UPDATE #12 v1.0.9 -New Mage – The Newest Mage The Druid joins the halls of the Mage’s Guild. He can be viewed in the Mage’s window and is available in the Shop for Philosopher Stones. He has a special bonus for having him as an active or support mage of an Ingredient find chance for making Alchemy buffs. He also has a permanent 30% HP/DMG bonus for owning him once he’s purchased, regardless of if he’s selected at all or not. -Fairy Runes – Three New Fairy Runes have been added to unlock! Once you reach the stage to unlock these, they are permanently unlocked. They will be available that same Time Shift and any future Time Shifts from T0 Stage 1! This will allow you more freedom in your strategies as you open up more Boons to play with, especially paired with the adjustment of the Boon leveling below. -Skulls – The EXP deficit of skulls have been relaxed quite a bit. Even at 5 skulls now you will be able to continue pushing. We didn’t like the hard line it was creating on forcing you to Time Shift so we eased back on it. This allows you to continue pushing if you’d like, while still giving you goals of where you like to Time Shift at. -Fairy Runes – Adjusted Fairy Rune / Boon leveling. Base Boons start at 25 levels available (up from 10). Runes needed to spend to raise the cap have been lowered. The cap raises by 25 each time it rises (up from 10 as well). This should help take care of a bit of the tedium of spending your runes if you had a bit stacked up. -SCIENTIFIC NOTATION – Scientific Notation option has been added. You can find it in the options window if you wish to switch to it. It will be on by default for new games. -Arcane Scrap – Changed the way both of the x10 and x100 Arcane Scrap buffs work. Previously they averaged out as you gained them so that you’d gain their benefits all of the time. We keep getting feedback that you guys would rather see the actual x10 and x100 proc so that’s what it’s been changed to. - Fixed an issue with the weekly/daily poppi...
UPDATE #11 v0.0.8 -Badges – More badges have been added to Tier 1 and higher -Mini-Badges – Mini-Badges have been added to the Tiers. These can be found on the right side of the tiers in the Liquid Gold window, and much like the normal badges, once unlocked, work from Tier 0 Stage 1. These give HP/DMG bonuses for reaching them. You can unlock one for reaching STAGE 250, 500, and 750 in each Tier. -Shop Item: Lost In Time - Returned at request but with a weekly limit of 2. -Bugs – Various bugs and typos fixed.
{STEAM_CLAN_IMAGE}/34510288/898149c038fed52e9cb8d4bd780ecbc735eb1aa4.png Space is a pretty big update, though, it's for players who have completed the latest content. {STEAM_CLAN_IMAGE}/34510288/3415fe0b7d1a75d258e9ba0e7a0fd23f0659d20a.png Space can be opened when all empires are fully upgraded. In order to achieve this you will have to play for a long time probably. But the content of the previous version would end after the upgrading of all empires, and it bothered me. So I added more endgame content. Space has its own interface and map. {STEAM_CLAN_IMAGE}/34510288/667ffad71d557bdb9847deefc2c15ef76227dce5.png New sectors can be opened for energy. This is like buying tiles with gold in the main game. {STEAM_CLAN_IMAGE}/34510288/42c796a76e7a9a7b6b60924145751df8513bdd82.png The result of space development is the creation of a colonization ship. The ship goes to a new planet... and everything starts all over again :) But the colonization of the planet gives bonuses: You can choose 2 mutations. These are special improvements that can have a significant impact on the gameplay. You will get 100% more empire points. Examples of mutations:+500 workers in the first building built. +2 gold per second, international trade is immediately open. Once for abdication you can change god. The holiness is preserved (for example, you can gain a lot of holiness from the chicken and then switch to oni). x4 wheat and wood production (trivial, but pretty good). All mutations:{STEAM_CLAN_IMAGE}/34510288/10cc00c678718916c6d5d670c0f78e0becdb34e0.png
v 1.9.7b - 9/26/19 -Various bug and balance fixes for paths 300K+ -Increased cap of Hades and Aphrodite Relics -Increased caps of a few passives in the Passive section of Classes. For those few of you at 700k+ that were hitting negative numbers, you'll see your level back around your path for the moment while you balance back out. Your negative health and gp have been fixed. You'll level quite speedily until you balance back out and then continue normally.
We added support for Linux. We also did some minor technical improvements. {STEAM_CLAN_IMAGE}/31326688/c858b17110e65fa83176c92816a0bfc53d0a7369.png
v 1.9.7a - 9/19/19 -Fixed offline gains Sorry to those it broke for and thank you for the patience!
Super Fall Sale. September 15 - Oct 8 We have 50% off of our premium currency purchases (Golden Apples)! With these purchases you also get Vouchers to use on our roulette wheel for fun rewards and for this event you'll get an extra currency (Godpower) reward for each spin you get. While playing the game you'll also earn extra vouchers each week! (1 extra for each 3k paths you reach). These will also get the extra Godpower during the event! We hope you enjoy! {STEAM_CLAN_IMAGE}/33623418/fe351c5e9ed1057a31e91a83707e20fc76432b41.png
Game updated! This update isn't very big and contains mostly bugfixes. I wanted to fix these bugs before I started making a big content update. Version 160 The second axe did not increase the speed of the battle (from forge upgrade) The ships received from the mysteries were not taken into account when sailing away Fixed some glitches with the hero Fixed offline hiring for caves (stone trial) Version 160r It's a special update. Some players have a rare bug with overlapping tiles. This is why there is a "restore tiles" button in the menu. Previously, the tiles recovery algorithm tried to preserve the shape of the continent, which you create by choosing places for tiles, but because of this the recovery did not always work. Now it always works, but the arrangement of tiles before the recovery is not taken into account (in any case, it makes sense to use this button only when the bug with overlapping).
In the last update, we were force to upgrade the Runtime Engine on which ClickRaid is written. Behind the scenes, this is has been a long time coming, and we have been delaying as long as possible, as we have already identified that much of the initial code is written in a way which is incompatible with current runtimes. Unfortunately, a bug in the runtime being used prevents us from making any further changes to the game. We cannot even recompile on the old runtime with the old code! Thus we spent extra time attempting to ensure full compatibility with the new runtime, so that we can continue updating the game. However, when we released the latest update, we found for a small percentage of cases, game breaking compatibility issues remained. We have rolled back to previous build, and have worked with players individually to restore them. With this effort complete, we will now create and maintain a new App branch where we will publish future updates. Thus, any fixes or new features will be applied only to this branch, however, we also understand that this branch still contains some runtime incompatibilities, and we hope to leverage this to work through the remaining incompatible code so that we can get to the point where we can once again push a stable version to default App branch. Alternatively, there has also been some work begun on a Unity-based rewrite. There are a significant number of benefits of pursuing a Unity-based rewrite, namely community driven recreation or even complete changes to mechanics and balance. The maintenance team has worked closely with Slikey on this project, and gained support and blessing for taking it in a community-driven direction, mobile-first support, Steam/Discord/Kong integrations, etc. As with any such project, the trade off of pursuing it would be the continued slow down of work on the current version. We are quite interested in hearing your opinions on the matter, please comment so we can make informed decisions!
We've finally launched our Steam Page for Soda Dungeon 2! We've posted SD2 news here for quite a while but will slowly start focusing on the new page for future updates. Please consider wishlisting us if you have a moment
- Upgraded GML Runtime to Current - Refactored some unused code out - Pressing I will open up the inventory panel - Fixed cursor stage value overflowing
懒人修仙传
2634 days ago
· LostXXX
版本更新至1.1.7,本次迟到更新以功能修复为主~拖更这么久真是万分抱歉`咕咕咕,最近我一直在制作游戏的第二代,这将是一个完善现作大部分遗憾的新作,并且配备方便的游戏内容编辑器,让制作mod变得个更加容易~ 增加对奇兵装备位置的控制 上调修为的总上限 调整计时类副本的限制表现 鬼修不再能使用减寿命的丹药 调整灵根上限类药品的效果限制由道具等级决定 重做了属性通知机制,现在依赖玩家属性的技能会及时生效了 重做了自定义属性的机制,现在自定义属性可以正常工作了 修复了开天斩额外伤害无效的BUG 修复了在部分情况丹药可以无视上限的BUG 修复了在触发被动技能时,攻击方普通特效会无效的BUG 修复了奇兵类武器生成时属性异常的问题 修复了计时副本在特定情况下会停止计时的BUG 修复了Dot类伤害超过21亿会溢出的BUG 修复了单次获得修为超过21亿会溢出的BUG 修复了被动技能(非复活)在单位受到致死攻击后还会触发的BUG 修复了技能升级所需熟练度显示异常的BUG 修复了法力超过21亿会溢出的BUG 修复了技能过多时装备会导致延迟的问题
Fix legendary ammo mod combine x9 Add more levels for automation upgrades. Interval and levels per interval for weapons, researches, auto mission completion, mining contracts and squads Fix curator captain bonus from +0.9 to x0.9 Add time limit for fire rate debuff of tazer to be limited to 10 seconds (i wasn't able to repro that bonus not completely cleared, so added this limit as possible fix) Fix extra turret chance ammo mod Fix possible crash on ability swap Properly update levels to buy for shipyard upgrades on shipyard lvl up Fix void lab bonus active even when not purchased Some minor fixes in ui and logic i don't remember :)
Fix trapper Refactor token multi loop Fix crash in DLC music Fix Saint pickup display glitches
556.1 - Class Leaderboard selectors properly show/hide when Leaderboard minimized - Class Leaderboard selectors persist selection through leaderboard change
v1.0.3 6/16/2019 4:15 PM EST -Increase Soul Stone drop scaling. ----We decided we wanted you to be able to utilize the Soul Cache Skills more so we've changed the scaling on the soul stones to let you. -Collection Bonus total can now be seen in the Stats Page -Updated the Soul Cache tooltip for the magnet to make it more clear -Updated Bloodstone tooltip to be more clear -Fixed a bug with rebirthing occasionally restricting soul stone gains to 0 for that rebirth. -Various bugs and balance changes.
v1.0.2 6/9/2019 7:30 PM EST -SKILLS/MANA balancing. We changed the way the mana/skills balance a bit to keep you in a tighter progression. You shouldn't see as wild of differences in your rebirths now. -AUTO-LEVELER: An auto-leveler has been added to the game. You unlock this after beating STAGE 500. It will level your lowest level heroes for 5 minutes base with a 15 minute cooldown. You can increase the timer by pushing your max Stage. For every 100 stages past 500 (max) that you reach (ie 600,700) you can increase the timer that it'll be active for by another 5 minutes. Everyone's timer will start at 5 minutes the first time you unlock it and then will scale to match your max path. --------Also worth mentioning the auto-leveler won't spend below the bloodstones you need in order to rebirth. -Golden Chests now drop the appropriate amount of Gold -Hard Resetting will now reset the reroll cost correctly -The lvl 10 tooltip for hero skills will now display correctly (it wasn't display until you reached level 10) -Fixed an issue with the starting path skill causing a bug if you had it too high. -Various bugs and balance fixes.
v1.0.1 5/30/2019 4:00 PM EST -Fullscreen/Window toggle has been added to the options window -Music/Sound sliders no longer turn off automatically the first time you open the options window. -Fixed a bug that would occasionally make you restart with some gold from your previous run -Fixed a bug that would cause your Trophies DPS bonuses to not function correctly. -Increased satchel auto-open timer to 5 minutes (up from 1 minute)
The Game went live a few hours ago! Thank you everyone who checks it out. Special thanks to our beta-testers who helped work out some pre-launch bugs! Feel free to join us on discord at: https://discord.gg/9E5TtUJ
Hey guys, thanks for checking out the game! We'll be going live on May 29th! We hope you enjoy the game. If you'd like you can join us on discord at https://discord.gg/9E5TtUJ !
https://www.youtube.com/watch?v=znx2NRNnHF8
Dear Players, thank you for your feedback on Idle Racing GO! Much appreciated! We have noticed there were some problems with servers yesterday. They are finally fixed. We really count on your understanding! Last week we received a few messages and comments about IRG Tournaments which don't work properly in the game. As we are working on it now, we need your help and a few details about the issue: * What kind of Tournaments you have tried to take part in? * Please, describe the joining process step by step, * Does the problem occur every time you take part in Tournaments? If you find more bugs, please send us using an email: contact+IdleRacingGO_support@t-bull.com Your feedback is the most important to us! Thank you!
Stargate has max level now (20): 1 Mythic ship per race 1 Crew member per race 1 Mythic module per race 5 Mythic ammo mods per race. 2 Minor and 3 Major (some are higher tier versions of existing and some are new) More upgrades Max module augment level increase Void lab access and void upgrades (any race lvl 20 needed + some upgrades require specific race lvl 20) Other changes: New module augments Max level of crew memebers increased Max level of modules increased New automation: weapon tiers New automation: ammo mod refill New automation: shipyard Automation UI layout changed list -> grid Reduced ammo drop rates and duration bonuses (+ reduced duration increase per rarity) Added scaling of max level based on TARL for SP upgrade that boosts ammo mod duration and sp on reset Valorians Particle Accelerator now addes bonus to crit damage instead of projectile speed (becase of great increase of base proj speed) Automation timers Starting section levels are based on max player level this stargate reset Min section level after reset is 1 Starting SP upgrade levels are based on max player level this stargate reset Starting weapon/modules/abilities SP upgrade levels are also based on TARL (selected max between player level and tarl) Increased limits for most automations (and amount per level for some) Some small fixes
Starting game speed up. Higher damage, less required completions, buffed starting auto-cannon and increased speed of all projectiles. Attention! 1.3.1 have a freeze problem, so if you updated to it already tehn please check for updates again, version is same but with freeze is fixed.
Max race level upped to 12: new ships, weapons, researches, ship upgrades and bonuses New Automation: Auto finish mission (limited by % of max level all time or max level in current stargate) Some performance optimizations Small decrease in price for sp damage/xp/scrap/mr KP amount bound to max level per stargate reset and not current Enemies spawn closer to each other (for 6+ enemies and spawns from enemy abilities) Post Raid buffs shown in HUD Add Queue All button to Bounty Hunter Guild Previous changes that were not posted here (1.2.2 - 1.2.5): New SP upgrade: Gold in mining contract unit Move weapon mount points on player and merc ships in balanced way (l-l-r-r -> l-r-l-r) MJR marker on icon for major mods Ability to accept and queue bounty from guild page + rework it to table view 'Buy Max drinks' first buys automated drinks Shipyard upgrades are grouped Increased max level for asteroid ore amount ship upgrade from 200 to 400 Fix max research level sp upgrades requirement check (with stargate open) Fix common ammo mod extraction config save Max level for wave skip chance is bound to TARL (10% per level) Fix saving of hidden state for ship upgrades A bit lighter rare color and darker epic color Add new rank quests (drinks/mercs/alien races) Increase max level for mining squad levels per interval Added ordering by rarity for armory weapons/modules and changed for ammo mods - higher rarity on top Add ship inventory sorting by type and rarity