- Upgrade to golang 1.23.5, which has performance improvements for CGO which benefits MacOS, Linux and Android (but not Windows).
- Support maximizing or resizing the window on windows/mac/linux. If you resized the window and wish the window would be snapped to the way it used to be, press the H button (or close and reopen the game).
- Fix exploit where refunding factories on military tab would sometimes give you many more resources than it was supposed to (in fact, more resources than it cost you to build those factories).
[ 2025-01-25 01:11:47 CET ] [ Original post ]
- This patch simply uses a better workaround for the freeze issue. Instead of Idle Armada delaying the garbage collector as much as possible (which increased memory usage), we found a specific feature of the go runtime to disable to prevent the GC from freezing. This may be a bug in either steam or in go, but in the meantime this better workaround was suggested in this go runtime issue: https://github.com/golang/go/issues/71242
[ 2025-01-15 18:57:16 CET ] [ Original post ]
I finally found a way to reproduce the freezing behavior that many users are seeing on windows. It turns out the key is to run it with steam overlay. I understand it's some interaction between ebiten engine, steam overlay, and the go garbage collector. If I disable the go garbage collector, it doesn't happen at all. I don't deeply understand the issue yet, but with that new understanding I've been able to apply some tweaks that dramatically reduce the frequency of the hangs, while I investigate how to get the root cause fixed.
- Steam Windows Version: Applied a workaround for the hangs/freezing that some users have been seeing. It doesn't solve the root cause yet, because the root cause is outside of Idle Armada, but it applies settings that dramatically reduce the rate of these issues, at the cost of running the GC much less often (which makes Idle Armada use more RAM). If you don't care about freezing and want to keep memory usage low, you can pass the -steamnormalgc parameter on startup.
- Fix Steam rich presence to work again.
- Undo change to prefer discrete GPU because it wasn't helping and may cause issues for some users.
- Remove v-sync option because it made the hangs significantly worse for some users, so it poses a reliability / stability issue.
- Fix bug that let you select dead units that were not visible on the battlefield.
- Update the dev stats screen significantly to show data about now Steam workaround.
[ 2025-01-13 01:26:45 CET ] [ Original post ]
- Prefer discrete GPU on windows to make sure we aren't getting slowed down by an integrated GPU.
- Make v-sync a visible setting, and show v-sync status on dev stats page.
- Reduce the maximum windowed size because it was sometimes so big it was hard to close the changelog screen and resize it.
- Use single thread option in ebiten which we should already support, which both improves performance and reduces locking.
[ 2025-01-09 06:30:24 CET ] [ Original post ]
- Add -profile commandline, which when passed outputs various detailed performance information compatible with the go tool pprof (see details on settings -> dev stats page, or by hitting slash button on keyboard).
- Change the inner workings of how we tell ebiten what graphics library to use (stop using environment variables which is deprecated).
[ 2025-01-06 06:05:38 CET ] [ Original post ]
- Reduce CPU somewhat for farm rate calculations.
- Fix bug where the visible battle would pause when a computer's clock time is adjusted backwards.
- Add various counters in dev stats screen that will be used to help diagnose hangs / freezes seen by some users.
[ 2025-01-05 19:08:23 CET ] [ Original post ]
- Fix bug where game could hang for a little while when doing background push / farm rate calculations.
- Upgrade to ebiten v2.8.6.
[ 2025-01-01 01:11:25 CET ] [ Original post ]
- Upgrade to golang 1.23.4.
- Upgrade to ebiten 2.8.5.
- Fix bug that can cause long offline calc to almost catch up, then spend more time processing with just a few seconds of 'offline' time remaining.
- Fix regression where switching save slots would leave you with your old fleet (for just one battle).
- Display the exact level under the battle tab instead of a number like 1.01K.
- Audio performance improvements based on new ebiten v2.8.
- Various improvements to trade screen to fix some display bugs, make the button amounts stable (unless you intentionally refresh), and support multi-purchase.
- Remake: Fix total health & rallied health readouts when a ship is selected to not always show as full.
- Remake: Now ships on an attack order automatically attack when most ships are rallied and at full health.
[ 2024-12-13 04:05:39 CET ] [ Original post ]
- Upgrade to golang 1.23.2.
- Upgrade to ebiten 2.8.1.
- General dependency upgrade including android NDK 27.1.
- Greatly increase the ceiling of visible numbers from E+120 -> E+306.
- Reduce the chance of battle statistics overflowing (and giving an invalid push %).
- QOL improvements for trade screen: Make button size more consistent, stop showing low-value trade buttons that doesn't make sense to pick, and clearly show what % of your resource you'd be trading away by clicking on a trade button.
[ 2024-10-13 06:37:45 CET ] [ Original post ]
- Upgrade to golang 1.23.
- Upgrade to ebiten 2.7.8.
- Fix bug where a building can appear upgradable when it's not (because you started with one, but you're not at high enough battle level to buy them).
[ 2024-09-03 02:24:17 CET ] [ Original post ]
- Upgrade to golang v1.22.4.
- Attempt to lower the minimum required MacOS version to 1.013.
[ 2024-06-05 22:34:15 CET ] [ Original post ]
- Fix overly noisy log messages in recent versions related to pushing.
- Fix bug where offline calc was not compounding your exp/gold farm rate for exp gained and upgrades bought during offline time correctly. This will slightly slow down offline calculations, but greatly improve the results.
- Upgrade to ebiten 2.7.4 which also allowed upgrading to the latest android NDK, finally.
- Improve save file rotation logic to space save backups out more intelligently.
[ 2024-05-29 01:54:40 CET ] [ Original post ]
- Fix another bug with push that can cause it to get into an endless cycle on very late game saves and/or very slow computers.
- Fix bug where insight automation can cause offline processing to get totally stuck.
[ 2024-05-15 21:18:41 CET ] [ Original post ]
- Fix issue where autopush would sometimes leave you in a state where you could beat the next battle but it didn't push you there. It's now a lot smarter about pushing as far as you can reach with one click (or on prestige).
- Fix bug where 'Scanning for enemies due to fast battle' display banner was no longer updating for the current time.
- Add little visual text / stripes on a few tabs to give more hints as to the state of things without switching to another tab for information.
- Rebalance some prestige incomes that were way out of wack (rations and lore were super easy to get late game and weren't supposed to be THAT easy).
- Fix bug where the scalability multiplier (which affects chance abilities like stun and multishot) was altered by the 'max ships' performance setting, when it shouldn't have been.
- Fix bug where some things were unintentionally invisible on the trade tab in dark mode. There are some other areas that need updates for dark mode, I will fix these in another patch.
[ 2024-05-15 14:32:33 CET ] [ Original post ]
- Fix regression where in the recent patch, exp and gold offline gains can sometimes be mistakenly dropped.
- When a unit is selected, display on the right panel whether its weapon type is bullet or laser.
[ 2024-05-11 17:33:33 CET ] [ Original post ]
This update fixes a crash that can only happen the very first time you run the game.
[ 2024-05-09 18:56:11 CET ] [ Original post ]
- Upgrade to golang v1.22.3
- Reduce the rate that a couple of autopilot prestige abilities scale: the ones to make insight more efficient and automation to have shorter cooldown.
- Improve the way ships are laid out in battle when there are a very large number of them to make the battle easier to watch.
- Rewrite some of the core targeting code that decides where to move when no targets are in range (in particular, this should prevent all ships from moving toward the exact same target as they used to, which was very inefficient).
- Nerf sniper 'sap engine' and 'enemy range limiter' abilities to not scale so hard because they were sort of game breaking at high levels.
- Possible fix for crash when working with bans in upgrade settings.
- Remove show messages option in settings tab which no longer did anything for a long time now, since creation of the log tab.
- New experimental setting to limit the number of ships per type on the battlefield for performance reasons, and crank up the base stats via multiplying mark level to compensate.
- Remove debug output that occasionally showed in selected ship info ('will die in frames...')
- When clicking on the Level panel at the bottom of the battle screen, the game shows a readout of your fleet and theirs. But that panel didn't update each battle with exp gain, and also was overly wordy for a large fleet. It now displays the information in a very concise, logical way.
- Nerf golden battle chance abilities, and golden battle reward abilities. They should never happen for even half of the battles no matter how many bonuses you have.
- Fix it so that when you prestige with the 'start with market' or 'start with innovation center' prestige abilities, you won't just start with the building as before, you'll also start with the trade and/or insight associated with buying that building under normal circumstances.
[ 2024-05-09 02:21:33 CET ] [ Original post ]
There have been a few stealth bugfix releases over the last couple of days. Today's is a little bigger. This list includes all bugfixes shipped after the Autopilot update, including today's.
- Fix performance regression when you buy many military upgrades at one time (this bug caused the game to hang briefly when doing this).
- Fix a bug where sometimes modifying the upgrade loadout wouldn't actually affect things.
- Fix regression where the little colored circles above tabs weren't appearing in the recent big update.
- Fix the way scroll arrows are displayed in automation customization, and show more ships on the same screen in fleet loadout customization screen.
- Fix longstanding bug where military tab would show 0% push in some situations when actually it was still calculating the push %.
- Fix automation bug where insight upgrades wouldn't show a plan at all until suddenly you had enough insight and then they would.
- Push logic is now much more efficient in the common case, but also can be really aggressive about testing higher levels if you just beat your current max level.
- Push logic also didn't consistently push on prestige, sometimes it just wouldn't. Now it should consistently push with every prestige.
- Offline calculations are now a lot smarter about being efficient. In some cases before they would repeatedly re-simulate a new battle too frequently which made it take nearly forever to catch up.
- Fix bug where automation that was supposed to only build things in the battle tab would also build things in the military tab.
- Fix bug where on very high levels, enemy ships could spawn with infinite stats.
- Performance improvement when gaining many levels at once, such as when a very late game save prestiges.
[ 2024-05-07 03:10:17 CET ] [ Original post ]
This update adds long-awaited automation to the game!
To keep things fresh and less repetitive in the late game, this update finally adds automation! If you can't wait to automate more things in Idle Armada, then grind up to battle level 31, switch to the automation job, and you can unlock automation features! There is a new "Management" tab that appears once you unlock the first automation features.
New "Upgrade Loadouts" offer a way for the game to buy some upgrades for the player. This happens whether offline or online, and in fact the offline calculation logic has been entirely rewritten to account for this in the update! Of the game would become boring if upgrade loadouts were as effective as manual player actions. To prevent them from becoming overpowered, they have several limitations:
- Automated upgrades cannot ever spend more than 5% of your resources on an upgrade. They do not spend more on any upgrade than a manual buy would (except the insight resource as described in next bullet point).
- Automated upgrades pay roughly triple the cost of the "insight" resource. Otherwise insight would be incredibly OP with automation. If you choose, there is a setting in your loadout to tell automation to never buy insight upgrades while you're online playing the game, it will only buy them in offline calculations in that case.
- Automated upgrades have a cooldown
- Automated upgrades are personally customizable for each player
- You can name them what you want (serious or fun names) from a set of hardcoded combinations of words.
- You can even export them to clipboard and share with a friend!
- New job: Autopilot! This adds automation features to the game.
- Make the item drop system less steep so rare items drop more often.
- Fix problem where offline gains wouldn't happen in certain condition (when manually loading a different cloud save slot from cloud save UI).
- Fix problem where various banners weren't appearing in recent versions (such as the offline gains banner).
- Fix help text for item and prestige tabs that incorrectly mentioned 1 hour minimum prestige time (it's been half an hour for a while now).
- Better description for cargo ships to no longer imply that all resources benefit.
- Move 'add ship type' button on military tab so it can be shown even when a factory is selected.
- Show actual numeric information about the level scaling modifiers in the upgrade UI.
- Add a help screen for log tab and give the tab a subtle background gradient like other tabs.
- Upgrade to golang v1.22.2 which has various bugfixes.
- Upgrade to ebiten v2.7.3.
- Fix bug where health bars could be drawn temporarily for negative health units.
- Now if you select a unit in a battle, a unit of that same type will stay selected each time the battle begins again, so you can more easily monitor their stat progression.
- Fix uncommon bug where game claimed you could trade but you couldn't (or vice versa).
- Fix bugs with the middle purchase button in upgrader (being lit when you couldn't afford anything and/or showing wrong costs)
- New UI when bulk opening items that tells how many of each item you got, their icons, what the best item was, etc.
- Update UI when opening single items as well to include item description.
- Modest improvements to add ship screen in military tab, such as more readable blue color, more information such as unit category, etc.
- Clarify in unit details that attack cooldown refers to milliseconds
- Fix longstanding bug where the background color of the 'choose a job for your prestige' screen would go wonky when changing tabs.
- Make job unlocks a little cheaper, and make metal/crystal reward prestige bonuses more consistent across jobs.
- Clear log button now has a confirm dialog before actually clearing.
- Fix bug where on fighting a battle and losing, the % of enemy destroyed number shown on battle tab was sometimes incorrect.
- Fix bug where one of the farmer job prestige abilities was in the wrong tier.
- Increase rewards for beating individual levels slightly.
- Fix bug where tooltip for farm rate stopped showing the prior exp/gold farming rate, which is helpful to know how much it changed with your last upgrade.
- Clarify some spy prestige ability names.
- Now when you rank up a job, you can no longer refund prestige abilities (until next prestige).
- Now messages appear in log when you refund something such as a military factory or a prestige ability.
- Fix bug where science ship factory mistakenly had no crystal cost.
- Fix longstanding bug where bonuses that grant a bonus for every X factories were not calculated correctly (in some cases underpowered, in other cases OP).
- Fix issue where trade options and the colored badge on the trade tab would flicker off and on at briefly certain times.
- Enemy ships now have a minimum speed so that crazy slow ship types such as parapets are not exploitable.
- Now when you open items, you'll see an entry of what you opened in the log in case you clicked through the open screen too fast to see.
- Increase number of enemy ships spawned on higher levels.
- Now upgrader UI shows the starting level of a selected item, so you can see how many farms or whatever thing you started with this run as well as how many you have total.
- Fix short freeze when selecting units in a battle sometimes.
- Revert save (in settings tab) now has both a confirm dialog, and an option to export to clipboard instead of actually switching to the save.
- Make it much easier to click on units on battle tab, including long pressing an enemy ship to target it.
- Fix bug where sometimes locked scroll didn't properly take effect when game first started up.
- Adjust save file backup rotation frequency to be more useful (more evenly spaced apart).
[ 2024-05-04 18:11:50 CET ] [ Original post ]
- Upgrade to golang v1.22 which has overall performance improvements.
- Upgrade to ebiten v2.6.6.
- Fix a bug where log tab shows the wrong date.
- Android: Fix a bug where prestige tab doesn't automatically switch to your current job when loading your save.
[ 2024-02-16 06:21:21 CET ] [ Original post ]
- Android: Only load cloud save on startup if no local save is present to load.
- Android: Tweaks to reduce frequency of 'cloud save is newer' error, in case of small changes to the system clock.
- Android: When user encounters a 'cloud save is newer' error, offer clear choices in the dialog.
- Android: Fix a scenario where invalid saves could be saved with an incredibly long playtime incorrectly.
- Android: Add code to cleanup any invalid cloud saves that were saved this way.
- Extra safety to make sure we cannot overwrite a valid save with an invalid one.
- New UI that shows all local backups that have been stored for your save slot, and the ability to switch to one if player wants to (new button on settings tab).
[ 2024-02-15 09:03:41 CET ] [ Original post ]
- Fix a bug where tutorial would stay open when you already closed it.
- Fix a bug where shields would get stuck on the battlefield.
- Now when changing windowed resolution, it saves.
- Fix typo on insight help screen.
[ 2024-02-11 07:39:23 CET ] [ Original post ]
- Fix bug where the tutorial at the "buy 2 farms" point would block you from buying anything else until you buy a 2nd farm (even if you closed the tutorial on that step). Also reduce the requirement to 1 farm so people doing the tutorial don't have to wait at all, which was silly.
[ 2024-02-07 21:37:53 CET ] [ Original post ]
This simply fixes a crash that affected remake on some platforms.
[ 2024-02-07 06:42:43 CET ] [ Original post ]
- Upgrade to ebiten game engine v2.6.5 (bugfixes).
- Fix some bugs with showing correct costs in the upgrade UI purchase buttons, and better respect rounded purchase setting when showing costs / time to purchase.
- Change the way MacOS binaries are signed per new MacOS requirements.
- Other build system tweaks to make shipping easier.
[ 2024-02-04 19:30:22 CET ] [ Original post ]
- Now you can open the military add ship screen for browsing, even if you don't have enough land to add any new ones.
- Android: Upgrade to much newer version of various android build dependencies and build tools (to follow Google recommendations seen after last release).
[ 2024-01-23 00:30:57 CET ] [ Original post ]
- Upgrade to golang v1.21.6 with rare crash fixes.
- Upgrade to latest dependencies including ebiten v2.6.3.
- Android: Implement Play Games API Cloud Saving! This involved a HUGE amount of changes, including a lot of android-specific Java code that is out of my prior experience. Report bugs if you find them!
- Fix regression in packaging where android bundle didn't have an appropriate user-readable version in the prior release.
- Now when changing fullscreen setting, it remembers the setting. When going from windowed to fullscreen, you do get a confirmation dialog before it saves (to make sure you can still see after the change).
- Now there is some standard dialog box infrastructure with choices, which certain confirmation dialogs in the game use such as wiping save and fullscreen change. Less primitive UI, and easier to maintain.
- Fix really rare bug where a dialog that was intended to pop up (or other control that was created) might not appear at all.
- Remake: Starting a new run in remake now immediately saves the game after the world is generated, it was weird that it didn't before.
- Remake: Fix bug that can cause remake to save some things incorrectly.
[ 2024-01-21 16:49:35 CET ] [ Original post ]
- Steam: Enable rich presence, which shows some simple details of your game situation to your Steam friends list while the game is open.
- Upgrade to golang v1.21.4 with various fixes including linux performance improvements.
- Remake: Minor UI improvements to settings tab to match original, such as showing the save directory, showing a particle button (no particles in remake yet though), and tweaks so buttons don't overlap.
- Fix issue where sometimes offline calculations wouldn't work as intended.
- Fix regression in last couple patches that caused some banners to fade weirdly.
- Lots of code cleanup.
- Fix longstanding bug where shields simply don't render on the first frame of each battle.
- Migrate the way Idle Armada is built away from a cluster of OS-specific scripts toward using taskfile.
- Opt-in to the golang loopvar experiment to prepare for golang 1.22, which shouldn't break anything (famous last words).
[ 2023-11-18 17:20:30 CET ] [ Original post ]
- Fix severe issue in some situations with item drops. Specifically, saving the game with many item drops unopened would cause corruption of your unopened drops, that would both give you much better item drops than expected on save, and also artificially limited the number of unopened item drops you could have in a save. NOTE: When you load a save from older versions for the first time, any incorrect item drops you may have will be fixed on load. This can make the game harder for a few users, if you had a LOT of better-than-intended items.
- Fix a bug where an item could be visible when you didn't have it.
- Fix a bunch of technical debt found by static code checker. This is mostly code cleanup, but includes some significant perf benefits and a few small legit bugfixes.
- Fix bug where auto-calc wouldn't fire as it should when loading a different save slot with game already running.
- Fix bug where certain banners could get stuck on the screen when loading a different save slot.
- Fix performance issue when opening a large number of unopened items at once.
- Widen trade buttons for more consistency when trade button text is long.
- Remake: Fix comically oversized fuel/cargo and hull/shield rendering.
[ 2023-10-14 17:52:45 CET ] [ Original post ]
- Upgrade to golang v1.21.3 which among other fixes, has performance changes to lower latency.
- Upgrade to ebiten v2.6.2-prerelease with some fixes including a rare audio deadlock issue, rare crashes, and upgrades to newer versions of OpenGL and WebGL.
- Save reliability: Previously if the game completely failed to load a save and any backups for some reason, it would give up on the save and start a new save in that slot that will overwrite the old save. Now it will avoid overwriting it, instead start up in a special mode that warns you of what happened, allows you to change save slots, but specifically avoids overwriting the save slot that can't be loaded.
- Save reliability: Now the game displays any corrupt save files if any exist, see info about them, export to clipboard (base64), etc.
- Save reliability: Fix some bugs in save handling that could cause the game to mishandle an error.
- Remake: Fix crash when game starts up.
- Remake: Fix issue where sometimes on making a new world in remake, the map wouldn't show at all.
- In the rare event of an error, game now displays error dialogs with extremely long error messages more properly (readable).
- Reduce unnecessary work when saving and loading on android.
- If android ever fails to find the right directory for saves, report it to UI instead of silently ignoring it.
- Display the directory where saves are stored on the settings tab.
- Record in the save file what platform saved a game save, for easier diagnosing of issues.
- Show base stats on military add ship type screen.
- Code changes to take advantage of new go 1.21 features.
- No longer hide the middle purchase upgrade button when it would only buy 1.
[ 2023-10-11 22:43:09 CET ] [ Original post ]
- Upgrade to golang v1.20.7.
- Upgrade to ebiten v2.5.7 pre-release.
- UI improvements to trade screen (now each resource select button shows the max amount of gold you could earn, right now, from selling that resource).
- Fix bug with 'Haggling' prestige ability always acting as if it was level 1 even if you had 0 or much more.
- Fix bug where 'Haggling' and 'Job Point Gain' prestige abilities didn't show what they actually did numerically in the UI.
- Make job point gain prestige ability more expensive and weaker so it doesn't dominate the whole endgame.
- Scale back factory power a little bit, it was too powerful.
- Fix 'Scientific Insight' building to be considered a military upgrade that recalculates push % and gold/exp farm rate, because it is.
- Fix visual bug on Science tab that always claimed your science was full.
- Reduce ship mark bonus scaling of library a bit, it was too powerful.
[ 2023-08-24 17:03:47 CET ] [ Original post ]
- Fix regression where insight discounts were causing insight cost to go above 1 instead of below 1.
- Dramatically reduce the power of 'prestige timer' prestige ability, which was allowing prestiges to happen way quicker than intended.
- Scale back Job Point Scanner power a bit too, it was way too powerful once you had a bunch of them, and increase its job point cost scaling.
- Rename 'Metal Factory Disc' -> 'Alloy Factory Disc' for clarity.
- Improve some item descriptions.
- Fix bug with prestige tab becoming invisible again when it shouldn't.
[ 2023-07-01 20:11:10 CET ] [ Original post ]
- Upgrade to golang v1.20.5.
- Upgrade to ebiten v2.5.5 with a crash fix for MacOS.
- New job: Scientist! Many new prestige abilities created, and some moved around to accomodate.
- Fix bug where audio didn't enable correctly sometimes.
- Lower minimum time to prestige to 30 minutes, from 1 hour.
- Fix bug where bonus job point earning prestige ability did NOT benefit the rewards earned from beating level 10.
- New prestige ability that reduces the amount of time required to prestige. UI tweaks to prestige tab to accomodate, this, and if your run time is too short to prestige, also show the job points you will gain when you reach the timer (in parenthese).
- Granary, Library and Processing buildings now scale up much better in their benefits and are generally more powerful. However, Library no longer gives crystal income, as it made crystal too easy to come by.
- Fix bug where prestiging didn't preserve job points correctly when staying in the same job.
- No longer keep push %, exp and gold farming rates for up to 30 minutes no upgrades are purchased, that's way too long and gets wildly inaccurate when you're gaining lots of experience points per battle. Now these numbers update even when enough exp has gained to affect them meaningfully.
- Fix bug where wiping your save would, for a time, leave you with farming numbers and push capabilities from before the wipe.
- Pushing via the farm & push button did not grant exp/gold for the levels pushed through. Now it does, which is important because the first time you beat a level within a run, the exp/gold rewards are greater, and that was putting the farm & push button at a disadvantage compared to players that let the push battles play out in their own time.
- Improve 'land' resource tooltip to be clearer about what it does and how to get more of it.
- Allow upgrades that give discount to insights to affect the 'insight' resource as well, but at a reduced rate.
- Nerf the insight+ science ability, it was allowing crazy insight income in late game.
- Nerf the sniper's land+ prestige, it was way OP compared to most other land-related prestiges. There is now a reason to consider buying the land discount early game, for example.
- Buff the 50+ mark farmer prestige ability to make it more impactful and move it to new job.
- Buff bullet mitigation and laser mitigation prestige abilities, they were also useless compared to the hull bonuses. Now it's more worth considering.
- Fix bug where some items didn't properly show the benefit on item screen, such as the gold farming computer.
- Make factory upgrades improve the mark level of a ship more significantly.
- Make scalability multiplier for effects ramp up much less harshly (easier to trigger dual shot, quad shut, stun, etc. on higher battle levels).
- Raise food/metal/crystal rewards when beating a level for the first time in a run so they matter more.
- Most of the job-specific buildings (the ones that usually require food) are now much more powerful and relevant to the game.
- It's now much more expensive to build high level markets.
- Fix bug with lucky battle charm not being nearly as effective as advertised.
- Flagships get a percentage of all your units damage, but this was unbalanced in that it didn't consider shot speed of those ships, and so ships with slow shot speed would dramatically improve flagship in a way that was unintended (snipers in particular affected this). Now it more accurately calculates DPS of all your ships, and gives your flagship a bonus to DPS that corresponds more accurately to this.
- Make sealed item count text easier to read.
- Fix refund building mechanic to respect your started level in that building (can't go below what your run started with, nor would you want to as it wouldn't provide resources anyway as it was free).
- For some ship types, slow down ship attack speed, and correspondingly increase damage per shot. This both makes bullets feel more impactful in general for those ships, makes multi-shot and crit feel more impactful, and also dramatically improves performance at late game battles where way too many bullets are flying around.
- Show unit category in description of each ship type.
- Tweak many of the higher level items to be more powerful.
- Tweak metallic job prestige abilities to be much cheaper, it's already hard to push with that job.
- Move the clear and dole out buttons on military tab up so you can see them when an upgrade is selected, and move the add ship type down since it's less commonly used.
[ 2023-07-01 16:34:33 CET ] [ Original post ]
- Fix recent regression where laser and projectile defense was not having any effect.
[ 2023-05-23 19:23:59 CET ] [ Original post ]
- Fix bug where offline rewards could be granted to you after prestige or after loading a different save slot (oops).
- Fix miner prestige that had text too long for the button.
- Fix bug where android's log tab always showed UTC time instead of local.
- Minor performance improvements.
[ 2023-05-19 18:09:11 CET ] [ Original post ]
- Make miners cheaper, since their purpose is to gain metal/crystal in the end. Also make them slightly weaker, as they were a more effective ship than cargo ships by far.
- Fix a late game item to not have the same image as another item.
- Fix bug where trading could end you up with negative resources, and better general safeguard against negative resources.
- Upgrade to ebiten v2.5.4.
[ 2023-05-09 05:21:18 CET ] [ Original post ]
- Remove the cargo factory bonus to alloy income and nerf metal income, so it's a little less powerful and so cargo UI looks less wonky.
- Fix crash when prestiging (and in some other cases).
- Make the main resource focus buildings (granary, metal processing, etc) reset battle and farm rate etc. when bought like any other military upgrade, since they benefit your stats and farm rate.
[ 2023-05-05 14:18:02 CET ] [ Original post ]
- Upgrade to golang v1.20.4.
- Remove storage! Remake the core storage buildings, storage is no longer limited at all for food/metal/crystal/science. The previous 4 resource-focused buildings do something else instead of increase storage for that resource, including a combat buff. Since all of this translates to an easier game, increase wave difficulty modestly to compensate.
- Fix major bug where farming UI could get stuck calculating forever (and eventually crash) for very late game saves. Thanks Tyrrandae for reporting.
- Multiple significant performance optimizations to battle logic (especially helps speed up calculating push %, farm rate, ideal farm level, etc).
- More properly fix market to give you the same amount of trade as storage.
- Change a bunch of items, prestiges, sciences etc. to no longer increase storage for food/metal/crystal/science, and do something else instead.
- Rebalance / better standardize the sap prestige abilities that make enemies weaker, and the discount prestige abilities.
- Tweak various insight abilities for balance.
- Fix issue where 'finding best farm level' banner sometimes didn't pop up if you were re-clicking it after you had recently clicked it.
- If no backline units exist to protect, guards are free to move from beginning of battle.
- Fix a bug where trade screen sometimes wouldn't let you trade, even though you should be able to.
- Fix a bug where, on loading a save and then trading, the trade resource would immediately fill right after trading, multiple times.
- Fix issues with metallic prestiges.
- Lower job point rewards a small amount.
[ 2023-05-04 16:46:08 CET ] [ Original post ]
- Fix regression where land resource had become invisible in parts of the UI.
- Dramatically improve performance of searching for ideal farm level when you are at a high level. The old logic would check many many levels, the new logic is much more selective about which levels it simulates, and it should have the same result.
- Fix another bug where a battle-related banner can get stuck permanently on screen.
- Improve CPU performance of more complex targeting logic that was added in recent patch.
- Fix market building to only provide 1 bonus trade, not 2 (to match its storage).
- Fix accuracy issue with the way median is calculated (this should make push % and farm numbers more consistent).
[ 2023-04-27 22:42:48 CET ] [ Original post ]
- Upgrade to ebiten v2.5.3.
- A lot more targeting changes. Hopefully it'll feel smarter now and the ships feel less indecisive.
- Fix bug where farm / offline calc banners could get stuck displaying until app closes, or stop appearing when they were supposed to.
- Now if you get a bonus where you start with a building, that building will stop requiring you to get to a certain battle level in order to see it in a run (so you'll see it from the beginning if you have access to the tab).
- Reduce save file size a bit.
- Increase job point rewards, and tweak some prestige abilities.
[ 2023-04-26 20:16:28 CET ] [ Original post ]
- Space out the save slot buttons and show a tiny description as a hint of what save file is in each save slot.
- Fix issue where clickables were sometimes fading too quickly when app was paused (such as switching out to other apps on mobile), and also spawning too rapidly when switching apps and coming back.
- Fix another rare issue where military tab could show (...) on black bars as if it was still loading.
- Stop popping up an offline rewards banner every time the battle was reset. Display a shorter, smaller 'resetting battle' banner instead so users aren't confused.
- Make farm rate UI a lot snappier and make battles reset instantly on upgrade rather than waiting a bit (if you have reset battle enabled).
- Upgrading farm now only resets battle if you have carrot ships in your fleet right now, since there's no reason to if you don't. Also stop resetting battle when miner benefits are upgraded
- Raise max offlime time limit from 2 days to 30 days.
- Buff citizen Insight Income prestige ability a bit so it's more relevant.
- Further tweak to gold income from trading.
- Make buttons on trading screen a little bigger so it's harder to accidentally deselect or click the wrong one.
- Since the exp update of 0.15.0.0, long offline rewards are calculated with 'chunking', where you get a half hour of offline rewards that gives you exp, from that half hour of exp it recalculates your fleet's farm rate (they're stronger now) and/or whether they would more efficiently farm a different level now, and then does the next chunk of 30 minutes, and keeps doing that until it's calculated all your offline time. This had the side effect of taking a REALLY long time to calculate rewards if your offline time was very long. Now this logic does a maximum of 24 chunks at most (so 12 hours or less offline time will not be affected at all). This goes along with alleviating offline time limit to make very long offline calculations tolerable performance wise, without a big downside to their accuracy.
- Make explosion animation scale with size of ship destroyed, and apply bilinear filtering to explosion animation so big ones don't look ridiculously blocky.
[ 2023-04-17 16:34:35 CET ] [ Original post ]
- Fix a terrible bug that can in rare cases cause the app to lose a save file!
- Previously save file backups (of which we keep 20) were rotated with very simple logic, if it's been 30 seconds, rotate all save backups. This had the unfortunate side effect that during active play, only about the last 5 minutes are covered by save backups. Now the game has a much more intentional archive of your save, that keeps several recent backups, but also will preserve much older backups going back up to about a year. These save rotations are NOT exposed in the UI yet, but they will be in a future patch.
- Now if the game tries to load a save file and it's corrupt, the game will rename it to a separate and unique 'corrupt' filename. This way if a save is ever corrupt, the exact state of what it was is preserved, and there is a small chance of future recovery by manually sending this on discord. These corrupt saves are not exposed in UI yet, but may be exposed in a future patch.
- Tweaks to the way clickables behave when app is paused for a while (such as when switching apps on mobile).
- Ease up on trade cost rampups. Now it's only 10x between each amount, instead of 100x, and the increase in gold you get from trading more of a resource is more noticeable as well to make it more tempting.
- Tweaks to various insight and prestige abilities for balance.
- Minor tweaks to the way pre-0.15.0.0 saves are handled.
- Update to ebiten v2.5.2.
[ 2023-04-15 18:56:50 CET ] [ Original post ]
- Much better experience tooltip that explains your current mark multiplier from experience, and at current farming rates, how that will change over time.
- Fix regression where recent targeting changes caused some ships to stop chasing any target (knowing that current bullets in flight will kill all targets so why bother?). This caused them to do weird things like continue flying in a direction, even off screen, such as when sniper bullets are slowly heading toward the enemy's last gull.
- Rewrite main targeting code to be less random, less buggy, and more logical. Enemy is still intentionally 'dumb' in that it will fire at your tanks first, but your ships should target damage dealers first, tanks last.
- When an in-flight projectile's target is destroyed, no longer go to closest target (which is often a silly target), instead go to best target in range.
- Although combat tracks when there are enough bullets in flight toward a target to destroy it (since 0.15.5.0), the game is a lot more flexible about when to use this and when not to, it's just one tool in its belt.
- Make multishot ships (which is carrot ship only for now) get closer to their target, to hopefully be more successful in using their multiple attacks.
- Fix bug in the balance simulator so it now uses same targeting AI for both sides of the battle (this should make for more accurate squad ease factor).
[ 2023-04-11 18:38:30 CET ] [ Original post ]
- Additions to handle much larger numbers in UI for the theoretical really, really late game.
- Slightly increase the number of enemy ships as you face higher levels.
- Make ships spawn closer together which should help keep battle looking more sane and may reduce the potential RNG range in push % for certain AI choices.
- Fix Z ordering issue on help screens.
- Display exp bonus as a multiplier instead of a percent bonus, and always display initial exp bonus (after offline calc) in log on load of save, even if there wasn't much offline time.
- Fix issue that was causing collected items that provide a unit stat bonus to not take effect.
[ 2023-04-09 16:23:31 CET ] [ Original post ]
- Fix a bug in item drops that was accidentally making the first item drop WAY too often on lower levels (such as 10, 20, 30).
- Upgrade to golang v1.20.3 (bugfixes).
- Fix bug where military tab would light up as if you could add a ship, but you actually couldn't because you were already at the max count allowed for that ship type.
- Don't light up trade button when your gold farm rate is zero, as you can't trade that way.
- If trade resource is not full, show countdown to next trade in trade UI, even if you have at least 1 trade (previously the trade UI would constantly say 0 seconds).
- Show number of trades available in trade UI when trade count is full.
- Log screen now displays with AM/PM instead of 'military time'.
- Fix typo in artillerist prestige description and make some prestige names more consistent.
- Update squad ease factors for targeting system updates in last patch.
[ 2023-04-05 21:59:46 CET ] [ Original post ]
- Update to ebiten v2.5.1 to fix a bug on MacOS.
- Fix a bug with refunding prestige.
- Tweak scroll locking to be more stable so that repeatedly clicking scroll lock and unlock won't scroll you at all.
- Bullet speed upgrade now also slightly benefits damage, to make it more useful.
- Stop showing a colored circle on battle tab for clickable resources when the clickable starts fading away, because it's annoying to go to battle tab and not be able to see it.
- Boost the amount of resources inside clickable resource drops in general, so they feel more significant when you get one.
- Show prior percent to push number when you click on the percent to push UI, so you can more easily see the difference you just made without remembering the old number.
- Combat logic now tracks when there are enough bullets in flight toward a target to destroy it, and if there are, ships choose a new target accordingly.
- Make trades give more gold (and some trades also cheaper in terms of resources traded in).
- Make high battle levels scale more slowly in difficulty.
- Make insights scale more cheaply so that the game gets easier, and insight becomes a more important resource early on.
- Increase gold rewards in general so that gold is less of a limiting resource.
- Make the item drop formula more generous about dropping nicer items.
- Increase job point drop rate to make the prestige system less grindy.
- Add new insight ability to lower enemy mark rate, that just costs circuits.
- Buff bribe enemies prestige ability, and cheapen quad shot.
- When viewing detailed ship stats (by clicking bars in lower left corner with a ship selected), now debuffs actually show the ability name that is taking effect, just like buffs do.
- Fix an oops that was causing multi-shot, shot repel, stun, etc. to not trigger as expected.
- Fix issue where military tab could show an ellipsis on black bars as if it was still loading, when it wasn't.
- Fix UI bug with refund prestige abilities, where it wasn't updating the benefits UI.
- Fix bug where right after prestiging, you could potentially push to a level as if you had your pre-prestige fleet still.
- Improve stability of farm and % push numbers by using median instead of average, and fixing success rate to 100% when we are able to beat the level instead of letting chance of 1 or 2 failures lower number to 97%/98% like before.
[ 2023-04-03 20:34:32 CET ] [ Original post ]
- Fix bug where rank up job UI sometimes shows incorrect number of points.
- Fix bug where bonuses that should apply to a specific ship type (offensive ships, civilian ships, etc) were mistakenly applying to all ships no matter the type.
- Fix bug where weird "a b" banner can appear at top of the screen on game startup.
- Fix bug where you could submit a request to push to new level or calculate big offline rewards, then prestige, and have the push or offline calc finish AFTER the prestige (giving a huge boost to your new run). Same bug existed for loading saves, too.
- Fix bug where a resource was maxed while the resource view was open, and the UI didn't change the color of the resource display text appropriately to show it.
- Stop shuffling the order units spawn in, because it causes a lot of RNG upset in the simulations (which underlies the push % display, farming rate display, etc).
- Also have simulator run slightly more samples in general, to also get more stable push % and farm rate numbers.
[ 2023-03-30 22:44:26 CET ] [ Original post ]
- Put a minimum 'searching for enemies' timer on farming levels to make it less useful to farm levels where you insta-gib enemies. The intended effect is to encourage the auto farm logic to choose levels where the battle is actually a fairer, more interesting fight. This also means defensive abilities may now help farm rate, where they never did before.
- Add a modest exp/gold buff to make up for the new minimum battle time logic mentioned above
- Fix further scroll locking issues -- hopefully things are good now, clickables visible while locked, and all ships visible while locked too.
- Begin preserving what version a save was first started in, for informational/debugging purposes.
- Tweak scalability multiplier formula (affects actual chance of stun, multishot, etc) to be a little harder to get 1 at high levels.
- Show the prior % to push to next level in the tooltip of the farm rate UI.
- Tweak late game level difficulty to scale a little easier.
- Fix regression with spending / refunding prestige before the 1 hour mark (thanks Eggman for reporting).
- Fix a bug where the trade button could light up when you couldn't actually trade.
- Don't reset the battle when you first login after offline time, if the exp bonus is too small to be visible in UI.
- Show a temporary banner anytime offline rewards are being calculated.
- Be less aggressive about resetting battle on startup when offline calc finishes to account for exp rewards (only do it if the exp rewards changed enough to matter).
[ 2023-03-28 19:38:25 CET ] [ Original post ]
- Fix issue where scroll locking zoomed in so close to fleet that many clickables were off screen.
- Fix other issues with scroll locking that caused it to not fire at the right times, or leave ships cutoff at top or bottom.
- Fix z-order issue where farming level popup could be behind controls within a tab.
- Fix demo to work on MacOS (it was not showing in Steam store, oops).
- Fix bug where marking up a job reset your prestige timer incorrectly.
- Fix UI issue on military tab when you had lots of ships where left/right page buttons were behind the farm rate UI.
- Stop allowing one to refund prestige abilities that unlock jobs. It doesn't make sense.
- Tone down some crazy cost scaling on prestige screen (but tone up mine cost scaling a bit, as it was too cheap).
- Start using a script to upload steam releases, to reduce the amount of manual work per patch. This hopefully didn't change anything in the game at all, but could be a source of bugs on some platforms.
- Change farmer prestige ability from farm discount to start with farms, so that food is in better balance with other resources late game.
- Allow easier respeccing by not requiring prestige timer to run down before you spend points.
- Close loophole that could allow you to gain prestige points by quick runs (well below 1 hour), that was not intended.
[ 2023-03-27 18:32:03 CET ] [ Original post ]
- Fix description in upgrader of attack stun and bounce shot prestige upgrades.
- Fix inaccuracy in experience resource tooltip.
- Fix bug in log screen that showed wrong land gained in some situations.
- Tone down battle rewards as they were out of wack with the rest of the game at this point.
- Tone down starting resource bonuses to be less exponential in nature, and especially tone down gold starting resource as that high amount of gold was game breaking.
- Fix 'Arms Holding' gold cost to match rest of game since big update
- Add free respec button for prestige abilities so players can make different choices, to make sure we don't discourage experimentation.
- Fix bug where you sometimes can't deselect a unit.
- Scroll lock now is much smarter about keeping all units on the battlefield visible.
[ 2023-03-26 15:55:07 CET ] [ Original post ]
- Tweak exp gains to be more rewarding and less punishing early on, and also less crazy-powerful later on.
- Fix bug where new Land Bonus insight was not having the intended effect.
- Display lore on insight page as intended.
- Fix crash that can happen with 'fire' manual ability when few bullets are on screen.
- Fix bug where discount upgrades didn't display correct percentages in UI.
- Remove redundant settings tab button.
- When getting significant offline gains, reset the battle immediately so user doesn't have to wait for one battle to finish to see the exp benefit.
- Make trade mechanics less harsh (get more gold per trade, and l1 market has more trade storage).
- Tweak low level items to be a little more meaningful.
- Tweak crit description to be a little clearer that it doesn't affect all damage done by ships, only crit shots.
[ 2023-03-25 17:57:47 CET ] [ Original post ]
- Fix Miner's Benefits building to work as intended again
[ 2023-03-24 19:54:55 CET ] [ Original post ]
* Fix weird banner that displays when switching save slots * Fix issue where dialog boxes couldn't be dismissed (such as export save dialog)
[ 2023-03-24 19:09:46 CET ] [ Original post ]
Fix bug that refunded way too many job points in some cases. If you're affected by this job and want help removing the extra job points, you can send your save to me on discord.
[ 2023-03-24 16:21:47 CET ] [ Original post ]
This update is perhaps the biggest update to original game ever! Huge number of changes that I can't even list. The top ones are described below:
- This update has a LOT of changes to the game, it is probably the biggest update so far. Your saves CAN carry over, however it is strongly recommend to start a new save (in a different save slot) because the progression balance has changed quite a bit.
- There are no intentional changes to remake in this update. Sorry remake fans, I'll be thinking of what to do with remake in future updates.
- Totally remake the item system. Now every single item that drops is auto-collected, you cannot miss one by being AFK. Items no longer have a mark system. Items are much more rare, and now only drop when beating each boss level the first time in a run. Item effects are permanent. You cannot farm a boss level to collect items over and over again. Many item effects are completely different from before.
- Change the way 'farming a battle' works in the game. No longer about auto-collected items, it's now about resources that you gain from each battle you win (gold and experience).
- Job points now carry over on prestige, and items now carry over on prestige. To make sure this isn't exploitable, there is now a 1 hour prestige timer between prestiges. Any prestige done too early (before 1 hour) will reap zero rewards (no items, no job points can be gained or spent). Prestige is still allowed without rewards, to be used for situations where you really regret choosing a job and don't want to continue a run. Bottom line, prestiges shorter than 1 hour cannot be used for any kind of meta-game progression.
- Ranking up a job no longer raises the minimum level required to prestige. You can always prestige at level 11 with rewards (as long as your run is an hour or more).
- Experience system -- your fleet will gain slight power with every battle won, with higher levels granting more experience. Experience is granted on level victory, not per enemy destroyed.
- Change many of the prestige abilities to be more interesting and better balanced.
- Most upgrades no longer affect base stats (with rare exceptions), as they put the natural balance of the different ships out of wack.
- Now every ship has a category. Most upgrades, if they previously applied to a specific ship type, now apply to a category of ships. This should make the game better balanced and easier to stay balanced if more ships are added in the future.
- The game now offers a lot of new things that upgrades can affect, and the new items and prestige upgrades take full advantage of that.
- The game now allows upgrades to use a mechanic that is more-than-linear growth (before if a L1 upgrade would do +5%, then L2 of the same ability would always offer +10% -- this made them scale poorly at high levels. Now many upgrades you can purchase have a better growth pattern that scales better, sometimes much better, at high levels).
- Add a new insight resource, and some insights that require it.
- Make gold a much more interesting / bottlenecking resource. If you're having gold troubles, know that that should get better in a few runs once you have some prestige abilities and items.
- Redo the way cargo/miner (civilian ship category) interact with the rest of the game. Cargo now gives bonus to storage, and both ships are much worse at combat than before, they're intended to be a tradeoff -- clearly worse at combat, but they give you a bonus at something else.
- Add new interactive cooldown abilities to the battle system for players who want to directly affect the battle and accelerate their progress.
- Totally redo the way offline calculations are done to be simpler in code, more efficient on your battery, and easier to understand what happened.
- In line with new offline calculations, now offer a Log tab that shows your offline gains (popup left side messages no longer exist, because they partly blocked the UI, and then disappeared quickly making them completely missable).
- Upgrade to newly released ebiten game engine v2.5.0 which improves android speed, and fixes some crashes.
- Offer a way to disable scrolling on the battle screen, as it was annoying in some cases.
- New trading mechanic, which for now allows you to sell certain resources for some gold (amount of gold scales with your current fleet's optimal gold farming rate).
- On mobile, better tolerate swipes from the edge (i.e. don't consider swipes from the edge to be a button click).
- Improve the UI when a ship is selected to hint to users how to get more detailed stats.
- Show farming rate and allow scanning for perfect farm level on military/insight/science tabs, and show max battle level on all tabs.
- Also in that enhanced farm rate UI, show a percentage as to how close you are to beating the next level (100% means you should be able to beat it, a little below you may be able to beat it by spamming manual abilities).
- Improve the way dole out button works on military tab to be smarter, and various other military tab UI enhancements such as showing land cost to add next ship type.
- Add new science resource clickable. Remove the ability for clickable resource drops to heal.
- Add a simple icon for each job.
- Add ability to toggle dev stats by UI (on settings tab in legacy game only for now).
- Make the ability for labels to fade out over a period of time, and use it in a few places.
- On windows/mac/linux, more reliably save if you manually close the window instead of hitting escape.
- Remove mercenaries from the game, they were basically useless and everyone knew it for a long time.
- Mark ship mark level a floating point number instead of an integer, for better granularity between factory level upgrades, and especially as you collect exp.
- Also make job points a floating point number, now that they carry over from run to run
- Huge amount of code refactoring in the original game to make things less finicky, less buggy, and easier to modify going forward.
- Many other bugfixes, performance improvements, and UI tweaks.
- Update to golang v1.20.2 which improves performance slightly
[ 2023-03-24 05:13:06 CET ] [ Original post ]
I don't have an old MacOS VM yet, but the dev tools suggest this really should work on old MacOS this time. Please speak up in the forum if you're not able to run this on MacOS 10.13 or higher!
[ 2023-01-15 22:22:10 CET ] [ Original post ]
- Update to golang v1.19.4.
- Update to ebiten v2.4.15 which fixes some rare crash bugs, a mouse scroll wheel bug, and a MacOS framerate bug.
- Fix minimum version on MacOS to only require 10.13, as originally intended.
- Squad ease factor was not very fairly calculated for ship combinations of 3 or more ship types -- it now uses a different algorithm to calculate ease factor that should prevent players from hitting sudden walls at certain levels in their run. Thanks HowardTheGrum and JulezMaddin for reporting.
[ 2022-12-29 19:43:34 CET ] [ Original post ]
- Original: Fix regression since a few releases ago where ship bonuses that were specific to one ship were accidentally applying to all other ships. Oops. Thanks to Potatomaster on discord.
- Original: Show DPS when a ship is selected.
- Original: Tone down Cargo Guns and Cargo Damage bonus which both combined had been a little crazy OP for a long time.
- Original: Scale up the one super-weak mining bonus for miner job.
[ 2022-11-08 06:53:51 CET ] [ Original post ]
Preface
I'm going to start putting my design thoughts up for players to comment on. There are aspects of the game I feel are necessary to change for it to move forward. Posts like this are to avoid surprising players before a new big impactful patch comes out, and also give them some insight into my thoughts and goals behind these changes.
I believe the item system (in the original, non-remake game) is now one of the weakest parts of the game. This post details a way I intend to go forward in the next major update. Please let me know YOUR thoughts here, on the Idle Armada Subreddit, and on Discord.
Item System Goals (These Aren't Changing):
[olist]
Problems Today:
[olist]
Proposed Changes:
- Items remain permanently through all prestiges (try game "Tower of Hero" on Android/IOS for a vague example of what I'm picturing)
- Items are ONLY dropped when defeating each boss level for the first time in a run (to collect more items from those same levels again, you must prestige and beat those bosses again)
- Items dropped in this way can never be missed even if you are idle at the time they drop. They will simply show in the Item Tab as a treasure to be opened.
- Each item pickup, while way less frequent, should feel more meaningful to pickup than today
- Items have no caps, and every item is designed to scale infinitely
- Eliminate the item mark system. Instead of seeing every variety of item before level 10, and then that same variety of items repeating at a higher mark the next 10 levels -- instead the low levels only drop the basic items, and you must beat higher level bosses to get a chance at the better items.
- Rethink of all item effects in general, to reflect their new low level "easy to get" status, or high level "gotta grind high to get" status. Fun visual effects like Dual / Triple / Big Shot will be preserved. Most other effects to be rethought from the ground up.
- Badges will be made extremely rare, and also toned down in effectiveness so they no longer dominate the economic game.
- Instead of a "battle level resistance" mechanic that some special effects use to scale today (such as big shot and dual shot), such mechanics will entirely be based on how many of that item you have, and a formula involving the ratio between the attacking and defending ship's mark levels. So just like today, you'll see these things fire more often at lower battle levels, and less often at higher battle levels you get. But unlike today, your highest-mark ships will have a far better chance than your weak ships of triggering these effects, and any enemy scaling reduction abilities you have will help these mechanics to trigger more often.
- Regen items will be REMOVED to make way for in-battle healing mechanics, such as a repair ship.
- Needless to say, all items anyone has in a run today will be LOST because the new item system is so different
- New EXP system, so that ships get meaningfully more powerful over time from destroying enemy ships over and over again. Ships will gain EXP based on how much damage they did in battle. So ships you spend the most land/metal/crystal on will gain the most EXP. EXP will, for now, lead to a straight multiplier to a ship's mark level. This basically increases all stats, and increases the chance of special effects triggering.
Downstream changes that I feel will be required with such a change:
- What would auto-collect do in such a world? After these changes, there will be new temporary bonuses that will visibly drop during a battle, such as "+10% damage for the rest of the battle", or "+25% exp for this battle".
- Perhaps in a future update there might be new, rare, consumable items it can collect as well (collect now, choose which battle to use it in).
- What would "farm mode" do in such a world? Remember today, farm mode picks the level which gives optimal item drops for you right now. After these changes, farm mode should optimize EXP gained instead.
- Fast forward button, which will be heavily exploitable in such a new item system, will be removed entirely.
- All prestige abilities that offer "start with more of item..." today, will need to be replaced with something new. Some will be +% to exp, others may be something new. I think the "start with more of item..." prestige abilities are sort of boring, anyway.
- OP players can probably reach level 11 very quickly, even without fast forward. Because of this I'm not planning to remove any of the mechanics that discourage fast prestiges, such as the "minimum level to prestige" changes with mark-up with this item system remake, nor am I planning to allow leftover job points to carry over on prestige.
As always, please let me know your thoughts!
[ 2022-11-07 23:42:21 CET ] [ Original post ]
- Original: Fix recent regression with the way Damage Reduced bonuses are displayed in upgrade UI.
- Original: Clear battle particles on prestige.
- Original: Render battle particles behind main sprites to make battle UI less confusing.
- Original & Remake: Fix longtime subtle rounding bug that caused a +15%-per-level bonus, at level 6, to show as a +104% instead of +105%, and other similar rounding errors.
[ 2022-11-07 22:59:37 CET ] [ Original post ]
- Require more prestige abilities to rank up jobs, so that players can't get stuck with a high level required to prestige.
- If a player hasn't bought enough prestige abilities to rank up the job, then don't let the minimum-level-prestige increase take effect, to help players already in a soft wall due to this situation.
- Upgrade to latest ebiten 2.4.12-pre-release with MacOS 13 fullscreen fix.
- Display benefits of ranking up a job in that UI (you know the cost -- what new prestige abilites will you gain by doing this?).
- Enable fullscreen mode in MacOS and linux versions.
- Try a little harder to hide the system bar and get immersive fullscreen on android release.
- Fix prior internal changelog date that said ???, and improvements to build scripts to prevent it from happening again.
- Display mark before weighting logic, so users can more clearly see how level scaling modifiers affect their run.
[ 2022-11-06 23:59:04 CET ] [ Original post ]
- Upgrade to golang v1.19.3.
- Fix bug where one of the new job's top-tier prestige abilities was not having the intended effect.
- Fix display regression in last major update that falsely started saying multiple jobs had -99% benefits to something that wasn't accurate.
[ 2022-11-01 21:56:46 CET ] [ Original post ]
- Make hint at new job unlock a little less vague
- Fix bug with loading remake in last release
[ 2022-10-30 22:10:06 CET ] [ Original post ]
- Randomization update -- now all enemy waves are better randomized. Fight against a better variety of enemy ship types!
- Now ranking up a job slightly increases the battle level required to prestige.
- Original: Add particle effects on ship movement and destruction! I hope to add these to remake as well later on. Disable these if you find performance has become slow.
- Make in-game changelog UI scrollable for large updates (like this one)! And number the update's bullet points, so it's easier to differentiate when scrolling.
- Now OCD mode middle button buys a single increment, rather than half of what you can afford.
- Fix bug with gradient-colored buttons not changing colors when they are intended to.
- Put page/scroll buttons on military tab so the UI properly supports more than 9 ship types.
- Fix issue where black bar on military tab appeared above the Dmg % text for flagship and mercenaries.
- Various other improvements to the miliitary tab to make it less clicky. Shift+click a + or - button to add or remove max, and add new 'Clear' and 'Dole Out' buttons to make it easy to spend land or switch ship preferences.
- Now refunding factories for a ship type no longer returns ALL resources spent, instead it returns 60%. You may need a better variety of ships to tackle the enemy than before, and will need to think carefully whether respecing your fleet composition is worth the metal and crystal sacrificed.
- Balance changes to avoid shield getting so incredibly OP and hull being so underwhelming late game. Also make Shield Damage Multiplier weaker against hull just as it is strong against shields.
- General rebalancing of certain units and prestige abilities.
- Parapets can now move, slowly.
- Fix bug where original game sometimes didn't let you scroll, especially during intense battles. Also better tolerate a broader range of finger / mouse movement speeds in scrolling (both faster and slower).
- Fix bug where mothership and mercenary damage bars on military tab could go above the resource view, and fix merc damage bar bug.
- Fix typo that said 'Shield Hull' instead of 'Shield Health'.
- Fix bugs showing extremely long time displays (falsely said storage was full when it was not).
- Modest performance improvements.
- Job select screen now offers users a hint of how to unlock more jobs.
- Alleviate max level of prestige abilities of sniper job to be consistent with other jobs.
- Start using embedded resources instead of separate files in preparation for iOS release.
- Remake: Fix bug where planets and other core things on main map screen wouldn't get drawn in some cases.
- Upgrade to golang v1.19.2
- Upgrade ebiten v2.4.10-prerelease, more bugfixes.
[ 2022-10-30 20:07:08 CET ] [ Original post ]
- Upgrade ebiten v2.4.6 pre-release, which fixes android image rendering issue on app switch, and more crash bugs.
- Totally redo the way android packaging is done, for multiple reasons including to support .aab (smaller download size!), and allow for real java code (might be better at hiding navigation bar, for example).
- Fix issue in remake where scrolling around the map lagged by one frame.
- Fix recent regression where android demo wouldn't save.
- Fix bug in build script that caused game to mistakenly get stuck displaying 0.13.1.0 instead of the actual version in various places.
- Fix bug with opening tutorial screen not darkening the upper left corner of the screen.
- Fix bug where remake would get slower, cumulatively, each time you started a new map (until you closed and reopened the game).
- Fix a long-standing bug in web demo that made web demo saving/loading work incorrectly, and prevented it from working from a cell phone browser.
[ 2022-09-29 17:26:34 CET ] [ Original post ]
- Upgrade to ebiten v2.4.3, which has several bugfixes including a crash fix.
- Improvements to touch detection to support any touchIDs, not just the first two. With this, you can now click buttons if another finger is already pressed on the screen. This should make the game more responsive, and may make it support more mobile devices.
- Make bullets bigger, to compensate for further zoom out allowed since sniper job.
- Fix bug where popup text from clicking clickables was hard to read due to being behind bottom bar.
[ 2022-09-19 16:41:04 CET ] [ Original post ]
- Upgrade to golang v1.19.1
- Upgrade to ebiten v2.4.2, which supposedly improves both app startup time.
- Round the corners of most UI elements and put gradient backgrounds on several screens, to be easier on the eyes.
- Switch default renderer to OpenGL on windows, it seems to get significantly better performance in remake in testing.
- Fix issue where 'buggy speed' change warning appeared to new players who had never experienced the old versions with weird speed.
- When hitting slash to show debug info, display graphics library used as well (OpenGL/DirectX/Metal).
- Add new -opengl commandline switch to force game into opengl render mode, and -directx that forces directx (only applies to windows version).
- Original: Fix rare race condition where item farm rate measurements would skip updating as expected if you had multiple changes going in at around the same time.
- Original: Performance improvements.
- Modernize demo to support multiple save states, and begin shipping demo version again.
[ 2022-09-10 01:48:39 CET ] [ Original post ]
- Original: Fix typo in new sniper job prestige ability description.
- Original: Fix crash bug in upgrade screen, and also minor UI improvements.
- Original and Remake (Both): Some refactoring changes to prepare for UI improvements.
- Both: Fix lag that used to occur when tooltips would open, they're now much snappier.
- Both: On PC/Linux/Mac, when you pressed slash on keyboard to show FPS and debug stats, it used to be difficult to read. Now a dark translucent rectangle is drawn behind the text for readability.
[ 2022-09-06 05:25:21 CET ] [ Original post ]
- Original: Now job: Sniper! This job is the first that is limited in the ships it can use. It only has access to a unique 'sniper' mothership, and 2 new ships -- the extremely long range sniper that does loads of damage, and the short range shield-tank parapet, that hardly moves but delays the enemies getting to your snipers.
- Original: Fix bug in prestige tab that confusingly shows costs and 'switch to this job to upgrade' text when prestige ability is actually already at max level
- Original: Update the way player's current job is saved to prevent bugs if job list grows in the future.
- Original: Fix bug where projectiles appear to travel at a lower frame rate than the game, especially when first fired.
- Original: Draw projectiles smoother, less jaggy.
- Original: Clarify description of some start-with-factory prestige abilities to be less confusing.
- Original: Show time since last prestige on Prestige tab.
- Original: Show time to fill insight resource on Insight tab, and time to fill science resource on Science tab.
- Original: Make mercenary scaling cheaper, and clarify description of mercenaries in general.
- Original: Include percentage of overall mercenary damage on the military tab.
- Original: Fix rare crash bug in upgrading UI.
- Original: Clarify max level on each item in upgrading UI.
- Remake: Fix bug where random map generator sometimes made confusing looking gate lines that appear to be connected to a planet (but were actually for two different planets, that this planet happened to be right between). Random map gen detects and correctly avoids this situation now. Does NOT fix maps already generated this way.
- Remake: Fix quick buy to remember your preference on different tabs, like original did.
- Both: 'OCD Mode': Implement a mode for purchasing upgrades that keeps upgrades rounded, for players who prefer it. The buy one button is still enabled when item is selected, if you like it that way.
- Both: Stop showing redundant upgrade buttons. If the buy half button or buy max button is a redundant amount, don't show the button at all.
[ 2022-09-05 19:00:21 CET ] [ Original post ]
- Upgrade to golang v1.19
- Original: Fix bug where a different save slot can overwrite a save slot 1 after prestige. Special thanks to Harbison for reporting this on discord!
- Original: Smarter saving and save rotation, to match enhancements already made in remake.
- Original: Add new UI with more fine grained controls to specify which items auto collect should prefer or spurn, including the ability to DISABLE an item type entirely if player wants, such as knockback which some players find makes battles less efficient. Thanks to Smogginal Dorksfurth for reporting on Steam forums.
- Original: Dramatically tone down insight storage bonuses in general to 1/100th of what they were, because it had gotten pretty silly.
- Original: Tweak terraform building to have a bigger benefit in terms of land, and also cost some crystal.
- Original: Original starting bonuses work more in favor of the player (by effectively giving you +bonus to that item for the whole run, and upgrading costs for it are as if you didn't have any starting bonus).
- Original: Stop displaying cutoff text on Fast Buy label.
- Remake: Don't allow player or enemy to spawn with armored cruisers, because it gives a really poor start.
- Remake: Cargo ships upgrade is now in Engineering tab, and costs Rations.
- Remake: Make armada assignment intelligent enough to realize when your territory is not contiguous (and avoid flying your ships across enemy territory to attack or defend).
- Remake: Now you keep 20% of fast forward time when starting a new world.
[ 2022-08-27 18:01:26 CET ] [ Original post ]
Also supports Steam Cloud on Mac, and Cloud sync of saves across Mac, Windows and Linux!
[ 2022-08-22 21:28:47 CET ] [ Original post ]
- Original: Fix shield display regression making shields display way too brightly. This bug did not affect remake.
- Android: Experimental ebiten engine cherry-pick that may help improve touch reliability in some cases.
- Remake: Fix item upgrades to work as expected again.
- Remake: Fix bug where items would drop in effectiveness if you close and reopen the game. This bug only happened once per item. Sorry this fix cannot fix items already affected by this bug.
[ 2022-08-18 04:54:40 CET ] [ Original post ]
Fix game hanging when using "Quick Buy Max" feature in remake save slots.
[ 2022-08-17 05:11:22 CET ] [ Original post ]
- Upgrade to golang v1.18.5
- Upgrade to ebiten engine v2.3.7. For windows only, this change adds support for DirectX. This engine update also has multiple engine crash fixes.
- Windows: Stop packing GLFW DLLs inside the EXE which was scaring certain virus scanners.
- Remake: Massive feature update. This change breaks save compatibility for your remake save slots. Vanilla (non-remake) saves will NOT break.
- Remake: Armadas now only attack or retreat when you tell them to, manually. Their automatic attack/retreat behavior was complex, buggy, and annoying, leaving players feeling out of control.
- Remake: Each planet now has a local resource.
- Remake: Infrastructure is now completely different, and relies on cargo ships that harvest resources and deliver them to your command center. They require fuel to transport resources, and will automatically harvest fuel as well. Every time resources are delivered, you gain equal amounts of gold, the planet's local resource, economy infrastructure progress (which determines number of cargo ships), and hangar infrastructure progress. Controlling allocation of infrastructure is no longer a thing at all.
- Remake: Remove a number of dead end concepts such as "Work" tab, "Log" tab, and "Upgrade Hangar" button that no longer fit the latest concept of the game.
- Remake: Now maps are randomly generated instead of hardcoded!
- Remake: There is now an upgrader screen that allows spending resources on upgrades. Some of these upgrades only benefit your current run. Others persist beyond runs.
- Remake: Items now only drop when you beat an entire map. Also greatly simplify the set of resources that are involved in item upgrades.
- Remake: Change the way hull and shield bars are displayed to support more bars (for cargo and fuel), and also to be less confusing when displaying lots of ships at the same time.
- Remake: Increase the rate enemy builds structures and spawns ships.
- Fix bug where planets could get in a state that they were unconquerable (because the last neutral defender died when none of your ships were on the planet).
[ 2022-08-16 23:45:12 CET ] [ Original post ]
- Upgrade to Golang v1.18.1
- Fixed a longstanding math bug in non-remake save slots, related to game speed. The visible battle played out much faster than intended, and is now slowed to the intended speed. Offline calculations were and are unaffected by the bug and fix. If you don't like the change in speed, you can switch back to "Buggy speed" in Settings tab. Again this ONLY applies to the original game, NOT the remake.
[ 2022-04-17 17:28:09 CET ] [ Original post ]
- Upgrade to golang v1.17.8.
- Fix multiple crash bugs.
- If you drag from an equipped item to an unequipped item in your inventory, it used to do nothing. Now it swaps the items (as long as the unequipped item is equippable in the same slot).
- Significant structural changes to the core game engine to improve performance and allow for future balancing changes.
- Rewrite portions of the way individual ships move and join fleets intended to make them behave more consistently.
- More closely respect player preference when dividing ships between offense and defense (for example, previously it was possible for attack fleet to be ~30% larger than defense fleet, even if you specified they be 50/50).
[ 2022-03-04 19:31:52 CET ] [ Original post ]
- Fix crash bug that can occur when you autosave while a shipyard is rebuilding a hangar's destroyed ship.
- Fix the logic to handle switching save slots (in both remake and original game) to be more straightforward to prevent possible data loss.
- Fix bug that made items intended to benefit only one ship type, accidentally display as benefitting all ship types, and also accidentally benefit all ship types (affects existing your items).
- Fix bug where attack speed bonuses were having the opposite effect.
- Fix bug that allowed items to spawn that offered bonuses to specific ship types the player couldn't own, such as the enemy command center.
- Fix bug that allowed items to spawn that offered bonuses to ships that can't apply, such as offering a bonus to engines for your command center.
- Structural changes to prepare for future rebalancing.
[ 2022-02-25 20:22:20 CET ] [ Original post ]
Remake is still nowhere near finished, but this update has a HUGE amount of structural changes and fixes. A TON changed under the hood, here's a summarized changelog:
- Stop calculating offline time when the game starts up. Instead, earn fast forward time, which can be spent manually by running the game at 4x speed.
- When you conquer a planet, it no longer starts with ships in the hangar(s).
- Implement a pause button (you gain offline time while game is paused).
- The map no longer starts out being almost entirely enemy controlled. Instead, most planets are defended by a neutral force that cannot attack, and the enemy has to expand just like you.
- The engine theoretically now supports multiple competing enemy factions, but no maps use this (yet).
- Now non-neutral planet ownership is marked by command center buildings which appear in the middle of a planet, and must be destroyed in order to conquer it.
- The enemy no longer magically teleports ships to a planet when attacking, it actually moves reinforcements around, and attacks use regular movement as well.
- The enemy now constructs its own infrastructure buildings, which help it construct ships (factories) and more infrastructure (pyramids).
- When attacking an enemy planet, you can choose to attack everything ('wipe'), raid infrastructure only ('raid'), or target command center first ('conquer').
- Dramatic changes to the way your planets are defended. Now you choose which places to put a defensive fleet (which defends a planet and all adjacent planets), and your defensive ships divide themselves between defensive fleets and station there, instead of staying at home waiting for an attack.
- Show animations on the galaxy map that make it easy to see when an enemy planet is targeted for attack, and show icons for planets you have a defense fleet guarding.
- Many fixes related to the way your ships attack a planet to make them more coordinated and sane.
- There is now a button to tell an attack fleet to stop rallying and attack now, if you want them to.
- In mobile when dragging items on equip tab, stop drawing the item above the finger. It just confuses things. Also you can now equip / unequip items with the click of a button (this makes things much easier on mobile).
- Rewrite ship targeting to be a lot smarter in general, and TONS of bugfixes, and various bits of code rewritten.
[ 2022-02-18 22:23:10 CET ] [ Original post ]
The test version of the remake is now live in the mainline release, you no longer need to opt-in in the Steam UI. See the details of this "remake" in this post here -- this "remake" still includes the original game in the same binaries: https://store.steampowered.com/news/app/1408060/view/3106918242170136472 To try it out, download this new release, and switch to one of the "Remake" save slots on the settings screen. For those following remake news on discord, this is a new build 0.10.0.3, with the following changes from the last opt-in build (0.10.0.2): * Fix targeting bug where both player and enemy ships tended to fire at the closest enemy, rather than focusing their fire. * Fix bug where bullets in flight at time of save tended to disappear on load. * Fix bug with loading ships from a save game. * Fix bug where bullets could redirect to a friendly target if their original target was destroyed before they reached it. * For those who had not opted into any remake build yet, know that this release also fixes a longstanding offline items bug in the original game! And those of you who are waiting for this release on the Google Play Store (Android) or MacOS (Steam), both are coming soon!
[ 2021-12-16 22:03:55 CET ] [ Original post ]
The first TEST version of a completely rethought Idle Armada is now available on Steam! It's version 0.10.0.0, as seen here. Just go to properties of "Idle Armada" and opt into this specific build, then go to one of the new "Remake" save slots in Settings screen! You can freely switch back to your original game save slot at anytime!
Since help screens are not yet in the game, a few tips to get people started:
* As soon as you start, select a map to play (only one is visible at the start, named "start")
* Once in the map, select an enemy planet right away, and click the "Attack" button. Your fleet will automatically group up and attack, and retreat to repair as needed until it is yours.
* Anytime you've conquered one planet, it is highly recommended that you select another planet for attack.
* Conquering planets sometimes grants you items. Equip them in the "equip" tab. Conquer harder planets for better item drops.
* Some planets have resources. Refine these in the work tab, and use them to upgrade your favorite items.
* The game should "continue" whether you have the game open or not. It will catch up when you reopen it. Losing a run is okay, as experience, resources and items are kept permanently.
* The enemy can attack your planets as well. Any ships on defense duty (half your ships by default) will go to the planet to defend it.
* Beat the whole map to unlock more maps, which contain better items, and better resources.
Explore the map, and conquer planets:
Items to farm and equip:
Conquer planets, or defend conquered planets against attack:
The remake is not finished, there are a ton of things I want to add. Consider this a fresh starting point for Idle Armada, to be built on and expanded!
Note this build ALSO fixes the offline items bug in the original game!
Feel free to join discord to give feedback!:
https://discord.gg/twkqgP8
[ 2021-12-13 05:35:55 CET ] [ Original post ]
- New save slot functionality - save slots! You can now freely switch between 4 save slots (on the settings tab), and this is part of the groundwork for, having a new version of the game in the future, which could have differences in gameplay (in a separate save slot).
- Upgrade to golang 1.16.5
- Upgrade to ebiten engine v2.1.
- Fix a performance regression that was on the prior release on windows (some old dependencies got mixed into that build, sorry!).
- Fix bugs related to tutorial UI showing up in duplicate in some situations or otherwise misbehaving where you load a save (such as importing a save, also affected switching save slots).
- Fix bug with preserving a few older backups of your save on disk (backups weren't always happening the way they were supposed to).
[ 2021-06-09 00:04:52 CET ] [ Original post ]
- Upgrade to golang 1.16.4.
- Code refactoring changes.
- Fixes some issues with visuals on linux in ebiten. Please let me know if anyone is still seeing window scaling problems in linux after this release and I will investigate!
[ 2021-05-30 20:08:01 CET ] [ Original post ]
This is a significant structural fix intended to address the performance issues many users are seeing, particularly on windows. Assuming this resolves the performance issues, this should allow future patches to focus less on performance, and more on gameplay enhancements.
- Upgrade to golang v1.16.3.
- Upgrade to ebiten engine latest version.
- Major performance overhaul -- these fixes should especially benefit windows machines!
- Factories with economic bonuses (such as cargo / miner factory) now get multiplied by the number of that ship type you have in your fleet. For example, if you have cargo factory providing a 10% gold bonus and have 3 cargo ships, you'll receive a 30% overall gold bonus.
- On prestige screen, clarify that only %-based bonuses multiply together, not ALL bonuses as previously claimed.
- Darken help screen background (on both color schemes) to make sure it's high contrast and always easy to read for new players.
- Fix issue with the way numbers are rounded before display, that can make it incorrectly appear that you have enough to buy something.
- Demo: Raise max battle level to 29 to allow unlocking other jobs, etc.
- Steam: Support alt-tabbing properly in fullscreen mode.
[ 2021-04-18 16:56:46 CET ] [ Original post ]
- Change starting item bonus prestige abilities to now be entirely uncapped! Starting items that would exceed the cap are converted to higher marked items, at a conversion rate that grows more expensive with each mark level.
- Steam: Additional improvements to windowed screen size.
[ 2021-02-21 00:31:23 CET ] [ Original post ]
- Upgrade to golang v1.15.8.
- Drainers now are no longer affected by shield piercer item (so they always do their extra damage to shields).
- Drainers now always prefer firing at shielded targets.
- Any shot that pierces shields due to shield piercer will now have double the chance of stun or knockback to trigger.
- Steam: Make auto screen size default to a larger size relative to your resolution, to aid readability for users who haven't yet looked at settings screen.
[ 2021-02-09 06:33:27 CET ] [ Original post ]
- New Military tab! Completely new method that allows player to fully customize the composition of their fleet. New resource, Land, which is gained based on max battle level, and can be allocated to different ships to control which ones are in your fleet. There is also a way to refund factories if you change your mind about what kinds of ships you want.
- Fix major scalability issue that affected the when you're significantly higher than battle level 100. Previously it would cause the game to behave weirdly and/or crash, now it should behave normally!
- Boost storage amounts across the board to make the game less idle in nature, and let storage bonuses benefit insight storage.
- Because the number of ships can scale up a lot more with recent changes, to avoid the screen filling up with items, the item drop rate is now reduced to 1 item for winning the battle, and item caps are lowered to account for this as well. Resource drop rates from your ships dieing are also changed to be somewhat less frequent, so the screen isn't overwhelmed with healing items when your fleet is large.
- Mercenaries are now better distinguished from regular ships in the battle view.
- Improve performance when upgrading things, especially when upgrading many military things in a short time (optimization, and short delay before we resetting battle).
- Tweak shield bar color to be lighter and contrast better with black background.
- Fix bug where items were not always selectable in item tab.
- Better crash reporting (when writing a crash report to disk, flush before program exited).
- Upgrade to golang 1.15.6.
- Many other tweaks and bugfixes.
[ 2020-12-13 20:57:07 CET ] [ Original post ]
- MANY PRESTIGE CHANGES. To close a loophole and begin allowing infinite prestige growth, Job points are now USE-IT-OR-LOSE-IT. Prestige abilities no longer require a certain battle level, and are mostly unlimited in nature (but each level increases cost).
- Jobs now have their own mini-prestige called rank up, that reset all prestige abilities for that job, but you must do it to make additional prestige abilities for that job visible.
- Refactor a TON of things to improve speed of the game.
- Make the game a bit less grindy -- upgrading factories now improves your ship mark levels slightly-more-than-linearly. Also increase enemy difficulty post-level-11 to compensate
- Improve resource rewards for beating levels, and base gold income for levels above level 10. Reduce prestige rewards according to prestige rebalance.
- Make bottom row battle buttons no longer transparent, and also appear above items as they should.
- Rename mothership to flagship, and increase its size.
- Fix bug where tooltips sometimes would get stuck and display forever.
- Fix bug related where resource drops sometimes didn't give any resources when close to the max storage amount for the resource being dropped.
- Upgrade from Ebiten (golang game engine) v1.11 -> v1.12.
[ 2020-10-26 16:00:58 CET ] [ Original post ]
- Add badges to tabs that indicate whether there is something NEW to purchase on that tab since last visiting (green), something to purchase on that tab that you have already seen (white), or if storage of at least one resource is maxed, and you should purchase something on this tab to allow resource income to flow again (red).
- New UI color scheme selector! Choose between the classic colors or the new darker (higher contrast) color scheme, whenever you want!
- Dramatically improve the UI of the tabs where you upgrade things. Now the displayed level is right-justified, it shows how many you can afford to upgrade now (useful for quick buy), it's now obvious when an item is maxed out, and it always visually shows (with a white bar) and time until you can afford the next level.
- Make counter attack shots more visible (larger and slightly slower).
- Quick buy now also selects item so you can see info about what you just upgraded (or want to upgrade).
- Fix a crash when fast forwarding on level 1.
- Fix another issue with displaying the farm rate on battle screen.
- Upgrade to golang v1.15.3.
[ 2020-10-16 03:01:14 CET ] [ Original post ]
- New job: Farmer, with a new carrot ship which can attack multiple targets at once, and some new types of prestige abilities (hull shield reduction and enemy mark reducer).
- New quick buy buttons, to reduce tapping on building/insight/science tabs!
- Farming an unbeaten battle level for items is no longer a viable strategy. It was previously a loophole, battles were so fast that you could almost always farm at a much better rate there than any other level. Now an item drop will only appear on this level when you beat it (defeat the last enemy), and the last enemy killed on any level always results in an item drop. Don't worry, if you left the game on the unbeaten level for a long time, offline item calculations will skip you back a level so you don't miss out on offline drops!
- Several updates to mothership. There are now prestige abilities to increase its mark (in several jobs), and also its stats scale with stats of all your ships combined, so it remains relevant late game.
- Fix some issues related to auto level select button.
- Always show auto item collect rate on battle screen, and fix issue where outdated items/second calculations were displayed, and improve clarity of some things on the battle screen.
- Settings UI colors tweaked to be less harsh
- Tweak guardian and merchant jobs for balance.
- Reduction in CPU / battery usage.
- Fix issue where clicks or taps sometimes didn't register, ESPECIALLY if battery saving FPS mode was enabled.
- Fix targeting issue where enemy could target your backline ships before taking out the front line
[ 2020-10-06 07:25:32 CET ] [ Original post ]
- Idle Armada Linux x86 [5.26 M]
- Idle Armada Linux x64 [6.12 M]
- Black Legend Content [487.79 K]
Watch your pixelated fleet battle in real-time. Build up your economy, upgrade your ships, and collect a variety of loot from dead enemy ships to assist your ships in battle!
Balance resources such as food, metal, crystal, gold, rations, alloy, circuits, and more! Build Gulls, Armored Cruisers, Bombers, Guards, and more to fight for you!
Once you get far enough, prestige into a multi-layered "job" system, where each job has a different play style, and offers unique purchasable prestige bonuses that benefit ALL jobs!
How many jobs can you master? What level can you reach?
- OS: Kernel 2.6.23
- Processor: 1.5 Ghz or faster processorMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Integrated Graphics
- Storage: 15 MB available space
- OS: Kernel 4.19
- Processor: 2.0 Ghz Dual Core ProcessorMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated Graphics
- Storage: 20 MB available space
[ 6140 ]
[ 1688 ]