#πŸ’–future-content-blog

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fiery citrus
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ABSOLUTELY = Highest priority YES = I want that NO = I have no interest in that

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  1. Cloudsaving, wherein the game automatically saves your progress, and loads it if there is ever a savelost
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  1. Anti-Crash mode, wherein the game doesnt autosave every screen-change (this seems to be causing the crashes), but instead saves every 60 seconds, or when you press a save button I'll put in the Help Menu
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  1. None of these other things, I just want the new content as soon as possible
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  1. Vote STAR on this, and you will get +100% luck when farming the Asylum bosses for the rare pet drops (The bosses drop pets, which you keep for when the Pet Update comes out)
    PC players can vote on this one :)
fiery citrus
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Some additional info you should all know for when V3.40 update launches:

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1. There are only two asylum bosses in this update, and only two Shops. The next two will come in the next update (along with crusade rebalancing)
2. Z bosses (blue keys) only drop enough Traces to level up shrines to about 25. In the next update (crusade rebalancing), I will be spending a bit of time to add in a "difficulty bell", which you can use infinitely to make the boss harder and drop more Traces. Think of this like crusades, except with a better execution -- I know exactly how I want to pull this one off.

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3. Only 1 Asylum card pack is available in the shop right now. Once Asylum is finished, there will be 3. I only say this to get the point across that there will be more asylum card pack types

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4. The Pachi Arcade is a permanent feature. The only "event exclusive" are the three event cards earned via the Egg Shop.
5. I changed the respawn timer from 0.20 seconds to 0.025 seconds. However, this "cap" will also affect Offline. For the top 0.1% of players who will be affected by this, please don't worry. Not only do I have a shrine specifically for you (Heavy Cash), but I also have another shrine planned for the next update. [Also, the latter shrine will be useful for less end-game players too!]
6. The top 1% of you will DESTROY the asylum bosses. Dont worry. As I said before, I have a plan for a "difficulty bell" that you toggle to make the bosses equal to your damage! So, enjoy feeling OP while it lasts πŸ˜‰

fiery citrus
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πŸ—Ί πŸ—Ί So let me update the roadmap: πŸ—Ί πŸ—Ί
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  1. Mobile Release of v3.40 & Cloudsave -- within a few days
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  1. Crusade Rework, depending on how long this takes, I may group it with Asylum Part 2-- probably about 1 week
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  1. Asylum part 2 (the other two bosses and Shrine Sets) -- 1 to 2 weeks
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  1. Pets -- Gonna be a fun, different way to play the game with its own gameplay loop -- the end reward will ofc be some way to increase your stats though, just like all other systems. This will takes quite a while, and will be the size of Farming (maybe bigger) -- 3 to 5 weeks
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  1. Zones 9 and 10, as well as the rest of the Rebirth tree. -- 1 week
fiery citrus
fiery citrus
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Difficulty bell for the asylum

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The bell will let you buff up the Bosses infinitely (I'll make it very not-annoying to use), which will be necessary to get the Traces needed to max out your Shrines

fiery citrus
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This is what the Cloudsave login looks like, just so you all know

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If you want to transfer saves from one phone to another, you'll need to login with the same email from both devices.

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Also, if you want to beta-test cloudsaving (preferably people who are waiting to transfer their save to another phone), ping me @fiery citrus in the discord and I'll give you the <@&580848446278336521> role

fiery citrus
fiery citrus
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Evisceration shrine -- Killing a monster will also give kills for the monsters after that monster, depending on your damage.

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This means that potentially, you could idle on a monster, and once you complete it, youd also have simultaneously completed the next 2 monsters.

fiery citrus
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There isn't much I can show without ruining it, since the Asylum is very art-based, but I can say that the entire 4-boss asylum has been completed, and will be a part of the Cloudsaving update! The current plans for that are to get the alpha into a Stable condition within a few days, then to finally release it live
Edit: And the Easter Pachinko will be there too, and will be running for 2 weeks after the update!

fiery citrus
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πŸ”” πŸ”” πŸ”” πŸ”” πŸ””

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Make sure to hit subscribe and ring the bell (ill see myself out) hahaha πŸšͺ

fiery citrus
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Soon...? hahaha

fiery citrus
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Also, since this has been requested a few times...

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Before using up your precious Asylum Keys, youll get to see an approximate value of the bosses health, so that you dont waste your keys fighting something too difficult!

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For example, this guy has about 1M crystal HP (Sidenote: Crystal is Blue damage, and Nova is Purple damage)

fiery citrus
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If you have any game suggestions, leave them in #511292561109942312! I'll be combing over it over the next week or so and will be adding lots of stuff from there!

OR You can take this survey made by our mods!

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Survey about QoL and Bug fix Priorities

fiery citrus
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If zone 9 were to come out right now, would you be able to access it? (dont worry It wont be out for a while)

fiery citrus
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Say goodbye to these crusade materials... 😒

fiery citrus
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New button will let you rank up your crusade bosses with less hassle!

fiery citrus
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Collect All button for crusade rewards is working!

fiery citrus
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πŸ€”

fiery citrus
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by the way ive been doing final exam prep this week, and will be done early next week... sorry to all the PM's and pings and stuff that are being left unanswered right now

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but I gotta do well on these tests so that I dont have to worry about any school-related stuff over summer

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I'm excited to get all these crusade features out, and zone 9, soon after im done though, and also curious to see what I can do with future content once I dont have the burden of schoolwork on me!

fiery citrus
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ITS ALL OVER ITS ALL OVER πŸšͺ πŸƒ 🏫 (schools over for me)

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Finally can get back to where I left off

fiery citrus
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One of the many new additions to v2.50 will be a "training" perk set!

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Youll need to not only unlock the set via AP/BP, but also level up your Skillers enough to unlock each specific perk (so yes, two different unlocks hahaha )

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I have two ideas for this, and neither are set in stone, but I figured I'd ask anyway
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Poll -- please vote

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There are 16 perks, with each one requiring a certain total amount of Skiller Upgrade Levels (aggregate of all your Value+Speed levels from all 20 Training Skillers)

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Choice A

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  • You get to only have 5 toggled on at once. This means unlocking more will give you the option of which 5 you want to toggle on
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Choice B

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  • You get a certain number of "Points" to put into whatever perks you like best, with more points = bigger perk bonus. You can refund these at any point (for some non-gem cost), so no pressure on choosing or anything. "Points" will be earned from other various aspects of the game, not sure on that exactly yet.
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Choice C

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  • Once you unlock a perk, you get its bonus. No upgrading it, no toggling it on/off. Unlock it once, and forget about it because it'll never go away and youll never interact with it again.
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Feel free to YES on all the Choices you like

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Only vote NO on something that you STRONGLY dont like

fiery citrus
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The ability to link sets to different screens will be available in the next update! These are the 9 different screens that can be linked, and you can choose which deck goes to which!

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For those of you without 9 deck-slots, you can still choose which specific screen to link your available decks to

fiery citrus
fiery citrus
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Almost done with the things I want to change. I'm feeling an alpha-release on early tuesday, and perhaps a full release late tuesday!

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All I have to do is code in some of Shop 5 (unlocked in the Maelstrom-section of the rebirth tree), but I'll be more definitive with a release day/time as we get closer.

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ESTIMATED Release time: soon ;(

fiery citrus
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Final personal testing before the update goes LIVE to PC

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After I get a few people trying it out there, I'll post it to the Mobile Alpha

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After Mobile Alpha testers try it out, ill release to 100% of Phones

fiery citrus
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Having some compiling issues with Android, hence the delay

fiery citrus
fiery citrus
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Still having issues for mobile, although I'm closer now to a solution... honestly so grueling to go through issues like this right at the end, but it'll get there eventually
it may be 4 am, but mobile just successfully compiled hahaha gonna get some sleep and try for an alpha when I get up!

fiery citrus
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Ive tested the card linking some more, and Its not quite where I want it to be for mobile. Theres gonna be a bit of a delay on this update unfortunately... releasing it now wouldnt be terrible, but it would be a shortsighted choice considering how much better it can be once the fixes are made.

fiery citrus
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If its any consolation, while Im not at my computer this weekend, I have been coming up with the framework of the Pets update, so there is progress being made for the future. In addition, the delayed update has a new source of free daily gems, which I may or may not be doubling for a week as a result of these delays πŸ˜‰

fiery citrus
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POLL (please vote)

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V3.0 pets will feature an Adventure skill, where you set your pets to fight monsters and get loot.

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While I am planning rn on reusing Fighting zone areas, I figured it would spice things up to make new background art -- since it would make sense that these litte pets wouldnt go on adventures in exactly the same place as where you fight monsters

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  1. Would you like to see different background art for Pet Adventures (like a waterfall design for Grasslands instead of grassy hills like in fighting
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2. There are many ways I can take the player interraction (gameplay) for this update. Would you like :

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πŸ‡¦ Very active player interraction, like raids

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πŸ‡§ No active interaction, but some management, like Potions or Botany

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πŸ‡¨ Completely idle, with little management, like Mining or Fishing

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------ votes for 2. are here -------

fiery citrus
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Adding 1 more toggle to the Set Linking for now

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This will override "All Combat" set when doing either Raids or Asylum

fiery citrus
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I'm gonna do my best to get this game back up, although at this point I've already submitted what I need and it's all in googles hands :\

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Im imagining a future where 2, 3 months down the line we all have a good laugh about that time the game went down for a few days... so remember to meme on me about this in the future once this all works out!

fiery citrus
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Got an email 7 hours ago saying they're looking into it. Will post again when I get a definitive answer

fiery citrus
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Ram pet! πŸ‘
Remember to vote on pets based on how much you would want to get them in game -- I don't take offense to No's btw haha

fiery citrus
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Poison Frog Pet! 🐸

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With all these pets, google's is gonna have no choice but to put the game back up! hahaha

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thanks to those that tuned in to my twitch to watch me draw it! Not sure I'll stream much but it was fun

fiery citrus
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Polar Bear King! Many pets will have rare off-shoots (same art, but different colours and hats) with unique stats!

fiery citrus
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Hey check out this battle toad I got! He has two "brawler" stats, which means if I use him with another pet that has 1 "brawler" stat, I'll have 3 "brawler" stats and the total brawler bonus is multiplier by 2!
He's also got a "healer" stat in case my pets need HP, but hp sucks so that's kind of garbo lol

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WOW A triple "loot" stat genie! No wonder this guy is everyone's favorite pet! This guy offers no combat stats what-so-ever, but it means if my other pet's can carry the fight, I'll get much more rewards! Who needs a duck when you've got genies am I right fellas?

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These are what "Benched" pets will look like (i.e. not in Combat).
Collecting pets will involve a method of 'evolving' them to increase their stats (i.e. getting a Frog with higher "brawler" numbers).
However, through evolving you'll also run into many different types of pets, each with different possible stat types (i.e. a Frog will never evolve to have "loot" stats, but a genie can!), so part of the fun will be running into new Stat Types you've never seen before!

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As I've said before, I've learned so much from all the different types of updates I've put out (Crusades wasn't a failure... it was a 'learning experience'), and I'm really going to approach Pets with the mindset of making it fun an interesting, and not something that is a pain/eventually becomes a chore!

fiery citrus
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VERY EARLY look at pets! I think my swap from Duck to Polar King made all the difference in that fight!!

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Still a world of things to figure out, but this going to be the premise behind the new skill Trekking

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Select a squad of pets to fight against monsters! After defeating a monster once, you can idle on it to gain loot & kills, and eventually move on to the next monster!

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Different Genetics (The colourful circles) do different things. They will all be very simple to understand (+% damage, + Healing, +% attack speed, +poison, etc), but the fun will be in finding different types and experimenting with which help you the most

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Trekking is the 2nd Pet Skill. The 1st Skill will involve Growing/Evolving pets, and the 3rd will be a place to spent Pet Loot to upgrade other parts of the game (maybe? Not entirely sure on this one yet)

fiery citrus
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More Trekking gameplay! Not that much new shown on this screen, but lots added behind the scenes, such as Monster progression, Combos, stats, and more Genetics

fiery citrus
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Blueprint for an incubator in Hatchery -- Shows what pets are breeding, possible genetics and how rare each one is, and how many pets you can claim (eggs)
Incubators will be able to be upgraded for value (how good & rare the eggs are) as well as speed (how often eggs are produced)

fiery citrus
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Genetic Combos! Match 3 of the same gene in order to get a special perk, which gets more powerful if you get 6+ or 9+ of the same gene!

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Genes are the colourful things under pets. Circles are abilities, like the Fire Fist, while Squares are passives, like +% attack speed. Pet's are not guaranteed to have 3 genes.

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I plan on making every gene simple to fully grasp, but with enough of them so that the best strategy takes some thinking. Also, I'm going to try to balance them so that none of them are absolutely useless

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For example, the Curse gene, which is an ability, throws out a skull that increases all future damage.

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Pretty easy to understand... when it hits the monster, a purple "+18%" pops out, indicating that all future damage will do +18% more damage

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However, it still leaves the door open to player interpretation -- is this more useful than having a different ability? Maybe this would be more useful for long fights?

fiery citrus
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The 3 new Skills that will be included in v3.0!

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> Hatchery -- Breed pets to unlock to increase the Power Level, unlock new genes, and even get new pets entirely! Pairing up pets will produce eggs, which can be hatched to produce new pets of varying quality; it's your job to breed the best ones with each other!

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> Trekking -- Fight a trail of increasingly difficult monsters with your pets! There will be 3 different phases youll be toggling through -- Active, Looting, and Moving-- and they'll work as follows

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  • Active: Mix and match your pets to find the combination that deals the most damage. However, monster's will have different attack patters, so you'll also need to consider gene combinations.
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  • Looting: Once you get 1 kill on a monster, it's considered defeated and you can idle on it! You'll probably want to keep some Offensive pets out to get kills, but you'll also switch in loot pets to gather more Vessels used in Research (shown below)
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  • Moving: Every kill on a monster also moves you forward to the next one! This means that, instead of Looting, you may decide you want to progress farther to unlock new vessels and higher drop quantities. In this case, you'll probably switch out your Looting pets for Movement ones
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3 pet-slots will be given by default for Fighting, Looting, and Moving, so as to save everyone the hassle of manually swapping out pets

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> RESEARCH -- Spend your Vessels researching Tech! Tech will automatically level themselves up over time, and will do it faster depending on how many vessels you've spent on it! As you level up your tech, new ones will become available that will require higher quality Vessels! Tech will be a combination of both Pet boosts, as well as other game-related boosts

fiery citrus
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Early Look at HATCHERY!

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Breed two pets together to make eggs! Whenever the meter fills up, an egg will be created or an egg will get upgraded!

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Hatching an egg will result in some mutation of the parent pets -- which means the baby pet will have a random Value and Genetics based on the parents

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However, sometimes, your baby pet will have a higher value than the parents!

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Continuous breeding will eventually lead to bigger and bigger values, in addition to rarer and more powerful Genetics!

fiery citrus
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Congratulations to all the recent #free-gem-contestπŸ’Ž WINNERS!!! gem gem gem gem gem gem gem

Contest #3 Winners
@potent phoenix @stuck flame @rustic narwhal @true knot

Contest #4 Winners
@queen basin @glad talon @glass briar @simple marlin @simple ferry @lofty drift

fiery citrus
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I've got Hatchery all figured out! Breed pets for a chance to get the next type of pet -- i.e. slimes always lead to bears, bears always lead to frogs, etc.

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Of course, you can (and will) breed two different pets together.

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Just like always, Nests can be upgraded for value and speed, as well as a third stat, size

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Value: > Increases chance for a Procreation to upgrade an egg -- makes getting bronze/silver/gold eggs easier
> Increase odds for an egg to yield a new pet
> Increases the Pet Value of any hatched pet -- this is the number under the pet which is essentially its power level.

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Speed: > Makes pets procreate faster.

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Size: > Increases maximum number of eggs a nest can hold.

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Upgrade will require Cash from Fighting, but also Egg Shells which you get from trashing pets.

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As show in the above Gif, I've made it very easy to trash pets -- you can even trash the egg to save yourself some time if you're grinding Egg Shells using bad pets

fiery citrus
fiery citrus
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POLL -- Please vote!

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I'm wrapping up the design of Research, but am at a crossroads on one major aspect involving upgrading.

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Would you prefer:

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A: One main route to upgrade -- no choices, simply 1 way to go. Think of this like Smithing, where you simply upgrade what you can as soon as you have the materials

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B: Choices in what you want to upgrade -- think of this like Apothecary, where you need to decide what cauldrons will brew which potions. Also in the same way, your choice wont permanently gate you off from upgrades, but will just impact the order in which you upgrade things (you'll eventually get it all)

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If you like both systems, please vote YES on both!

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Just to add in some more context, here is how Research will roughly work:
There will be a main Vat where you spend Vessels to boost the vat's effectiveness -- think of this as upgrading your Cauldrons for speed/value.
You then decide which Containers the Vat will fuel. The more fuel supplied to a Container, the more research points it will get. If you see a container you like, maybe you'll send all the Vat's Fuel straight to that container! If not, maybe you'll spread it out over multiple containers

Here's where you come in: Based on your vote, the upgrades will go 1 of 2 ways:
A: Each container has a bonus to some part of the game in a semi-unique way. Spending research points will increase this at a steady rate.
B: Each container has a main bonus, but will also have two "mainstream" bonuses. Many containers would share "mainstream" bonuses (like + damage, + cash). It would be your choice to spend the Research points on what you need most -- do you want to max out on the "mainstream" bonuses? Or put them all on the main bonus?

fiery citrus
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More on this later today :0

fiery citrus
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EARLY look at Research!

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Research will consist of 45 different Tanks, each with a little random object in it (object unrelated to bonuses)

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Each Tank has 3 upgrades: Main, and two Secondary bonuses

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>Main Upgrades are unique and special, like "+% chance to gain double Away time when visiting a screen"

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Secondary Upgrades will be basic and simple, and will be repeated a few times across tanks, like "+% damage" or "+% pet hatch speed"

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Each upgrade can be leveled up using Tank points -- the number underneath each tank

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Also, as the level of an upgrade increases, you'll find the Odds: % getting lower

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Odds % is the percent chance to actually level up an upgrade when you press the button

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This number will never get ridiculously low... the lowest it will go is probably 10% or so

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So the main choices youll have here are:

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  • What Tank do I want to accumulate Tank Points on?
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  • Which upgrade do I want to focus on?
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  • Is it worth continuing to push on a specific upgrade, even though its % chance to succeed is low?
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There is another aspect of the Research Skill that I have not shown yet, so there is more to this

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Hope it looks fun! I'm feel pretty good about it so far, I think the "other aspect" will really tie this skill together, so stay tuned for more info on that!

fiery citrus
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gem gem gem Congrats to all the recent contest winners! gem gem gem
@floral trench @gentle kayak @round peak @twin sphinx @gentle kayak @lunar reef @wooden vault @green sequoia @rigid rover @gilded maple

fiery citrus
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Re-worked the Upgrade UI, looks pretty clean now!

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>Value Will increase how often your eggs get a tier up! There are 5 tiers right now, Normie/Bronze/Silver/Gold/Mystic.
Having high tier eggs is essential to getting New Pets, new Genetics, and increasing the overall Power Level of your pets!

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>Speed increases the rate at which Eggs are Produced & rate of Egg Tier Ups. Basically, whenever a nest bar fills, it might tier up a current egg in the nest (% chance based on value), and if not, it might just create a new egg (if there is more space)

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>Size increases the amount of eggs a nest can hold. This is MAD important, as more eggs means more chance of getting a tier up (you roll for a tier up for each egg in the nest when a bar fills, so having multiple eggs is strictly good)

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And yes, that Mini-Nest with the colour eggs is game-play significant πŸ˜‰ I'll let the Pro Gamers figure that one out

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Summary on progress

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πŸ₯š Hatchery: It's looking good! Got everything figured out, just need to draw more pets/balance upgrade costs! Id say its... 80% done

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🐾 Trekking: The framework is there, had to spend some extra time to optimize it so it doesn't lag. There's a lot left to figure out, but once I do, because of the strong framework I have, it wont take long to finish! I'd say its... 40% done

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Research Research: The Upgrading part needs the bonuses added/balancing, but most of the remaining work is gonna be in figuring out the "Research Hub", where you spend Vessels from Trekking to upgrade Research speed and open Pet Capsules so you can see your pets in game! I'd say its... 40% done

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Accurate Estimated Release Time: Mid August

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Which Skill are you looking forward to the most?

fiery citrus
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POLL -- please vote!

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πŸ…° Do you like having a separate inventory tab, with the Costs shown all by themselves?

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πŸ…± Do you like no inventory, but the amount you own is shown next to the cost?

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Vote here!

fiery citrus
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Thanks everyone for the votes! Because of the results...
Upgrades will simply show Cost / Amount you own. Also there will be a place to see a full inventory if need be.

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Research consists of 45 Tanks -- there are 9 sets of tanks, with each set having 5 Tanks.

For each Tank, if you turn on a valve, it gains RESEARCH POINTS (RP) over time -- for example, I have the Medallion Tank's valve turned on

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However, the more RP you have, the harder it is to gain more -- therefore, RP gain rates fluctuate wildly.

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i.e. if you will gain 455 RP in the next hour, that means in the hour after, you will gain like 200 RP

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POLL - Please Vote!

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To help with this, I will show you estimated RP gains -- and if you click on it, it will toggle between time periods

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vote for all time periods you want to be able to toggle through

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--

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> I want to see estimated RP for the next 1 hour!

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> I want to see estimated RP for the next 2 hours!

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> I want to see estimated RP for the next 4 hours!

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> I want to see estimated RP for the next 8 hours!

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> I want to see estimated RP for the next 24 hours (1 day)

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> I want to see estimated RP for the next 72 hours (3 days)

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I will be putting the top 3 voted time periods IN GAME

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Also, pop quiz:

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Do you understand the concept of RP getting harder to earn when you have more RP? i.e. you'll gain 200/hr, but then over time, that rate will go down to 100/hr

fiery citrus
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Here's what a low level Research Lab looks like! You can upgrade your Lab Mainframe to expand your lab, unlocking new Vats and Capsules! As you expand, your Mainframe will also get bigger visually with different, more complex sprites!

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[Vat Picture Forthcoming]

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Vats -- 9 in total, one for each set of 5 Tanks (scroll up for more info on Tanks) -- are connected to your Lab Mainframe, and boost how quickly you get RP, as well as other things like +% for double RP, +% Odds for Tank Upgrading, etc

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Capsules are little units where you can place your pets in order to gain game bonuses (as well as see them roaming about in non-pet screens)

fiery citrus
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After some deliberation, I decided what I had planned for research wasn't very fun... (Top Picture)

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Instead, I am going to spend today re-working research to become the Bottom Picture, where you invest RP into each Bonus.

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The more RP invested into a bonus, the faster it levels up!

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Also in the new system, you are forced to invest all RP at once -- this means you'll have to think about which bonus will most benefit from RP investment. However, there won't be choice paralysis since you'll eventually invest in all of the bonuses you want (the choice is more about the order of leveling up, not about which ones level up and which dont)

fiery citrus
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I'm actually pretty excited about researching now... I think I've worked out all the negatives, and Ill be interested to see what people think when I have a beta for it

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I'll showcase some more of it later tonight

fiery citrus
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Here's the basic gameplay:

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Opening an valve to a tank will make it earn RP over time -- every power of 2 RP a tank has, will make it earn more RP 50% less.

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At any point, you may invest all of your RP into a bonus.

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Bonuses gain exp over time based on the amount of RP invested

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You can only increase investment by re-investing with More RP than you had previously invested.

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There will be many ways to increase RP gain rate -- one is shown on screen (total RP investment across all Green Tanks contributes to an RP gain bonus)

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So the loops is as such:

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You idle, and gain 23 RP

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Do you want to invest that RP now, or let it grow a little bit more? If you do want to invest, into which upgrade?

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Eventually, you'll be heavily invested to the point where it's hard to re-invest. This is when you need to upgrade your Research Lab vats.

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Vats can be upgraded hundreds of times, for multiple different RP-related bonuses using vessels from Trekking

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(think of Vats as the thing supplying RP to your tanks in the first place)

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Repeat the process! Slowly invest more and more RP every time you have enough, and slowly increase RP rate, all the while upgrading the 135 different bonuses across all your Tanks!

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Bonuses will range from COOL things, like +% chance to gain double Away time when visiting a screen

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To very mainstream things, like +% damage, or +% cash

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Each tank will have 1 cool thing and 2 mainstream things

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Hope this sounds interesting to you guys!

TLDR: I over-explain things. This is a lot easier to understand when you play it. Basically, there is no more "decay helps active players" like there used to be

fiery citrus
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Anti-Crash toggle (Wont fix it 100%, but should help)

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WHAT

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NO DONT LEAVE A BREAKLINE INBETWEEN

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youve gotta be fucking kidding me

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POLL -- please vote! kill me

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Along with the 3 Pet Skills, I am also adding content to other areas of the game that need it

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I will be spending more/less time on each of the following content, based on the votes

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Vote for the thing you would want me to work on the most!

#

Infinite Skill Tree

#

Highscore Table (actual scores, against other players)

#

Another Permanent feature added to Pachinko

#

Post Zone 10 fighting content

#

Secret 6

#

Anti-Crashing toggle (decreases how often the game auto saves, basically, but gives you a manual-save button) **this one didnt age well hahaha **

fiery citrus
#

3 of the 45 Tanks in Research!

#

There are 9 coloured themes, with this one being Food! The themes are just for fun -- the bonuses aren't related to the object at all

#

Sorry to everyone who has been looking forward to getting a +65% pizza sauce bonus

fiery citrus
#

Summary on progress
πŸ₯š Hatchery: Just been working on Research -- still 80% done
🐾 Trekking: Just been working on Research -- still 40% done
Research Research: Tank object art done, Main Lab done (except for pet Capsules), Researching system figured out. I just need to balance the numbers, give each tank a bonus (from a list I have already made), as well as code in the bonuses. My best guess, is its 70% done

Last time, I gave an estimation for mid-august. I still want to release it by then -- or at the very least, get the beta out. Basically, get it to a point where it is undeniably close to done and practically finished.
Hence, Estimated release time: Mid August

fiery citrus
#

POLL -- please vote!

#

While I am definitely going to do post zone 10 content, I also realized I may make it another Portal instead of taking up the "Vault 2" spot

#

This means that I could potentially do vault 2

#

Would you be interested in having a Vault 2 in purgatory, if in addition to giving cash, it also gave COOL stuff like Candies/Gems based on how far you got in 30 seconds?

#

It would also be daily, instead of hourly

#

What type of rewards would you like to see

#

Gems based on how far you go

#

Time candy -- the farther you go, the higher chance for 8/24/72 hour candy

#

A combination of both: You get (less) gems based on how far you get, with a chance for additional rewards (candy/pachi balls/etc) that increases in chance the farther you go

#

--

#

Also, I'm gonna make Vault 2 hard. Monsters will have crystal/nova/solar health, and do damage based on your HP so that you actually have to use skills accordingly

#

(Also this means vamp skill will be relevant yeehaw 🀠 )

THANKS FOR VOTING -- I'll be doing the combination of rewards

fiery citrus
#

Hey! I was just leveling up my NULL tank, should I try to level up the NULL bonus to level NULL? Or maybe put my RP into NULL since it's closer to reaching level NULL..?

#

Anyone have any advice?

fiery citrus
#

Hey guys, just a quick PSA of sorts for mobile players

#

First of all, the 64 bit version will be live to everyone tomorrow -- and thats a guarantee, because I literally need to meet google's August 1st deadline hahaha

#

Second, I've held back on this for a while just because of the whole "rate for gems" thing... but

#

If you have rated the game prior to it being taken down, your rating does not count even if it LOOKS like it counts

#

So if you genuinely enjoy the game, and rated it prior to it being taken down, just know that unless you edit your rating and resubmit, it isn't counting

fiery citrus
#

Oh look!

#

Little lava has a link to the play store!

#

But jokes aside, if you're enjoying the game, please do drop by and leave a rating! Positive ratings can go a long way in growing the game even further!

fiery citrus
#

Not trying to beg for ratings, but I have heard many many people telling me how much better the games runs, and most of you are here because you love the game!

#

And... well...

#

As it stands, the game is set to have a 3.6 star rating...

#

So if you believe that number should be higher, please rate the game.
It's pretty painful to see a couple angry reviews like "my phone wont let me install, 1 star!" make the game hidden and harder to find.

fiery citrus
#

Thanks everyone for the support, I have phone notifications for ratings and got to read some very nice messages!

#

And thanks to those who had a low rating bc of the crashing, and updated their rating now that the crashes are fixed, big thanks to you too!

#

Final look at Research tanks
It's really fun to click on your tanks and watch them level up (They Queue-up levels until you click on them), and I think the Investment system is also a cool mechanic too -- balancing "Which do I want to invest in" with "Or do I want to save, and invest a larger amount later?", without there being any long-lasting consequences for your choices!

#

I'll show the Research Main-Lab tomorrow, and maybe even have the pet capsules done to show that off too!

#

Don't forget to check out #free-gem-contestπŸ’Ž and give yourself a chance to win some gem

fiery citrus
#

SURVEY -- Please Participate!

#

What is the MOST damage you have ever done before, in any play-through?

#

πŸ“• Less than 999,999QQ

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πŸ“˜ Crystal damage, of some sort (Your damage numbers are blue, or white for crits)

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🌌 Nova damage, of some sort (Your damage numbers are purple, or pink for crits)

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🌞 Solar damage, of some sort (Your damage is yellow)

#

What is the MOST cash you have ever had, in any play-through?

#

πŸ“™ Less than 999,999QQ cash. You have only ever seen YELLOW cash numbers.

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πŸ“— Plasma cash (Your cash stack is Bright green)

#

L_ Lava Cash (Your Cash stack is Red)

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πŸ’  Dimensional cash (Your Cash stack is blue)

#

What level are your Potions, on average?

#

πŸ”Ί = About 20 or so.

#

πŸ”Έ = Around 50.

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πŸ’΄ = Around 100.

#

πŸ’š = 150 and above!

fiery citrus
#

Tank Bonuses are now in the game! ... well at least like 110 of the 135 :]

#

It's pretty fun to hunt for good bonuses -- Like trying really hard on the Pig to find out what its "3rd bonus" is, in the hopes that its something good

#

I did my best to make all the 2nd and 3rd bonuses relevant... bonus pet stuff, cash, damage, BP, ores, brewing speed, and some user-favorites im not gonna spoil

#

And all the 1st bonuses are all unique! No duplicates, nothing boring

fiery citrus
#

A Medium-sized Main lab -- it get's bigger as you upgrade it!

#

LEFT SIDE

#

5 Vats. You upgrade these using vessels Research collected via Trekking. These boost RP gain for tanks in 3 different, upgradeable ways! Each vat has upgrades for Tanks of its colour, as well as all other tanks, so you can stack up some mad-lad bonuses as you acquire more Vats!

#

MIDDLE

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The Mainframe of your lab! Use vessels to upgrade it, unlocking new Vats, Capsules, and RP gain bonuses!

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RIGHT

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2 Capsules. You can put in pets here in order to see them show in other parts of the game! I believe they will just move around underneath the H20 bar, since otherwise they would kind of make a mess, wouldn't you agree? I still think it'll be cool to see your storage of Capsule pets wandering around, even if they are constrained to under the H20 bar!!
--

#

So to clarify: This is not a fully upgraded lab. In fact, this is only about 40% developed, so this theoretical player still has LOTS to unlock and upgrade!!!

#

--

#

This is the LAST you'll be seeing of Research RESEARCH Research , since there aren't any more concepts to show you!
I've taken my time to make it, just like I did with Farming (and just like I didnt with crusades), and I feel really good about it. Upgrading feels rewarding, unlocking tanks is a fun exploration of sorts, and trying to find all the best sub-bonuses on tanks is pretty cool too!

#

RESEARCH TLDR

#

45 upgradeable Tanks, each with 3 bonuses. Invest RP in these bonuses -- the bonuses "level up" over time based on the amount of RP invested

#

Use all types of vessels to expand your Main Lab, unlocking vats, RP bonuses, and Capsules.

#

9 Vats to unlock and upgrade, each with 3 bonuses. Upgrade these using Vessels of the same colour in order to massively boost RP gain for your tanks

#

6 capsules to have your pets show up In other parts of the game, while also granting non-pet specific bonuses!

#

(Also, congrats to the 5 winners of the 6,709 gem #free-gem-contestπŸ’Ž Battle Royale!!! Was definitely my favorite contest so far!)

fiery citrus
#

ZONE 10

fiery citrus
fiery citrus
#

There will be 40 regular pets (Whoops, I said 50 before but I meant 40)

#

In addition, there will be multiple secret pets (won't give away exactly how many, but lets just say anywhere from 3 to 10)

#

Further, there will be 8 specials -- 4 Raid boss pets, and 4 asylum pets

#

Depending on how this goes, I will probably add in more pets in a future update

#

Summary on progress
πŸ₯š Hatchery: Drew up the last 20-ish pets that I had left to draw -- 85% done
🐾 Trekking: Still haven't touched this for weeks-- still 40% done
Research Research: 135 bonuses complete, main lab complete, initial balancing complete. Needs polishing, capsules, and further balancing 85% done

My mid-march release estimate is about 11 days away. I do not think I will release this fully by then, however I do plan on having the beta open by then.
Estimated release time: Beta by mid-august

However, ⚠ I WILL NOT RUSH THIS UPDATE ⚠ just to make some made-up deadline. This is an estimation of when I think I will be done, based on my own take on the situation. This is not a formal agreement of release hahaha

fiery citrus
#

All 26 genetics have been figured out (hiding most of them to keep some suspense!)

#

There will be a "Pet Book" of sorts, letting you look through descriptions of all the genetics you have ever encountered

#

Genetics are very simple, despite them looking a bit complicated at first

#

The circles are attack moves -- things like "Throws a boomerang that has a chance to hit multiple times for 100% damage" or "Shoots a Fire Fist, dealing 150% damage"

#

The squares are passive buffs -- things like "+25% hp, +5% critical chance" etc

#

Also, every pet gets a basic attack, which will be average speed and deal 100% damage, so that you arent REQUIRED to have "Attack Move" based pets

fiery citrus
#

Fun fact -- A full pet collection would fill up EVERY space in this book... that's how many pets there are! πŸ˜„

#

*(Not fun fact: The 4 tabs are not all pets. Just the 1st tab is pets. The other tabs are Genetics info, and some tutorial/pro tip guide stuff

fiery citrus
#

Tab 1 -- Full Pet Collection! Click on a pet to see name, inherent genetic, as well as the passive bonus it gives you just for unlocking it (this passive can be leveled up by putting the pet in the Capsule -- you do NOT need the pet in the capsule to get the bonus, only to level it up)

#

Tab 2 -- Genetic info -- what all those Circles/Squares under the pets do, as well as a description of the 3x, 6x, and 9x combo each genetic gives

#

Tab 3 -- Leveling up perks -- Full list of when you unlock certain things: What Hatching Level do you get to use Nest 2? What Research level do you get access to Tank 31? What about which Trekking level is required to use the 6th Trekking pet slot? What Total Pet Skill level do you need to get a free Pet Inventory space?
All of these things would be in this tab

#

Tab 4 -- Inventory Management -- Shows ALL the pets you have, and lets you re-arrange them as you please!

fiery citrus
#

So, I'll come out and say this now -- if you've got your calendar marked for next week with "Idle Skilling update!!", cross that out now :[

#

I'm doing alright with the update, but the non-pet stuff (Zone 10+ stuff, pachinko bonus feature) make me believe there is no way this update will come out next week

#

I am very, very confident it will come out within a few weeks though, and although I know there are some rabid players out there who will foam at the mouth while reading this, I also know that many of you guys are pretty level headed -- so for you, I just want you to know that I'm working real hard on this so that you can enjoy it when it's ready!

#

One more thing, don't be fooled by my lack of posting here -- you know how I like to keep things under-wraps until it's finally out πŸ˜‰

fiery citrus
#

πŸ€”

#

seems like some sort of

#

eight

fiery citrus
#

seems like some sort of

#

supermarket zone

fiery citrus
#

seems like some sort of

#

end game navigational UI

fiery citrus
#

Here is a FULL LIST of new content that will be included in the MASSIVE v3.0 Pets:

  • Hatchery skill 90% done
  • Trekking skill 50% done
  • Research skill 85% done
  • Fighting Zone 10 95% done
  • Crypt (Vault 2, but actually good) 100% done
  • Infinite Perk Tree (finally!) 80% done
  • Final Contracts 100% done
  • Dairy Aisle 50% done
  • Streamlining the "Breaking smithing" thing 50% done
#

80-90% means that it's all coded, and just needs balancing

#

50% means I have the full concept realized, as well as "infrastructure" coding, and just need to flesh it out with more brute-force coding

#

--

#

This is a FINAL release timeframe:

#

SOMETIME IN AUGUST, not a day later

#

I am super determined to get this out this month, and as you can see from my %'s I'm gonna do it

#

(Last time I posted %'s.... Zone 10, Crypt, Infinite perk tree, Contracts, and Dairy aisle were all at 0%)

fiery citrus
#

POLL -- Please Vote!

#

As you may know, in smithing, costs are displayed like this:

#

[Picture of Ore] "Cost" / "Amount you have"

#

--

#

This was done because I didn't know how to do it the other way because I was big dumb

#

I am now only small dumb, and as seen in the Asylum shrines (and pet stuff), it goes like this:

#

[Picture of thing] "Amount you have" / "Cost"

#

Would you like me to switch smithing notation to: "Amount you have" / "Cost"

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SCENARIO

#

Player goes to smithing and is like "Yo wait wtf.... The thing costs 9999T, but I only have 50???"

#

Then they'll realize once they upgrade it, that the 9999T stayed, and the 50 went up to 60 --- "Oh.... the Cost was 50, i see"
However, I'm worried people WONT REALIZE THIS and get hella mad and confused and sad and leave 1 stars

#

Do you think players will be >>Upset<< by this change? (People who are casual gamers, and not a part of this discord)
(Please read the above scenario to see why im asking this)

fiery citrus
#

Ok smithing now has the proper notation, of: Owned / Cost

fiery citrus
#

Here's the up-to-date Progress %s for Pets v3.0!

  • Hatchery skill 90% done
  • Trekking skill 50% done
  • Research skill 90% done
    - Fighting Zone 10 100% done
    - Crypt (Vault 2, but actually good) 100% done
    - Infinite Perk Tree (finally!) 100% done
    -~~ Final Contracts 100% done~~
    - Dairy Aisle 100% done
    - Streamlining the "Breaking smithing" thing 100% done

(I crossed out things that I have completed)

fiery citrus
#

just some of the monsters youll be taking down with your pets!

fiery citrus
#

Boss monster!! You'll probably need a good pet like the duck genie to beat this guy!

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He's a Mashed potato hahaha

fiery citrus
#

Heres how trekking is going to work -- I've played around with it in my head for a while and finally have what I like

#

--

#

You get 4 fighter pets -- the lower pets

#

they can cast attack moves and all that, as well as have buff genetics

#

They act just like you would expect a pet to act like, basically

#

You also have 4 support pets -- the higher pets

#

they can not cast attacks, their only purpose is to stack buff Genetics and get combos

#

for example, say you are running a team where your 4 fighter pets cast fire fists

#

you would probably want your Support pets to also have the "fire fist" genetic, even though they would not be able to cast the ability

#

so that you can get the fire fist "combo"

#

If this sounds confusing... trust me it is SUPER SIMPLE once you actually mess around with it

#

just kinda hard to explain in words (and I'm crap at explaining hahaha so that doesn't help either)

#

TLDR: Your Trekking army is 8 pets. 4 Fighers, and 4 Support

#

Poll -- Please vote!

#

There are 3 main "phases" in trekking --- Fighting, Looting, and Moving

#

Basically, when you first encounter a monster, you want to put out your damage pets to kill it

#

once you do that, youd either put out your Loot pets to just farm it...

#

or your Movement pets to get to the next monster faster

#

Would you like to have 3 buttons that would each correspond to a Team Setup?

#

(i.e. you equip your Fighting-based pets to Button 1, Looting pets to button 2, and Movement pets to button 3, so you can easily swap between them instead of have to re-equip pets all the time)

fiery citrus
#

Poll #2

#

Read the above if you don't know what support pets are

#

In short, support pets dont attack. Their only function is to give your team more "genetics", which give CRAZY good bonuses (fighting pets also give the team genetics)

#

However

#

One attack move is called "Heal", which heals your team by 5%

#

--

#

Should "Support" pets be allowed to cast heal?

fiery citrus
#

πŸ“˜ = That slime would give my team +50% hp

#

πŸ’› = That slime would give my team +25% hp

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medal_1 = That slime would give my team +100% hp

#

Comprehension test
Please answer based on what you think the correct one is

fiery citrus
#

Im starting to get really excited for this update...

#

I've spent the last few days now getting trekking done (it's coming along nicely!)

#

And today I spent all day coding in the "Combos" you get for having 3 / 6 / 9 of the same genetic

#

And as i was coding the 26 different genetics, the amount of times different synergies and team builds popped into my head as viable strategies was insane

#

"Oh I bet people are gonna go full sniper, and stack their support pets with +% crit damage genetics"

#

"Ohh what about running dual curse + rattling gun, with some Attack speed supports"

#

"oh man I bet running full radiation with a back-up bubbler, and a full support of perception pets could be amazing"

#

And those are just the offensive possibilities, there are several defensive / healing genetics too!

#

Which... probably makes no sense to you guys since you don't know genetic names... hahaha

#

but yea its all coming together finally!

#

Which build are you gonna try first?

#

πŸ›‘ = defensive/tanky

#

πŸ’ͺ = offensive / high damage / glass cannon

#

❀ = heals with huge HP

fiery citrus
#

POLL please vote!

#

As you'd expect, candies will be able to be used on Hatchery, Trekking, and Research screens

#

However, to preserve the initial fun of discovering new content, it might be best to disable candy use on pet screens for the first 7 days

#

What do you think? Would you like this to be a thing?

#

Id hate to see people with all 60 pets within the first day flexing on noobs who dont have lots of candy

#

Whereas, I'd love to see people with like.. pet #14 on the first day flexing on noobs who only have pet #2

fiery citrus
#

Pet Capsules in the Research Skill Research now work like this:

#

Equip pets in Capsules (you start with 1, gotta unlock the other 5)

#

Equipped pets gain EXP for its species -- so for example right now, those individual slimes are not gaining exp -- rather, "Slimes" as a species are gaining exp!

#

Equipped pets also show up on All screens with an H20 Bar, so they'll follow you around and keep you company!

#

--

#

Back to the Exp:

#

Species will eventually Level up, increasing their Passive bonus

#

So yes, this means there will be 60 different Passive bonuses, 1 for each pet species

#

Passives will range from +% ores, to +% damage, to +% brew speed, etc

#

THIS MEANS YOU DONT HAVE TO JUGGLE PETS IN AND OUT OF CAPSULES!!

#

Since you get all passive bonuses all the time

#

Capsules are instead a choice of "In Which Order do i want to boost my passives?"

fiery citrus
fiery citrus
#

POLL -- please vote!

#

In trekking, youll have a display of all your "Away gain rates" after calibrating

#

Kills | Vessels | Travel distance | Trekking Exp

#

Would you like Trekking EXP to be displayed as a Number, i.e. 2.1K exp per hour?

#

Would you like Trekking EXP to be displayed as a % of what you need to level up, i.e. 1.2% exp per hour?

fiery citrus
#

pardon the slow-mo, gyazo is weird

#

This is Trekking's calibration system!

#

Basically, in order to gain idle-rewards, you need to "calibrate" your army for 15 seconds

#

this is because there are so many things to consider when calculating kill rate

#

(remember -- 26 genetic types, 8 different pets, 78 genetic combos)

#

I couldn't figure out a way to properly assess idle gain rate any other way

#

Hope you guys dont mind -- it's still a pretty neat system nonetheless!! It just means that whenever you want to "lock in" your army for idle-gains, you need to wait 15 seconds

#

Anyway, hope you all dont mind this! I've been stuck on a proper "idle" calculation system for trekking for weeks and Im pretty happy with this solution!

fiery citrus
#

POLL -- Please vote!

#

Right now, calibration takes 15 seconds

#

15 second calibration ensures accuracy within 2% of your true gains

  • Super accurate, do it once and you have your value. However, takes a while
#

12 second calibration ensures accuracy within 15% of your true gains

  • Less accurate, you may be "cheated" out of away gains if your Calibration result is below your True gain rate
#

10 second calibration ensures accuracy within 40% of your true gains

  • Terribly inaccurate, you'll have to calibrate multiple times to get near your True gain rate. Also allows for getting more Away Gains than you deserve.
#

Things to consider:
Longer time = more of a wait, but you wont be doing this more than 1 - 2 times a day
Higher % = More inaccurate = You might have to calibrate multiple times to get the right Away Gain rate
VOTE ON HOW LONG CALIBRATING SHOULD TAKE

fiery citrus
#

Remember... you can switch out your teams freely

#

You only need to calibrate before you quit the game

fiery citrus
#

These are FREE

#

No gems required!

#

They'll let you quickly toggle between different trekking teams!

#

So you dont have to juggle between all your pets when you want to gain Exp instead of travel, or killing intsead of looting etc
(react with gem if you would rather these cost 1,000,000 gems!)

fiery citrus
#

Update on the Calibration system -- i'll post here in a few hours when I get it done

#

Spoiler: Calibrating happens behind the scenes automatically, and you can watch it as it happens

#

So basically... You can see in real time how good a team is

#

and also when you do finally decide on what team to idle with, because calibration was going behind the scenes

#

youll only have to wait out the remainder of the 15 seconds, instead of the full 15 seconds

fiery citrus
#

Its soo much better, and its actually fun to watch the estimates "average out" in real time

#

Gif explanation: I removed the slime in the top-right, which means I need to recalibrate

#

Recalibration automatically stars, and as soon as my pets attack, I get real time estimations on my away gains

#

Thus, I dont need to wait 15 seconds in order to determine how good my army is

#

And if I do like my army, I probably only need to wait ~5 more seconds for the auto-calibration to end!

fiery citrus
#

Monster attacks will all be coloured orbs

#

Not detailed, sure, but it really helps with recognizing attacks and changing your team to deal better with certain monster Attack patterns

#

There are 10 different attacks -- monsters start with the basic one at first, but gradually get new attack types (and even combinations of attacks) that will become increasingly difficult to deal with

fiery citrus
#

Just so you all know, when v3.0 pets goes live

#

only the first two trekking zones will be accessible

#

This is only because I haven't enough monster art for later zones as of now, so when i say they'll be posted 1 week later, I do mean it

#

The future zones are 100% coded up, so all I need to do is draw up art for it

#

This wont be too big of a problem -- I mean the regular game was like this back when Bog/Lunar were the last reachable zone

fiery citrus
#

Quick heads up for the v3.0 pets

#

All Cauldrons that are brewing a "new potion" will have that removed, and just become an Empty cauldron

#

i.e. if you have a cauldron brewing a "new potion", itll just become an empty potion and youll lose the progress toward that new potion

#

You wont have anything bad happen if you do

#

You'll just have wasted the time, if you see what i mean

fiery citrus
#

So I will most likely be leaving town for a few days in about 16 hours

#

and it looks like google is gonna twiddle their thumbs until then

#

BUT I have a plan

#

I can post the update on PC LIVE to everyone there

#

as gather feedback over the next 8 hours or so

#

then I make the changes and post the update to mobile not just to alpha but to everyone

#

maybe like, 20% of people

#

that way, if the 20% of people on mobile who get the update experiences few errors

#

I can bump it up to 100% while im away

#

otherwise it would be at 0% until i get back

#

What do you all think of this plan?

#

Pros: Gets update out early, relatively bug free since PC players will put it to the test

#

Cons: some PC players might ruin some of the content for you mobile guys, so youll have to try your best to ignore spoilers

#

Cons (more): The update might have some annoying bugs. Nothing that'll delete your save or anything though, just annoying things youll have to wait for me to fix when i get back

fiery citrus
#

I will be Posting the android version later today

#

If you are a mobile player, keep your eyes peeled for another ping -- the next ping you see from me will be THE ANDROID VERSION!

fiery citrus
#

TO ALL PC PLAYERS

#

(or mobile players with alpha access)

#

--

#

Please vote on the following balance changes in the following way:

#

⏫ = This feature is too slow, and you want it to go FASTER

#

⬇ = This feature is too fast, and you want it to go SLOWER

#

YES = This feature is good. You like the way it works.

#

Trekking Progression -- advancing through monsters

#

vessel gain from trekking

#

Hatchery leveling up

#

Hatching new pets

#

Research leveling up (the skill itself)

#

Tank leveling up (the bonuses under the tank)

#

⚠ DO NOT VOTE UNLESS YOU HAVE PLAYED PETS FOR A BIT ⚠

fiery citrus
#

Here is a progress update:

#

I am posting a mobile version to alpha 1 final time

#

NOT so they can test it, but rather just so they can personally tell me its working

#

If I get the πŸ‘Œ from them, I will be directly uploading that version to ~10% of players

#

If the vitals look good for the hour or two following, ill be uploading to ~50%, then a few hours after to 100%

fiery citrus
#

final alpha is still processing 😴

#

i am still confident i will make my "sometime in august" deadline

fiery citrus
#

Processed!

#

Final alpha looks great

#

gonna post to 10% of users!

#

so 10% of you are gonna get the OFFICIAL PETS UPDATE

#

and the other 90% will have to wait until the year 2025 hahaha

fiery citrus
fiery citrus
#

NOTE

#

The update is NOT LIVE YET

#

its still processing

#

maybe if we collectively shake our fists angrily in google's general direction, theyll speed up angryuganda ✊ hahaha hahaha

fiery citrus
#

Once this 15% goes live, to help give me the peace of mind to publish it to 100% of people, please read the following:

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IF you are part of the 15%, please play through the game for like 30 minutes, and react with the below emoji

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If your game crashes, or has any big issues, please PM me

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Once there are lots of eyeballs, if I have no big issues PM'd to me, the update will go live to 100% of people!

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The 15% release is currently: LIVE YES

fiery citrus
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QUICK QUESTION!

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Have you reached dairy aisle?

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Have you completed anything within dairy aisle?

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(Dont know what Dairy Aisle is? Please react with NO)

fiery citrus
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POLL -- please vote!

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Would you be interested in a new feature added to pachinko?

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It wouldnt change how you play it --- still just launching balls -- but it would basically be more things to watch as the... uh... "Balls do their thing" so to speak hahaha

fiery citrus
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Gonna post the following 3 things to PC tonight

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Trekking zone 3

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Codex swapping with "empty" pet slots

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Red Effect Glitch (the one that locks your pet in place) fix

fiery citrus
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PC v3.10 is live!

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Please react with ABSOLUTELY if you had the red trekking effect bug, and its now gone and you can access your pet again

fiery citrus
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Sorry for the delay on this patch to mobile, been working on iOS (which is looking like it might actually finally happen!)

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But the v3.10 bugfixes and qol patch will go live within a few days!
Just to clarify, I'm not delaying this patch for iOS. I'm just spending some of my time getting the iOS ball rolling, so to speak. I've been working on fixes in tandem with getting iOS started

fiery citrus
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Also, we got verified!!

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So now we can all finally feel good about ourselves hahaha

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I'll even do a mini-contest to celebrate! (check #free-gem-contestπŸ’Ž )

fiery citrus
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Alright probably shouldve slept instead but

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I got v3.1 posted to alpha testers, gonna check back in the morning and post live to 100% of android sometime tomorrow!
This nearly happened, there was two bugs that I needed to fix and I felt that I should fix the issues stated below before release

fiery citrus
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I might take some extra time with this update to work out the Eggshell problem in hatchery

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as well as fix the smithing display overflows once and for all

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instead of putting those off till later
and fixing the smithing game-play breaking stuff -- you know, where things break because you craft so many smithing items. Im gonna fix that too

fiery citrus
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Fixes are done, going to compile and hope for a full release tomorrow!

fiery citrus
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MOBILE UPDATE HAS BEEN SENT TO 18% OF USERS

fiery citrus
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It looks like its gone live after only 1.5 hours! Good job google, a new personal best from you! hahaha

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I will be posting it live to 100% after I sleep, just to make sure there are no fatal errors!

fiery citrus
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v3.1 has been posted to 50% OF USERS

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I'll be updating it to 100% in a few hours -- if you do have v3.1 installed, and have played it without any big issues, please react with YES so that I can feel less paranoid about posting it to 100% of people hahaha

fiery citrus
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v3.1 HAS BEEN POSTED TO 100% OF USERS

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however, the 50% still hasnt gone live... so this one might also take some time

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Remember: Once I post an update, it's up to google to "process" it and send it to everyone

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So we are waiting on that... I'll ping everyone when it is live!

fiery citrus
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Sorry for the lack of cool stuff here

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Scrolling up, its been like 3 weeks since my last actual "Future Content" post

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These follow-up updates have been a bit tricky (posting updates Live is always stressful), and the iOS has also been keeping me busy

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But I'll be back to it shortly -- and at the very least, I'll be previewing a new pachinko feature that'll be included in next week's patch!!

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(I'll PM 1 person who reacts with gem and give them free gems, since I guess that's all I do these days hahaha )
@fresh quiver Has been PM'ed!

fiery citrus
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Idle Skilling has been officially posted to iOS, and is now just waiting approval!

fiery citrus
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Pachinko event soon!
Pic unrelated...? πŸ€”

fiery citrus
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For clarification

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the pachinko event will be an added functionality to pachinko

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it will not force you to buy anything to use it -- it's just an additional thing the balls will do instead of just going into slots

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If you'd like to save up balls for it go ahead, it wont hurt to do that, but it wont help all that much either

fiery citrus
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Testing out the new Pachi feature, I ran into this issue

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And I thought it would be fun to not fix it entirely ("it" being that I have 2 ace of stars)

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There will be a 1 in 700 thousand chance to get 2 of the same card, as shown above

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if that happens, PM me and I'll send you a cool prize!

fiery citrus
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Edit Actually, I have a better idea than keeping something intentionally broken

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I'm gonna completely fix this, and instead, I'll set up a contest around getting the rarest hands (straight flush kinda thing) once this update goes live

fiery citrus
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Note: The cards are a Permanent addition to the arcade!

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However, there will also be a Fall Season event!

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Where you can try to earn 3 event-exclusive cards!

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You will start with 0 leaves, and your gold balls will be returned to you after the event ends

fiery citrus
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Idle Skilling has been published to the App Store (iOS)

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It will be live to download sometime within the next 20 hours or so!

fiery citrus
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Shout out to the 1 or 2 people who will win the gem 50K gem gem super rare jackpot sometime after the event is posted hahaha

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I believe the odds will be about... 1 in 78 million per ball

fiery citrus
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POLL! - please vote!

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Would you be interested in random "hot times"?

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Such as "2x Pet drop weekends" where raids/asylum bosses have +100% chance to drop their pet

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Please don't vote based off of the 2x pet thing, but rather the concept of having time periods of bonus odds

fiery citrus
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As said before, there are 3 Fall Event cards

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However, while trying to collect those, you also might get old event cards!

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Coal buddy, Moon man, and two of the Easter cards will be available (some are harder to get than others)
... if we get exactly 250 doghead , I'll add the oldest event card as a SUPER rare chance to get! (shown below)

fiery citrus
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Also, still waiting on my ❔ mystery prize(s) ❔ that I'll be unveiling in... hopefully about 2 weeks! Hoping you'll all think theyre as cool as I do (even though i haven't actually gotten them IRL yet hahaha )

fiery citrus
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v3.15 Fall Event posted to 20% of people!!

fiery citrus
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v3.15 Fall Event posted to 40% of people!!

fiery citrus
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v3.15 Fall Event posted to 60% of people!!

fiery citrus
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v3.15 Fall Event posted to 100% of people!!!

fiery citrus
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Well now I begin on v3.20. which will be another Trekking zone (obviously), and bug fixes/QoL again!

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I'll be posting various Polls throughout the week to gauge which QoL stuff people want the most!

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VOTING RULES:

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ABSOLUTELY = I NEED THIS NOW

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YES = I want this!
ALMOST = I dont really care about this
NO = I have no interest in this

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Poll #1 -- Codex Pet Claim

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This allows you to claim old pets you hatched previously, but no longer have (like slimes if you trashed them all)

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Poll #2 -- Pet Safety Lock

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This allows you to "Lock" pets, meaning you cant accidentally trash them unless you manually "Un-lock" them

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Poll #3 -- Hot Time events

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During random times (of several days), certain things will be more common. I.e. "Double Asylum Pet Drop chance" for the weekend

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Poll #4 -- Pet Genetic Overlay (Trekking)

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Allows you to turn on/off an overlay that shows which Trekking pets have which genetic, so you can build your teams without having to remember which pets have what

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Poll #5 -- Increased Smithing item level cap

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I dont think I can increase it past 2B, but I can make it increasingly harder (but more rewarding) as you approach level 2B

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Poll #6 -- Increasing various Display Caps
Trekking Vessel gain/hr, potion costs, apothecary inventory, etc. Basically, increasing all the 999Q displays that make you think "...but I want to see the actual value!"

fiery citrus
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Mock-up of something I've been thinking about for a bit

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Would be a sprawling skill-tree filled with very basic perks... unlocked pretty early (mountain-ish)

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You'd earn points to spend by completing set quests, similar to pachinko (but more basic, like "Mine Godshard" "Kill Fungi Bob"), basically a huge checklist

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and it would also include daily tasks (I'd make a set of like 60 of them, and you get 3 random ones each day)

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This wouldn't be aimed at super end-game players, although I'm sure you end-gamers will have fun completing the tasks regardless, and unlocking all the perks!

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There will be 3 major parts to the C-tree (idk what to call it yet)

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Fighting

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Things like damage, cash, kills, etc

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Resources

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Bonuses for each resource

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Etc

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Things like pets, exp, green merits, kinda "all over the place" type things

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Choosing perks in this tree will (most likely) be permanent choices, since (apart from contracts) there aren't really many permanent choices

**EDIT - ** The above picture would represent like 1/12th of the entire Mastery System

fiery citrus
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Will most likely be unlocked after reaching the mountains

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and will have task sets that unlock by reaching farther zones

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so someone who is at the Dungeon would have the Mountains, Mist, and Dungeon tasks open to achieve

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Achieving tasks will give mastery points used to unlock masteries (which are what I'm calling these perks)

fiery citrus
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Quick Poll -- Just bc I'm curious

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Whats your favorite feature in the game?

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Gym/Dojo/etc Skillers

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Mining/Fishing/Smithing

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Fighting monsters

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Contracts

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Ascending/Rebirth

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Cards

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Pets/Trekking/Research

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Raid/asylum bosses

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Tilling/Botany/Potion making

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Crusades

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Don't vote on everything. 3 votes max please

I'm still working on v3.20 Mastery. This poll won't affect Mastery much, but it'll affect future stuff quite a lot.
Wheres the "Buy Gems" vote? hahaha

fiery citrus
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This is not a release date, but I'm hoping to have v3.20 Mastery complete and in bug-testing phase by this coming weekend

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So far ive got all 125 perks made, the entire interface/upgrading system works

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now I just need to figure out/code in the 200 tasks through which you earn Mastery Points

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So good progress has been made!

fiery citrus
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125 Mastery perks, split between these 3 themes

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I have figured out all 200 tasks too, after a lot of oh my god I still need 36 more tasks I've already thought of 164 of them I cant think of any more

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So now on to coding them 🚩

fiery citrus
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Been super busy with the update/school/sorting out the mystery prize stuff for the weekend, almost forgot to mention this!

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Idle Skilling is 1 year old today!!

fiery citrus
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Shouldve done this a long time ago πŸ˜…

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All the ice-cream related unlocks -- potions / perks -- will have that ice cream lock instead of the gold one

fiery citrus
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Picture of the Mystery Prize that I've talked about before

fiery citrus
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Update on where I'm at with certain things:

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v3.20 masteries:

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  • 200 Tasks figured out YES
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  • 200 Tasks coded YES
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  • 125 perks, ready to be upgraded YES
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  • Coding in the perks bonuses into the game ALMOST
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  • Trekking zone 5 YES
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  • Claiming previously earned pets in the Codex YES
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iOS stuff:

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  • Missing gems / buying gem issues YES
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  • Screen sizing issues YES
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  • Pets (it's all coded, and ready for release after I sort out the above) YES
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Now, I haven't shown many pictures of mastery yet, and that is kind of on purpose!

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I just feel like I generally show a lot of what im doing (which I think is good), but for once I want to have an update where you guys are somewhat blind going into it!

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Just to let you all play something first hand for once, rather than seeing lots of posts here about it first

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I'll definitely be going back to regular posting for future stuff though, this is more of a 1-time thing

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Reminder: I'm giving away 11,111 gem in contest #16, over in #free-gem-contestπŸ’Ž !

fiery citrus
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Quick reminder that THIS ^^^ is coming in v3.20! You'll be able to claim 1 pet per day, from any pet you have previously owned!

fiery citrus
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Heres a list of Bug Fixes that will be v3.20. Ill write them in #patch-notesπŸ“ only after I have coded them

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Trekking display cap for Vessels
Card/tinker links, specifically for Damage cards and Limbo
Ice cream contract auto completing if you finished ice creams :
Crusade and Raid HP overflow
AP display overflow
The level 100 hatchery Codex perk
Cauldron speed upgrade Capsule bonuses

fiery citrus
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QUICK POLL

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Would you be interesting in Trekking bosses? They'd have unique attack patterns and would be selected from a tab under the Gene combos. Once you kill a boss, you get its unique bonus and are never allowed to fight it again.

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And dont worry. I'm not coding this yet, or even thinking about it very much. It's just something thats been in the back of my head for a bit.

fiery citrus
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You know an update is close when a board like this gets posted πŸ‘€

fiery citrus
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Update is in testing!!!

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I am hoping for a release tomorrow if Im able to fix things up by then, but I wont rush this update. So do not wait around tomorrow for an update, but also maybe check in in case its out πŸ˜„

fiery citrus
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Up late again posting to alpha testers, who have been amazing in helping me fix things up for a LIVE release!

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Still hoping for a release today -- again, I will only release if its ready, but I am hoping it'll be ready later today!

fiery citrus
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F.A.Q about MASTERY

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Q: Can I reset mastery perks?

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A: Nope, they are permanent upgrades

Q: Does Ascending / Rebirthing reset the Mastery perks?
A: No. Mastery perks are permanent

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Q: It says I didn't complete a task, even though I believe I have

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A: *You might need to visit the place the task wants you to, or perform a specific action. For example, "10B h20 exp per minute" requires you to open up the "totals" display on the gym screen.

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Q: Does the 2x Mastery purchase affect tasks I completed before buying it? What about points I've already spent?

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A: The 2x Bonus will affect all completed tasks, no matter what. You will not miss any points

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Q: Can you fill up the Mastery Tree multiple times?

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A: Yes! After filling up an entire portion of the tree (any of the 3), that specific tree can be upgraded again! This can be done multiple times!

fiery citrus
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New Smithing Background!

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QUICK POLL -- Please vote!

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Which would you rather see:

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Trekking bosses, where you can select from a list and get bonuses when you defeat one for the first time. Unlock new bosses to fight by reaching new Trekking Zones

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Tyrant Fighting -- Would be like new fight zones, except each zone would only have like 15 monsters, and would cap off with a boss (would would de-buff your damage in a unique way, and the challenge would be to overcome that debuff). Unlock new Tyrant zones by reaching certain Incarnates in Oblivion.

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Vote for ONE only

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⚠ NOTE: Tyrant fighting would require you to reach INCARNATES in oblivion. This is SUPER late game stuff ⚠

fiery citrus
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I've been thinking about some new Skills to go along with Tyrants

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You'd unlock them at Purgatory, but they'd be slow burning skills -- it would take getting way into Oblivion to actually become proficient in them

fiery citrus
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Something I've been thinking up for a bit, I wonder what it'll become πŸ€”

fiery citrus
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I've seen lots of complains about 2x Mastery, and I wanted to shed some light on it -- hope you guys understand:

The fun of masteries is to complete the tasks, and expand your tree. It's great to check things off the list, and strategize about what perks you want.

Initially, I was going to make the tasks give less points, and make it only possible to get every perk 1 time.
Then I thought that it would be cool to get perks 2 times, so that there was some more freedom in what perks you unlock. As far as I was concerned, this is the meat of the enjoyment of masteries, and you get to do it all absolutely for free.

This is how it was going to be for the majority of development, but at the end I figured that 2x points could be a small but fun way to allow people to support the game. I imagined people would either think "sure I'll help support the game for some extra perks, why not" or think "nah I'm happy with 2 full trees, I dont need 2 more". Throughout development, I saw 2 full perk trees as full content, with expansions 3 and 4 as just an optional bonus -- I didn't see any potential issues with 2x Points. However, many people do, and I want to address Two groups of people who have issues with it.
.

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To the few people saying "Wow this is p2w, I'm quitting if this isnt fixed" -- I'm not gonna stop you. I've done my best to make this game super accessable, and I've never stood for these 'black-mail' comments. I don't think any reasonable human would stand for them either. Please leave :[

To the many other people who are saying "I don't like something being completely behind a paywall, I'm a bit disappointed" -- I agree. I understand the frustration, and honestly I'm a bit disappointed too. Up to now, absolutely everything in the game could be acquired for free -- cards, pets, gem items -- and that's not by accident. That's the way I've always wanted it, and after some reflection, the 2x Mastery Pack doesn't line up with that vision.

I have no updates planned to release soon, but I will be making 2x mastery purchasable via gems when the next update drops. I was probably gonna do this anyway, but I think it's important to let you all know this, so you know for sure that it will happen.

Hope you all understand. I've got future contents planned, so stick around! Hopefully I'll have something by the end of the weekend to showcase!

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Summary:
Having a 100% exclusive Pay-wall item like 2x Mastery Points doesn't line up with the vision I have for Idle Skilling. While it is not a bad thing outright (and if you want to quit over it, please do), I'm not very happy with it and I understand the disappointment some have toward it. I was planning on making 2x Mastery available for gems, and will be doing so in the next update.

fiery citrus
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Some of the buttons youll be pressing later on...

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And if you're thinking "Hey this sounds like a Fruit-Processing skill, are we going to be putting Peaches into cans?"

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... actually is anyone thinking that? Or am I just pulling an epic straw-man hahaha

fiery citrus
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Setting a Spelunker to "Learning" will get you stackable permanent passive bonuses every so often, like +1% speed or +3% Haul value!

fiery citrus
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some more art I've been doing in my spare time between studying for classes, I've got some prototypes too for future stuff that is coming along nicely as well

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Hopefully I'll have a bunch to talk about once the weekend comes, some gameplay gifs and overarching goals for the next update

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Something I've been thinking about too:

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Would you like to see higher difficulty ice creams, with interesting gameplay twists and challenges for new endgame stuff?
(Vote NO if you haven't found Icecreams yet ofc)

fiery citrus
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Just a note for you guys, since this is worth letting you know:

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I've been back at school for a bit now, and things are picking up once again just like it does every school year (you know how it is fellow students hahaha ).
This does not mean I've stopped making the game, so dont worry about that-- I made the game all through school last year so it's not too bad.

#

What it does mean is that I have less mental space to work on frustrating things like compiling issues and transferring data and all that nonsense, which are whats keeping iOS and PC right now halted.

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However, it's nice to work on the game as a creative outlet to get away from university work -- most previous updates are made during these times actually! This is why you've been seeing me posting and talking about future content without doing much about masteries or anything else (it's also why I've been less active here talking)

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Long story short, PC and iOS will get masteries eventually. I'm posting new content because working on new stuff is the only thing my brain is capable of doing during heavy school-work times.
By the time the next content update comes out too, hopefully I'll be able to time it in conjunction with a break so it'll go on all platforms faster!

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Bit more bloggy than I like to be, but figured it was worth saying. Gonna be going back to future content posts from now for a while!

fiery citrus
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I'm about 30-40% of the way done with 1 new skill -- it's about 20% coded up and about 70% of the entire concept has been figured out

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The skill will be called "Collecting shrunken heads of varying Gold purity" hahaha

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It's a bit longer than the other skill names like "smithing" or "botany", might shorten it eventually πŸ˜‰

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I'll reveal actual info about Skill #19 this weekend, I have plenty of stuff that I want to show

fiery citrus
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This is the sub-system of the new skill -- LEARNING

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Rather than send your spelunker down to get treasure, why not have them study up on how to get BETTER loot in future? Maybe they'll even find treasure in the book!!! (they wont)

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While you'll mainly be focused on sending your Spelunkers down to either search for treasure, or expand the mine, you can instead set them to Learn.

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When Learning, you can at any time choose to stop learning in return for a permanent bonus to that spelunker!

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[The picture shows 14 boots. Theres are just filler art. There will instead be 14 unique bonuses]

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When getting a permanent bonus, It will be added to whatever its respective picture is, just for clarity

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FOR EXAMPLE:

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If you let your spelunker learn for... say... 6 hours, you might get +2% Speed (the boot), so it would now show 14% rather than 12%

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OR

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You could instead let your spelunker learn for... say... 32 hours, and youd be more likely to get better, or even NEW bonuses like +6% speed or uncover a new Bonus type!

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Point is, the longer you leave your spelunker learning, the higher and more diverse the rewards are!

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That being said, ten 5 hour learning sessions will give more rewards than one 50 hour session. However, you will only get the rare Bonus Types from the 50 hour session

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TL;DR

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Spelunkers have 2 modes -- Treasure Hunting and Learning

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Learning is a way to take a break from getting any resources, in exchange for permanent bonus to that specific spelunker

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The longer you have a spelunker learning for, the better/rarer the bonus will be!

fiery citrus
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Some of the different treasure bag rarities you'll be opening for the Treasure hunting system of spelunking (not learning related)

fiery citrus
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Check out #patch-notesπŸ“ for a real-time list of things I am working on, as well as to see my estimated progress toward v3.50 Archaeology!

fiery citrus
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I need to come up with a better name than archaeology... hahaha

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I'm about 75% done with spelunking, which is nice, I'll make a post about the treasure bags / tunneling tomorrow, since that's the main premise of the skill

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Spelunking isn't the most "technically advanced" skill, just so you know

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It's similar to mining/Tilling, but of course it has its own unique loop to it and, apart from the way better visual effects (something I can't show with static images), there are more choices to be made than just "which ore/plant do I want to collect"

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So far I'm really happy with how it's turning out, I think it's a good indication that I have improved over time since making mining/tilling

#

Quick Survey

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🍦 = I have completed all 7 ice creams

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πŸ₯— = I have reached oblivion

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πŸ”₯ = I have reached Purgatory

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πŸš— = I have reached the Mist

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πŸ₯„ = I have done none of the above

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REACT WITH ONLY ONE -- So, whichever is your HIGHEST achievement

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(For Example: If you have reached Purgatory, do not react to Mist)

fiery citrus
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Took about 15 minutes -- didn't think it would turn out well based on the initial drawings, but it did so I wanted to show you all

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Most of my art initially looks really bad at first, and I kind of just blindly tell myself "maybe If I keep drawing, itll turn out less bad!" hahaha

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(One of the 28 Treasures you'll be collecting in the Spelunking skill)

fiery citrus
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This is the MAIN SYSTEM of spelunking -- EXTRACTING AND DIGGING

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This is what it looks like when your Spelunker is Tunneling, instead of learning

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Immediately, you are faced with a Bar. This represents the tunnel, and how big it is.

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This specific Tunnel has a max of 62,000 -- this is reflected in the bar (6 segments, with a small 7th segment), with each segment being 10,000 (its a 2-star bronze bar. Will make sense when you play it, trust me)

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You have TWO choices:

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[choice 1] Extract (available at any time)

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You'll get a treasure bag equal to the Distance you got in the Tunnel (multiplied by any bonuses to Bag Value)

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As you can see, in this example, I previously extracted at a Distance of 6.9K 😏 and yea, I know I'm an epic gamer

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Hence I have a Treasure bag with an approximate value of 6.9K

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It also says 3 ~ 7 Skulls. Skulls are a type of Treasure, so this bag will have 3 to 7 of them.

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Lastly, there is a 20% for each of the skulls to instead be the Treasure above skull, whatever those might be

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[choice 2] Dig Down (available only when the bar is full)

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You get NO treasure. Instead, your maximum Tunnel distance is increased. This is necessary to get better treasure bags, else you'd be stuck getting crappy 100 value ones while all your Diggy friends are getting 100,000,000 value bags hahaha

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Both of these actions, obviously, reset the bar to 0

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When you open treasure bags, the items come out in a circular pattern (hard to explain in words)... it's pretty cool to see, something I'm very happy with!

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This means when you are a PRO GAMER and get like 30+ items in a bag, its extra cool to see, since there will be MULTIPLE CIRCLES that happen :0 They won't overlap though since the initial treasures disappear visually by the time the circle repeats

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Again, there are 28 types of Treasures. You can think of these as similar to Ores from mining, or Crops from Tilling. They will be used in Archaeology Skill #2 (Construction) to build things that affect past game content (see #patch-notesπŸ“ for more info on that)

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please clap ;D

fiery citrus
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Since the 2nd skill in v3.50 will have lots of "old content revitalizing", I am going to be changing the Resource Display for many things

#

Currently, resources like Ores / Fish / Crops / Plants etc change colour every 1000

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(1 - 9999 is bronze, 10k to 9999k is silver, etc)

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In the next update They will only change colour after you reach 999QQ of something

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(This is how coins work in the game, as well as damage, for reference)

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The colouring system will work identical to cash too, going to Green --> red --> blue

(Also if we get 1000 happy's, he will be added into idle skilling, as a SUPER secret or something [not a prank])

fiery citrus
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One of the many Construction upgrades! I'm hoping for ~30 of them

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This one is a permit that grants access to new Ores to mine -- you'll need this and a high enough mining level to mine ores after djinn

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All of the upgrades will be very unique...

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I'm talking new ores, new plants, new potions, new Rift stuff, new Card stuff...
Things that are dynamic and interesting, rather than just +% dmg.

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If you're wondering why it's level 2, thats because each upgrade will only upgrade in parts. That is to say, this specific person has a Permit to mine 2 addition ore types, but would need to upgrade it more to mine bonus ore 3, bonus ore 4, etc

fiery citrus
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I think he... wants me to play despacito? Would make sense... looks like he was frozen thousands of years ago, which is around about when that meme was popular.

fiery citrus
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I think he... wants me to win the pachinko jackpot?

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Converting treasure using Machines will be an integral part of both Spelunking AND Construction!
When opening treasure bags, each treasure you find is only worth 1. So, in order to buy upgrades that cost 100,000,000,000,000s of treasures, you're gonna need to use these Machines to convert High Tier treasure ---> Low Tier treasure!

fiery citrus
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Pictured above:
High IQ Idle Skilling player, preparing his 1️⃣ vote for Gem Contests -- Circa Summer 2019

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Builders will be the skillers in the Construction area! They'll help you build Upgrades -- Construction can be thought of as kind of similar to smithing, as there are a select number of upgrades and you craft them to lv them up.

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However, unlike smithing, these upgrades will be very unique, as mentioned above. As such, most of those will have a max level of 5 or 10, instead of 1 billion like in smithing.

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Construction sign, shows Time Remaining, and # of builders currently working on it

When you "craft" an upgrade in Construction, the upgrade does not immediately increase in level. Instead, it becomes "under construction", and after you set builders to complete the construction, it will gain a level.

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For Low Max-Lv Upgrades, like new Potion Recipes / new Ores, you'll have to craft 1 level at a time.

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However, for upgrades with a higher max level (think in the ballpark of 50 to 100), youll be able to "queue" up Levels. This way, if you have enough material to craft say... 4 levels of a certain upgrade, you can Queue up 4 levels and then AFK for longer! Instead of having to do them 1 by 1

fiery citrus
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Would you be interested in seeing 2 new Crusade Bosses? They would drop new Pearlescent Material which would not be used in Tinkering, but rather on Construction upgrades and new Smithing Tiers 11/12 (and maybe potions)

Vote YES ONLY IF You would really like new Crusade bosses! The time I spend making new bosses something else, so it's not like voting YES is at the cost of nothing if you see what I mean

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These new crusade bosses would be unlocked via Construction btw, and would start at Bog difficulty (their difficulty can be increased just like any other Crusade boss)

fiery citrus
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New Bob the Builder skill confirmed Bob

fiery citrus
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24 new botany plants will be available through Construction upgrades, here's 5 of them!

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These will be ingredients to new dark-side potions!

fiery citrus
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Popping in to say I've been grinding away at the update! Getting lots of Construction stuff done, which I am really happy about, as well as further figuring out new bonuses/potions etc!
Don't be fooled by the lack of content-rich posts here. I've been more productive (and happier too) in the last few weeks than I've been in a while, so theres a lot of stuff done that I just havent showed, and probably wont because it's a bit Spoiler-ish

fiery citrus
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some stuff you'll be upgrading

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and dont worry this is like 0.01% of the stuff ive done recently

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probably wont be posting all that much from now until the update release in (hopefully) mid december btw, i cant really afford to distract myself / keep a mind out for both development and social stuff if i want to accomplish all my Update plans

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So the less you see me posting here, counter intuitive as it may see, the more stuff I'm actually getting done πŸ™‚

fiery citrus
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Quick Poll

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There are going to be 39 construction upgrades, as well as 10 builders to assign to build upgrades which are "under construction"

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currently, as with many previous features, if you want to put all builders onto 1 upgrade, youd need to:

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tap builder 1, tap desired upgrade. Tap builder 2, tap desired upgrade... repeat 10 times

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If there was a button that showed up when you selected an upgrade, that said "Assign all builders", would you use that button?

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--
Also, construction is finally starting to be playable in my testing, and I'm getting that nice feeling ive gotten in the past thats like "hey this is actually pretty cool"

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So I'm hoping i can continue this and really execute on my vision for this update so that you'll all think its cool too happy

fiery citrus
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Based on the overwhelming YES votes for a assign all button, a similar button has been added for Machines!

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That orange button duplicates the machine's current input/output to all other machines

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This way, if you have lots of Candles and need millions of Coins, you can just assign 1 machine to be Candles --> Coins

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then you just tap the orange square button, and you're good!

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Btw, machines are something that you'll use a lot of to convert Treasure from Spelunking

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Since treasures from bags are only worth 1 each, this will be very necessary in order to afford costs of 100000s of treasures, since they allow you to convert High-tier treasure to low-tier

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i.e.

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Upgrade costs 50,000,000 low-level treasure of some sort
"Hmm... I could open like 20,000,000 Level 1 treasure bags over the next 10,000 years.... OR I could just open 5 level 12 treasure bags over the next few days and convert those Lv. 12 treasures into millions of low level treasure!"
-- Thought process of a 400 IQ player

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||----||

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I also put in the Assign All Builders to Upgrade button, which is equally helpful!

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Alright back to my hidey hole, probably won't be sharing too much more. If this were pets and release was like 2 months away I'd share a lot, but since release is much closer than that I'll probably keep much of it to myself from here on out

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I may put some more info out here and there, but I've already explained the basic premise and want to try experimenting with having a bit less info prior to release (could be more fun for you guys to go in knowing a bit less than normal!)

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I'll make a vote several weeks after launch maybe to gauge how you guys feel about this "low-amount of info" release, compared to pets "high-amount of info" release!

fiery citrus
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quick questions

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Have you unlocked civilization?

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(Vote NO if you dont know what civilization is. You'd know what it is if you unlocked it...)
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Have you ever had 9999QQ ores of any kind?

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Have you crafted any Smithing item to level 1 Billion?

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Have you reached Blue Cash notation? (As in, Yellow -> Green -> Red -> Blue)

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Have you unlocked every Tilling Crop type, and every Botany Plant type?

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Are you perpetually frustrated by a lack of Grey Eggshells for hatchery upgrading?

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Are you ready for a bunch of cool new construction bonuses, many of which unlock other forms of bonuses?

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Do you want three people who vote YES on this last question to win 1,000 gems in 2 days?
winners: (please PM me for gem )
@oblique aurora
@hearty obsidian
@weak plank

fiery citrus
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Note I have officially fixed the "258" bug for mobile (will be in this update), so I want to explain to you all exactly what it is and how the fix will affect you

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--

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You know how once you get 1,000QQ cash, it becomes 1 Green cash?

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Well, on mobile, there is a bug where 1,000QQ yellow cash --> 258 Green cash, even though in reality you really only have 1

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the display is the only thing that is wrong, and this bug will basically adjust this display to be correct