracts come sensibly preset - just click on to get going. New: your manager's age and nationality, shown in the Career Overview. Club names appear everywhere instead of city names. - Numbers are written the way each language writes them. Chinese, Japanese and Korean use the right script, Arabic runs right to left, and no text is smaller than 24 pixels anymore. - At most five substitutions, injuries included. Every club crest is unique. Free agents are back in pre-season. And the commentary no longer contradicts what is happening on the pitch.
收到各位老铁 “加强战士” 的呼声!为让战斗玩法更有乐趣,装备词条系统正式上线。 战士武器除原有附魔外,最多可拥有两条词条;所有防具最多拥有一条词条。词条类型多样,既能提升基础属性、强化技能,也附带独特特殊机制,在补强战士的同时,解锁更多战斗策略。 想要了解各个词条的效果说明,可以打开装备界面查看。 词条强化、装备升级功能预计两三天后开放,大家可以升级词条等级,辛苦刷取培养的装备能够持续适配角色等级。(如果大家刷到自己喜欢的词条,但是品阶比较低(如:入门、低级),可以先保留,之后可以进行升级) 感谢大家支持,欢迎加群交流想法!971632881
Hunter and Agility are the 22nd and 23rd skills, and they complete the skill roster. From here the game grows deeper inside the skills you already train, and gives me time to go back and polish some of the art in the game I am not satisfied with.New skill: Hunter Pick a creature and every input (keyboard, mouse or controller) is a catch attempt. A catch pays that creature's XP and its loot. A miss pays nothing. Catch chance is 65% at the creature's level, rising 0.6% per level above it, up to 95%. Each creature is caught its own way, and you need that trap in your bank: Snare, level 1 to 19: crimson swift, golden warbler, copper longtail, cerulean wagtail, tropical shrike. Feathers and raw bird meat. Deadfall, level 15 to 51: grey, spiked and tusked burrowers. Fur, sometimes dark fur, and bone spikes from the spiked and tusked ones. Clickling net, level 17 to 89: eight clicklings, each carrying a loot bag of runes, ores, logs, herbs, seeds, feathers and shafts. The rarer clicklings carry gems, rune bars, magic seeds and, from the lucky clickling, a very rare onyx. A netted clickling takes a second to come back. Net and rope, level 30 to 80: swamp, orange, red, black and cobalt salamanders. Each catch is a live salamander weapon. Pitfall, level 31 to 72: veld-lynx, ridge-prowler, sabre-cat, steppe antelope and royal antelope. Three new hides and antlers. Falconry, level 43 and 57: spotted and dark burrowers, with a falcon on your glove. Box trap, level 53 to 63: grey, red and black pufftails. Tracking, level 80: the root hog digs up unidentified herbs. No trap needed. Traps are sold in a new Hunter section of the shop (500 to 150,000 gold) and made with Crafting (level 1 to 80). A trap breaks about once every 6,000 catches. The falconer's glove never breaks. Raw bird meat cooks, or dries into sinew for crossbow strings. Birds are the only source of crossbow strings. New skill: Agility Agility is your fitness. Every input is a rep, and a coach counts reps into circuit...
Thank you to everyone who played 1.0, left a review or sent a bug report. Most of this update comes straight from what you told me. Special thanks to Melt for the great suggestions and reports! The patch notes below are a summary of smaller patches already in-game that I've been pushing over the weekend. Let's go: Roguelike EnhancementsDraft Rerolls: you now get as many rerolls as revives, and you can spend them on any draft.Restart Run: in roguelike mode, the pause menu now has a Restart Run button. It starts a new run on the same difficulty.Fix: enemies are rerolled whenever a run ends. This covers winning, dying, quitting and restarting. Before, only "Run again" rerolled them. Achievement One More Chance now matches its name: win a Roguelike run using no more than one revive.Clearer difficulty descriptions. Roguelike Balance ChangesLevel 3 balance: smoother difficulty curve. Level 3 was a wall that was harder than Levels 4 and 5, mostly a huge flood of Calm Souls.Skills buff: increased the base stats of some weak skills: Dash, Lantern, Momentum. Also buffed the % increase upgrades (Beam Damage, Extra Souls) from 10% to 30% per level.XP boost on lower difficulties: Easy gives +25% XP and Normal +10%. Easy and Normal spawn fewer enemies, so you were reaching lower soul levels than on Hard. Hard stays the same and keeps its elite-hunter souls as the reward. Story Mode Balance ChangesNerfed low-level farming. Waiting after the portal opens used to pay out more and more the longer you stayed, so farming early levels was a (boring) exploit. Now enemies that spawn after the portal opens get tougher every 30 seconds. An overpowered build can still stay for a while, but not forever. If you die, you lose your unbanked souls, so don't get greedy. Bug FixesFixed the Talent Tree camera not panning as expected. You can now also move the camera with left and right click. QoL FixesOpacity setting: you can lower the projectiles/skills opacity to see the screen more clearly.Fixed ...
Updates Added a Toggle on the World map to turn of area names. Challenge UI. Added a new Challenge store confirmation, anything over 10 challenge points in cost will trigger the confirmation, this can be turned off in the challenge ui. Souly's Soul Store Updated. The Store will now have ticks next to the soul if you own it, making it much easier to know what souls you have. The ( Overhead Status Bar ) which shows potions food now shows arrows and your selected magic spell, included with tooltips ammo amounts. These can be turned off in the Game Settings and are on by default. Golden opportunities for Woodcutting, Mining, Foraging, Fishing , Thieving now show a golden xp pop up. Improved Bank Search to be instant and use part words such as ba for bar or fea for feathers. Potions in the Inventory and Bank now display the prominent buff's skill icon. Herbology Skill Guide update , all potions will now show the the prominent buff's skill icon. Souldex now has a handy drop down for sorting , you can sort by every single bonus souls provide. Foraging Skill Guide, Prickle Bloobberries & Frosted Bloobberries now say Bush afterwards to match. Bug Fixes Fixed Thief's Log Notifactions appearing twice. Fixed an Issue with Auto Sacrifice not correcting checking level requirements and prestige perks. Fixed Character movement with keybind s interacting with shift + s which is used for auto sell + click causing Bloob to move. Fixed Challenge UI , Prestige Passive Message toggle setting not saving correctly. Fixed an Issue where levels at 1000 could save at 999 and not correct them selves. Fixed an Issue with shops causing integer overflow, this was a shop related issue currency uses double value. Fixed Fish swarm using the wrong image for mirage minow. Fixed Some Typos across the game. Fixed an Issue where auto navigate could break when abandoning a challenge and starting a new challenge. Fixed Altar of Constriction hit box being too small.
Winmon v1.0.12 is live! Hi everyone! This update makes fusion much cheaper, gets your Soots working properly again, and fixes a batch of bugs you reported. Thanks for all the feedback, keep it coming! ⚖️ Balance Changes Fusion costs halved: every fusion recipe now costs 50% less Gold, Gem Stones and food ingredients. Your evolved Winmons are now much easier to get! Magic Cooking Pot: now costs 500,000 Gold (was 5,000,000) and 15 Magic Cores (was 30). The price now doubles with each one you buy. Protein Converter: now costs 300,000 Gold (was 1,000,000). The price now doubles with each one you buy. ✨ Improvements Price highlights: a price now turns red when you can't afford it. This works in the Shop, the shop tooltip, the Winmon zone upgrade button and the abandoned building repair window, and it updates live as your Gold and items change. Pig General quest rewards now go straight into your inventory when you hover over them, instead of flying off to storage. Mini Stone, Mini Lead and Mini Platinum now show one clean price in the Shop. 🐛 Bug Fixes Soots: fixed Soots not bringing ingredients to a building that was waiting for them. Soots now come back as soon as the missing items reach your inventory. Soots: fixed several Soots going after the same items, where one of them would return empty-handed. Soots: fixed Soots getting stuck when a building's recipe changed or the building was removed while they were carrying items. Fixed buildings using up too many ingredients when the same ingredient came in different qualities. Fixed buildings showing the wrong amount of an ingredient when it came in different qualities. Fixed Pig General quest rewards (such as Gem Stones) sometimes not reaching you. Fixed Sell All at the Pig King selling items that can't be sold. Fixed costs being taken wrongly when the required item was split across several inventory slots. This affected the Shop, evolution, building repair and the Prestige skill tree. Thank you for playing Winmon! If you ...
1. 装备词条系统上线。 2. 装备价格会根据词条内容进行增长。 3. 雷电、冰冻附魔掉落概率上调。
Hey! A lot happened in the garden this time: a wizard has moved in for the nights, and the tree has started growing treasure chests. We also kinda brake the economy in the last big update so in this one we rebalanced the economy so the game lasts longer.The night wizard:From the second day on, a wizard sets up his stall next to the mailbox every evening. Hold E to meet him. He casts a spell on you, and from then on some of the fruit you shake down carries a spirit, a small blue flame you collect by walking over it.Spend spirits on his path, twelve steps that each unlock something new: the loot chest, a magnet that pulls spirits, better chests, the Courier's Staff (hold R to sell your bag from anywhere, once every ten seconds), Night Harvest (shake the tree at night for spirits) and Smart Bag, among others.His Grimoire upgrades the loot your chests have found, and the Spirit Eye there makes spirits more common. His Fruit Spells strengthen the frenzy: harder shakes, more coins and a longer run.Spirits are shared by everyone in the garden, even when you play with separate wallets.The loot chest:Once the wizard's first step wakes it, the tree sometimes grows a treasure chest instead of a fruit. The meter over the tree tells you one is coming.To open it, press SPACE (RT on a controller) as the ring lands on the chest. Every press uses a key, and it lights gold, silver or red depending on your timing. Miss too many and the chest is lost with everything in it.There are three chests: wooden with 3 keys, royal with 5 and the skull with 10. The bigger ones only start showing up once your orchard has grown.An opened chest rains coins out of the tree and drops loot: spell books that work for ten seconds (more fruit, fewer shakes, golden fruit, a storm that pays extra...), baskets of fruit, a Mimic that brings another chest, and a scroll that starts a frenzy.In co-op, each chest belongs to one player, and everyone else can see whose it is.The first time you meet a chest or the c...
桌宠小然
2 days ago
· 不配拥有ID的咸鱼
1.加了道具图鉴 2.增加了侧面的隐藏动作 3.新道具-刮刮乐 4.增加了22个道具 5.美化了设置窗口 6.修复若干bug 7.支持开机启动
Hello everyone! Xiao Mang here! I'm happy to announce: Bandit Simulator TD will officially launch on Steam on October 12, 2026 ! Compared to the demo, we've made massive changes and added lots of new content and gameplay! This issue, we introduce: City Occupation & Dispatch City Occupation Once a city's Fame is maxed at all floors, you can launch an occupation challenge. After occupying a city, you can capture the Governor. You can even imprison him in jail first and deal with him later. {STEAM_CLAN_IMAGE}/45936264/20d1d128d6b64bc09b9efb90d33e590c17e2e7e9.png Dispatch Officials & Tax Collection Assign officials to cities to put early-trained heroes you don't want to dismiss to good use. They'll keep generating income for your hideout and keep contributing! {STEAM_CLAN_IMAGE}/45936264/a116ba6307d87d1bd28a97c2fe3aad323b9e392a.png Please, all brothers and sisters who enjoy Xiao Mang's games — Follow + Wishlist combo attack ↑↑↑↑↑↑ ! Game Intro Quick keywords: TD + Base Building + Idle = Addictive & Satisfying A simple "TD Combat + Base Building + Idle" game. Simulates the development of an ancient bandit hideout. Uses Tower Defense as combat, paying tribute to (Fenghe) many classic predecessors (Warcraft RPG - Thief TD, Element TD, Cultivation Simulator, etc.), then simplified, combined with idle gameplay to make "addictive fun" and "simple & relaxing" coexist. Every hero is a fixed tower. They don't move on their own — combat, gathering, crafting, all done in TD form. If you enjoy Xiao Mang's games, please Follow + Wishlist — it helps the game survive! https://store.steampowered.com/app/4267800/_/
- Buying an upgrade no longer resets the spiral. Length is the currency, so a purchase spends it and since v3.0.42 that was being mistaken for the drawn spiral having gone stale, so the whole shape was cleared and a new spiral started growing every time. Now the spiral folds at the point you bought, keeps growing from there, and the bends accumulate into the figure they were always meant to build. - The spiral tip no longer flickers. For one frame after each vertex was committed the tip had no direction to face and snapped flat. Early in a run that landed roughly once a second; it faded as the spiral grew longer.
Patch v2.1.1 is now live. we have implemented bug fixes and improvements primarily related to Cores. Bug FixesGuaranteed Transplant TicketFixed an issue where players couldn't select a specific slot when using a Core that has the same effect in multiple slots as the source material.You can now select individual slots, and the chosen slot's effect (including its exact numerical value) will be transferred exactly as is.Core Special Effect Values Displaying Too Many Decimal PlacesFixed an issue where numerical values in the list would sometimes display as long decimals like "23.400002%" when filtering Cores by Special Effect.This mainly occurred with the following effects:Damage NullificationDamage ReductionDouble CreditsNullify & DestroyInsta-Kill DamageAll values will now be rounded and displayed to one decimal place.Core Enhancement Bonus Value DisplayFixed a visual discrepancy where the value in the Core List (e.g., "+251.1") and the value at the top of the screen (e.g., "+2.511") appeared to be different.The Core List will now display the value using the same format as the top of the screen (+2.511).ImprovementsLag When Enhancing Massive Amounts of Cores at OnceImproved an issue where the game would freeze for a long time when selecting and enhancing tens of thousands of Cores at once.Batch selection via "Select All" and executing enhancements are now significantly faster and smoother.We have confirmed that batch selecting and enhancing 60,000 Cores at once works without any issues.Prestige Shop DisplayWhen "Special Reward Rate UP" and "Special Reward Multiplier UP" reach their maximum limits (including limits increased by the Skill Tree), the stock will now display as "Max Limit Reached (incl. Skills)" instead of "0".OtherAdjusted minor UI details on the Core screen.
Pet Rebalance & Shard Shop Prep | v5.0.92Hi everyone! This update brings a pet tier rebalance finally, a big visual polish pass and a batch of fixes. This update also contains some prep work for the new unreleased "shard shop". More info coming soon! Pet RebalanceTier bonus: every tier now permanently adds +10% to a pet's boost (was +20%), so Tier 1 = +10%, Tier 3 = +30% and Tier 5 = +50%. Tiered pets will show lower boosts and Power Ratings than before. Beyond Level 100: Tier 5 pets now keep getting stronger past Level 100, with no cap. Each extra level adds a small bonus that grows more slowly the higher you go. The Pets screen and the Home info pages now explain tiers properly, including a new "Beyond Level 100" section in Pet leveling, in every language. FixesPets you first unlocked through Pet Fusion or by importing a Collectable now also give you their Tamed item (for example Tamed Slime) in your Steam inventory. Any missing ones arrive automatically the next time you launch the game. If using a Hatch Core ever added nothing to your egg, that Hatch Core is now returned to you, as the game promised. The progress bar at the top of the Achievements and Challenges menus no longer shows a stuck 80%, and the completed-achievements count no longer flickers after each sync. The rarity names in the pet Filters pop-up are bigger and easier to read. Under the hood: lots of server and stability work, so saves, rewards and Steam item deliveries are more reliable, and the game uses less memory. Thanks for playing and for every bug report. Keep clicking!
Hello DungeonSweepers! I finally released the game to iOS, and with that came some feedback that I had to address. Today's build is mostly meant to bring the all platforms back into parity. Thank you for continuing to play, please give me feedback or suggestions for new content and I will look into creating it! Happy Sweeping! General Added a Previous/Next day toggle for Daily Dungeon leaderboards that go back up to a week. Fixed a bug with Leaderboards and Daily Dungeon seeds being different across regions.
NEW- Elements now unlock one by one: each element joins the mine at its own floor, and the element you unlocked most recently shows up the most.- The ores you break now pile up in your Inventory, so you can see how many of each element you have collected.- Added a new currency, Elementium: at the Trader you can turn your elements and Ore Stone into Elementium.- Character and Arena are on the way: their buttons appear after floor 250 and they will open very soon, so you can start saving Elementium now.- Added the Guide: open it with the book button to see elements, rare ores, bosses and abysses as collections; the ones you have not discovered yet stay as black silhouettes, and hovering over a discovered one shows its details.- Added an Arena tab to the leaderboard; the rankings will show up there once the Arena opens.- New notification badges: task and achievement rewards waiting to be claimed, plus newly unlocked pickaxes, pages, task and worker slots, trade offers, titles, regions and skills are now marked on their buttons.IMPROVEMENTS- Tasks with a reward ready now stay at the top of the task list.- Auto-fill for enchantments now only places enchantments that actually do something on that item.- Windows opened from another window no longer end up behind it.- Windows now settle into place on first open without their rows jumping around.- In the Dungeon and the Abyss the Daily Missions button and panel are hidden, while the Skill Tree button now stays available there too.- The Settings window now closes on its own when a promo code gives a reward, a save is loaded or progress is reset.- The FPS limit options and the MAX label now appear in your chosen language.- The game uses fewer resources and the download size is smaller.BALANCE- The Click Damage From DPS enchantment now only turns the DPS of the pickaxe or pet it is equipped on into click damage; the ones equipped on armor no longer have an effect, so we recommend checking the enchantments on your armor.- The Lu...
OptimizationsVehicle Attachment Mechanic UpdateVehicle attachments are no longer limited to Bomber units; all vehicle types can now equip them.We have developed a dedicated UI panel for vehicle attachments, separated from the tradable items page.By default, vehicle attachment effects only apply to the equipped vehicle, unless the skill description explicitly states "Applies to All" or "Applies to Enemies".Energon FilteringAdded a filter option based on Energy level.
PRESTIGE Each mastery cycle now allows 5 purchases (plus 1 per prestige) and the same node can be bought several times. 3 purchases are enough to unlock prestige. STAR MAP The sun at the heart of the Dyson sphere is now animated. BUG FIXES Machines from the previous run no longer show up in the new mine after a prestige. The new mine now starts at 0 m, even when the prestige is triggered by an automation routine with very powerful machines. A prestige landing in the middle of a mine switch no longer breaks anything. When no mastery upgrade can be bought anymore, the cycle purchase requirement is waived: prestige is no longer blocked. Heavily boosted furnaces chain their smelts without idle time and no longer lose production. The fission furnace resumes on its own when a uranium rod arrives. A manual pause stays paused. Abyssal cores, logic circuits and astrium spent on mastery, automation or research no longer come back into your stock. The smelt routine offers the abyssal core on the Plasma Forge, the Fission Furnace and the Nanofabricator. Furnace status labels (paused, waiting, idle) no longer show a "%d" instead of the text. The build rocket routine leaves alone the launch pad you are currently editing. A manual launch while the routine is running goes with your cargo, not the routine's. No more error when changing language after returning to the menu. Korean: large numbers use the right suffixes. Russian, Ukrainian, Japanese, Chinese, Korean: the currency shows the right symbol everywhere. Godot 4.7 engine and a more stable multi-core simulation on games with many mines.
- Added an additional line to the VMAN tutorial board, indicating that it's an important mechanic - fixed the "atoms until next tier" counter after the atom collider is prestiged