The false positive reported by some antivirus software has been professionally fixed. I had to roll back the game engine 1 year and 1 month back, because nothing else helped. Your AV software should now be happy but I'm not sure the game itself will be stable - a considerable amount of work and bug fixes had been discarded in order to please the Windows Defender. Sorry for the inconvenience. - Windows Defender team, in my imagination
[ 2024-12-05 18:22:59 CET ] [ Original post ]
Just letting you know I am aware about the fact your antiviruses currently go crazy and report a trojan virus in the game. Don't worry, there's none, and this issue has affected other games which are using recent versions of LWJGL (the same thing Mojang used once, yes). Infinitode uses LibGDX 1.12.1-SNAPSHOT (roughly the same as 1.13.0) and it is affected by the issue highlighted on their website: https://libgdx.com/news/2024/10/gdx-1-13 I'm running exactly the same version of the game as you do and my (most recent version of) Windows Defenter does not complain (which is bad, because I don't even know which file is triggering the AV). Maybe Windows Defender team is currently experimenting with something and it causes this false positive, since not everyone is affected. Anyways, the game does no harm to your device, and if you are panicking and do not believe me - do reverse engineering, network monitoring or something (or ask someone else to do that) to prove I'm wrong, because a garbage in the antivirus' database is not the fact the virus exists and seems like some people blindly believe it.
Temporary fix
You can simply put the game out of the quarantine, mark it as "trusted", and it will become playable again (as a temporary fix). Please check the documentation of your AV software if you need to know how to do that.
Proofs
- https://libgdx.com/news/2024/10/gdx-1-13
- Issue on GDX-Liftoff github (a LibGDX installer)
- Issue on LWJGL3 GitHub
- Related discussion on Reddit
- Another game has the same issue on Steam
What now?
I'm searching for a solution / waiting for LibGDX/LWJGL3 update which should fix that - currently there's none. I also can't fix it myself because my instance of Windows Defender can not detect any issues in the game. The game will be updated as soon as we have a fix. Going back to the previous version of LibGDX (which has no such issues) is not an option since the game depends on many features introduced in LibGDX 1.13.0. If you have a solution, please let me know in the comments.
[ 2024-11-18 17:35:45 CET ] [ Original post ]
This minor update brings one last Infinitode 1 feature which has been missing in this game - the "bonus enemies" (or "star enemies" - see this wiki page if you've missed it). It took a while to introduce them in Infinitode 2, because I had to come up with a better implementation and could not just copy them from the previous game. Those enemies were both satisfying and annoying - they gave great rewards but were also hard to kill and distracted towers, sometimes ruining the run. Since Infinitode 2 is aiming for a fair competition and top leaderboard runs take lots of time / effort, a random encounter with that damage sponge would just do more harm than good. Update 1.9.2 brings random encounters with those bonus enemies back, but now you have a choice to accept or deny the challenge. A flying thing with white wings (please give it a name, I'm struggling here) has a chance to appear on any level / custom map run (but not before wave 7), and it will move in a random direction for 20s of in-game time. If you tap / click it, a prompt will be shown for you to accept or to deny the challenge. Accepting the challenge will give you a chance to get a good reward, but it also affects the current run and you may even ruin it while trying to complete the challenge. Ignoring the flying thingy or denying the challenge will make it disappear and won't affect your run in any way. Please remember - towers and abilities do not affect those flying scrolls, they only respond to your taps / clicks on them. Oh, and one more thing - they will completely ignore your clicks if your game is paused so act quickly and don't try to fool them.
Changelist:
- Added Bonus enemies
- Bonuses on level 6.6 will be different between runs. Due to that, level 6.6 will not participate in the seasonal leaderboard
- (Scripting / Modding) Class instances can no longer be created by simply calling a class - use constructor methods (Class.new*) for that
- (Scripting / Modding) Added a sample script which adds a new tab to the state debugger window
- Statistics of level 6.3 no longer add up to the global statistics, because too many enemies spawn there and make this level a go-to place for farming self research nodes. Also it simply screws up the global statistics
- Added item counters to the inventory, making inventory limits more obvious for the players (limits existed for a very long time, this update limits nothing). Fixed 0002588: The upper limit of Sources is only 500
- Fixed 0002518: Disorient enemy underneath icy patches
- Fixed 0002576: The last 5 levels of Basic's Ricochet Chance upgrade are useless
- Fixed 0002567: incorrect xp level displayed after removing balance mod
- Fixed 0002522: global multiplier game values show a + mark instead of x (+0.5 for example)
- Fixed 0002514: Imported levels crash because of non-existent Stage id
- Fixed some other bugs which led to crashes in a rare scenarios
What's coming up next
I'm going to introduce a test version of community maps in the next minor update, and I'll be focusing completely on that feature. Thanks for playing, and I hope you'll enjoy this update!
[ 2024-10-14 22:07:58 CET ] [ Original post ]
Bug fixes and stability improvements, mostly.
Changelist:
- Fixed many rare bugs causing crashes and game instability
- Fixed: users with non-english usernames were unable to launch the game on Windows
- Attempt to fix the game not launching on some AMD GPUs
- Selected abilities are now synchronized with the cloud and are not stored as a device-specific setting
- Rare - Legendary cases and blueprints became a bit cheaper on the market
- Fixed: Sniper's killshot and Flamethrowers ultimate ability did not kill some enemies during Overload
- Improved quality, size and resolution of JP, KR and CN fonts. Added missing symbols
- Fixed: desync check failed on levels 1.8 / 2.8 / 3.8 / 4.8 (false positive, actual repays are fine)
- Improved sync check reports for Lua scripts
- Added game integrity check, used to ignore crash reports from a modified versions of the game. You can view files integrity status at the bottom of the settings screen and, if it failed on PC - try to check local files integrity through Steam
- Fixed some other issues reported to the bug tracker
[ 2024-08-26 20:41:42 CET ] [ Original post ]
The update which took a year of development is finally here! Click here to read the same announcement in our blog with a slightly better formatting. It focuses on a much better balance and some new gameplay features. Modding support has also been improved and we are steadily moving to something big. Note: if your progress has not been automatically migrated from the previous version of the game, you can click on a button in Settings to do that manually, but please read the warnings!
Update 1.9.0 changelist
TL;DR;
- New map editor features
- Damage numbers
- Boss HP bars, bosses became slower and harder
- New music and a proper mysic synthesizer on iOS
- Email is not requried for sign up, account screen and forms became better
- More hints and explanations in tower menus, new Gem menus
- More than a hundred of new research nodes, new free research
- Up to 16x faster resource farming in some scenarios (level farming bonuses + new ability + improved Mining speed mod)
- New Bonus system
- Towers can be manually disabled
- Steam Cloud and Linux support
- New item market in the Shop
- Much higher Bit dust drop rate, up to 12x on max difficulty and research
- More quest slots
- Removed days-in-row reward, increased daily quest rewards
- New ability, new level, many new tower mechanics and a massive rework of towers
- Better modding / scripting support
- Lots of bug fixes and performance improvements, improved text fields on mobile devices
- More colors in labels, better icons
Gameplay, new content and features
- Added 96 new passive, tower-specific, free research that are being unlocked simply by using a tower. These new research upgrade specific towers and give bonuses for farming
- "Extended statistics" research now adds a new column to the Statistics screen, which calculates damage per coin for each tower
- Per-tower in-game statistics (DPS, kills and bonus coins in the tower's menu) are now always visible - no research required. Added a total damage counter into the tower menu
- Miners now have more item slots, which allow them to farm more items per game. Adjusted item mining rate - the chance to get an item is now higher on average
- Miners now have a single mining speed which does not depend on a resource type - for example, Infiar miner will now mine Scalar and Infiar at the same speed
- Completely reworked the level I will not talk about, because there's no such level
- Gems on levels 6.1 and 6.2 now can be selected and have a proper menu, which shows detailed info about them (their effect / immunities / their HP etc)
- Added level 6.6
- Added a Bonus system, which is available on level 6.6 and in the daily maps. Currently it has more than 40 different powerful bonuses you can choose from during the game, featuring many new gameplay mechanics. Bonus system is deterministic, making leaderboard competitons fair for everyone
- Amount of prizes in the Lucky wheel has been increased, and x2/x3 segments appear more frequently. Added a new research which increases a chance for an extra x2 segment to appear in each wheel
- Completely reworked map editor - now it allows multiple selection, which can be moved or used as a "brush" for painting. Map editor now also has a history (you can undo last changes using Ctrl+Z or UI buttons) and it backs up your map in case you manage to crash the game somehow. Tile-sepcific menus and inventory has been slightly redesigned too
- Pathfinding will now never fail - enemies will always find a path to the base, even if there are no tiles along the path. This makes it easier to create custom maps and makes pathfinding less buggy. This also allows to create new crazy custom maps where enemies move right through the void (do not report it, that's intended)
- One-time gift is given for unlocking Stage 4, which includes a temporary Double Gain or Accelerators if DG is already enabled. This should make stage 4 progression much more enjoyable, as at this stage many players start to struggle due to an increased difficulty
- Towers can be manually disabled by clicking on their title in the tower menu
- Local save files are now stored in the game's folder on PC, which allows to have multiple installations of the game with a separate progress. These save files are now synchronized through the Steam Cloud, serving as a fourth backup storage (along with local files, Infinitode cloud and Infinitode auto-backup feature) for your saves and making it much easier to continue playing on any other Steam-powered platform
- It is now possible to write a note on your cloud saves. Premium access allows to have up to 7 cloud save slots
- Regular levels now can have random bonuses for a specific resource type / green papers / bit dust, which allows to farm up to 4.5x more of that specific item in a single run
- Bosses now have more HP and move slower. Difficulty of bosses has been adjusted
- Source tiles were changed on some of the regular levels, which makes levels more equal in terms of farming
- Only 20% (instead of 25%) of quests are required for the first stage of quests Prestige. Increased Prestige token rewards given for resetting the quests
- Added a small inventory to the research screen, making it much easier to see all your items at a glance. Clicking on the items will show the amount of items still needed for a full research tree and the amount of research currently requiring the item. Colored dots near the items show how much some specific item is needed at this moment
- Map editor allows to select music track files directly from the disk drive and save them back to the disk. It also allows to download music by URL - simply search for .xm/.s3m/.mod file on the Internet and paste its URL into the game
- Increased daily map rewards
- Removed item cases from the shop - they did not scale with Green Papers properly and Cyan chests were too pricey
- Added an Item Market to the shop. Most of the items you'll need can be purchased there, and it allows to exchange the resources you do not need for item cases, bit dust, blueprints and other good stuff. Item offers are updated every 1h of in-game time and are scaled according to your progression. Clicking on an offer also shows how many of this item you already have and how many of them are currently needed for research
- Pressing Enter on the research screen installs the currently selected research
- Multiple tile packs and item cases can be selected in the inventory. It is now also possible to open 4x more packs and cases at once by long-pressing the Open button
- Bit dust drop rate increases according to the difficulty of the Endless mode, now up to 6x more Bit dust per run
- Bit dust drop rate research became twice as powerful and no longer costs Bit dust
- Game website has been improved, new features were added to the account page. It is now also possible to enable two-factor authentication if you want to secure your account (will go live in a couple of days)
- Cake trophy now gives +1 Quest reset (basically +1 quest slot) and increases bit dust / prestige dust drop rates instead of giving gameplay-affecting bonuses, which should not give advantage on the leaderboards
- Email is now completely optional for signing up. Signing up with Steam has been greatly simplified
- Levels of stage 6 require resources to be unlocked. You won't have to purchase these levels if you have already played on them
- Endless leaderboards are now limited to the first 45 minutes of in-game time
- Added dozens of new research
- Level 1.3 trophy now requires more waves to be defeated
- Enemies are now considered "in range" even if they touch a tower's range (previously the center of an enemy had to be in range). Same goes for the Flamethrower's flame
- New "Slipping" debuff, which reduces enemy's speed by 30% and stacks with any other debuff or effect. Applied by Blizzard
- First level of ability research is now always free on the research tree
- Added Invulnerability buff, used by some bosses
- Added NoBonusSystemPoints and NoDamage buffs, used by the bonus system
- Abilities won't start if they will cause zero damage
- Added a new research which increases the amount of quests that can be completed in a single run
- Removed days-in-row reward from daily rewards. You should receive a compensation if you have at least 3 days of a streak. Increased daily rewards instead
- Added a new "Loop" ability
- It is now possible to receive the "Developer" trophy without installing the Developer mode research - unlocking the research is enough. This trophy still does not give any gameplay-related effects but now your trophy collection will finally be complete without enabling the Developer mode
- If enemies are allowed to walk over platforms or if their path is blocked, they will prefer to move through modifiers and, only if there's no path through modifiers - they'll start to move through towers
- Easy difficulty mode has became even more easy
Visuals, audio and UI
- GameValue icons were redesigned and now are more colorful. They are used in a Core upgrades, Boost tiles and research icons
- Added modifier and ability icons to the effect names (research menu and Boost tiles)
- Fixed: snowballs and ball lightning units appear more smoothly from the Freezing and Tesla towers
- Added damage numbers with a different visuals depending on a type of damage (more / less effective, critical, special etc). Can be configured through the settings screen
- Added boss HP bars
- Coin particles now depend on a real time and stop moving if the game is paused - same goes for damage particles. Can be useful if you want to check the efficiency of your towers at a specific moment
- Statistics screen has been updated and now features a better per-tower statistics table
- Swapped music on some levels, added new tracks. Use in-game music player or this great playlist by Cinex to listen to new tracks: YouTube
- Slightly rearranged in-game buttons in the bottom-left corner of the screen, for convenience
- Redesigned Miner menu, which explains the final mining speed better and is more invormative overall
- Game loads more smoothly on a slow devices
- Added a new "CVD-friendly colors" option, which should make it easier for colorblind players to distinguish some graphics. Research tree colors has been adjusted to be CVD-friendly by default. Added some details to the textures of some items to make it easier to distinguish them. It is now possible to click on an item icon in the research menu to enlarge it and view some info about it
- Updated Account screen UI, added more info to the sign in / sign up screens and made form fields more visually consisting
- Loading screen now has a completely black backgroud and transitions more smoothly into the main menu
- Using a case key in the inventory now opens the shop, highlights the key exchange button and scrolls the screen to it. If there are 10+ keys in the inventory, a hint bubble will be shown on the inventory button
- Fixed descriptions of many music tracks - added authors, real track names and links to the official websites. A notification will appear each time a track starts to play, and you can click on the links in it to visit the author's website
- Music track files can now store a global volume configuration. Reduced music volume on some levels
- Fixed "game over" slow motion effects
- Added missing translations
- Added a proper live music synthesizer for iOS, music spectrums now work properly on this OS
- Added a list of community translators to the settings screen
- Translations can now contain conditional blocks which improve the quality of translations
- Added a 8xMSAA anti-aliasing option for graphics settings and an experimental full-screen borderless screen mode on desktops
- Added many hints to the tower stats in a tower menu
- If auto-saves are disabled on the account screen, a warning icon will be shown in the main menu to prevent a progress loss
- Desktop version of the game starts in a full screen by default. Use F11 to switch between windowed and full-screen mode. Holding Ctrl/Alt/Shift with F11 will switch to a different resolutions of a windowed mode
- UI scale is adjusted automatically in a full screen mode of a desktop version of the game
- Improved visuals of the developer console
- Added copy / paste buttons that will appear over text fields, just like on Android or iOS. Android and iOS versions of the game no longer open a default OS UI with a single field
- Text fields will be shifted on Android and iOS to the visible area if they are being covered by a software keyboard
- Fixed: tower menu will no longer show hints for stats and tower's range for the next upgrade level of the tower if tower can not be upgraded further
- Switching game speed now works more smoothly
- Size of some projectiles and projectile trails had been adjusted slightly. Venom projectiles got more juicy particles
- Music Spectrum can be turned off in settings
- UI elements that can be scrolled automatically receive focus when you hover over them with the mouse
- Source tiles with a very low density now always render at least one colored polygon
- Adjusted mouse zoom, now it works like in a Photoshop and makes sure to zoom to some precise numbers / avoids blurring
- Gamebreaking: Script tile can no longer be selected during the game
- Fixed quest list
- New Epic rarity sound (took me a day to create, please tell me you've noticed the change)
- More sounds for Lucky wheel
- Some minor fixes related to the safe zone UI
- Large prices in Cores are now being shown as a compact number
- Trophy viewer now also has an anti-aliasing enabled on the PC version of the game
- Rearranged star research branch, should now be easier to follow
- Added music spectrums to the music player for your enjoyment
- Notifications no longer queue up if many notifications are being shown, instead new notifications show immediately and make the oldest ones disappear
- Added "how to obtain" hints to the trophies that are not unlocked yet
- Added a timer to the live leaderboards in an endless mode
Balance
- Fast enemies - HP reduced by ~10% and number of enemies by ~5%. Poison debuff slows down Fast enemies by 5% -> 7%
- Icy - shield logic has been simplified. All damage first goes into the shild - HP is not reduced if Icy has any amount of shield. Shield receives reduced damage from anything except bullets and fire
- Strong - reduced number of enemies spawned by ~10% in a later waves
- Starting XP level research removed, towers always start with L1. Research replaced with a bonus PWR per level till L10
- Rotation speed research (global) - effect reduced by ~25%
- Bonus XP research (global) - effect reduced by ~20%
- Poison debuff - now deals at least 15% of damage when stacked
- Stage 5 star requirements were adjusted
- Levels 1.1, 1.2 are now less "difficult"
- Storyline research now give new effects
- Tower XP requirements for leveling up were adjusted - now they require a bit more XP for L1-10 and less for L11-L20+
- Disoriented enemies and Air fall explosions do not affect MDPS
- Powerful ability of all towers now give 15% instead of 10% PWR. PWR calculation is now multiplicative
- Boss waves delay the wave that comes after them even more
- Minor balance changes in Research: global damage / attack speed and some other things were nerfed a bit and corresponding per-tower research has been buffed greatly. Overall tower efficiency has grown by ~25% on max research tree compared to the previous build and now per-tower research should feel more rewarding
- Slightly adjusted the difficulty of a different enemy waves, Regulars should not dominate now and Jets became a bit stronger
- Adjusted difficulty of levels 1.1-6.1 (including the bonus levels) for a more smooth progression and a better challenge
- Base piercing of explosions increased - Fireball ability, Cannon, Missile, mines and air fall explosions became stronger
Balance - Abilities
- Blizzard - now also covers 8 random roads with ice, which debuffs enemies with a Slipping debuff
- Windstorm - has increased range, doubles bonus coins for the next forced wave
- Magnet - lasts longer, projectiles fly towards the first enemy and affect MDPS. multiple instances of this ability can not be active at the same time. Colliding projectiles (Splash / Multishot etc) can now fly further if affected by this ability
- Bullet wall - if some bullets do not hit any enemy and fly outside the map, they will return back aiming at random enemies. Each bullet can return for up to 3 times
- Overload - lasts permanently, until an enemy reaches the Base. Only affects mining speed and enemy toughness, scales with endless mode difficulty
- Loop - new ability, which doubles damage of towers and doubles mined resources of miners
- LOIC - now also boosts Bounties, making them give 30% more coins next time
Balance - Modifiers
- Balance - upgrade XP requirements reduced, each of its upgrade levels now also give +1 Max XP level to the neighboring towers - up to +40 MAX XP levels if you surround a tower with this modifier. Selling a modifier will reduce max XP level of the towers but will not revert abilities
- Search - bonus range +5% -> +7%
- Power - effect is multiplied by Power platform bonus, making this modifier more useful
- Attack speed - speed bonus 22% -> 21%, same as in the Damage modifier
- Mining speed - increases miners mining speed by +35% -> +60%. The modifiers are connected to a miner, the less effective each of them becomes. Added modifier efficiency table to the Modifier's menu
- Experience - gives 30 XP -> 21 XP per resource
Balance - Towers
- Powerful ability of every tower increases PWR by x1.1 -> x1.15. Powerful platforms multiply tower PWR instead of simply adding up a percentage to it, which makes them much more... powerful! LVL 10 towers with Powerful ability now have 28.7% -> 39.7% PWR
- Towers scale much better with PWR and XP level, all towers should be useful on a higher waves. Some stats now benefit from PWR much more to compensate for the lack of damage-affecting stats in some towers
- Due to "Starting XP level" research replacements, L20 PWR of towers increased from 17% to 21.5%
- Range of all towers reduced roughly by 5%
- (i) Stat differences are compared to XP level 20, upgrade level 10 of towers in v.1.8.10
Technical / performance and bug fixes
- Game sessions (instances of GameSystemProvider and everything related to a single game state) are now thread safe, which allows to run multiple game sessions in parallel on a multiple threads. May be used in the future to simulate the state on a separate thread and make FPS much higher and more stable
- Added a "dirty tile" mechanic, which allows to mark specific tiles for a cache update. For example, modifiers can mark tiles around them as "dirty" and will force the neighboring buildings to recalculate their stats - previously this had to be done manually and was error prone
- Updated LibGDX game framework and many other libraries to the latest version
- Particles are now updated on multiple threads if Multithreaded rendering is enabled in settings
- Pathfinding is now handled on multiple threads, which makes it much faster and less laggy on a huge maps with lots of portals
- Removed empty parts of textures to reduce the overdraw and improve rendering performance - barely noticeable but is still an improvement
- Damage is now queued instead of being handled immediately. All damage is handled at the end of each frame, which is much less error-prone and splits the damage dealt more fairly between all towers who have damaged and killed an enemy. The main benefit of this change - enemies are not being removed from the state until the end of the frame (no issues with dereferenced enemies in loops etc) and all debuffs are guaranteed to be applied before the enemy is killed
- Added a new RenderSystem, which handles all session-specific graphics and allows to use FrameBuffers / combine Batch with a ShapeRenderer / remove default graphics or rearrange the rendered layers
- Added a MultiReasonBool structure, which is used in a fields like Enemy.invisible/disabled or Tower.outOfOrder. This allows to combine multiple tags that affect these fields and make it easier to work with them. For example, a tower could be disabled by an enemy walking over it, a Metaphor and manually by the player, all at the same time - an extra data has to be stored somehow to make sure the tower will not be re-enabled only if some single factor has been removed
- All UI listeners update the actual graphics on the next frame after the event has been triggered (using new methods of the UiManager) to prevent some bugs and avoid unnecessary work if multiple events has been triggered in a single frame
- Mouse events and map hovering / selection has been moved into a separate systems which trigger new events, which makes input handling easier and less buggy. It also adds some flexibility, making it easier to write scripts which handle the input
- Fixed: 5.b2 sometimes did not give 3 stars for beating the last wave
- Save files are now saved to the disk on a separate thread and use an optimized file format, which reduces disk usage and FPS drops
- The game now uses a new map file format, which greatly reduces their size and makes them load faster
- Removed most of the pools - they no longer improve performance, harm GC timings and can even harm the performance in some cases
- Game ships with the controllers library. Controller support can be added by mods
- Lua VM has been optimized, scripts are now able to use the full spectre of Java's multithreading and utilize the whole CPU
- Greatly reduced RAM usage, some parts of the game now load faster than before
- Fixed: Indonesian locale should no longer crash the game
- Implemented a new asynchronous logger, which writes directly into the file and does not consume RAM
- Improved collision detection and spacial partitioning of the enemies, which should greatly improve the performance
- Optimized projectile trails
- Min range is now a tower stat but should not appear in menus
- New "difficulty curve generator" - removed specific waves from the levels config, replaced them with a single number
- 3D models are loaded asynchronously where possible
- Added an experimental support for Linux OS
- Optimized Path objects - they are now immutable, less error prone and have a better performance
- Optimized Healer and Armored auras
- Fixed formatting of strings with "short numbers" (in the form of 12.3K, 23.4...)
- The lucky wheel cannot be spun for some time after downloading the saved game from the cloud
- Cleaned up the ENEMIES_WALK_ON_PLATFORMS GV handling, should now work properly in every place / map editor
- Fixed many bugs related to text fields
- Fixed some bugs in the live leaderboards
- Fixed the speed of enemies on path corners
- Fixed a bug in the Basic tower's ultimate ability, which calculated XP incorrectly (Gauss-Basic bug)
- Many performance improvements in different places
- Increased Gauss' shooting range, to make it hit enemies even on the largest maps
- Gauss now stuns all enemies in line, even if its projectile had been stopped by an enemy
- Reduced replay file size
- Game logs now "rotate" - older logs will be archived instead of being overwritten
- All towers can now be properly disabled
- Fixed #1765 - ball lightning (tower ability) hit fighter
- Fixed #1797 - Basic ult cloned xp can provide much higher levels to gauss self improvement
- Fixed #2160 - Unable to complete daily quest
- Fixed #2214 - Loot tab still shows description of keys after using all of them
- Fixed #1623 - Ease of Access (low contrast / indistinguishable colors / size of UI elements) - main thread
- Fixed #1924 - Clarity problems
- Fixed #2245 - Pause menu's music player bugs
- Fixed #2241 - Softllock - 0.4 Missing a lose condition
- Fixed #2280 - Bugged real playing time statistic
- Fixed #2276 - Indonesian localization is not functional
- Fixed #2228 - Translation Issues
- Fixed #2163 - Permanent white circles in UI, again
- Fixed #2049 - Problems with Tesla's Ultimate
- Fixed #2272 - Crash on map restart using enter key.
- Fixed #2251 - Resources ui became invisible after using the new research button in the losing screen
- Fixed #1701 - Leaderboard % label glitches in-game
- Fixed #1836 - 2nd poison tower doesn't re-target to apply multiple stacks of poison
- Fixed #2244 - Ability tickets and endless research
- Fixed #2259 - Incorrect interface at startup
- Fixed #2270 - Laser 3rd skill makes charge longer than normal
- Fixed #2252 - Glitch: how to easily win the wave that comes after a boss.
- Fixed #2312 - Music slowed when picking section of music
- Fixed #2377 - Stars on equalizer tiles goes away when load from cloud saves
- Fixed #2376 - Music player text display error
- Fixed #2389 - Power V misleading name
- Fixed #2366 - "Watch Ads" description text is overlapped by item icons
- Fixed #2414 - Irritating music player panning issue
- Fixed #2453 - multiple packs of 90% quality tiles can coexist in inventory
- Fixed #2460 - Gem enemies are counted as enemies, making it impossible to end the game
- Fixed #2475 - Disabling developer mode
- Fixed #2298 - Sound device not changing
- Various other performance and stability improvements
Future plans
There are some good things left on the TODO list, which were left there because this update already takes too long - things like rewards for reaching even higher waves, crafting and prestiging improvements, and even a (very enjoyable) feature from Infinitode 1. We are very close to the point at which I'll consider the game fully complete, and introduction of the level 6.8 in the future updates will signify that. Unfortunately, there's still a war going on in my country and it makes it extremely hard to continue developing the game. I can give no estimates nor guarantees this is not the last update and I apologize if this update has bugs or causes any kind of item loss. Another announcement will appear in the game's blog soon, I still need to thank players individually and congratulate Season 2 winners. I hope you'll enjoy this update! It took lots of effort and many people have participated in designing and testing it - thank you guys, you've helped a lot! And thank you for playing Infinitode 2!
[ 2024-07-30 21:43:25 CET ] [ Original post ]
Hi! In case you've missed the news on our Discord server: - Season 2 ends today and the server will stop receiving replays from version 1.8.10 - Update 1.9.0 will go live in a couple days! I'll make a proper announcement of the update once it is ready to be played, please stay up to the news. Thank you!
[ 2024-07-29 14:30:45 CET ] [ Original post ]
Hi everyone! Season 3 update 1.9.0 can now be downloaded from the Beta branch called "1.9.0-obt" (Game -> Properties... -> Betas -> Beta participation)! This version is linked to the Beta server and won't affect your main server-side progress, but please make sure you've saved your progress to the cloud before you switch to this version as it will overwrite your local files. A complete list of changes will be released at the end of OBT, but you can find a short changelist in the in-game news. Any issues can be reported to https://tracker.prineside.com Beta is discussed on our Discord server and you can find info about the fresh Beta patches there: https://discord.gg/4kZ2TJ4 Beta is also available on Linux!
[ 2024-04-27 10:55:56 CET ] [ Original post ]
List of changes:
Quality of Life
- Items can now be marked as favorite in the inventory. Marked items can not be sold / prestiged
- Depleted sources are marked on custom maps, added a Depleted node hint to the Miner menu
- Added a "holdable button" mark to the buttons you can hold
- Added tooltips for buttons / icons you may have not known about
- Latest news won't show up immediately when player starts the game for the first time
- Changed appearance of the "Game over" overlay - added "Next level" and "Research" buttons
- Added global hints to the Game over screen (70+ hints). Note: I really need your help translating these hints (we translate the game live here)
- Added required resource icons on research screen when zoomed in
- "New game" renamed into "Select level" in the main menu
- Clarified the "progress will be lost" message when there's a level in progress
- "Toggle button switch" texture changed
- Language selection screen - current device's locale is now highlighted
- Added info marks to some of the UI elements, click on them to show a tooltip
- Added info about the currently-in-progress game into the main menu
- Clarity improvements (https://tracker.prineside.com/view.php?id=1924)
- Added a tooltip to the sign in form if player already has progress for some account
- Added research node placeholders for the invisible research
Player profiles
- Profile level is now calculated differently and has been reduced. It is only visible on the player's profile page
- Added Seasonal level which will be reset every season. What you see in the leaderboards / your in-game profile bar is a Seasonal level. Seasonal levels require much less XP than Profile levels
- "Of Merit" badge is replaced by "High-leveled" badge. This badge can be pinned starting from the Common rarity (profile level 10)
- Players will receive a message when they receive a new badge
- Premium users can link their YouTube channels through their account page on the website. Players with YouTube channels can be viewed through the in-game browser -> players -> sort by "Badge: YouTube author"
- YouTube channels are now shown in player profiles
Miscellaneous
- "My account" page is now available on the game's website (https://infinitode.prineside.com/?m=account)
- Smoother transitions on the Loading screen
- Limitation removed - Bosses can now appear on wave 2000+
- Messages can now contain items
Platform-specific
- (Android) Added a "Personalized ads" toggle into Settings
- (Android / iOS) Rewards for ads should now be issued even if the app crashes while showing an ad
- (Steam) Double Gain can now be purchased right through the game. It will be linked to the account automatically
Dev mode / modding
- Source tiles can now have resource density of up to 1000%
- Developer console works faster and can be flipped (DBG_CONSOLE_FLIPPED - useful for mobile devices where soft keyboard may overlay some part of the screen)
- Added Json5 loader, added Quad examples (see quads.json5) and AssetManager.getQuad() method
Performance improvements and bug fixes
- Optimized WaveSystem / wave difficulty calculation, which improves game's stability and performance on a high waves
- UI components are now lazily initialized and should not cause lags on game loading. (Modding) To access any of the UI components (for example, Dialog), use Dialog.i()
- Fixed: inventory now shows hints when no item is selected
- Fixed: Indonesian language could not be selected on some devices
- Resolved 5 issues: https://tracker.prineside.com/changelog_page.php?version_id=33
- Various UI/UX imrpovements
- Various minor performance / stability improvements
[ 2023-07-11 10:27:44 CET ] [ Original post ]
This is basically an organizational update before we start working on the seasonal update and new content. In addition to the list of changes, we have some important news for you.
List of changes:
- (iOS) Equalizer tile now visible on iOS but will generate random spectrum (platform's limitation). It will also show a random spectrum when music is turned off on any platform.
- (Dev mode / modding) Added many new options to the Equalizer tile editor
- Highlighted the "Skip tutorials" button
- Added Terms and Conditions page (Terms and Conditions) and links to it
- Bans are now visible in player profiles. Banned players will receive a message
- Preview of news in the main menu is now properly translated if game's language is not English
- Double Gain can be linked to accounts and synchronized between devices without loading from cloud
- Added Mailbox to the main menu. Daily quest rewards will appear as a new message there
- Added "Account settings" menu which allows to review / manage your transactions and account statuses. It also allows to confirm your email - you may need it later but this feature is available already
- Steam can be linked to the in-game account, which will allow one-click sign in. It will also link a Double Gain to your account if you've purchased the game on Steam
- Improvements on the server's side
- (Android) Replaced rewarding ads provider - consent window may appear once again on the first launch of the game, sorry for the inconvenience
- Added experimental implementation of a Premium account status
- Minor UI/visual tweaks
- (Android) Fixed a couple of platform-specific bugs to prevent crashes
- Added "Players" tab to the in-game browser. Players can be sorted by level, badge progress and some other stats. Also "Search by nickname" feature is now available
- Double Gain and Premium status can be disabled in Settings (this won't make them longer, only disable if you don't want them)
- Account statuses should be available even if there's no Internet connection. Statuses will be applied automatically to any of your local progress when you sign in into your account. If you don't want any of the statuses, you can toggle them off in Settings
- Double Gain won't be linked automatically to your account, just in case you want to link it to some other account. You can do this manually through the Account Settings menu
- It is not possible to unlink Steam account or migrate account statuses, so be careful
Premium status
The main purpose of this status is to increase account credibility - we are working on some new and exciting features that involve player-to-player and player-to-server interaction. These features increase server load, require manual moderation and increase the risk of abuse by users who can create a bunch of accounts for free. This status does not unlock any new items and is not required to access any of the existing features of the game. ...well, ok, I believe it is no longer a secret for those who have read our ToS and announcements on Discord - we are still working on the Community maps and may deliver them some day, but every single map / script tile has to be checked carefully. Note that Premium won't be required to download or play them, only to submit new maps, thus lack of Premium won't restrict players in any meaningful way. We may also run some kind of early access stage of Community maps for Premium owners to reduce the load and minimize risks. We have also noticed that players like to post videos on YouTube and wholeheartedly hope that this will allow someone to succeed in this matter - one of the features we are working on is an integration of YouTube chanels into player profiles, which also requires slightly higher account credibility and will be available to the owners if this status. Premium status will also allow you to receive all of the rewards you could normally receive for free from the rewarding ads that are only available on iOS / Android, so it basically works as "disable ads" feature and equalizes playing conditions for mobile platforms and Steam. This status has also a couple of side effects once it becomes purchaseable on Steam:
- We'll be able to introduce trading cards! They are not available for a completely free games
- Players who want to receive rewards for ads / support us will no longer need to run Android emulators
Ways to obtain Premium
It can't be purchased yet, and won't be for sale during the whole Season 3. We will grant this status to those who really needs it or is an honored member of our community, because we believe it is fair and well deserved (but please don't ask for it - we'll discuss it in Discord). Some of the YouTube authors will also receive it for free. Now may I have your attention please: In addition, the leaders of the second season will receive Premium status as an additional reward:
- Top 1 - Permanent
- Top 10 - For the whole season
- Top 200 - 1 month
- Top 400 - 2 weeks
[ 2023-05-20 13:02:01 CET ] [ Original post ]
List of changes:
- Fixed 25 bugs
- Added new experimental features:
- "Multithreaded rendering" may help increasing FPS in a projectile-heavy scenarios
- Graphics scale can be used to reduce the load on your GPU
- Clean detailed mode adds transparency to the projectiles and particles so you can see the map through them
- Rendering performance improvements
- (Android) Added new rewarding ads provider (in attempt to fix an old issue)
- Skill points can be exchanged for a "Skilled" badge in your profile. Skill points are obtained through the Daily quests
- Seasonal leaderboard now shows top 200 players and their pinned badges
- Player profile pages should load much faster now
- (modding / dev mode) UPS is no longer capped to 2s of in-game time
- (modding / dev mode) Enemy textures are now stored in the EnemySystem and can be changed by scripts
- (modding / dev mode) SideMenu containers can now be accessed through the SideMenu's fields, some fields became public
- Level 6.3 Fix: sometimes towers did not switch from the boss to a regular enemies (for example, Minigun targeting First)
- Removed performance survey (results are available in our blog)
- Level 6.5
- New tiles: Equalizer, Quad - do not drop as a regular loot but may be obtained as a rewards / used in modding
- (modding / dev mode) Developer console history and various improvements
- Buff tile can now act as a final global multiplier for some effect, already used on level 6.5
- (modding / dev mode) Lua now correctly handles byte[] and does not convert it to/from String
- (modding / dev mode) New drawable type: Quad (taken from Infinitode 3, editor not included)
- Reduced memory usage, the game should now be more stable
- Added music player button into the Pause menu
- Better formatting for Buff tile effects
- Base tile menu now also shows level effects obtained from Wave quests
- Various performance and memory usage improvements
[ 2023-04-04 16:58:51 CET ] [ Original post ]
List of changes:
- Optimised code of Miners, most noticeable on 6.3 endless
- Greatly optimised collision detection code, up to 2.5x better UPS in end-game endless runs
- Changed default main menu music (some players complained about harsh and loud sound of Cherish), you can switch it back through the music player
- Removed "Community maps" button, more info below
- Developer mode research is now available. Developer mode allows you to create items / edit maps / modify the game in any way you like
- iOS: now uses different software for rendering. Touching iOS home bar now does not throw you out of the game immediately when you touch it (swipe up to enable it)
- Steamdeck: on-screen keyboard should now show automatically when any text field is selected
- Added rewarding device performance / capabilities survey
- Fixed 6 bugs
- Fixed: Gauss's incorrect resource consumption (now consumes equal or lesser amount of resources)
- Scripting possibility: custom / looped enemy paths
Dev mode finally available
Now it is possible to obtain access to the "developer mode" with the corresponding research. Developer mode is the most endgame upgrade one could imagine. Here's some of its features:
- Unlocks console where you can run commands or any Lua code. For example, cmd.coins(100) will instantly give you 100 coins during the game and cmd.help() will show all of the available commands.
- Unlocks item editor which allows you to create any amount of any type of item (even accelerators and Double gain shards). You will also find "edit item" buttons in the inventory and map editor.
- Allows to add new and edit existing default levels
- Gives access to more advanced debug settings (useful for mod / map makers)
Development pace and state of Infinitode 2
It's been a while since the last update and such a big delay is caused by... well, you know, regular war stuff. Most of the time since February has been spent on the development of 1.9.0 update and what you see in the above list of changes is actually 6 months behind the actual version (for geeks: 800+ commits behind). There were (and are) some groundbreaking and major plans to improve the game, but eventually it was decided to keep Infinitode 2 in the current state and continue to polish it - I'll explain this decision further in this article. Infinitode 2 is now a fully finished game - players can get all of the trophies, complete the storyline and there are no "Coming soon" lines in it. From now on, I'll do my best to fix bugs, improve its performance, implement some of the minor features and add new maps. Most probably, Season 3 will start some day later with update 1.9.0 which will also improve the balance. The game will not recieve any major features such as Community Maps and Factory.
Community maps
As I've already mentioned above, community maps will not be added into Infinitode 2. Actually, it is not hard to add some kind of in-game map browser and allow players to submit their maps, and I could do that, but I can't. The initial idea of community maps could be described like this: [quote]Players can use items from their inventory to create new maps and submit them to the server. Other players can download those maps on any platform right through the game without manual copying of files.[/quote] I could implement that and call it a day: update 1.9.0 comes out, no more "coming soon", and no more frustration around that "soon" that takes another year to come... but it is basically impossible for my screwed brain to release such an unfinished thing, so I've started to refactor (re-write to make better) almost everything. Constant work on the community maps added a couple of new things that need to be implemented before I could call "community maps" complete:
- It should be possible to add scripts. Without scripting, every map will feel the same and won't bring much of an entertainment. New mechanics and rules is what makes a game like Infinitode interesting
- Scripts should work fast and it should be easy to write them in a correct way. Regular run can easily end up simmulating hundreds of enemies and thousands of projectiles, adding slow code in any part of it will easily kill game's performance
- Scripts must be safe - manual moderation of submissions is not an option because reading someone's code is hard and consumes much time. Manual moderation may fail to filter out some of the dangerous code and will result in long queues of maps waiting to be approved. Running unsafe code and leaving players on their own is not an option for me.
- Ideally, scripts should be able to change every aspect of the game - from individual stats of each tower to the global rules of the whole game mode. Maybe someone wants to switch roles and spawn enemies - in this case, destroying the base is actually a win.
- It should be possible to change the look and feel of maps - especially important if map brings new type of tower with a custom texture.
Future plans
Infinitode 2 receives long time support, which means that you can count on bug fixes, some minor improvements and seasons. It is now considered finished. Infinitode 2 will also be officially released in China as a separate version of the game, and that's what I'll be focusing on for now. It would be extremely irrational for me not to use all of the code that has been written for community maps and other stuff planned for what was the next (now discontinued) major version of Infinitode 2, so here's an official announcement for you: the next game is now in development - bigger, cleaner, better and, as usual - zero paywalls and mandatory ads. Obviously, no ETAs yet. Solely for the purpose of hyping you up, let me throw some keywords and screenshots here (don't take them as any kind of promise, things usually change): Community maps, factory, more / better research, large scale, 3D elements, high quality loot, regular events, better economics, diverse endgame, scripting, asset packs, multiplayer, cheat proof competition.
Thank you for staying with Infinitode!
[ 2022-08-24 18:33:54 CET ] [ Original post ]
List of changes:
- Fixed: windstorm ability did not affect some enemies
- (Android) Fixed: music stopped to play shortly after game launch
- Added game version to the list of cloud saves, made buttons a bit larger. Game now properly chooses the latest cloud save to load
- Improved game stability in case of server issues
- Crafting price discount is now applied to every item and not the final amount of crafted items - should fix crafting price inconsistencies. Increased crafting discount effect of the research
- Screen safe area is now transparent (no black bars at the sides of the screen)
- Loot ticket: timer now ticks only when any game is being played, nothing is wasted when you do not play the game. Idea by ELfox513
- Early wave calls now give double passive coin generation and towers XP generation bonuses, also gives bonus loot drop rate. Click the timer to show more info
- Fixed: profile pictures were not shown on the daily quest leaderboards
- Endless mode now gives profile XP with 50% rate only for the first 1h of each run. Endless mode does not affect profile badges (except days in game)
- Endless leaderboards are back but score is limited by the first 1 hour of each run. The game will show a hint when you reach the time limit
- Score is now limited to 9 quintillions instead of 2 billions. Yes, some players really need that
- Fixed: saved run has been erased at the end of playback of any replay
- Added small delay for some dialogs that needed an extra attention
- (Android) Fixed: sound lagged due to the large amount of sounds of shots
- Dark overlay below some of the pop-up windows do not overlap anymore (improves performance in some cases)
- (Android) Added new type of rewarding ads in case the regular one is not available, please leave your feedback here
- Fixed 11 issues: list of issues fixed in update 1.8.6
[ 2022-01-28 23:02:27 CET ] [ Original post ]
Thank you for taking part in our last vote! Results can be viewed here: Poll results This update should help with the following voting list items: 2. Resetting quests for Prestige - now the game requires fewer quest resets 3. Slow Prestige Ticket farming - up to x2.45 faster Prestige Ticket farming; excess loot will be automatically converted into Prestige Dust during the run 6. Stage 6 late game farming - fixed loot system and Bit Dust drop rate, which should greatly improve farming on the other levels and on custom maps Things that will be covered by the upcoming updates: 1. New regular levels: new levels are on the way and will be added in the upcoming updates - they'll take more time because new features and mechanics will be introduced 4. Balance of the towers: this one requires Season 3 and a major update to keep the leaderboards fair 5. New daily quest maps / random modes for the existing maps: new maps are on the way, also imagine level 6.2/6.3/zecred mechanics on any map...
TL;DR
- Faster Prestige research progression
- Crafting / decryption research became more useful
- Faster Bit Dust farming in Endless mode, should not be focused around 6.3 anymore
- Faster way to open many chests / item packs
- Miners farm items even with "Mining speed" modifiers nearby
- 30+ bug fixes and significant performance improvements
Complete list of changes:
- Prestige branch of research now requires fewer resets of the quests (2 instead of 3). If you already have 3+ resets, the game will automatically give you a compensation
- "Maps sold for prestige" condition for research now requires maps to be worth of 50 tokens or more
- Research related to crafting / chest decryption were replaced by more useful ones and have received some better effects like bonus rewards for quests / increased rarity of loot
- (Android) Rewarding ads should now be fixed on Android
- (Android / iOS) iOS and Android should now ask for consent to use some of your info for ads. The game should show some fancy forms at the first launch after the game has been reinstalled. Totally not forced by laws and ad markets
- Added Prestige bonus research which increases Prestige token yield and costs lots of papers. It is like prestige for the prestige so don't be surprised by the price
- Quest resets give much more Prestige tokens and now are affected by the "Prestige ticket drop rate" research
- (Steam) Double Gain (DG) will be visible on PC version of the game if you have DG enabled (nothing will appear about it in the shop if there's no DG)
- Individual research nodes can now be reset if no other research depend on them. Returns all of the resources spent on the research and "Used research tickets" instead of a regular Research tickets (2 used tickets can be crafted back into 1 regular one)
- 50x more items can be crafted at once (if there are enough ingredients)
- "Draw particles" setting now also affects the aura of Healer and Armored enemies; enemies will no longer glow on damage with particles off
- Amount of different items is limited in one run to 500. If there are 250+ different items in the pause menu, every next looted (and different from the other already looted) item has 50% chance to be turned into prestige dust immediately (if possible). If there are 500+ different items on hand, the chance is 100%. Should affect only very late game
- Generation of loot has been fixed, more loot should be given at every stage of the game. Every enemy can now carry up to 3 different items, also fixed an absence of loot in most of the enemies that appeared at level 6.3
- Loot drops with almost the same rate in a course of one run - now it may be more rewarding to play longer farming sessions instead of many short ones
- Prestige research now can not be completed with Research ticket in Endless mode - this was a bug. Also that's why prestige ticket farming became a bit easier in this update
- Significantly optimized level 6.3
- "Bit dust drop rate" research now also affects the amount of Bit dust that appears as a regular loot / in chests, making this research much more useful. Also affects the amount of BD received for completing quests in Endless mode
- Quests in Endless mode give more Bit Dust. "Higher quality loot" x "Bit dust drop rate" should be current meta for farming BD but both research should multiply each other (have approximately an equal value)
- Bit dust should drop x2-x5 more frequently for playing time - longer runs should increase BD drop rate by time which is useful for the early stage of Endless mode
- Miners can now mine items even if there are "Mining speed" modifiers nearby
- Long tap on chest's open / purchase button now allows to select the exact amount of chests you want to open / purchase. x10 more chests at once
- Optimized the overlay of received items - items will be stacked if there are too many of them (for example, when 50 Cyan chests are opened at once). Opening / purchasing multiple chests is now considered as a single event in the list of issued items (better for performance & looks much cleaner). List of received items can now be scrolled, tapping on item cells opens the item's info
- Greatly reduced memory usage, should help with 6.3 / long runs in late endless mode. ~180 Mb of RAM should be enough even for the very late Endless runs on any level
- Performance has been greatly improved (Enemies are now re-used / pooled). Dozens of existing and potential bugs were fixed, probably many new bugs were introduced but they'll be easily fixed
- Projectiles were optimized - up to 2x better performance for projectiles that rely on collisions
- (Android) Fixed some of the internal bugs that have caused crashes
- (iOS) Fixed crashes related to music & insufficient disk space
- Crash reports are now being saved locally and will be shown at the next start of the game with some of the detailed info and possible reasons of the crash / ways to fix them
- "Screen safe area" setting is now being saved on device and won't be synchronized through the cloud saves
- Levels should now be better balanced in terms of Bit Dust farming in Endless mode but 6.3 may suffer a bit under some conditions. It should still be possible to receive 15k+ BD in one run - I've tried to keep it as broken as before
- (Steam) Upgraded Java from 16.0.1 to 17.0.1 LTS
- Fixed: Blast did not deal any more damage if it stunned 3 enemies with one blast wave
- Fixed: Flamethrower's flame will disappear when the tower is disabled / particle effects were disabled while it was shooting
- Fixed: Flamethrower could crash the game with its Ultimate ability (probably only with 10+ Overloads at once in Endless mode)
- Fixed: "ability selection available" (white arrows) particle was not visible on towers after the game has been continued
- Fixed: endless mode replays were re-played incorrectly if player has changed mode difficulty in main menu
- Fixed: modifying the inventory in the middle of a run should not affect the loot of the continued run (start playing a level -> exit to the main menu -> sell some items -> continue the game)
- UI fix: incorrect amount of mined items has been shown in the menu of miners
- Resolved 22 issues (https://tracker.prineside.com/changelog_page.php?version_id=24)
- UI/UX: added long tap hint on all of the buttons that can be long-tapped. Small circle should appear on the mouse pointer / slightly higher than your finger on mobile devices
- UI/UX: hot key hints can be enabled in settings for Steam version of the game
- UI/UX: Poison cloud ability now shows the radius and remaining time in detailed mode
[ 2021-12-21 19:51:03 CET ] [ Original post ]
We are happy to announce that Infinitode 2 will become completely free to play at October 14th, and will stay free forever! Update 1.8.4 will be released at the same moment for all of the platforms, bringing some quality of life changes:
- Timers will be removed completely, even for the players who don't own Double Gain. No more encrypted chests and crafting queue, only instant gameplay.
- Double Gain: Will now not only double Green Papers and Resources but also daily quest rewards and all non-tile item drops.
- Free Steam version of the game won't give Double Gain automatically. It should become available as a one-time optional purchase in the future (just like on Android / iOS)
[ 2021-10-06 17:58:30 CET ] [ Original post ]
- Fixed: Poison cloud ability of Venom tower did not deal any damage
- Added "Next frame" button which appears when the game is paused without slow motion setting
- Portals and Bases won't appear as a regular loot if you already have more than 500 items of such type. They will be replaced with tiles of the same rarity (Platforms, Cores etc.)
- Added more info to the menu of Bounty modifiers
- Added "Select all visible" button to the inventory in item selection mode (long tap on items to start selecting them). Hot key: A
- Fixed crafting prices (visual bug)
- New item: Prestige dust, can be used to craft Prestige tickets. Tile packs and items in "Map editor" category can now be turned into Prestige dust
- Added new resources diagram to the menu of the regular levels
- Added amount of excess XP to the menu of towers with max XP level
- Added new wave milestones for early levels
- Additional quest slot will appear if you have beaten all of the wave milestones on a regular level
- Added more graphics settings to the pause menu
- Fixed: Search modifier made Minigun ineffective
- Research tickets can now be crafted. This is an end-game feature for the players who receive lots of Lucky shot tickets as a regular loot
- Minor bug fixes and performance improvements
- Resolved issues #0001179, #0001705, #0001210, #0001329, #0001300, #0001758, #0001224, #0001557, #0001605, #0001692, #0001560, #0001711, #0001751, #0001559, #0001719, #0001698, #0001666
[ 2021-06-23 08:33:21 CET ] [ Original post ]
- Added Vietnamese and Indonesian translations
- Crafting queue size and case decryption research now give additional bonuses
- (Steam) Fixed: desync check did not work with Java 16
- Quest "Kill 400 enemies with Splash" replaced with "Kill 1000 enemies with bullets" on level 1.b1
- Fixed incorrect amount of chests given for the quest on level 6.2
- Random tile / barrier packs now open 5 times faster (25 packs at time) when you hold the "Unpack" button
- Bit dust is now always uncovered in the list of loot (pause menu / flying items)
- Depleted sources on custom maps are now marked with a black dot in the center
- Daily loot quests became easier
- Extended statistics are now always available on the daily quests
- Your best replay will be automatically downloaded from the server when you start to play a level (for the in-game statistics pane / replay feature)
- Resolved issues #0001492, #0001568, #0001592, #0001628, #0001632, #0001641, #0001657, #0001656, #0001481, #0001474, #0000547, #0000589, #0000670, #0001619
[ 2021-05-24 13:59:23 CET ] [ Original post ]
We all want to play better games, but sometimes it is not always clear what should be done with them. You've been heard, and your feedback has been taken into account. Yes, Infinitode 2 has been a f2p game for years, and it is hard to change that, but I hope this update will push the game in a proper direction.
List of changes
- Completely removed chests decryption / crafting timers, now all of the chests are decrypted by default and crafting is now instant. If you have any encrypted chests / crafting in progress, the game will allow to finish them for free. This feature is also available to every player on iOS / Android who has Double Gain to keep things fair - Added "Crafting price" bonuses to some of the Research - Added Matrix, Tensor and Infiar sources to the early levels for you to farm faster & use different maps for that - The game now uses a different texture format - it should fix incorrect texture colors / broken textures for some of the players - "Synchronization" button has been labeled in Achievements - press it if you have unlocked some of the achievements before started playing on PC - Steam achievement notifications now appear instantly, not at exit - Added confirmation dialog for the Esc button in main menu - Fixed quests order on levels 6.1-6.4 - Added UI scaling settings. The game should be scaled to 90% by default - Fixed (testing required): Steam was unable to kill the game when player presses the "Close" button in library / closes Steam while the game is running. But it is still better to close the game using the "X" buttons - this method works always - Fixed: full screen scaling issues on desktops with Windows display scaling enabled - Fixed: level 6.3 has been unplayable on Easy difficulty - Fixed some bugs, improved memory usage The game now comes bundled with Java 16, that's why this update is much heavier than before. Every next update should not re-download it and, probably, should not be larger 30 Mb. If you have any problems launching the game, please contact me by mail or write directly when I am online: sup.prineside@gmail.com https://steamcommunity.com/id/therainycat/ New secret code: y4eez3 (will be available for 7 days, apply in Settings -> Secret code) Regards, rainy
[ 2021-05-10 19:54:16 CET ] [ Original post ]
Thank you for being here! The game is out on Steam, iOS and Android. The release was a bit rough but overall it is better than it could be. I'm aware of the problems that some of the players have experienced and will do my best to fix them - please continue reading to know more, this is a sort of FAQ for the early game versions. I'm already working on the bug fixing update, but it'll take a couple of days. Before it comes out, let's talk about the issues you may run into:
I've played on Android with my Google account, how do I sign in?
You can sign in on any platform using your nickname and password. If you have not set your password yet, here's how you can do that: [olist]
Full screen mode works incorrectly, I can't see a part of the screen
Windows display scaling settings cause this issue. I'm trying to find the best way to fix that, but before the patch comes out here's what you can do: [olist]
The game crashes during the run / at the moment I build a new tower
I'm aware of this bug - it happens on some devices and is somehow related to the time. I'll try to fix it in the next update.
The UI is too large, how do I scale it down?
I hear you, this feature is now on top of my TODO list and I'll try to add it ASAP.
My Beta progress is lost
Yes, I know, sorry for your loss. I've tried to tell you in every news post that beta progress is not related to your main progress and it will be cleared after the release.
Textures are broken / have incorrect colors
This bug is somehow related to hardware or drivers, but I'll try to release a patch for that in a couple of days
I've received some of the achievements on Android, but they do not appear on Steam
There's a blue "refresh" button on the Achievements list inside the game, click on it and all of your received achievements should appear on Steam. I will try to make this button clearer in the next patch
I've found a bug / the game doesn't work / something is missing
This is not a final state of the game, I'll spend all my time trying to do it better and release new patches as soon as possible. Please report all of the bugs here: https://tracker.prineside.com/
When do I receive the Season 1 badges / beta tester badge? Where are the Season 1 rewards?
Rewards and badges will be issued within a few days - currently I'm a bit overwhelmed by the feedback and trying to deal with a couple of problems, please stay patient. Regarding the "Beta tester" badge - it will be given only to the limited circle of participants who were active during Beta and have reported bugs to the issue tracker. Not everyone who have installed / played Beta will receive it, for obvious reasons.
There's no sound / Steam can't close the game
Try to quit the game using the "X" button in main menu / on the game's window or simply use the old fashioned Alt+F4 to quit the game. For some reason, Steam has a hard time killing the game when you click on "Close" in your library or quit Steam while the game is still running. This may also cause some sound related bugs but don't worry, I'm searching for the ways to fix that.
And now the pleasant
I'm glad to see you in Season 2! I hope you enjoy Infinitode 2, please disregard some temporary inconveniences - they will be fixed soon. Here's a secret code for everyone: rw9tdu (use it in Settings -> Secret code, it will be active for 7 days) If you need help or have encountered a problem, email me: sup.prineside@gmail.com Thank you for understanding!
[ 2021-05-07 18:41:11 CET ] [ Original post ]
Thanks to the cool Steam feature called Playtest, everyone can join the Open Beta test and run the game right away. You no longer need to receive keys or wait for approval of applications, just click on the Playtest button and download the game! If you want to help us testing the game or just want to evaluate it, now is a perfect time to do that. Important notes:
- This is still a Beta version of the game, which means it may contain some bugs / performance or balance issues that we'll try to fix till the release
- We hope to hear a feedback from you in case you find a bug or have any issues running the game
- More information on the beta test can be found on this page, everything written there is true for the Playtest version
- You can find the list of changes in this article. We have already released 2 minor updates for the Beta version and, most likely, there will be several more of the same updates - you'll find their changelogs in the in-game news
- Playtest is limited to 1,500 participants, whoever applies first
- Playtest will stop when we'll be ready for the release. Please be prepared for the fact that you will not be able to run the Playtest version of the game after the actual release
[ 2021-04-28 22:51:30 CET ] [ Original post ]
Open Beta test has begun! We plan to complete the test in 2-3 weeks and start releasing the game on all platforms. The test will take place among a limited number of players. Read more about the Open Beta and apply to participate
[ 2021-04-09 17:57:26 CET ] [ Original post ]
Hey everyone, it's finally that time. I am thrilled to say Public beta will begin within the next week on Android... alongside iOS and Steam. That's right, cross platform support is finally here. Leaderboards will be shared across platforms, but usual region-specific restrictions will still apply. Translation systems have been updated and some of you are already contributing, but we would greatly appreciate further support for your local language so others in your country can enjoy the game as much as possible! You can help us to translate the game here: https://infinitode.prineside.com/?m=translate As promised, a Q&A stream hosted by Zeraco, one of the two community managers (The other is MarshallUA!) will be held over on April 7th 6:30pm BST at https://www.twitch.tv/Zeraco. Here we will attempt to answer as many questions as possible that aren't covered in the changelog. The stream will showcase the new changes as well as feature casual gameplay of stage 6 from top players from the Closed Beta. Join our Discord to discuss the update: https://discord.gg/4kZ2TJ4
List of changes
TL;DR
- Steam and iOS version of the game. Your progress can be synced between the platforms at any time
- Games can now be continued instantly, no need to wait for long frame loading
- More score is now given for early wave calls, killed enemies and cleared waves. Miners generate less score, removed extra score for coins on hand, 40% more Green Papers are given for the score
- Every tower got a completely unique Ultimate Ability and the "Powerful" ability that can be unlocked at level 20
- Towers and enemies were heavily rebalanced, also fixed bosses immunity and made them more balanced
- Season 2 will start and leaderboards will be reset. Season 1 players will get rewards according to their ranks
- Added player profiles with pictures, account levels and badges
- Fixed Blast's and Freezing tower's stunlock issues
- Miners now continue working on custom maps even when the source tile is depleted
- Abilities now use an energy pool instead of individual cooldowns, which allows to use the same ability few times in a row. Also added additional effects to the abilities
- Greatly improved Laser tower, Flamethrower, Anti-air and some of the others
- Regular enemies became more vulnerable to some towers and have less HP on a higher waves
- 191 new unique research (47% more than before) for abilities of the towers, modifiers, miners and bonuses like "passive coin generation", "loot frequency" and "bit dust drop rate"
- Increased max level for many of the Endless mode research. Endless mode difficulty can be increased up to a point when you can farm millions of papers per minute
- Fixed lots of bugs: attack speed cap, MDPS farming, inventory lags and crashes, cores XP generation rate etc.
- Everything had been heeeavily optimized, which made it possible to implement this next feature:
- Highest game speed increased from x3 to x4 - faster runs, faster farming, less boredom
- Added many QoL features like live statistics, replay viewer, more info in detailed mode etc
- Added diverse Achievements, not based on grinding
- Graphics became more smooth and clean, added many visual effects
- 4 new scripted levels for stage 6 with brand new mechanics
- Gauss tower is now fully unlockable for use on all stages and has a research tree
- Crusher tower is now fully unlockable for use on all stages and has a research tree. Crusher grabs and chews enemies or even forces them to attack your enemies
- Added dozens of features for map/mod makers that are already used in new storyline levels - You will no longer need to use text files
- No extra ads nor payments were added, everything listed here can be unlocked easily and for free
LONG LIST
[expand type=showmore]
New features and QoL changes
- Replays can now be started through the Statistics screen
- Added Crusher tower
- Added more info to the Detailed map mode - towers XP level, available upgrade points in Cores etc
- Added "Ultimate" and "Powerful" (XP LVL 20) abilities to towers, see "Towers" section
- Redesigned ability buttons in the menu of a tower to fit 5th and 6th ability
- Lost coins (when a bounty mod is placed near the the tower and it kills someone) are now being reflected on the tower menu
- Added detailed in-game statistics panel for gained score and coins. Statistics will be compared to your best run on the same map in real time to make it easier to search for the best source of coins/score and see if your current run goes better than the previous one
- Damage stat line is now capped (won't grow in width if damage exceeds 10,000) and has an exponential nature - low damage should now be visible
- Now it is possible to purchase or unpack 5 chests at once by holding the unpack button.
- Added additional info for tiles in the inventory
- "Portals and bases" item category is now divided into "Portals" and "Bases". Added separate tabs to the map editor inventory menu
- Translations are now dynamic - the game will try to download the latest translations from infinitode.prineside.com for the selected language when you switch to other language / start the game
- New ability - Overload. A risky one, allows to speed up miners and get much more score, makes enemies tougher and faster for a short period of time. May be useful for bonus / limited in waves levels
- Now you can double tap and drag to change zoom (right / bottom = closer, up / left = further)
- Explosions and XP orbs are now less opaque in the detailed mode
- Max research level added to the research menu
- Loot icons and Realtime statistics can be turned off in Settings
- Easy & Endless mode will not send replays to the leaderboards
- Added Achievements
- Levels 6.1 - 6.4 with custom scripted mechanics
- Volume sliders now have larger touch area - should be easier to drag
- Source tiles now have the amount of resources on their icons
- Anti-aliasing can now be turned off in settings
- Map is now zoomed to fit the screen at the start of a game
- UI safe zone size can now be precisely adjusted in Settings
- Made Sign in form fields larger
- 3rd game speed is now x4 instead of x3, on every platform. Game optimisations now allow it, so why not
- Added "unsaved progress" hint to the list of cloud saves when there are unsaved local changes (new items from packs / purchases / ad rewards / finished research etc)
- Added Google Play Games achievements on Android - you should be signed in with Google
- Replaced screen flashing with HP label animation when an enemy passess to the base
- Map zooming now should not depend on the screen resolution - tiles should be 0.6 inches in size on max zoom and zooming out should allow you to see 125% of the map's size
- Added tile position to the tile menu (upper right corner of the menu)
- Lucky shot: now contains x2/x3 sectors and can be re-spinned few more times
- Hotkey editor on PC version of the game
- Cores can now contain upgrades that can be installed for coins
- Added player profile pictures, badges and profile levels. Players who reach level 30 can now exchange 30 levels for a higher level of the "Of Merit" badge. If you are at level 30, all excess XP will be saved but not shown to you (for example: you've reached level 30 and got extra 1500 xp. After you get the badge, you'll instantly get level 2 with 500/1000 xp). At badge level 5 it is possible to get 30+ level shown for your account.
- Added lots of new effects that affect abilities of the towers, score calculation, coins generation, speed of the enemies and many other things - you can find them in new research nodes and on the levels of Stage 6. Now maps can change more than 520 different parameters to heavily affect the gameplay
- Cores can now give many different bonuses, give abilities and coins, have bonuses that can be upgraded multiple times. Maps can now contain multiple Cores (custom maps are still limited to 1 Core)
- Added 35 new teleport colors (will not appear as regular loot)
- New settings: auto save interval, graphics anti-aliasing, adjustable screen safe zone, slow motion pause, statistics pane visibility
- Added Zeraco and MarshallUA to the About screen
Balance (general)
Warning: some numbers are likely to be changed after Open Beta test
- Many changes were made to the score calculation, towers, towers abilities, modifiers, usable abilities and enemies - see corresponding sections for more details
- New explosion mechanics - enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Removed that tiny part of score which was based on the amount of coins
- Amount of green papers given on custom maps is now less dependent on the score (to address the new score rebalancing)
- Towers loose the green sell button if already gave any damage
- Tower XP generation now depends on its upgrade level. Tower doesn't generate XP passively on upgrade level 0. Added this stat to the tower menu
- Early wave call now give coins even if no enemies were killed. In previous versions it was calculated as "time left * coins gained for killed enemies", now it is "time left * (coins gained for killed enemies * 80% + sum coins of the whole wave * 20%)
- Bosses are immune to killshots
- Modifiers can only be sold for 0 coins if they were built recently
- Abilities use shared pool of energy, max 10 energy, restores every 45s
- Added additional effects to abilities, can be viewed in the ability selection overlay (amount of coins enemies drop / bonus damage to affected enemies / next wave delay). Replaced effects of trophies to match the new bonuses
- Bounty - price depends on difficulty of map
- Ignited enemies can now be frozen. Burning enemies freeze 3x slower and max freezing percentage is reduced by 33%
- Miners on custom maps will not stop mining resources when they dug all of them from the source. Still give limited amount of resources at the end of a game
Score
- Starting bonus for early called waves increased 8% => 10%
- Mined resources give 10-30 score points instead of 50-90 (-66% score for mined resources)
- Score for killed enemies: +75%
- Score for early wave calls: +100%
- Score for completely destroyed wave: +300%
- Amount of Green Papers given for score +40%
Towers
- Towers XP generation reduced by ~30-50%
- Slightly reduced range of some towers in research tree
- Added 6th Powerful ability for every tower which multiplies their PWR by 110%, can be unlocked at XP level 20
- All of the towers abilities can now be upgraded with Research
- PWR affects all stats of towers except Range and the special ones (yellow)
Basic
- Projectile speed reduced (3.0 -> 2.8)
- Large caliber ability: damage increased
- Foundation ability: same as before + projectiles have a chance to ricochet on another enemy
- Ultimate ability: Clones one random tower standing close to it with part of tower's upgrade level and transfers all experience gained to it - if no other towers nearby will clone itself.
Sniper
- Max crit chance = 90%
- Damage increased (35 -> 46), attack speed reduced a bit (0.3 -> 0.28)
- Aiming speed reduced (100 -> 90)
- Crit chance decreased (20% -> 15%)
- Damage increased by 10-110% depending on the upgrade level
- Piercing shots now inherit critical damage. Critical shot chance reduced a bit
- Killshot ability: triggers every 4 kills instead of 3
- Ultimate ability: Deals great damage at max range, gradually decreases to normal closer to the tower. Enemies explode if killed with a critical shot close to the tower
Cannon
- Rotation and projectile speed were reduced (50 -> 40, 2.4 -> 2.2)
- Damage increased (12.5 -> 14.0)
- Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Slightly reduced range of explosions. Max range is 2.5 tiles
- Foundation ability: same as before + explosions become better at piercing through the enemies
- Ultimate ability: Places mines on a nearby empty tiles
Freezing
- Fixed bug - Freezing percentage being carried with the weaker freezing towers
- Freezing percentage has been slightly reduced (stock 20% -> 15%) and capped at 65%
- Snowball ability: Duration of stuns depends on the upgrade level of the tower. Increased stun duration on the higher upgrade levels
- Ultimate ability: Creates snowballs even if there are enemies in range and snowballs generate faster
Antiair
- Damage now scales much better with Upgrade Level, up to 2x the damage of 1.7's antiair at max rank
- Will search for new target if the current one got ignited (venom style)
- Projectile speed decreased (2.3 -> 2.2)
- Targets Burned by Antiair are slowed by 40%
- Heavy weapons ability: Damage increased
- Foundation ability: Rotation and projectile speed increased
- Aimed drop ability: Damage greatly increased
- Ultimate ability: Aimed drop places a mine instead of exploding the enemy instantly, mines deal additional damage
Splash
- Accuracy reduced by 0.2 on max upgrade level (1.2 -> 1.0)
- Damage reduced (14.0 -> 11.9)
- Can't attack Regular enemies
- Ultimate ability: Killed enemies launch spikes in different directions with a percentage of the damage of the spike that killed them, which may cause powerful chain reaction of killed enemies
Blast
- Each enemy can only be stunned 10 times with any tower, each next stun is reduced in duration by 10% (100%, 90%...10%)
- 4th ability (Special) depends on the upgrade level (0.5 tiles on Lvl 0, 1.5 tiles on Lvl 10 - previously 1 tile on any level)
- Reduced stun chance (15% -> 10%)
- Damage improved (18 -> 27)
- Attack speed reduced (0.5 -> 0.35)
- Stun duration reduced (2.0 -> 1.5)
- Heavy shell ability: Damage increased (1.5 => 2.0)
- Stopping force ability: Effect depends on the upgrade level of the tower
- Ultimate ability: Enemies receive much more damage while being thrown back, effect depends on the upgrade level of the tower
Multishot
- Slightly reduced projectile count on higher XP levels
- Deals more damage to Strong and Heli
- Damage and attack speed reduced (5.7 -> 4.3, 1.1 -> 1.0)
- Penetrating bullets ability: Damage increased
- Counter attack ability: Damage increased
- Ultimate ability: Shoots one projectile backwards which deals huge damage
Minigun
- Damage increased (9.2 -> 13.6)
- Fixed 30+ attack speed (endless mode)
- Attack speed increased by 5-30% depending on the upgrade level
- Acceleration reduced (18%/s -> 15%/s)
- Foundation ability: now also improves damage of the Hot bullets ability
- Ultimate ability: periodically creates a microgun on a random empty road in tower's range which inherits a portion of the tower's stats
Venom
- Deals more damage to Basic enemies
- Damage increased (12.2 -> 14.6)
- Hard shells ability: Damage increased
- Fast shells ability: Same as before + projectiles will find another target if current one is dead
- Poisonous cloud ability: Range increased
- Ultimate ability: debuffs enemies with Chain Reaction for a few seconds which gives them a chance to spread their debuffs to the enemies nearby on death. Effect depends on the upgrade level of the tower
Tesla
- Lightnings always cause at least 10% of the tower's damage - makes chain lightnings more effective on high lengths
- Damage increased (5.0 -> 8.85)
- Attack speed reduced (1.5 -> 1.2)
- Chain lightning damage and length reduced (50% -> 45%, 5.0 -> 4.0)
- Increased voltage ability: Same as before + chains always deal at least 20% of tower's damage
- Ultimate ability: When the tower deals as much damage as needed to kill a certain amount of enemies, starts a Ball lightning ability scaling with the damage of the tower
Missile
- Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Slightly reduced range of explosions. Max range is 2.5 tiles
- Upgrade price increased (+10-50%)
- Vertical launch ability: Same as before + projectiles rotate faster
- Anti-air system ability: Same as before + tower has no min range
- Ultimate ability: Undamaged enemies (those with 100% HP) receive much greater damage from this tower. If tower has Compact weapons ability, it will aim multiple enemies at once
Flamethrower
- Damage increased (5.0 -> 7.5)
- Plasma ignition ability: Damage increased (1.25 => 1.5)
- Napalm ability: Bonus freezing percentage increased (5% -> 15%)
- Burning time decreased (3.5 -> 3.0)
- Ultimate ability: Instantly kills enemies in direct fire who have less than certain % of HP left. Killed enemies drop Green Papers. Effect scales with upgrade level of the tower
Laser
- Damage greatly improved (41.3 -> 120)
- Does not pierce enemies (without abilities)
- High frequency ability: allows tower's lasers to pierce through the enemies and reduces its damage
- Large batteries ability: same as before + allows tower to rotate while shooting
- Ultimate ability: every killed enemy increases the damage of the tower for a couple of seconds, effect stacks
Gauss
- Can be unlocked to play on any level, can be upgraded with Research
- Can only rotate when fully discharged. Will be forced to shot first if already started to charge
- Every next level of Gauss's bonus damage requires a bit more XP
- Ultimate ability: Every killed (or severely damaged with Nanoparticles) enemy increases the duration of double mining speed to the miners near this tower
Crusher
- Can be unlocked to play on any level, can be upgraded with Research
- Catches enemies and damages them before releasing them. Released enemies may avoid further Crushers
- Other towers can continue to damage and debuff the enemies that are being held by the Crusher
- Debuffs enemies with "XP bonus" which greatly increases the amount of XP given for damaging the enemies with Crusher or any other tower
- Heavy vice ability: greatly increases tower's damage
- Increased capacity ability: allows to hold more enemies at the same time
- Careful processing ability: improves "XP bonus" buff
- Disorientation ability: has a chance to force an enemy to walk towards a random Portal, dealing damage to enemies on the way. Disoriented enemies deal damage equal to 300% of their remaining HP
- Ultimate ability: disorientated enemies give some coins for each tile they were able to walk. Effect depends on the upgrade level of the tower
Enemies
Regular
- Completely immune to Splash (was 25%)
- Now have their HP reduced on higher waves
- More vulnerable to Venom tower (100% -> 150%)
Fast
- Completely immune to Missile (was 25%)
Strong
- Completely immune to Multishot (was 25%)
Heli
- More immune to Multishot (50% -> 25%)
Healer
- Regenerates 5% max hp of nearby enemies, value is capped by 5% of healer's max hp (useful for the bosses); Constructor can spawn Healers again
Toxic
- Now completely invulnerable to poison damage and "Poisoned" debuffs (Venom tower, Minigun's ability, Poison cloud ability)
Icy
- Can't be stunned
- Completely immune to Laser (was 25%)
- Fully immune to Blizzard and snowballs if have armor left (blue hp line)
- Freezing tower does not slow it down
Fighter
- Completely immune to fire damage and "Burning" debuff (Flamethrower / Minigun ability / fiery abilities)
- Completely immune to Minigun (was 25%)
Light
- Immunity to the last damage type decreased a bit (80% => 75%)
Bosses
- HP and speed were balanced - bosses become a bit easier in general
- All bosses are immune to the Killshot (Sniper's ability), Stun (Blast / Gauss's ability) and snowballs (Freezing tower ability)
- Broot became slower and its "rage" stage became longer & regenerates less HP
- Broot: immune to Freezing / Blizzard debuffs, has 90% immunity to Ball lightning ability
- Stakey: immune to Throw back debuff (Blast's ability / Windstorm), has 90% immunity to Ball lightning ability and takes 400% damage from LOIC
- Constructor: immune to Throw back and Freezing debuffs, has 90% immunity to Ball lightning ability
- Mobchain: fixed spawnkill bug; became slower and is now immune to Throw back / Freezing / Blizzard debuffs
- Metaphor: immune to Throw back / Freezing / Blizzard debuffs, doesn't receive Healing buff (from Healer enemies)
- Mobchain: immune to Throw back / Blizzard debuffs, has 90% immunity to Ball lightning ability
Abilities
- New visuals for Nuke, Blizzard and Windstorm
- All abilities got new distinctive sounds
- All abilities use a shared pool of energy which restores over time
Fireball (2 energy)
- Increased explosion range (3 -> 4 tiles)
- Increased damage and burn duration (+30%, +50%)
- Killed enemies drop bonus coins (research required)
Blizzard (2 energy)
- Enemies spawned while Blizzard is active will receive 100% Freezing buff which'll last till the ability has done its work
- Debuffed enemies take additional damage from any source
Windstorm (3 energy)
- Now affects enemies only in a range of 5 tiles
- Constantly applies "Throw back" debuff to every enemy in range
- Delays next enemy wave
Thunder (1 energy)
- Killed enemies give lots of bonus coins
Smoke bomb (3 energy)
- Duration increased (22 -> 30s)
- Killed enemies drop fewer coins
Firestorm (3 energy)
- Killed enemies drop fewer coins
Magnet (2 energy)
- Killed enemies give bonus coins
- No longer affects MDPS
Bullet wall (2 energy)
- Killed enemies give bonus coins
Ball lightning (1 energy)
- Killed enemies give bonus coins
LOIC (3 energy)
- Increased damage and duration
- Killed enemies give bonus coins
Nuke (4 energy)
- Killed enemies drop fewer coins
- Damage increased (+30%)
Overload (1 energy, new ability)
- Increases HP and speed of enemies for a short period of time, killed enemies give bonus score. Effects multiply if called again while being active
- Increases mining speed of all miners while active
Modifiers
Modifiers give zero coins if sold in less than 1 minute since being built (except Bounty, it has 5 minutes delay)
Balance
- Can be upgraded with XP to pump more XP per second (up to 100xp/s, was hard-capped at 5xp/s in the earlier versions)
Search
- Gives bonus range to the towers nearby
- Now works properly with Flamethrower
Power
- No longer affects range of the towers
Bounty
- Price depends on the difficulty of the map (Average portal %)
Experience
- Will not generate XP from miners that don't have enough resources; now has a menu for convenience
- Gives 30% less XP
Research
- Added 191 new research nodes with 500+ levels:
- Added Gauss tower research branch. Gauss can be unlocked through the completion of Stage 6 levels
- Added Crusher tower research branch. Crusher can be unlocked through the completion of Stage 6 levels
- Added research for all abilities of all towers
- Added new research for stars:
- Enemies speed
- Explosions piercing
- Abilities energy generation rate
- Loot frequency
- Coins generation
- Added Coins generation upgradeable global research
- Added "Loot slots" and "Max upgrade level" research for every miner
- Added "Range" upgrade for Search modifier
- Added Overload ability research branch
- Added "LSTM network" story line research which increases Cores XP generation rate
- Added crafting-related research (reduced crafting time / increased crafting item stack)
- Increased max level of endless research. New levels will grow in price linearly, some research became a bit cheaper
- Added new endless-only research:
- Max amount of abilities energy and abilities energy generation rate
- Number of Basic's ultimate ability tower copies (can copy more than 1 tower on level 20)
- Sniper's killshot interval and ultimate ability explosion range
- Amount of splinters produced by Cannon's Shrapnel ability
- Max amount of Freezing towers that can be stacked for Cold evaporation ability bonus damage
- Amount of splinters shot by Splash's ultimate ability
- Number of microguns that can be placed by Minigun with it's ultimate ability
- Amount of damage required to cause Tesla to start the Ball lightning ability
- Amount of missiles shot by Missile tower with Compact weapons ability
- Number of lasers shot at the same time with Laser's Mirrors system ability
- Amount of HP the Gauss leaves for its victims with Nanoparticles ability
- Amount of enemies that can be held by Crusher simultaneously
Visuals and sound
- Added muzzle flash effects for some towers and made them a bit brighter
- Graphics interpolation for smoothness
- New graphical effects - screen shake, slow motion and new visuals for the abilities
- Replaced Green paper loot icon with custom particles
- Abilities now have unique sounds, some abilities got new visuals
- New visuals for game over scenario and some of the bosses
- Shooting sounds are now being played more frequently and naturally, Android got new implementation of sounds for better performance
- Important sounds should not be cut off less frequently
- Added enemy death sounds
Bug fixes and performance optimizations
- Now the game saves the current state of the game which increases games loading speed (continue games) dramatically. If the game fails to save its state / load it when "continue" is pressed, it will fall back to the old version of loading
- Attack speed is now fixed (30 per second cap removed)
- Fixed: Magnet ability affected MDPS
- Optimized some code of the Freezing tower
- Sound manager performance improvements
- Fixed DPS counters of towers
- Sniper's piercing shots now give proper 75% damage instead of 50%
- Fixed invalid XP generation of the predefined Cores
- Mobchain - fixed spawnkill bug
- Fixed tutorials
- Replays are now saved as a separate binary files on disk - should fix periodical lags and use less memory/storage space
- Fixed: particles appeared at 0:0 point of the map
- The game will not remove abilities from the inventory if they were given by the map (in daily quests / on maps with "no abilities" base)
- Reduced (fixed) Scalar miner mining speed research price in the endless mode
- Fixed Accelerator description, removed Double gain shard sell button if there's no permanent Double Gain
- Green paper packs contain much more papers (amount depends on your progression)
- Fixed huge lags caused by mass selling of items in inventory
- Reduced memory usage by UI
- Added "item cell streamer" to deal with performance issues of the inventory filled with thousands of tiles - item icons are not created until they are first drawn (icons are not being drawn until you scroll down to them). Invisible icons should unload themselves if the game runs low on memory
- Towers ability description should now fit completely into the popup on the side of menu
- Enemy path rendering optimized
- Reduced overall memory usage
- Optimized enemy searching, should be ~x2.5 faster
- Freezing buff - reduced memory usage. Now lasts for a short period of time, which should fix some of the related bugs
- Optimized explosions - should search for enemies much faster
- Towers are now being updated on a different time intervals to greatly reduce their performance impact
- Now it should not be possible to pause the game after it is over to prevent item loss
- Abilities description and tower stats will now update instantly after the difficulty is changed
- Optimized explosion visuals and Flamethrower's flame particles
- Faster game loading (starting with the 2nd run of the game)
- Amount of mined resources is now saved in the tile instead of the miner and now should be visible even if miner is replaced with some other miner
- Fixed Tutorial 0.4
- Fixed: Gauss gave wrong damage and somehow managed to pierce through an enemies
- Fixed: Gauss made Stakey invulnerable in some scenarios
- Fixed Source tiles given as a quest rewards (those with 0% density)
- Fixed item selling, now should not allow to select huge amount of items and exceed integer size
- Fixed music playback on pause (sometimes music started to play from the beginning when the game is paused)
- Fixed paths rendering in map editor
- Fixed: Flamethrower's projectile spray visual does not scale with arc.
- Fixed: Flamethrower Animation is stuck when the tower is disabled
- Fixed: Search mod isn't working on Flamethrower
- Fixed: Cake trophy not being given when doing 100% prestige (when Accelerators are used to skip quests)
- Towers won't shot faster than 30 shots per second. Instead, on attack speed 30+ projectile damage will start to grow. This should heavily reduce performance demands of Endless still keep the same efficiency of towers (if you are concerned about buffs: they were not added multiple times per frame before)
- Fixed Anti-air aiming, also added per-enemy aiming priority (for scripted levels)
- Removed unused textures, optimized tower textures for better graphics performance
- Added Updates Per Second to the FPS counter. Game speed now should change instantly even when the game lags
- Sounds were converted into the other format to reduce their size / memory footprint
- Textures were compressed into Basis Universal format. Should reduce memory usage, reduce apk size and improve graphics performance
- Improved server's security, just in case
- Game now saves every 3 minutes instead of every 5 waves. Auto-save interval can be adjusted or disabled in Settings. This also made the game more stable
- Fixed - amount of stars on the Research screen now should update correctly
- Lucky shot should now be completely deterministic to prevent cloud save abuse
- Fixed - rewarding ads were giving case keys depending on the amount of research
- Fixed many other bugs
Dev mode and modding
Dev mode with full access to anything in the game will be available for everyone in the future updates. Note from Zeraco: To make this clear, we do support modding wholeheartedly, especially creative ones. There's a good one recently with custom stages made by players. This new version of Dev mode will help a lot with things like this. That said, please be careful whose mods you use. Stay safe! (List of "Dev mode and modding" category changes will be posted as a comment - we've reached the news article size limit) [/expand] Thank you all for your continued support and patience. Good luck and have fun!
[ 2021-04-05 18:55:09 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
The player will be a volunteer in the Artificial Intelligence training program and will gradually discover new towers, abilities and ways to mine resources.
Endless variety of maps
The game has 6 game stages and 50+ unique levels with inimitable chiptune compositions, as well as a map editor. Live leaderboards at each level and unique bosses at the end of each stage.
Towers
The game has 15+ different types of towers with unique characteristics and skills, effective against different enemies. New towers become available during the passage of the storyline.
Towers gain experience, which further increases their strength and allows the player to choose unique abilities. Each tower can be upgraded up to level 10, which improves its main characteristics.
Modifiers
The game has modifiers that enhance the characteristics of neighboring towers, increase the speed of mining and give other bonuses.
Research
400+ unique research that unlock additional abilities and improve the stats of towers. Endless research tree is available in an Endless mode.
Mining
At all levels, even custom ones, you can mine resources to research new technologies and improve characteristics. Miners are also improved by research and can bring nice bonuses.
Additional functions
- Save game progress in the cloud, sync with Android and iOS
- Map editor with the ability to create your own, unique levels
- 36+ trophies that also give bonuses to the player
- Music player with all the game tracks
- Detailed statistics for each game
- Crafting of resources and unique items
The game does not end there - the player may continue to improve his research tree and compete for unique prizes in the leaderboard for pleasure and glory.
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