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This week's update probably included the most major change to the game since its inception, public upgrade/compound %'s and an accompanying roll animation!
This change makes upgrades more transparent, caps the lower and higher %'s so the economy will be more stable in the future - and slows down upgrades - making merchants more crucial and opens up the possibility of selling pre-upgraded basic +8/+9 items. Initially was going to make this new system available through Tracktrix, or a special NPC in a special cave or something similar to that, but since it's aimed to be a core part of a core system - in the end decided to make it just available - Trexnamedtom suggested a way to speed up upgrades, so it might be added through a unique item or achievement
The upgrade system is aimed to make upgrading basic items challenging, but allow "babied" items to have higher chances (so the gap between npc items and valuable items isn't so high) - and I believe this update fortifies this design too. You'll come to discover that wearing items slowly increases their upgrade % - and upgrades have a higher % after failures - so in the end, basic items usually get the lower cap of the % - while you can make sure you always upgrade near the highest % for valuable items
In July, planning to introduce a lot more items, armor sets, weapons, populate the existing token shops, maybe introduce new ones - so normalizing the upgrade system was a relief, seemed like a prerequisite - Until July, might concentrate on completing the cosmetics system
Second major improvement this week is the QOL improvements, one of the major shortcomings of the game was controlling your character and inventory while the Code was updating/changing things every second, the following improvements mostly solved these issues
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