The second major update of Lazy Galaxy 2 has been released! Thank you everyone for your patience. In 1.2, we focused on improving the already existing parts of the game, rather than making a lot of new content. Large changes in this regard include reworks of cooking and synergy UI, making unique sprites for every Strange Asteroid and ascension upgrade, and crazy amounts of rebalancing most upgrades, Strange Asteroids, the battle rewards formula and Mule rewards formula have been strongly affected by this. And, while we really focused on improvements, those hungry for new content will be happy to learn that theres a small new gameplay system read more in the changelog. In the following days, wed like to release a patch or two to finish up any smaller things that didnt make it in 1.2, and after that, work begins on 1.3, our next big update. The current plans for 1.3 are rather ambitious; in contrast with this update, 1.3 will focus mostly on adding lots of new content, including new gameplay systems, new upgrades, achievements, and so on. If you want to learn more about our future plans, weve updated our roadmap for them. As before, your feedback helps us make the game we want to keep it coming in our Discord or Steam Discussions. See you in 1.3! Best, Lazy Galaxy 2 team. Full changelog: New content: > [spoiler]League system! Leagues are similar to guilds, but you unlock them in tier 5 and they give various boosts to your ships, depending on which league you choose[/spoiler] > [spoiler]League-exclusive upgrades for each league in tiers 5 and 6, with the exception of tier 5 Schemist upgrade (which well add soon), so a total of 5 league-exclusive upgrades for now[/spoiler] > [spoiler]Tier 6 has 4 new upgrades[/spoiler] > [spoiler]Research lab now has a 7th level, which has an overwhelming amount of 2 upgrades (dont worry, well add more)[/spoiler] > [spoiler]4 new achievements, all of which league-related (were planning on adding them to Steam as well soon)[/spoiler] > [spoiler]New lore log! Unlocked by[/spoiler] [spoiler]ascending 5 times.[/spoiler] [spoiler]For more info, see Writing section[/spoiler] User interface: > The cooking screen is now very different, including new graphics and QoL improvements! After centuries of technological advancement, the Oxelg have now invented book > The stats screen has now been revamped, showing different stats than before > The synergy panel has been reworked as well. It now indicates whether you have unlocked a synergy, whether you have used it at some point, and whether you are using it right now. Also, icons yay! > Custom cursor! Can be enabled/disabled in the options menu > The developer console is now only available if you do some super secret things Graphics: > Every type of Strange Asteroid now has a unique sprite, partially destroyed states included. RIP to the fabulous veined Strange Asteroid, which is now out of use > All ascension upgrades now have unique icons > Changed sprites for Perfect extraction and Asteroid beam upgrades to fit better with their contents > Each synergy now has a unique little icon > Changed Ouroboros scale in the galaxy map > And, of course, graphics for upgrades & achievements in the new content section QoL and polishing: > Panning can now be done with right-click > Selecting multiple particle generators and hovering over the harvest button now shows the sum of their rewards > Bought X levels toasts now only show up during multi-select > If clicking asteroids gives resources other than just metal, little icons of other resources fall out of asteroids > The small combat preview when you view base during combat now has a minimise button rather than close, and its text doesnt go under the button Writing: > New lore log! Unlocked by [spoiler]ascending 5 times[/spoiler]. For more info, see New content section > Made it clearer how playtime achievements work > Made Harmony description slightly clearer > All achievements have names now! No more of that Combat achievement 5 nonsense > Changed names of level 2 Asteroid Harvester achievement and level 7 Hydrogen Generator achievement, replaced them with our patented Peak Comedy > Fixed a typo in Shine upgrade description Rebalancing: > All strange asteroid effects, with the singular exception of Sparking asteroids, have been heavily rebalanced both their effects and chances of spawning. Most of them have been nerfed, to improve the until now shaky balance between active and idle play. Well also look into further improvements to idle play to make it less terrible > Academy production cut by half to balance out all the other increases to exp production > A lot of upgrades (so many that a full list would be unreasonable) have now transitioned to having multiplicative, rather than additive scaling with other upgrades, and other upgrades have been rebalanced to account for this. In human terms, this means that the whole game has been massively rebalanced! Be warned, this might have a serious impact on your production, and well continue adjusting these in future updates > Catering services upgrade now scales with food cooked across all ascensions, but has a cap > OCD now requires a multiplier of 5, rather than 10. Get those Fusion Reactors back up! > Halcyon Dessert no longer affects Fractal Matter > The battle rewards formula has been significantly improved. The hope is that it isnt underpowered in the late game or overpowered in the early game, but further adjustments might come > Mule rewards no longer scale with your production, but rather the regular battle rewards. We are aware that this might significantly affect some peoples strategies, as a lot of late-game players would rely on abusing Mules, but this is an unintended strategy that we want to discourage as much as possible. The goal for Mules is that they act as a risk that can yield extra rewards, rather than a main source of income. Once again, further adjustments might come > Amount of enemies in battles now scales with how many nodes you have completed, rather than being a set number for each node > Slightly lowered enemy lore log spawn chance Fixes: > The asteroid field no longer resets when you add a chunk. That Strange Asteroid wont get away from you anymore! > Hide building level prices if theyre 0 (specifically applies to energy prices of energy buildings) > Esc now closes the upgrade panel after purchasing an upgrade > Upgrade progress bar now calculates percentages correctly and rounds percentages down > Fixed the Multiverse asteroids upgrade > You no longer get achievements for cooking all of a recipe type just by discovering recipes (rather than cooking) > Void achievement can no longer be cheesed by forfeiting at the right moment > Fixed bug where ascension upgrade tree would falsely claim you cant afford an upgrade
[ 2021-09-08 13:29:17 CET ] [ Original post ]
- Lazy Galaxy 2 Linux [181.66 M]
You can enjoy Lazy Galaxy 2 even if you have not played Lazy Galaxy 1! The game is our attempt to improve on Lazy Galaxy 1 formula by making the base building deeper, changing the battle system, adding the custom maps to allow for more spatial conquest.
Key Features:
- Conquer the galaxy! Build your base, build your fleet, fight the enemies
- Campaigns / hand-crafted scenarios with planned map editor support
- Achievements matter! Unlocking in-game achievements adds permanent researches that improve the gameplay
- Control units directly or idle it out! Micro-control is rewarded, but not necessary. You can idle out the battles or seek more active participation
- Multiple development paths will add variety to incremental/base-building gameplay
- OS: Ubuntu 16.04 and Ubuntu 18.04
- Processor: x64 architecture with SSE2 instruction set supportMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
- Storage: 512 MB available space
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