Fixed and error where you couldnt add gems while spire was paused
Hello captains!A fun patch for you guys today. Expedition RefactorOne piece of feedback that has consistently been brought to my attention is that expeditions lose their value quite quickly as you progress your fleet of ships. This patch refactors expeditions to make them useful for longer.The main change is that rewards are now based on your currency generation per second per ship. When you send ships out, they will gain roughly what they would generate passively if you left them idle. The kicker is that there is a multiplier that grants a bonus if they survive, and with the new mastery system, you can build upon this multiplier.Additionally, you can now unlock buffs! Because rewards are based on the specific ships you send, sending freighters yields metal, sending traders yields credits, and sending miners yields ore. A successful expedition now also grants a timed buff to the rest of your fleet.Overall, this is a complete revamp that adds another tool for making money and XP, sitting alongside the stock market, mining, and trading. Everything ElseDuring the last few weeks, we have added so much to the game:Endless modeMastery upgradesCinema modeNew pirate logicRefinery refactorRebalanced overall economyTutorialsUI changes and tons of bug fixes It is not a brand-new game, but it is different, more fleshed out, and more polished. This is all thanks to you and your feedback. The average playtime has also gone up by almost an hour, which is amazing, and I can see more and more of you moving into the 20+ hour milestone.A big thank you for playing, commenting, and sharing with your friends.Until next time... SEE YOU IN SPACE, CAPTAINS!ChangelogExpedition rewards refactorExpedition buffsExpedition per-ship reward logicExpeditions now correctly calculate and support super shipsExpedition input boxes instead of slidersNew mastery upgrades for expeditions"ALL" button in the sacrifice panel (RIP all your ships)Purge Burst showing the correct cleansing percentage (2% minimum...
Hello!Thank you for checking out Motelet!With this Demo Update, we've added new features and made improvements to some existing features!📢 New Features1. Added Skill ListWe've added a skill list so you can easily view all available skills at a glance.2. Added Skill Statistics to the Game ResultsYou can now check statistics for each skill on the results screen after finishing a game.🔧 Major ChangesStage Progression ChangesOnce the level gauge is completely filled, the game will now automatically move to the next stage without requiring a left-click.🛠️ Get in TouchYour feedback and words of encouragement mean a lot to us and help motivate us to keep developing the game.Please continue to support and follow Motelet!Email: badeulbadeul0516@gmail.comTwitter: https://x.com/Wobble0516- Team Baeb Sae -
Age of Clicks — Update 0.62.1 War & Diplomacy New: peace conference initiators can now demand war reparations — a lump sum or a tribute drained from the loser's income — stacking with any other peace terms. Fixed: an ally calling you into a war at an inconvenient moment could silently drag you into it with no prompt — now the request just waits its turn. Attacking a country far bigger than you is throttled much less if your own army is genuinely strong — a powerful military now breaks through a "giant's" defense instead of stalling for no reason. Frontline garrisons (even without built divisions) now also add to your offensive strength. Fixed: a weak attacker could no longer "encircle" and capture a stronger rival's territory through map geometry alone, without an army capable of it. Fixed a mix-up with historical borders after civil wars — the winning side no longer lost the right to reclaim its liberated homeland. A coalition no longer celebrates its formation if only one member actually declared war instead of all of them. Fixed ultimatum exploits: pressuring a weak rebel splinter of a great power is no longer a cheap shortcut, and nibbling away territory piece by piece is no longer cheaper than taking it all at once. Fixed: countries that got land back no longer stayed stuck forever with zero military and zero defense budget. Vassals under an overwhelmingly stronger master now build up "desire for liberty" from tribute more slowly. Achievements The "Fashionista" achievement — for changing your flag and renaming your country in the same game — should now work correctly. Fixed the "Tech Genius" achievement — in some scenarios it was impossible to earn because of technologies granted at the start. Fixed the "AFK Empire" achievement — pop-up notifications (epidemics, crises, alliance invites) no longer reset the idle timer. Interface Fixed: demolishing a missile silo didn't work outside of war, same as forts and AA used to. Performance On mobile devices, maps for se...
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English — Patch 0.14.7 🏰 Tower Ascension & Waystones 🟠 Jumping back with a Waystone now asks for confirmation and preserves your best floor for the current run. You can continue from any unlocked checkpoint without losing the progress needed for Ascension. 🟠 Waystones can no longer be changed during Tower combat, and attempts to jump beyond the highest unlocked checkpoint are rejected. 🟠 Divine progress is now recorded exactly once when you Ascend, using that run’s best legitimately cleared floor. Waystone jumps, repeated floors, and entered-but-uncleared floors cannot add or duplicate Divine progress. Existing Divine gear, Honing, Gems, and earned progress remain preserved. ⚔️ Activities & Combat 🟠 The Veiled Reliquary can now open after a completed or failed Dungeon and recovers stale Tower or Spire activity states. Genuinely active combat and expeditions remain protected. 🟠 Spire loadouts now remain sealed for the entire active run, including the brief transitions between enemies, and unlock normally when the run ends. 🟠 Manually changing an Execute Auto-Cast health threshold now keeps the exact value you selected instead of replacing it with the talent’s suggested threshold. 🌙 Offline Reliability 🟠 Long offline combat returns now process more efficiently while preserving chronological results, earned rewards, consumed resources, and unfinished reward delivery.
The Guildhouse is in, so here is the plan for everything after it. Six phases, roughly in this order.Phase A, The Core (1.6.0) Deeper combat with d20 rolls, damage types, resistances and real stats. You see all of it in the log and on your hero. Phase B, The Road (1.7.0) Road events become proper encounters with dialogue, gambling minigames and wandering traders. The Fates system gets reworked and expanded. Phase C, The City (1.8.0 to 1.10.0) A city window in the toolbar with places and unlocks, an auction house, a tavern for hiring and rumors, and quests you take for rewards. Phase D, Depth (2.0.0) Rework of the magic and abilities system, a skill tree rework, and the Endless Maw, which is a working title for a boss ladder. Phase E, City Building (2.1.0) Build buildings, manage resources, and give retired heroes jobs. Phase F, Endgame (2.2.0 and 2.3.0) Module III with new areas, story and activities, then raid bosses you fight with a crew. There are no dates here on purpose. Content and mechanics get chosen by community votes in the Discord, so that is the place to argue for your phase.Discord: https://discord.gg/wn5vCCRnZnIf you want to make my day, follow me on X. It is very quiet over there: https://x.com/Bogu_CEO
Void Salvage launches tomorrow, August 11!Launch Time 10:00 AM PT 11:00 AM MT 1:00 PM ET 6:00 PM BSTInspired by FTL and He Is Coming. A spaceship simulation with pick-from-three rewards and choice-driven encounters. Explore the void, combine and upgrade SYSTEM, then install SOCKET INSERT to build a powerful ship, all while sipping coffee or pretending to work.A Steam Broadcast is now live on the store page, featuring extended gameplay so you can get a closer look at the game before launch.
Added a fixed interface that adapts to any resolution. Available from Settings > Fixed Mode / Free Mode Added a button on every panel to expand it, showing all of its contents even if it overlaps other panels Added 3 more colour palettes, under Settings > Colours
Version 0.1.3!Quality of Life improvementsImplemented auto wait and resume for actions when resources keep running outAdded live bank counts inside of the action panelsFeaturesNew Achievements!FixesAligned raritiesWARNING: SPOILERS!Factory fuel remaining now applies globallyUpdated production statistics
August 10 - New Content Update: New Skill, Dailies, Reputation and more! The game will be updating shortly, Please allow a 30 minute window for the services to update. Hello Adventurers!Update 1.0.149 is here, bringing a new shared skilling update, new daily quests, new guild characters, more reputation rewards, fresh cosmetics, combat improvements, and plenty of adventures across Arcadia. Active Mining:Active Mining has been added as a new skill.You can now mine shared ore nodes together in:*Farm Quarry*Village Mine*Town Gates Ore nodes have shared quantities, deplete as players mine them, and respawn over time. Higher tier ores can appear in the right areas, and ores require the correct Mining level. Active Mining now has:Skill XP and level progressionProfile supportRankingsJournal trackingArea-specific ore discoveries and special drops. Active Mining can reward:Ores, Stone, Uncut gems, Geodes, Crystal Shards, DyesEvent drops during eventsUltra-rare ore cosmetic hats, each ore hat drops from its matching active mining node. Daily Quests:Daily Quest Boards have been added to Farm and Village. *Farm board:Farming dailiesMining dailies *Village board:Combat dailiesFishing dailies You can choose 2 daily tasks from each category per day. Daily rewards can include:XP, Reputation, Gold, Seeds, Ores, Materials, Food, Potions, Gems, Shards, Geodes Adventurer Guild:The Adventurer Guild has new faces. *Seren, the Skill Reclaimer:Offers combat skill point resetsOffers class active/passive skill point resetsUses Village Reputation. *Kael, the Adventurer Trainer:Introduces the next Adventurer quest path. *Lacy, the Guild Master:Runs the Village Reputation Shop New Adventurer Quests:The Adventurer quest line now continues with new quests for:Highland PassAncient RuinsAbyssal Depths Reputation ShopsReputation shops now include more useful materials and new cosmetics.*Farm Reputation Shop:Farming cosmeticsActive Farming cosmeticsForaging cosmetics*Village Reputation Shop:Materials...
List of changes: 🌍 Colonization (new mechanic) New mechanic: settle unclaimed land — deserts, tundra, jungle, arctic islands and other unowned territory on the map Tap free land → a price card pops up → press it → paint the exact area you want with a brush right on the map (just like a peace conference) → send the expedition Colonies grow organically along the coastline instead of a perfect compass-drawn circle — shape depends on the terrain Price rises with distance, but distance is no longer a hard wall — far-off land just costs more, it's never simply forbidden Overseas colonization now requires being an actual colonial power (economic and military weight plus a coastline), not just having the biggest landmass on the map — countries like Mexico or Persia used to qualify while France and the Netherlands didn't The AI competes for the same land too, with staggered start times so one bot can't snowball into taking half the unclaimed world Only available in scenarios from the right era (Victorian Era and similar) — 1936, WWII and the modern world simply have no free land ⚔️ War and combat Fixed: wars between two developed countries would literally grind to a halt at 1-4% captured territory even at max game speed — such wars now actually get fought to a conclusion Fixed: attacking through mountains, forests, marshes and hills was in places mathematically impossible — troops would "just stand there" on exactly that terrain. Hard terrain is now slow instead of impassable Fixed (observer/sandbox mode): divisions never marched at all, drawn attack-plan arrows were ignored, and switching the viewed country wiped out the army you'd built — all three bugs at once Putting down a rebellion now has its own declaration screen instead of looking like an ordinary war with a neighbor: rebel flag, a "CRUSH THE REBELLION!" button, and a clear line showing which government the rebels want to install The war declaration screen has been reworked: your side is always shown on the left, b...
Guild upgrades used to be six rows at the bottom of the Shop. They have their own window now, with a drawing of the house at the top that fills in as you buy. Open Collections (menu) first. It is one click and it is the fastest way to see what this update did to your save. The Guildhouse8 upgrades over 41 stages, where 5 stood over 20. Three are new: the Barracks boards a second hireling, the Wain adds two pack slots a stage, and the Cellar keeps Shop boons alive 25% longer a stage, so a five minute boon runs thirteen at the sixth. The second hireling is the biggest thing in the release. A mule adds four pack slots, a torchbearer makes travel 20% faster, an apprentice regenerates your MP 15% faster, and until now you picked one and watched the other two go by. If you already bought upgradesEvery stage is worth less than the stage it replaced, because the ceilings did not move and the ladders got longer: the Bell pays 0.8% speed over five stages where it paid 1% over four. So your stage counts are moved up when the save loads, to the stage of the new ladder that pays what your old one paid, and the game says so in a line. A Bell at 4 of 4 comes back at 5 of 5 and still gives 4% speed. The Stable lands two points short, because six stages of 5% is where its ladder ends. Everything else you paid for, you keep. The Board of FeatsEleven feats, and three doors on each: a deed licenses it, prestige unlocks it for every run after (3, 4, 6, 8, 11, 14, 18, 23, 28, 34, 41), and gold hires it onto the run you are playing (40,000, then 350,000, then 4,000,000). You wear one at a time to start with and eight with all seven levels of the Warden's Papers. Every one of them is a standing choice or a standing fact: you set the board, and then you play. The first kill on a floor is always a crit. A 19 counts as a 20 on checks. Unmet beasts are hunted first, and the weather favours skies carrying beasts you have not killed. Refused gear hangs on the trophy case wall. Two are set once a...
Optimized the Star-Absorbing Technique skill Improved descriptions for some pills Added alchemy support to the activity queue Added a white-background, black-text theme Improved sidebar click behavior Improved handling when idle training reaches its cap Unified translations for cultivation EXP and spirit stones
Fixed a bug that caused certain repeatable actions to lose count and reset Added automatic scaling that adjusts the default UI size to your screen resolution Added an option in Settings to adjust tooltip size
A recently introduced bug was preventing progression on Story World 14.
🏰 Ascension Recovery 🟠 Ascension gates now follow the intended curve: Floor 2,000 for the first Ascension, Floor 3,000 for the second, then Floors 5,000, 7,000, and 2,000 floors farther for each later Ascension. 🟠 Auto-Ascend now works with Auto-Combat both online and offline. Clearing the selected gate automatically Ascends, returns the active Tower to Floor 1, and continues climbing. 🟠 Characters affected by the post-Ascension zero-XP issue receive a one-time restoration of missed Combat and Hitpoints XP based on the floors they cleared. Normal Tower enemy XP remains unchanged. 🟠 Divine Gear now keeps growing across every Ascension. Every floor cleared in every run contributes to permanent Divine progress, and every 100 cumulative floors grants another Divine Level. Divine items are never reset or removed. ⚒️ Gathering & Crafting Progression 🟠 Fixed a gathering + crafting bug where they were both the same level as Combat. 📖 Clarity & Reliability 🟠 The player stat previously labeled Attack Speed is now consistently called Haste. Haste reduces the delay between auto-attacks and shortens ability cooldowns; its formulas and balance are unchanged. 🟠 Nightmare Dungeon recipe routes now show how many of their four recipes you have actually discovered. 🟠 Fixed clean profiles becoming stuck while loading their first character when no saved music-volume value existed. + Fixed other QoL's and smaller bugs that were reported the past day. I'll keep delivering 1-2 deployments a day, if I forget something let me know 🙂
Announcing Version 0.1.2!Quality of Life improvementsRight-click is now used to set the secondary action instead of clicking and assigning via checkbox.FeaturesAdded Auto-FarmingMinor ChangesUpdated Combat XP calculationsUpdated Cooking UI
I know last update I said that it was the last regular update before the launch.I'm sorry I lied.This update focuses on progression pacing, combat balance, weapon behavior, bug fixes, and additional localization support.BUILD 1.2.0.3 Progression ChangesThe main mission progression has been reworked:Die Once or Kill an EliteReach Sector 3Reach Continuum 5Reach Sector 10Mission 1 can also progress by either dying once or defeating 1 Elite.Black Hole and Prestige are now unlocked at Sector 2 instead of Sector 5, giving access to these progression systems much earlier.High Bandwidth now capped at Level 5, but its maximum cooldown reduction was also reduced from 75% to 50%, with increased upgrade costs.Homing now grants +4 Accuracy at Tier 1 and +1 per additional effective Tier.Boss BalanceBoss scaling has been adjusted to better match player progression.Reduced boss adaptive damage scaling from 70% to 35%.Improved boss HP scaling based on Player DPS so later bosses, particularly around Sector 4, are not flimsy.Weapon ChangesWeapon switching during combat has been adjusted to prevent several exploits and make switching more deliberate.Fixed rapidly swapping weapons back and forth causing them to fire instantly.Fixed a weapon switching spam bug.Switching weapons during combat now requires the newly equipped weapon to reload before firing.Weapons now charge up normally before their first shot after switching.Fixed weapon switch positioning in the Weapons Market.System and Upgrade FixesFixed Meld Tier incorrectly applying the new system's tier to the previously equipped system.Fixed legacy Overclock Augment levels incorrectly multiplying system tier.Fixed Command Core not displaying its required nodes.Upgrade options now display the actual price when an upgrade is free or discounted.Combat and UI FixesAdded a Disrupt Jammer status icon.Fixed enemies moving behind Flag buttons.Fixed Derelicts wrapping too soon and not around circular boundaries.Updated Difficulty stat calcul...
The previous update introduced a major nerf to GHG because it was physically nonsensical. This went a bit too hard however and the factory became far too weak. I am compensating for this nerf by buffing the ghg factory a large amount.
Fixed a bug that kept some key items from showing up in the Milestones panel The Lesser Kraken now shows correctly in the list of unique bosses defeated
Thansk
Just a couple small fixes patches up before a big UI change. You cannot sell equipped gear anymore. Skill list can now be sorted by category. Fixed a small issue with skill icons layering/going black. Please feel free to continue to report bugs or share your ideas through the in-game menu, or through the discord. Thank you!
Based on player feedback, Exit Game has now been added to the Pause/Main Menu, with Exit to Menu being renamed 'Return to Menu'. The confirmation page has also had some slight updates with wording and button colour changes to keep it simple.
Added custom drag-and-drop sorting for the left-side menu. Added the activity queue feature. Optimized and refactored the Alchemy recipe UI. Optimized and refactored the Cooking recipe UI. Optimized and refactored the Forging recipe UI. Added quantity display in the Backpack. Optimized the Thorns affix, changing it to normal reflected damage. Optimized Luck-based money drops. Optimized some pet skills. Optimized some pill recipes.