Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth thought-sharing of your experience to determine what to improve upon! So let’s get to the changes, I hope you’ll enjoy them! Player feedback balance adjustments Jobs that deal damage on completion (seals, magma, steel) now reduce your active food cooldowns by 10% of your maximum cooldown per completion as well. Providing an additional strategic element to tackle them through food variety. This aims to reduce a commonly reported frustration of "I get worse as I get faster" if properly utilized, without invalidating their place in the balance Chapter 8: Catch seal damage per completion was increased by 10%, to keep the initial pressure similar to how it was before, now that the cooldown reduction effect is added. It remains a clear buff for chapters 9+, but is initially fairly minor during chapter 8 (it's never a nerf either) Chapter 8: Catch seal now has additional safety logic, causing it to look a little ahead (one food cooldown) to prevent accidental automated deaths to the walrus fight. This should make it require less specific automation setups to comfortably pass at higher skill numbers Chapter 10: Mushroom school damage was increased by 12.5%, while required time/experience per completion was increased by 25%. Effectively making it 10% easier (damage per second), but in a way that benefits later stages of the chapter more than earlier stages Chapter 10: Added additional flavor text to the first dog exploration, to hint that you might want to explore that part even if you've already obtained the iron stick in chapter 3 Chapter 11: Reduced the base difficulty of dodge by 20%, and the damage of trip by 12.5%. Aiming to soften the first phase for builds that are very low on agility (one of whic...
just your average bug fix and re-balancing update btw you should totally join our discord server nerfed ethereal upgrades to grant 50% extra production per upgrade instead of 100%, felt like ethereal upgrades were a bit too good slightly changed the equation for earning souls made a separate button for pet customization moved the soul counter in no form mode fixed an inaccuracy in the buying of friends fixed pet names not displaying correctly for 3/15 skins
{STEAM_CLAN_IMAGE}/9406293/603198eb35409b487c52a58f5336b7deb2665257.png https://store.steampowered.com/app/1290330/Time_Wasters/ Time Wasters is a space shooter bullet heaven roguelite. Equip and upgrade weapons, destroy swarms of enemies, and collect Time & Space Cubes to bend the timeline to your advantage.
The store not loading bug is fixed. Working on more fixes/update.
mac OS version! new backup system to make sure you don't lose your progress! added pet beavers, this feature is NOT done, i wanted to get this done before the update but i'm going to be gone for a couple days and i wanted to get something out as there hasn't bee anything in two weeks. added new branch of prestige upgrades added parallax background to the prestige screen added lines between nodes in the prestige screen added support for hiDPI screens made prestige nodes grow whilst hovering over them changed some font sizes here and there reworded some achievements reworded the base prestige node nerfed the offline production prestige upgrades, they were limiting design space updated the engine from godot 3.4.4 to 3.5.1 updated the godotSteam integration layer from 3.14 to 3.18.3 updated steamworks from 1.53 to 1.55 updated how steam is handled under the hood to allow the exporting to non-steam platforms such as android, iOS and consoles added the possibility of a node in the prestige screen requiring multiple other nodes added the functionality of selling certain nodes added beta update channel on steam if you're interested fixed extra % logs taking up two lines in prestige screen fixed an issue with the settings not properly saving on some devices fixed an issue with scientific notation displaying numbers larger than they were fixed tons of issues regarding accidentally buying prestige nodes
Added counter for all people who chose to be idle.
更新日期:2023-03-07 版本号:2.3.70 1.天赋系统调整: 珍妮:理财:每10回合,现金增加10%,免疫分钱卡。(注:可以分别人的钱) 阿甘:神行:20%概率触发再走一次。(每回合不可重复触发,不与6点重复触发) 2.加速机制修改: 初始过路费加倍 触发2倍加速调整为第60回合(2人场为70,6人场为50),触发3倍加速为第100回合(2人场为120,6人场为80) 3.入狱或再走一次时,将回合时间缩短为12秒。 4.修复了其他几个小问题
Updated generators income so now they are more efficient and profitable
The shop adds skill books to exchange for divine beasts and spirit stones
Bug Fixes: Minor bug fixes, server upgrades, and analytics improvements.
1. Fix the numerical error during evolution. 2. Fix the problem that the value is negative.
Adjust store items
1. Adjust the BOSS growth curve of God-killing mission. 2. Defense: The physical attack of the enemy has a high probability of attacking itself. 3. Thorns: reduce damage. 4. New skills: kill quickly and increase physical dodge. When the speed is the highest in the whole field, the attack must trigger a critical hit. 5. Trap: Adjust the loss of HP to 10%. 6. Poisoning: reduce the probability and adjust the blood loss to 10%. 7. Dementor: reduce the probability. 8. Kill: reduce the probability. 9. Frost: increases your own speed by 10% when a spell attacks. Increase the probability of slowing down the enemy. 10. Charm: When attacked, you have a chance to increase your speed by 10%. 11. Dying: reduces damage. 12. Lucky: When attacking, you have a chance to get the skill book.
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Hello friends! New update has arrived! About the update: Added Added location - Town {STEAM_CLAN_IMAGE}/41393488/5356d092c48ee5affb20a66e5e276cc2ec9a57a5.png Added a timer for closing doors that require an access card (if you get stuck inside this building, a special button is made for this, which opens the doors from the inside) Added the ability to switch the shooting mode for weapons (burst, single, auto) Added a torch when you spawn after death or the first time Fixed Fixed a bug where weapons could be loaded with other weapons carried over from the loadout Fixed bug when grenade dealt more damage than c4 Fixed bug when zombies make sounds after death Fixed a bug where storage boxes would collide with players and bounce all over the place Changed Changed spawning of resources in chests Balance of resources for building Now in the closet you can find only equipment and in the refrigerator - only food Temporarily removed thick fog (because it caused a performance drop) Other minor fixes and improvements Servers have been wiped
Add archive automatic backup and recovery function
Repair the BUG that the plastic cannot save
Markers can now be added to the map
Universes 1 and 2 You no longer have to purchase carried Heirloom slots. Instead, you'll automatically gain one once you have the amount of Nu that each level previously cost. You can now spend the full value of your Nu on both your Staff and Shield, rather than 50% on each. The Home Detector Mastery now also drops Uberhousing upgrades Universe 1 Spire Cores no longer consume Spirestones when upgrading/replacing mods, instead you can spend 100% of your total Spirestones on each Core! 12 different Challenge2s have been fused together into 6 new Challenge2s. Each new Challenge2 is a combination of two older ones, and setting your Zone in one of the combo C2s will set the Zone for both of the Challenges that it's based off of at the same time. This should make it both take less time and be more fun to update some of the more trivial C2s. The pairings are: Meditate + Discipline = Enlightened, Slow + Electricity = Paralysis, Nom + Metal = Nometal, Balance + Mapology = Topology, Watch + Size = Waze, and Toxicity + Lead = Toxad Added 2 more Personal Spire Fire Trap upgrades, and 1 Lightning Trap upgrade In the Personal Spire, lowered the required zone to unlock Poison 8 from Z700 to Z650, and lowered the zone for Poison 9 from 750 to 700. Lowered prices to more appropriate points for those zones. Capped Runestones from Trustworthy Trimps to 7 days Added a new Challenge at Z460 that can be repeated up to 15 times with scaling difficulty for increasing Helium, Attack, Health and Fluffy Experience Universe 2 Added a new ring of Mutators! This outer ring requires that at least 10 Mutators have been purchased from the inner ring before purchasing anything from the new outer ring. Added a bunch of brand new Mutators to the new outer ring The Mutators UI can now be moved around with click/drag and zoomed with mouse wheel Mutated Seed drops are now increased by +1x for each type of Mutation affecting that enemy (enemies with 2 types are worth 2x, enemies with 4 types are worth 4x)...
Added Delivered Numbers screen which shows currently delivered numbers and speed of delivery Buildings can now be quickly replaced by building over them
https://store.steampowered.com/app/1290330/Time_Wasters/ Time Wasters is a space shooter roguelite. Equip and upgrade weapons, destroy swarms of enemies, and collect Time Cubes to bend the timeline to your advantage.
Bug Fixes: Added logic to ensure your energy rewards from Resource Packs, Daily Bonus, and Video Ads never decrease as you reach higher waves. Fixed bug where Commando Bot's Tech I upgrade wasn't applying the bonus to Tech Damage correctly. Improvements to server connection and leaderboard reporting.
Hi Everyone! We’ve made quite a few adjustments, bug fixes, and additions over the past month and a half. We wanted to make sure to post here for those users who may not have access to our Discord. In this current patch: Spoilers tags for Reality related content Balance changes: EC4 infinity requirement scales slower (50M => 25M per tier) EC11 goals have been reduced by e50 on all tiers Improved visibility for cel3 hints (progress is now always visible and accumulates 10x faster) Made Black Hole auto-pulse always force charging at 99%, removed adjustability for charge rate Momentum grows 2.5x faster Reduced final singularity milestone (8e45 => 2.5e45) Speedruns now also start with achievements 35 and 76 New QoL: Made Time Study tree import text persist between closing the modal Added "Respec and load" buttons/options for Time Study loading Added "Sort by Level" to glyph inventory Auto-EC now holds (but doesn't complete) the next one when paused Bugfixes: Modern-Metro themes now have the correct AD color Cloud save conflict option buttons now work properly "Buy 10" multiplier now always shows Crunch modal no longer shows up pre-break with hotkeys Next EC rewards now show "Next:" even when capped EC requirements no longer scale up after max completions Fixed Companion Glyph still counting as a glyph in some cases (LE, nav, achievements) Fixed black hole-related achievements not affecting displayed interval/duration Cel5 times now account for storing real time Cel6 text now updates properly after destabilization Minor changes: Improved Cloud conflict detection (eternities in early eternity and max Dilated Time in dilation) Added ability to hide Google info when Cloud saving Added "Common Abbreviations" to H2P Added max replicanti text Reduced IP/min and EP/min hiding thresholds on prestige buttons Added an outline for fully-completed EC studies Added cel3 icon to cosmetics Made paperclips less invisible Fixed more minor typos and made many minor wording improvements In...
{STEAM_CLAN_IMAGE}/38940803/3ad23af28295dc54275c6af90b24d106d864acdc.png Up to 100 players can compete in a mini pattern search game. During 5 rounds, players must find the indicated pattern on the board - but beware! There can only be one person on each tile, so the fastest will get it. Each round the patterns will be more complex and there will be fewer squares available, so only the most clever players will be able to save themselves. Remember that you can also play this mini-game in automatic mode while you are away =)
January 21 Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This should tackle a rare chapter 11 visual bug where a number/bar wasn't visually updated after completing certain explorations if they finished at the exact same time as something else such as eating food Added a small number-precision safety check to a chapter 11 finale event January 20 Fixed the passive jobs NG+ perk cheating its way past two chapter 11 job requirements Fixed a chapter 10 person following you around after moving on without meeting that person (how rude) January 19 Fixed a cache bug that could cause the construction button to not listen for a specific chapter 11 construction Fixed a bug that caused tooltip-experience information to not visually update with certain chapter 11 explorations