# Infinitode Update History
## R1.8.4
> Timers were removed, Double Gain has been buffed, minor bug fixes
Change Log:
- Timers will be removed completely, even for the players who don't own Double Gain. No more encrypted chests and crafting queue, only instant gameplay.
- Double Gain: Will now not only double Green Papers and Resources but also daily quest rewards and all non-tile item drops.
- Free Steam version of the game won't give Double Gain automatically. It should become available as a one-time optional purchase in the future (just like on Android / iOS)
## R1.8.3
> Prestige dust, Research ticket crafting, QoL improvements and bug fixes
Change Log:
- Fixed: Poison cloud ability of Venom tower did not deal any damage
- Added "Next frame" button which appears when the game is paused without slow motion setting
- Portals and Bases won't appear as a regular loot if you already have more than 500 items of such type. They will be replaced with tiles of the same rarity (Platforms, Cores etc.)
- Added more info to the menu of Bounty modifiers
- Added "Select all visible" button to the inventory in item selection mode (long tap on items to start selecting them). Hot key: A
- Fixed crafting prices (visual bug)
- New item: Prestige dust, can be used to craft Prestige tickets. Tile packs and items in "Map editor" category can now be turned into Prestige dust
- Added new resources diagram to the menu of the regular levels
- Added amount of excess XP to the menu of towers with max XP level
- Added new wave milestones for early levels
- Additional quest slot will appear if you have beaten all of the wave milestones on a regular level
- Added more graphics settings to the pause menu
- Fixed: Search modifier made Minigun uneffective
- Research tickets can now be crafted. This is an end-game feature for the players who receive lots of Lucky shot tickets as a regular loot
- Resolved issues #0001179, #0001705, #0001210, #0001329, #0001300, #0001758, #0001224, #0001557, #0001605, #0001692, #0001560, #0001711, #0001751, #0001559, #0001719, #0001698, #0001666
## R1.8.2
> New translations, more bonuses in research, bug fixes and Q0L improvements
Change Log:
- Added Vietnamese and Indonesian translations
- Crafting queue size and case decryption research now give additional bonuses
- (Steam) Fixed: desync check did not work with Java 16
- Quest "Kill 400 enemies with Splash" replaced with "Kill 1000 enemies with bullets" on level 1.b1
- Fixed incorrect amount of chests given for the quest on level 6.2
- Random tile / barrier packs now open 5 times faster (25 packs at time) when you hold the "Unpack" button
- Bit dust is now always uncovered in the list of loot (pause menu / flying items)
- Depleted sources on custom maps are now marked with a black dot in the center
- Daily loot quests became easier
- Extended statistics are now always available on the daily quests
- Your best replay will be automatically downloaded from the server when you start to play a level (for the in-game statistics pane / replay feature)
- Resolved issues #0001492 #0001568, #0001592, #0001628, #0001632, #0001641, #0001657, #0001656, #0001481, #0001474, #0000547, #0000589, #0000670, #0001619
## R1.8.1
> No f2p timers, new Sources with Infiar on the early levels, Ul scaling, bug fixes.
> Badges and rewards for Season 1 have been issued!
>
Change Log:
- Completely removed chests decryption / crafting timers on Steam, now all of the chests are decrypted by default and crafting is now instant. If you have any encrypted chests / crafting in progress, the game will allow to finish them for free.
This feature is also available to every player on iOS / Android who has Double Gain to keep things fair
- Added "Crafting price" bonuses to some of the Research
- Added Matrix, Tensor and Infiar sources to the early levels for you to farm faster & use different maps for that
- The game now uses a different texture format - it should fix incorrect texture colors broken textures for some of the players
- "Synchronization" button has been labeled in Achievements - press it if you have unlocked some of the achievements before started playing on PC
- (Steam) Achievement notifications now appear instantly, not at exit
- (Steam) Added confirmation dialog for the Esc button in main menu
- Fixed quests order on levels 6.1-6.4
- Added UI scaling settings. The game should be scaled to 90% by default on Steam
- (Steam) Fixed: Steam was unable to kill the game when player presses the "Close" button in library / closes Steam while the game is running. But it is still better to close the game using the "X" buttons - this method works always
- (Steam) Fixed: Fixed: full screen scaling issues on desktops with Windows display scaling enabled
- Fixed: level 6.3 has been unplayable on Easy difficulty
- Fixed some bugs, improved memory usage
## R1.8
Season 2, release on Steam and iOS, new balance, lots of new features and fixes.
After almost 9 months of development, we can finally bring this big update to you and begin the second season!
Today Infinitode 2 will be available on two more platforms - PC (Steam) and ios- your progress and leaderboards will be synchronized with them.
Thanks to all the beta testers and players who have supported us in many ways! The most active testers will receive badges for participation in a few days.
Special thanks to:
- TC_Apocalypse
- TC_Aka
- EuphoRowan
- Swoosh
- Septune
- ZS_kaymo
- Leo328
- ZS_Tazunipa
- TC_Sprylos
- Sammy4798
- EyeBallin
- marshallua
- Zeraco
- ZS_Dense
Congratulations to the absolute leaders of the first season!
- chunfuchow - 1st place
- TC_Apocalypse - 2nd place
- Extrap - 3rd place
Over the next few days, we will be adding the Season 1 Leaderboards archive and giving badges & prizes to the participants.
Short list of changes (TL;DR):
- Steam and iOS version of the game. Your progress can be synced between the platforms at any time
- Games can now be contined instantly, no need to wait for long frame loading
- More score is now given for early wave calls, killed enemies and cleared waves. Miners generate less score, removed extra score for coins on hand, 40% more Green Papers are given for the score
- Every tower got a completely unique Ultimate Ability and the "Powerful" ability that can be unlocked at level 20
- Towers and enemies were heavily rebalanced, also fixed bosses immunity and made them more balanced
- Season 2 will start and leaderboards will be reset. Season 1 players will get rewards according to their ranks
- Added player profiles with pictures, account levels and badges
- Fixed Blast's and Freezing tower's stunlock issues
- Miners now continue working on custom maps even when the source tile is depleted
- Abilities now use an energy pool instead of individual cooldowns, which allows to use the same ability few times in a row. Also added additional effects to the abilities
- Greatly improved Laser tower, Flamethrower, Anti-air and some of the others
- Regular enemies became more vulnerable to some towers and have less HP on a higher waves
- 191 new unique research (47% more than before) for abilities of the towers, modifiers, miners and bonuses like "passive coin generation", "loot frequency" and "bit dust drop rate"
- Increased max level for many of the Endless mode research. Endless mode difficulty can be increased up to a point when you can farm millions of papers per minute
- Fixed lots of bugs: attack speed cap, MDPS farming, inventory lags and crashes, cores XP generation rate etc.
- Everything had been heeeavily optimized, which made it possible to implement this next feature:
- Highest game speed increased from x3 to x4 - faster runs, faster farming, less boredom
- Added many QoL features like live statistics, replay viewer, more info in detailed mode etc
- Added diverse Achievements, not based on grinding
- Graphics became more smooth and clean, added many visual effects
- 4 new scripted levels for stage 6 with brand new mechanics
- Gauss tower is now fully unlockable for use on all stages and has a research tree
- Crusher tower is now fully unlockable for use on all stages and has a research tree.
- Crusher grabs and chews enemies or even forces them to attack your enemies
- Added dozens of features for map/mod makers that are already used in new storyline levels - You will no longer need to use text files
- No extra ads nor payments were added, everything listed here can be unlocked easily and for free
- More than 100 bugs were fixed during the Beta test
On top of that, a few changes were made during the beta test.
- Added code to diagnose some bugs, game should now report full logs in case of crash. Added "report reason" field to the "Send logs" settings option
- Desync check - heavily optimized memory usage and performance. Please try to enable it on level 6.3, it has some synchronization issues
- Gauss and Crusher towers can now be unlocked on the level called "rumble"
- The account screen now shows a hint if you have not set a password for your account and allows to set a new password to sign in on any platform
- "One" Boss tiles will now appear for every boss type (not only Broot) in the Lucky wheel but you will have to meet the corresponding boss on the regular levels first
- Custom Boss tiles (Hard / Easy etc) will appear on the Lucky wheel only if the player has met all types of bosses. Amount of Boss tiles is no longer affected by the x2/ x3 multipliers
- Bossess will appear (again) on the custom maps. Player has to meet the boss on the regular levels for it to appear on a custom map
- Removed "Show info about enemy types" button from the Settings
- The labels with player nicknames now have a dynamic font size and will cut nicknames that are too long
- Coins generated by the disoriented enemies (produced by the Crusher's ult) will now be shown in the tower's menu
- Increased score cap (max 2,147M), score won't be reset to zero when its value is too high (useful for the endless mode)
- Added a slider for the endless mode to adjust its difficulty
- Gauss: charging speed reduced by 10%; now has 100% efficiency vs Regular enemies (150% previously) and 50% efficiency vs Healers (100% previously)
- Minigun: now loses only 15% of its "heat" instead of 33% when switches its target; cools down with x2 speed (x3 previously)
- Laser: damage increased by 10%
- Multishot: damage increased by 15%
- Missile: damage increased by 20%,LRM aiming progress won't be reset when the current target is lost; Ultimate ability increases Outweighted shells damage instead of damaging an enemies with 100% hp
- Blast: max 4 stuns per enemy instead of 5; stun duration increases 15% slower with every XP level of the tower
- Freezing: each consecutive snowball will stun the enemy for a shorter period of time (just like Blast does); max 6 snowball hits instead of 8
- Fast enemy: slows down by 5% instead of 3% per 'Poisoned" debuff, min speed is 25% (same as before)
- Icy enemy: receives 50% more damage from the "Burning" debuff, can be frozen by Freezing towers when its shild is brokes (50% max freezing percentage according to the Freezing - Icy efficiency)
- Abilities energy regenerates every 60s instead of 40s
- All modifiers will return 75% of their price if sold in less than 5 minutes since built
- Crusher: ultimate ability gives no more than 4x of the enemy's value, coins drop rate depends on the distance traveled; disorientation happens when the enemy receives damage equal to 33% of its max HP or when it is the time to release it, price of upgrades grows with each upgraded Crusher (just like in Miners); disoriented enemies do not affect MDPS; released enemies receive 60% immunity from Crushers instead of 50% previously
- Minor UI changes on the Account screen
- Endless mode research requires different resources, not only Infiar. The amount of required resources is reduced by 20%
## 1.8 Public Beta 3
> Rebalancing, bug fixes and performance improvements
- Fixed score desynchronization on level 6.3
- Fixed score desynchronization in the Windstorm ability
- Fixed a bug due to which the game constantly asked for feedback
- Fixed Tesla's range, also should not attack Fighters anymore
- Killing the boss on level 6.3 gives bonus score equal to 20% of the player's score
- Fixed a crash that occurred on low-end devices while loading assets. The quality of textures on such devices may deteriorate slightly
- Added the first test achievement on Steam
- Improved projectiles collision detection and optimized their performance (Modding) Added "Tick rate" GameValues to adjust the game state update rate. Added two new maps to test it - please play them at least once, there should not be any significant difference between them except some inaccuracies in graphics
- Crusher rebalanced:
-- Ultimate: disoriented enemies give limited amount of coins (max 370% of enemy's value with full regular research).
-- Ultimate: enemies drop less coins with each tile traversed, at least 1 coin per tile
-- Special: Crusher tries to disorientate the enemy when it receives a damage equal to 33% of its max HP (from any source) or at the moment the enemy has to be released
-- Special: disorientation chance depends on the tower's upgrade level
-- Ultimate: no longer depends on the tower's upgrade level
-- The cost of upgrades grows with each upgraded Crusher (just like miners)
-- Disoriented enemies do not affect the MDPS (PBO2 rollback)
- Resolved 31 issues:
-- 0001377: Gauss can't detect enemies beyond a certain distance
-- 0001382: Switching to the Pan & zoom mode while holding a tile in Drag & drop...
-- 0001380: It is possible to start a custom map without a base
-- 0001383: Title crashes after pausing game on a custom map that was deleted
-- 0001386: multiple cores in one map
-- 0001379: Tesla upgrade decreases range
-- 0001387: high speed miner makes game crash
-- 0001243: Pause hotkey work in tutorial, even if you don't have change speed button.
-- 0001390: Infinity scalar mining in tutorual
-- 0001394: enemies on pathfinding sometimes dont change after replacing a portal
-- 0001398: You can choose 0 abilities with certain type in game using hotkey
-- 0001406: Wrong seeking of music player
-- 0001371: Blast's lvl10 abilities (description)
-- 0001409: Tesla tower attacks fighter
-- 0001345: game crash when selling cloned basic tower
-- 0001181: Overload visual glitch
-- 0001259: You can get Ctr+C, Ctr+V achievement in tutorial
-- 0001381: Tile list glitches after following certain steps in the custom map editor
-- 0001286: Music Tile - data becomes blank
-- 0001257: Title crashes after leaving the game while holding the music slider
-- 0001250: The player is unable to instantly scroll pages without a need to...
-- 0001249: Trying to rate game on iOS takes player to Play Store
-- 0001241: Hotkey "change aiming mode" don't have Sound and Text above when...
-- 0001242: If you place tower before "build tower quest" - "helping" particles...
-- 0001270: rarity colours of items
-- 0001314: Tower Ability Upgrades - some description issues
-- 0001271: Overlapping text
-- 0001305: Text overlaps when the stats name are too long to be shown in the box
-- 0001245: Base effect "enemjes vulnerability" don't have texture. (Level 6.3)
-- 0001276: jnfinitode 1.8 beta crashes on startup while loading assets
-- 0001290: Wave order different across different platforms (fixed in PBO2)
If you want to go back to the main version of the game, opt out of the Open Beta on the Google Play page of the game.
Our Discord server is here if you still have any questions
Thank you for participating! Have a good bug-hunting.
## 1.8 Public Beta 2
> Rebalancing, bug fixes and performance improvements
- Added code to diagnose some bugs, game should now report full logs in case of crash. Added "report reason" field to the "Send logs" settings option
- Desync check - heavily optimized memory usage and performance. Please try to enable it on level 6.3, it has some synchronization issues
- Gauss and Crusher towers can now be unlocked on the level called "rumble"
- Added music for level 6.4
- The account screen now shows a hint if you have not set a password for your account and allows to set a new password to sign in on any platform
- "One" Boss tiles will now appear for every boss type (not only Broot) in the Lucky wheel but you will have to meet the corresponding boss on the regular levels first
- Custom Boss tiles (Hard / Easy etc) will appear on the Lucky wheel only if the player has met all types of bosses. Amount of Boss tiles is no longer affected by the x2/x3 multipliers
- ossess will appear (again) on the custom maps. Player has to meet the boss on the regular levels for it to appear on a custom map
- Removed "Show info about enemy types" button from the Settings
- The labels with player nicknames now have a dynamic font size and will cut nicknames that are too long
- Changed the requirements of "Mad scientist" and "Trophy hunder" achievements
- Coins generated by the disoriented enemies (produced by the Crusher's ult) will now be shown in the tower's menu
- Disoriented enemies now affect the MDPS
- Increased score cap (max 2,147M), score won't be reset to zero when its value is too high (useful for the endless mode)
- Fixed two bugs in map editor and live leaderboards that caused crashes
- Added a slider for the endless mode to adjust its difficulty
- Gauss: charging speed reduced by 10%; now has 100% efficiency vs Regular enemies (150% previously) and 50% efficiency vs Healers (100% previously)
- Tesla: can no longer attack Fighters (known bug: will attack but won't deal any damage, will be fixed in the next update); range reduced by 10%; damage reduced by 5-15% depending on the upgrade level
- Minigun: now loses only 15% of its "heat" instead of 33% when switches its target; cools down with x2 speed (x3 previously)
- Laser: damage increased by 10%
- Multishot: damage increased by 15%
- Missile: damage increased by 20%; LRM aiming progress won't be reset when the current target is lost; Ultimate ability increases Outweighted shells damage instead of damaging an enemies with 100% hp
- Blast: max 4 stuns per enemy instead of 5; stun duration increases 15% slower with every XP level of the tower
- Freezing: each consecutive snowball will stun the enemy for a shorter period of time (just like Blast does); max 6 snowball hits instead of 8
- Fast enemy: slows down by 5% instead of 3% per "Poisoned" debuff, min speed is 25% (same as before)
- Icy enemy: receives 50% more damage from the "Burning" debuff; can be frozen by Freezing towers when its shild is broken (50% max freezing percentage according to the Freezing - Icy efficiency)
- Abilities energy regenerates every 60s instead of 40s (experimental)
- All modifiers will return 75% of their price if sold in less than 5 minutes since built
- Resolved 26 issues:
-- 0001204: Profile picture bug
-- 0001223: incorrect text in 6.4
-- 0001225: Crusher Recruits causing unexpected health changes to enemjes hit
-- 0001227: Blizzard slows down icys
-- 0001234: Lucky Wheel can give x27x3 boss titles same type
-- 0001247: Badge description in other languages don't exist
-- 0001251: Incorrect freezing speed displayed (Steam Beta)
-- 0001255: Title crashes on the Lucky wheel screen after following certain steps
-- 0001260: Low resolution of the app's icon
-- 0001261: Map editor is unusable
-- 0001262: Star researches display incorrect requirements of previous researches
-- 0001263: Abilities not affected by overload
-- 0001284: 2.1 first quest wrong resource
-- 0001290: Wave order different across different platforms (needs more testing)
-- 0001293: "Would you like to rate Infinitode 2?"-Box appears every time
-- 0001318: In 3.8 before boss spawn Ensor Inc will tell about the boss
-- 0001320: Achievement Mad Scientist is given for incomplete research
-- 0001322: Mod Swapping adjustments still necessary
-- 0001324: Timer for modificators is counting before the game is started
-- 0001327: Can select invisible research
-- 0001332: Boss spawns on custom maps
-- 0001344: Avoiding custom map placement rules
-- 0001352: Endless mode difficulty upgrade
-- 0001362: Venom attacking poisoned crystals on 6.1
-- 0001363: Experience generation descriptions not updated
-- 0001367: Trophy "Modifier: Mining speed" has broken description
If you want to go back to the main version of the game, opt out of the Open Beta on the Google Play page of the game.
Our Discord server is here if you still have any questions
Thank you for participating! Have a good bug-hunting.
## Update 1.8 (Open Beta @ 2021/04/06)
TL;DR:
- Steam and iOS version of the game. Your progress can be synced between the platforms at any time
- Games can now be continued instantly, no need to wait for long frame loading
- More score is now given for early wave calls, killed enemies and cleared waves. Miners generate less score, removed extra score for coins on hand, 40% more Green Papers are given for the score
- Every tower got a completely unique Ultimate Ability and the "Powerful" ability that can be unlocked at level 20
- Towers and enemies were heavily rebalanced, also fixed bosses immunity and made them more balanced
- Season 2 will start and leaderboards will be reset. Season 1 players will get rewards according to their ranks
- Added player profiles with pictures, account levels and badges
- Fixed Blast's and Freezing tower's stunlock issues
- Miners now continue working on custom maps even when the source tile is depleted
- Abilities now use an energy pool instead of individual cooldowns, which allows to use the same ability few times in a row. Also added additional effects to the abilities
- Greatly improved Laser tower, Flamethrower, Anti-air and some of the others
- Regular enemies became more vulnerable to some towers and have less HP on a higher waves
- 191 new unique research (47% more than before) for abilities of the towers, modifiers, miners and bonuses like "passive coin generation", "loot frequency" and "bit dust drop rate"
- Increased max level for many of the Endless mode research. Endless mode difficulty can be increased up to a point when you can farm millions of papers per minute
- Fixed lots of bugs: attack speed cap, MDPS farming, inventory lags and crashes, cores XP generation rate etc.
- Everything had been heeeavily optimized, which made it possible to implement this next feature:
- Highest game speed increased from x3 to x4 - faster runs, faster farming, less boredom
- Added many QoL features like live statistics, replay viewer, more info in detailed mode etc
- Added diverse Achievements, not based on grinding
- Graphics became more smooth and clean, added many visual effects
- 4 new scripted levels for stage 6 with brand new mechanics
- Gauss tower is now fully unlockable for use on all stages and has a research tree
- Crusher tower is now fully unlockable for use on all stages and has a research tree. Crusher grabs and chews enemies or even forces them to attack your enemies
- Added dozens of features for map/mod makers that are already used in new storyline levels - You will no longer need to use text files
- No extra ads nor payments were added, everything listed here can be unlocked easily and for free
## R1.7.13
> Live leaderboard, unlimited farming and few other cool features.
- Multiple items can be selected and sold in the inventory. Tap and hold to select multiple items
- Tower attack SFX are disabled by default and can be turned on in Settings. Some Android devices may have performance issues with sounds enabled
- Level bonuses from quests can be viewed in the menu of Bases
- Level bonuses from quests remain after prestiging
- In-game browser now shows an animation while the page is loading
- Added a live leaderboard for regular levels and daily quests. It can be minimized by tapping on it or hidden completely in Settings
- Map's detailed mode, quest list and live leaderboard keep their state so you don't have to toggle them at the start of each game
- Prizes for daily quests should now be issued faster (server side optimization)
- Some new technical features and bug fixes
- Tapping on the nicknames in leaderboards now opens that player's profile page
- Completely removed energy from levels and custom maps - enjoy farming with no limits
- Prizes for daily quests are no longer given automatically. You can tap on the new button on Main menu to get them
LONG LIST:
New features and QoL changes:
- Replays can now be started through the Statistics screen
- Added Crusher tower
- Added more info to the Detailed map mode - towers XP level, available upgrade points in Cores etc
- Added "Ultimate" and "Powerful" (XP LVL 20) abilities to towers, see "Towers" section
- Redesigned ability buttons in the menu of a tower to fit 5th and 6th ability
- Lost coins (when a bounty mod is placed near the the tower and it kills someone) are now being reflected on the tower menu
- Added detailed in-game statistics panel for gained score and coins. Statistics will be compared to your best run on the same map in real time to make it easier to search for the best source of coins/score and see if your current run goes better than the previous one
- Damage stat line is now capped (won't grow in width if damage exceeds 10,000) and has an exponential nature - low damage should now be visible
- Now it is possible to purchase or unpack 5 chests at once by holding the unpack button.
- Added additional info for tiles in the inventory
- "Portals and bases" item category is now divided into "Portals" and "Bases". Added separate tabs to the map editor inventory menu
- Translations are now dynamic - the game will try to download the latest translations from infinitode.prineside.com for the selected language when you switch to other language / start the game
- New ability - Overload. A risky one, allows to speed up miners and get much more score, makes enemies tougher and faster for a short period of time. May be useful for bonus / limited in waves levels
- Now you can double tap and drag to change zoom (right / bottom = closer, up / left = further)
- Explosions and XP orbs are now less opaque in the detailed mode
- Max research level added to the research menu
- Loot icons and Realtime statistics can be turned off in Settings
- Easy & Endless mode will not send replays to the leaderboards
- Added Achievements
- Levels 6.1 - 6.4 with custom scripted mechanics
- Volume sliders now have larger touch area - should be easier to drag
- Source tiles now have the amount of resources on their icons
- Anti-aliasing can now be turned off in settings
- Map is now zoomed to fit the screen at the start of a game
- UI safe zone size can now be precisely adjusted in Settings
- Made Sign in form fields larger
- 3rd game speed is now x4 instead of x3, on every platform. Game optimisations now allow it, so why not
- Added "unsaved progress" hint to the list of cloud saves when there are unsaved local changes (new items from packs / purchases / ad rewards / finished research etc)
- Added Google Play Games achievements on Android - you should be signed in with Google
- Replaced screen flashing with HP label animation when an enemy passess to the base
- Map zooming now should not depend on the screen resolution - tiles should be 0.6 inches in size on max zoom and zooming out should allow you to see 125% of the map's size
- Added tile position to the tile menu (upper right corner of the menu)
- Lucky shot: now contains x2/x3 sectors and can be re-spinned few more times
- Hotkey editor on PC version of the game
- Cores can now contain upgrades that can be installed for coins
- Added player profile pictures, badges and profile levels. Players who reach level 30 can now exchange 30 levels for a higher level of the "Of Merit" badge. If you are at level 30, all excess XP will be saved but not shown to you (for example: you've reached level 30 and got extra 1500 xp. After you get the badge, you'll instantly get level 2 with 500/1000 xp). At badge level 5 it is possible to get 30+ level shown for your account.
- Added lots of new effects that affect abilities of the towers, score calculation, coins generation, speed of the enemies and many other things - you can find them in new research nodes and on the levels of Stage 6. Now maps can change more than 520 different parameters to heavily affect the gameplay
- Cores can now give many different bonuses, give abilities and coins, have bonuses that can be upgraded multiple times. Maps can now contain multiple Cores (custom maps are still limited to 1 Core)
- Added 35 new teleport colors (will not appear as regular loot)
- New settings: auto save interval, graphics anti-aliasing, adjustable screen safe zone, slow motion pause, statistics pane visibility
- Added Zeraco and MarshallUA to the About screen
Balance (general):
Warning: some numbers are likely to be changed after Open Beta test
- Many changes were made to the score calculation, towers, towers abilities, modifiers, usable abilities and enemies - see corresponding sections for more details
- New explosion mechanics - enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Removed that tiny part of score which was based on the amount of coins
- Amount of green papers given on custom maps is now less dependent on the score (to address the new score rebalancing)
- Towers loose the green sell button if already gave any damage
- Tower XP generation now depends on its upgrade level. Tower doesn't generate XP passively on upgrade level 0. Added this stat to the tower menu
- Early wave call now give coins even if no enemies were killed. In previous versions it was calculated as "time left * coins gained for killed enemies", now it is "time left * (coins gained for killed enemies * 80% + sum coins of the whole wave * 20%)
- Bosses are immune to killshots
- Modifiers can only be sold for 0 coins if they were built recently
- Abilities use shared pool of energy, max 10 energy, restores every 45s
- Added additional effects to abilities, can be viewed in the ability selection overlay (amount of coins enemies drop / bonus damage to affected enemies / next wave delay). Replaced effects of trophies to match the new bonuses
- Bounty - price depends on difficulty of map
- Ignited enemies can now be frozen. Burning enemies freeze 3x slower and max freezing percentage is reduced by 33%
- Miners on custom maps will not stop mining resources when they dug all of them from the source. Still give limited amount of resources at the end of a game
Score:
- Starting bonus for early called waves increased 8% => 10%
- Mined resources give 10-30 score points instead of 50-90 (-66% score for mined resources)
- Score for killed enemies: +75%
- Score for early wave calls: +100%
- Score for completely destroyed wave: +300%
- Amount of Green Papers given for score +40%
Towers:
- Towers XP generation reduced by ~30-50%
- Slightly reduced range of some towers in research tree
- Added 6th Powerful ability for every tower which multiplies their PWR by 110%, can be unlocked at XP level 20
- All of the towers abilities can now be upgraded with Research
- PWR affects all stats of towers except Range and the special ones (yellow)
== Basic ==
- Projectile speed reduced (3.0 -> 2.8)
- Large caliber ability: damage increased
- Foundation ability: same as before + projectiles have a chance to ricochet on another enemy
- Ultimate ability: Clones one random tower standing close to it with part of tower's upgrade level and transfers all experience gained to it - if no other towers nearby will clone itself.
== Sniper ==
- Max crit chance =90%
- Damage increased (35 -> 46), attack speed reduced a bit (0.3 -> 0.28)
- Aiming speed reduced (100 -> 90)
- Crit chance decreased (20% -> 15%)
- Damage increased by 10-110% depending on the upgrade level
- Piercing shots now inherit critical damage. Critical shot chance reduced a bit
- Killshot ability: triggers every 4 kills instead of 3
- Ultimate ability: Deals great damage at max range, gradually decreases to normal closer to the tower. Enemies explode if killed with a critical shot close to the tower
== Cannon ==
- Rotation and projectile speed were reduced (50 -> 40, 2.4 -> 2.2)
- Damage increased (12.5 -> 14.0)
- Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Slightly reduced range of explosions. Max range is 2.5 tiles
- Foundation ability: same as before + explosions become better at piercing through the enemies
- Ultimate ability: Places mines on a nearby empty tiles
== Freezing ==
- Fixed bug - Freezing percentage being carried with the weaker freezing towers
- Freezing percentage has been slightly reduced (stock 20% -> 15%) and capped at 65%
- Snowball ability: Duration of stuns depends on the upgrade level of the tower. Increased stun duration on the higher upgrade levels
- Ultimate ability: Creates snowballs even if there are enemies in range and snowballs generate faster
== Antiair ==
- Damage now scales much better with Upgrade Level, up to 2x the damage of 1.7's antiair at max rank
- Will search for new target if the current one got ignited (venom style)
- Projectile speed decreased (2.3 -> 2.2)
- Targets Burned by Antiair are slowed by 40%
- Heavy weapons ability: Damage increased
- Foundation ability: Rotation and projectile speed increased
- Aimed drop ability: Damage greatly increased
- Ultimate ability: Aimed drop places a mine instead of exploding the enemy instantly, mines deal additional damage
== Splash ==
- Accuracy reduced by 0.2 on max upgrade level (1.2 -> 1.0)
- Damage reduced (14.0 -> 11.9)
- Can't attack Regular enemies
- Ultimate ability: Killed enemies launch spikes in different directions with a percentage of the damage of the spike that killed them, which may cause powerful chain reaction of killed enemies
== Blast ==
- Each enemy can only be stunned 10 times with any tower, each next stun is reduced in duration by 10% (100%, 90%...10%)
- 4th ability (Special) depends on the upgrade level (0.5 tiles on Lvl 0, 1.5 tiles on Lvl 10 - previously 1 tile on any level)
- Reduced stun chance (15% -> 10%)
- Damage improved (18 -> 27)
- Attack speed reduced (0.5 -> 0.35)
- Stun duration reduced (2.0 -> 1.5)
- Heavy shell ability: Damage increased (1.5 => 2.0)
- Stopping force ability: Effect depends on the upgrade level of the tower
- Ultimate ability: Enemies receive much more damage while being thrown back, effect depends on the upgrade level of the tower
== Multishot ==
- Slightly reduced projectile count on higher XP levels
- Deals more damage to Strong and Heli
- Damage and attack speed reduced (5.7 -> 4.3, 1.1 -> 1.0)
- Penetrating bullets ability: Damage increased
- Counter attack ability: Damage increased
- Ultimate ability: Shoots one projectile backwards which deals huge damage
== Minigun ==
- Damage increased (9.2 -> 13.6)
- Fixed 30+ attack speed (endless mode)
- Attack speed increased by 5-30% depending on the upgrade level
- Acceleration reduced (18%/s -> 15%/s)
- Foundation ability: now also improves damage of the Hot bullets ability
- Ultimate ability: periodically creates a microgun on a random empty road in tower's range which inherits a portion of the tower's stats
== Venom ==
- Deals more damage to Basic enemies
- Damage increased (12.2 -> 14.6)
- Hard shells ability: Damage increased
- Fast shells ability: Same as before + projectiles will find another target if current one is dead
- Poisonous cloud ability: Range increased
- Ultimate ability: debuffs enemies with Chain Reaction for a few seconds which gives them a chance to spread their debuffs to the enemies nearby on death. Effect depends on the upgrade level of the tower
== Tesla ==
- Lightnings always cause at least 10% of the tower's damage - makes chain lightnings more effective on high lengths
- Damage increased (5.0 -> 8.85)
- Attack speed reduced (1.5 -> 1.2)
- Chain lightning damage and length reduced (50% -> 45%, 5.0 -> 4.0)
- Increased voltage ability: Same as before + chains always deal at least 20% of tower's damage
- Ultimate ability: When the tower deals as much damage as needed to kill a certain amount of enemies, starts a Ball lightning ability scaling with the damage of the tower
== Missile ==
- Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
- Slightly reduced range of explosions. Max range is 2.5 tiles
- Upgrade price increased (+10-50%)
- Vertical launch ability: Same as before + projectiles rotate faster
- Anti-air system ability: Same as before + tower has no min range
- Ultimate ability: Undamaged enemies (those with 100% HP) receive much greater damage from this tower. If tower has Compact weapons ability, it will aim multiple enemies at once
== Flamethrower ==
- Damage increased (5.0 -> 7.5)
- Plasma ignition ability: Damage increased (1.25 => 1.5)
- Napalm ability: Bonus freezing percentage increased (5% -> 15%)
- Burning time decreased (3.5 -> 3.0)
- Ultimate ability: Instantly kills enemies in direct fire who have less than certain % of HP left. Killed enemies drop Green Papers. Effect scales with upgrade level of the tower
== Laser ==
- Damage greatly improved (41.3 -> 120)
- Does not pierce enemies (without abilities)
- High frequency ability: allows tower's lasers to pierce through the enemies and reduces its damage
- Large batteries ability: same as before + allows tower to rotate while shooting
- Ultimate ability: every killed enemy increases the damage of the tower for a couple of seconds, effect stacks
== Gauss ==
- Can be unlocked to play on any level, can be upgraded with Research
- Can only rotate when fully discharged. Will be forced to shot first if already started to charge
- Every next level of Gauss's bonus damage requires a bit more XP
- Ultimate ability: Every killed (or severely damaged with Nanoparticles) enemy increases the duration of double mining speed to the miners near this tower
== Crusher ==
- Can be unlocked to play on any level, can be upgraded with Research
- Catches enemies and damages them before releasing them. Released enemies may avoid further Crushers
- Other towers can continue to damage and debuff the enemies that are being held by the Crusher
- Debuffs enemies with "XP bonus" which greatly increases the amount of XP given for damaging the enemies with Crusher or any other tower
- Heavy vice ability: greatly increases tower's damage
- Increased capacity ability: allows to hold more enemies at the same time
- Careful processing ability: improves "XP bonus" buff
- Disorientation ability: has a chance to force an enemy to walk towards a random Portal, dealing damage to enemies on the way. Disoriented enemies deal damage equal to 300% of their remaining HP
- Ultimate ability: disorientated enemies give some coins for each tile they were able to walk. Effect depends on the upgrade level of the tower
Enemies:
== Regular ==
- Completely immune to Splash (was 25%)
- Now have their HP reduced on higher waves
- More vulnerable to Venom tower (100% -> 150%)
== Fast ==
- Completely immune to Missile (was 25%)
== Strong ==
- Completely immune to Multishot (was 25%)
== Heli ==
- More immune to Multishot (50% -> 25%)
== Healer ==
- Regenerates 5% max hp of nearby enemies, value is capped by 5% of healer's max hp (useful for the bosses); Constructor can spawn Healers again
== Toxic ==
- Now completely invulnerable to poison damage and "Poisoned" debuffs (Venom tower, Minigun's ability, Poison cloud ability)
== Icy ==
- Can't be stunned
- Completely immune to Laser (was 25%)
- Fully immune to Blizzard and snowballs if have armor left (blue hp line)
- Freezing tower does not slow it down
== Fighter ==
- Completely immune to fire damage and "Burning" debuff (Flamethrower / Minigun ability / fiery abilities)
- Completely immune to Minigun (was 25%)
== Light ==
- Immunity to the last damage type decreased a bit (80% => 75%)
== Bosses ==
- HP and speed were balanced - bosses become a bit easier in general
- All bosses are immune to the Killshot (Sniper's ability), Stun (Blast / Gauss's ability) and snowballs (Freezing tower ability)
- Broot became slower and its "rage" stage became longer & regenerates less HP
- Broot: immune to Freezing / Blizzard debuffs, has 90% immunity to Ball lightning ability
- Stakey: immune to Throw back debuff (Blast's ability / Windstorm), has 90% immunity to Ball lightning ability and takes 400% damage from LOIC
- Constructor: immune to Throw back and Freezing debuffs, has 90% immunity to Ball lightning ability
- Mobchain: fixed spawnkill bug; became slower and is now immune to Throw back / Freezing / Blizzard debuffs
- Metaphor: immune to Throw back / Freezing / Blizzard debuffs, doesn't receive Healing buff (from Healer enemies)
- Mobchain: immune to Throw back / Blizzard debuffs, has 90% immunity to Ball lightning ability
Abilities:
- New visuals for Nuke, Blizzard and Windstorm
- All abilities got new distinctive sounds
- All abilities use a shared pool of energy which restores over time
== Fireball (2 energy) ==
- Increased explosion range (3 -> 4 tiles)
- Increased damage and burn duration (+30%, +50%)
- Killed enemies drop bonus coins (research required)
== Blizzard (2 energy) ==
- Enemies spawned while Blizzard is active will receive 100% Freezing buff which'll last till the ability has done its work
- Debuffed enemies take additional damage from any source
== Windstorm (3 energy) ==
- Now affects enemies only in a range of 5 tiles
- Constantly applies "Throw back" debuff to every enemy in range
- Delays next enemy wave
== Thunder (1 energy) ==
- Killed enemies give lots of bonus coins
== Smoke bomb (3 energy) ==
- Duration increased (22 -> 30s)
- Killed enemies drop fewer coins
== Firestorm (3 energy) ==
- Killed enemies drop fewer coins
== Magnet (2 energy) ==
- Killed enemies give bonus coins
- No longer affects MDPS
== Bullet wall (2 energy) ==
- Killed enemies give bonus coins
== Ball lightning (1 energy) ==
- Killed enemies give bonus coins
== LOIC (3 energy) ==
- Increased damage and duration
- Killed enemies give bonus coins
== Nuke (4 energy) ==
- Killed enemies drop fewer coins
- Damage increased (+30%)
== Overload (1 energy, new ability) ==
- Increases HP and speed of enemies for a short period of time, killed enemies give bonus score. Effects multiply if called again while being active
- Increases mining speed of all miners while active
Modifiers:
- Modifiers give zero coins if sold in less than 1 minute since being built (except Bounty, it has 5 minutes delay)
== Balance ==
- Can be upgraded with XP to pump more XP per second (up to 100xp/s, was hard-capped at 5xp/s in the earlier versions)
== Search ==
- Gives bonus range to the towers nearby
- Now works properly with Flamethrower
== Power ==
- No longer affects range of the towers
== Bounty ==
- Price depends on the difficulty of the map (Average portal %)
== Experience ==
- Will not generate XP from miners that don't have enough resources; now has a menu for convenience
- Gives 30% less XP
Research:
- Added 191 new research nodes with 500+ levels:
- Added Gauss tower research branch. Gauss can be unlocked through the completion of Stage 6 levels
- Added Crusher tower research branch. Crusher can be unlocked through the completion of Stage 6 levels
- Added research for all abilities of all towers
- Added new research for stars:
-- Enemies speed
-- Explosions piercing
-- Abilities energy generation rate
-- Loot frequency
-- Coins generation
- Added Coins generation upgradeable global research
- Added "Loot slots" and "Max upgrade level" research for every miner
- Added "Range" upgrade for Search modifier
- Added Overload ability research branch
- Added "LSTM network" story line research which increases Cores XP generation rate
- Added crafting-related research (reduced crafting time / increased crafting item stack)
- Increased max level of endless research. New levels will grow in price linearly, some research became a bit cheaper
- Added new endless-only research:
-- Max amount of abilities energy and abilities energy generation rate
-- Number of Basic's ultimate ability tower copies (can copy more than 1 tower on level 20)
-- Sniper's killshot interval and ultimate ability explosion range
-- Amount of splinters produced by Cannon's Shrapnel ability
-- Max amount of Freezing towers that can be stacked for Cold evaporation ability bonus damage
-- Amount of splinters shot by Splash's ultimate ability
-- Number of microguns that can be placed by Minigun with it's ultimate ability
-- Amount of damage required to cause Tesla to start the Ball lightning ability
-- Amount of missiles shot by Missile tower with Compact weapons ability
-- Number of lasers shot at the same time with Laser's Mirrors system ability
-- Amount of HP the Gauss leaves for its victims with Nanoparticles ability
-- Amount of enemies that can be held by Crusher simultaneously
Visuals and sound:
- Added muzzle flash effects for some towers and made them a bit brighter
- Graphics interpolation for smoothness
- New graphical effects - screen shake, slow motion and new visuals for the abilities
- Replaced Green paper loot icon with custom particles
- Abilities now have unique sounds, some abilities got new visuals
- New visuals for game over scenario and some of the bosses
- Shooting sounds are now being played more frequently and naturally, Android got new implementation of sounds for better performance
- Important sounds should not be cut off less frequently
- Added enemy death sounds
Bug fixes and performance optimizations:
- Now the game saves the current state of the game which increases games loading speed (continue games) dramatically. If the game fails to save its state / load it when "continue" is pressed, it will fall back to the old version of loading
- Attack speed is now fixed (30 per second cap removed)
- Fixed: Magnet ability affected MDPS
- Optimized some code of the Freezing tower
- Sound manager performance improvements
- Fixed DPS counters of towers
- Sniper's piercing shots now give proper 75% damage instead of 50%
- Fixed invalid XP generation of the predefined Cores
- Mobchain - fixed spawnkill bug
- Fixed tutorials
- Replays are now saved as a separate binary files on disk - should fix periodical lags and use less memory/storage space
- Fixed: particles appeared at 0:0 point of the map
- The game will not remove abilities from the inventory if they were given by the map (in daily quests / on maps with "no abilities" base)
- Reduced (fixed) Scalar miner mining speed research price in the endless mode
- Fixed Accelerator description, removed Double gain shard sell button if there's no permanent Double Gain
- Green paper packs contain much more papers (amount depends on your progression)
- Fixed huge lags caused by mass selling of items in inventory
- Reduced memory usage by UI
- Added "item cell streamer" to deal with performance issues of the inventory filled with thousands of tiles - item icons are not created until they are first drawn (icons are not being drawn until you scroll down to them). Invisible icons should unload themselves if the game runs low on memory
- Towers ability description should now fit completely into the popup on the side of menu
- Enemy path rendering optimized
- Reduced overall memory usage
- Optimized enemy searching, should be ~x2.5 faster
- Freezing buff - reduced memory usage. Now lasts for a short period of time, which should fix some of the related bugs
- Optimized explosions - should search for enemies much faster
- Towers are now being updated on a different time intervals to greatly reduce their performance impact
- Now it should not be possible to pause the game after it is over to prevent item loss
- Abilities description and tower stats will now update instantly after the difficulty is changed
- Optimized explosion visuals and Flamethrower's flame particles
- Faster game loading (starting with the 2nd run of the game)
- Amount of mined resources is now saved in the tile instead of the miner and now should be visible even if miner is replaced with some other miner
- Fixed Tutorial 0.4
- Fixed: Gauss gave wrong damage and somehow managed to pierce through an enemies
- Fixed: Gauss made Stakey invulnerable in some scenarios
- Fixed Source tiles given as a quest rewards (those with 0% density)
- Fixed item selling, now should not allow to select huge amount of items and exceed integer size
- Fixed music playback on pause (sometimes music started to play from the beginning when the game is paused)
- Fixed paths rendering in map editor
- Fixed: Flamethrower's projectile spray visual does not scale with arc.
- Fixed: Flamethrower Animation is stuck when the tower is disabled
- Fixed: Search mod isn't working on Flamethrower
- Fixed: Cake trophy not being given when doing 100% prestige (when Accelerators are used to skip quests)
- Towers won't shot faster than 30 shots per second. Instead, on attack speed 30+ projectile damage will start to grow. This should heavily reduce performance demands of Endless still keep the same efficiency of towers (if you are concerned about buffs: they were not added multiple times per frame before)
- Fixed Anti-air aiming, also added per-enemy aiming priority (for scripted levels)
- Removed unused textures, optimized tower textures for better graphics performance
- Added Updates Per Second to the FPS counter. Game speed now should change instantly even when the game lags
- Sounds were converted into the other format to reduce their size / memory footprint
- Textures were compressed into Basis Universal format. Should reduce memory usage, reduce apk size and improve graphics performance
- Improved server's security, just in case
- Game now saves every 3 minutes instead of every 5 waves. Auto-save interval can be adjusted or disabled in Settings. This also made the game more stable
- Fixed - amount of stars on the Research screen now should update correctly
- Lucky shot should now be completely deterministic to prevent cloud save abuse
- Fixed - rewarding ads were giving case keys depending on the amount of research
- Fixed many other bugs
Dev mode and modding:
For those who like to hack things and create mods/maps. Dev mode will be available for everyone in the future updates. Note from Zeraco: To make this clear, we do support modding wholeheartedly, especially creative ones. There's a good one recently with custom stages made by players. This new version of Dev mode will help a lot with things like this. That said, please be careful whose mods you use. Stay safe!
- Added MDPS debug chart (DPS_CHART_ENABLED toggle in the console)
- Added separate Game Values for different score sources
- Cores can now contain any GameValue (effect)
- New game value - "generation of coins", gives N coins per minute. Can be used as a Core upgrade / Buff tile effect / Base effect etc
- Added GameValues for abilities of towers
- Added "show damage particles" toggle into the dev settings panel
- Added GameValues for abilities max energy, abilities energy generation interval, loot frequency
- Bases with "abilities can not be used" effect allow to give abilities to players - put "max abilities" GameValue into the effects of a Base / Buff tile to give any amount of abilities (take a look at sandbox for an example). Basically it now works like in daily quests but now also takes Buff tiles into account
- Core tile upgrades now have upgrade levels (you can install them multiple times) - already implemented cores were not affected.
- Custom Cores can now have a custom icon
- Core upgrades can now instantly give coins instead of affecting GVs. More actions may be added later
- Custom cores can have constant 1000xp levels (in case you need to level up cores on a constant pace)
- Cores can now increase the amount of Abilities in the current game (use ability count GVs for that)
- Buff tiles can now overwrite GVs just like Bases can
- Abilities can be configured with Bases and Buff tiles, now also on custom maps (in dev mode). Overwrite abilities count GV to 0 to select abilities you need to be added through Core later (to reserve a spot on the abilities panel)
- It is now possible to place any amount of Cores on a map (in dev mode)
- Added memory usage chart to the detailed debug overlay
- Regular levels can now be edited on Android in dev mode. Reset app's data to return to the original version of the maps. Edited maps can be found in app's local folder, they will be loaded instead of the original ones if their paths match
- Map scripts are now completely serialized with the state of the game
- Added Script tile and moved all of the scripts into the tiles
- Added level configuration editor for dev mode
- Added enemies speed Game Value
- Level editor allows to overwrite levels configuration and add new ones. On Android, you can revert your changes by clearing game's data or using buttons in level config editor. Default levels can not be deleted but you can change their configuration & map
- Scripts can now have translations included - sandbox uses localized messages as an example
- Also added ~35 new teleport colors (will not appear as regular loot)
- Desync check now also starts for continued games
- Desync check is now much more verbose and should do better job finding synchronization bugs - please keep it enabled if you have enough patience
- Towers efficiency and enemies immunity can now be changed with a scripts
- Added GenericEnemy with per-enemy immunity to different kinds of damage. It also uses dynamic fields for many things you were not able to change in a normal enemies
- Towers efficiency vs different enemy types can now be changed by scripts during the game
- Enemies immunity to the special damage (killshot, instant kill etc) can now be changed by scripts
- Added DummyTile - it won't be visible during the game but it may contain any amount of custom data (6.1 has an example of usage)
- enemyDie / enemyTakeDamage events now also point on the projectile which triggered the event
- Most errors in scripts should now be printed into the console and won't crash the game
- Added special damage type - Nanoparticles. Enemies immune to it will take all of the damage and won't be left with ability's min HP - used on map 6.2 and only for generic enemies
- Portals and Boss tiles can be placed/removed from map with scripts to modify enemy waves configuration
- Map editor - tiles on map can now be edited in place (item editor will show "apply" button for them) without the need to create items and drag them from inventory
Thank you all for your continued support and patience. Good luck and have fun!
## R1.7.12
> Shooting sounds, seasonal leader board, new tower and bug fixes.
- Better mechanics to make competitions less tedious and more fun
- Added new bonus level 5.b2 with Gauss tower. This tower will become available on other levels in the next major update
- Added sounds for towers, volume can be adjusted in Settings
- Added seasonal leaderboards
- Fixed music playback on games that were continued
- Removed time synchronization with the server, now Internet connection is not required for crafting and decryption of chests
- New setting - smooth music. Try to turn it on if music sounds too sharp for you
- New setting - Ul safe zone (beta), may be useful for screens with notches and rounded corners
- Bug fixes and performance improvements
**Important announcement**
Next major update (1.8.0) will start a new season, which means all of the leader boards will be reset.
Players will be rewarded with unique items according to their rank in the seasonal leader board.
Update 1.8.0 will take at least one month to be developed and properly tested. It will start a second season with some important changes and new features:
- Towers rebalancing and abilities improvement
- Public player profiles with their achievements
- Better mechanics to make competitions less tedious and more fun
:::spoiler Secret code for this update:
1px5sy
:::
## R1.7.11
- Fixed: rewarding ads were not shown sometimes
- Fixed: main menu buttons were not shown on some devices
- Fixed: enemies had no faces
- Other minor bug fixes and absolutely nothing else
## R1.7.7
- New item: Research ticket (Legendary), allows to upgrade any research for free. Doesn't work for Prestige and Star research and doesn't disable requirements, just makes research free
- Now you can get Double Gain for free by watching ads anywhere in the game, more info in the Shop
- Added music and sound volume sliders
- Added new feature for map editor - hold "Remove" mode button to quickly remove tiles from map
- Fixed: map previews were being replaced with white rectangles
- Added the Lucky wheel with many useful items and a new item - Lucky shot ticket. Lucky tickets are given as reward for playing daily quests and watching ads. Daily quest rewards will be updated in 2-3 days, when more players receive the update.
- Fixed: game lags in late game while researching
- Reduced memory usage, fixed some bugs and sources of lag
## R1.7.4
- Another attempt to fix main menu buttons for some players, removed time synchronization check for daily loot (no Internet connection required)
- Flamethrower is now affected by Search modifier
- Platforms with Bonus coins effect now give 2x more coins
- New research: Extended statistics, adds "enemies killed" / "tower max damage per second" / "bonus coins gained" (for Bonus coins platform) statistics to the menu of towers
- Fixed few bugs
## R1.7.3
- Fixed few memory issues, reduced memory usage for better performance and stability
- Added lightweight in-game browser, now you can view previous news. It'll be used later for viewing accounts of other players, seasonal announcements and handbook
- Quests that give stars now can't be reset for Prestige but still affect
amount of completed quests
- Fixed few bugs
We are aware of the issues with main menu buttons and problems with
completion of daily loot quests without Internet connection, update
1.7.4 will be released soon
## R1.7.0
17.02.2020 17:25
Prestige, daily loot, notifications and music player.
- Added 5 bonus levels for stages 1-5 and one new super hard one for the Endgame stage. Bonus levels are limited to 70-80 waves and give great rewards
- New tile: Boss, allows to configure boss waves or even disable it, appears as a legendary loot and can be used to build custom maps
- Half of quests in Endless mode give bonus Bit dust
- New item (Prestige token) and Prestige research branch which increases loot rarity / gives more green papers per game / unlocks 3-rd (or even 4-th) slot for quests per game / increases quests rewards. Prestige tokens can be obtained for resetting quests & selling custom maps
- Custom maps can be sold for Prestige tokens, difficult maps and good games on custom maps will allow you to sell your maps for up to 300% price
- Added Daily loot - complete particular regular quests every day to get extra loot. Rewards grow endlessly
- Main menu was redesigned so we can put more buttons there ;)
- New research nodes for star branch
- Added music player to the main menu, now you can change menu music to any song used on regular levels / daily quest levels / custom maps and to ignore map music
- Base tiles that disable research can now appear with "max upgrade level of towers" bonus
- Fixed: Constructor will not create Healers
- Added bonus loot for viewing in-game rewarding ads. Ad icon can be turned off in settings to play as usual
- Added more settings to the pause menu
- Fixed: no more Green keys in rewarding ads
- Upgrade all (long tap on Upgrade button) - confirmation dialog now also tells how many coins it would cost to upgrade all towers
- Portals were limited in count - max 8 portals on one map - still a lot but doesn't kill economics too fast
- Decreased price of chests in keys
- Added Android notifications on chest decryption and finished crafting, can be turned off in settings
- Custom maps can be renamed
- Added confirmation dialog when saved game exists and player tries to make a research (which will erase saved game)
- Quests can be skipped
- Many UI tweaks, bug fixes and performance improvements
News can now be translated through the site (infinitode.prineside.com) into any language available in game.
## Update 1.6.3
06.12.2019 08:49
Lower prices for research, chest decryption queue, new recipes and bug fixes.
- Prices of all researches were reduced by 15-25%, prices in blueprints were greatly reduced (especially in Special blueprints). Each level of research now has fewer different items in price.
- Completely removed time requirements for researching, tower generation researches can now be installed instantly (also fixed issue #276)
- Added Decryption queue and corresponding research - now you can queue up to 3 chests and they will be unpacked in order automatically.
- Fixed: crafting queue didn't move to the next item in the list (issue #304).
- Encrypted chests now always contain additional blueprints.
- Added 2 new crafting recipes for Core tiles.
- Recipe changed: Blueprint chest now requires Special III (Epic) blueprint instead of Special IV (Legendary)
- "Batteries capacity" research for Laser now also increases its damage.
- Increased performance of Tesla tower chain lightnings
If you have lots of resources but running low on blueprints, remember that blueprints can be found in chests and resources can be sold:
Thanks to everyone for suggestions and feedback! Decryption queue was a nice one and we have managed to spot a bottleneck with special blueprints thanks to your issue reports.
## R1.6.0
28.11.2019 07:05
Inventory, lots of loot and much more.
!!! Don't miss the secret code: xw4q4h
- Items now have 5 rarity tiers and are highlighted in different colors
- New item type: Blueprint, can be used for Research
- New item: Ability token (Epic) - restores all abilities for free, can be used manually
- Much more loot for every game
- Loot gets revealed at the end of a game
- Resources and Blueprints can be sold
- Added new kind of Item chests - encrypted chests. Encrypted chests also contain Green Papers and appear as a regular loot (can be decrypted in inventory). Players can keep up to 5 encrypted chests in inventory and unlimited amount of decrypted ones
- Item chests were completely rebalanced, good chests will give good items (no more Road tiles in 100% "Random tile packs" etc) and may contain any type of item available in the game (not only tiles and resources)
- Miners can mine loot from the ground but only if there are no "Mining" modifiers nearby. Mining speed was slightly reduced for miners of higher tier, high tier miners can mine low tier resources faster
- Added much better prizes for most regular quests
- New item type: Chest key - collect 15 keys of the same color to exchange them for one decrypted chest of the same color
- Shop menu was redesigned, added new chests and ability to exchange chests for keys
- Tower stats can be viewed on the Research screen (select research node for a particular tower)
- Added inventory (cyan button on the left side of screen) - view, sell, use, craft and decrypt items here
- Added crafting - now it is possible to combine resources into better ones, upgrade tiles, get new blueprints etc)
- Added 4 new epic and legendary Core tiles (use crafring to get them)
- Added more details to Base tiles icon
- Game over overlay now shows how many stars were scored on level
- New items: Rarity and Loot tokens - give +50% to loot rarity and amount accordingly. Loot token gives a bonus for 12 hours while Rarity token gives bonus for the next game, can not be used manually
Other significant changes but without pictures:
- Many new daily quest levels (delayed by few days to make sure players have updated to the last version)
- Added Mining speed research
- UI tweaks - smaller loot icons, more compact UI components, new animations etc
- Removed tile upgrade button on Map editor screen, tiles can now be upgraded through Crafting.
- Saved games should now load (continued) faster, fixed memory issue which made it impossible to load long running games. Now it should be safe to quit a game while game is loading (it will not get cut in the middle next time)
- Cloud saved games can now be loaded only by the owner to prevent account sharing abuse (progress must be loaded from cloud or be reset in case player switched accounts)
- Nickname can be changed (look for pen icon near your nickname on the Account screen). Warning - each player has limited quota of nickname changes.
Balance:
- Bases will give less Green Papers for score and 3x more for playing time, still papers now can also be gained by selling new items & resources, will appear in encrypted chests and drop in larger portions as regular loot
- Enemies can now also drop blueprints / keys / bit dust / accelerators / chests etc.
- Towers max XP level at the start of the game is increased from 3 to 4
- Everything in research tree, except the story line branch, is unlocked from the start of the game
- Source tiles for custom maps now contain more resources and appear more frequently in loot and chests
- Venom tower - damage increased by 20%
- Sniper tower - range reduced on high upgrade levels (was too huge and made no sense)
- Fixed Splash (https://tracker.prineside.com/view.php?id=133), now it should be quite effective
- Smoke bomb ability now lasts twice as long
- Research tree got heavily rebalanced, effects got x1.5-x3 more powerful (so as their price). Now each research level should look much more meaningful
- Towers can be sold for their full price for 9 seconds after they are built. Doesn't work in case tower did any damage or was upgraded
- Rewarding video ads now also give keys for chests. Amount of papers and resources depends on global statistics of player and should give prizes for 10-20 minutes of game.
- Enemies will turn off towers they walk over (for maps where enemies can walk on platforms)
Performance and fixes:
- Fixed music on some levels
- Removed cached music for Android devices due to device-specific issues and looping problems. Music will run on a default live synthesizer which was better optimized for lower battery usage
- Optimized performance of projectiles and particles
- Games can now be continued no matter which difficulty mode is selected
- Many fixes and tweaks for better stability, performance and user experience
## R1.5.4
23.09.2019 02:21
More powerful research, bug fixes
- Fixed fonts for Polish translations
- New music synthesizer with less battery usage
- Redesigned Settings screen
- Hold "insert" button in map editor to paint with tiles
- Map editor can be unlocked earlier (after level 2.3 instead of 3.1)
- Last levels of research give significantly better effects, endless research became +50% more powerful
- Bit Dust is given for games in Endless mode
- Updated translations (thanks to the community!)
- Ball Lightning ability - increased flying duration of the ball
- Each resource-related story line research gives +20% green papers for packs instead of +10%
- Metaphor walks 15% slower, fixed speed of some of its children
- Many bugs fixed:
+ Portals in Endless mode show the same difficulty in both menu and on map in detailed mode
+ Fixed mining in easy mode, adjusted mining speed to the description of the easy mode
+ Actual research tree is shown in non-endless game modes
+ Some synchronization fixes, increased stability of the game
+ Fixed enemy-by-wave list in custom maps
+ Modifiers now do not affect Laser's "Ionization" ability
+ Fixed item stacks in map editor being sold for the price of one item
+ Fixed double UI bug
When "Cached music" is enabled, game dynamically generates .wav music files and plays them from disk. Hopefully it'll lead to lower consumption of battery and eliminate any lags caused by sound synthesizer on slow devices (if there were any). But it'll also use disk space (up to 100 Mb, can be adjusted in settings) - may be a problem for low-end devices with very small disk size (anyways, it'll be always possible to switch back to the live synthesizer).
## R1.5.0
12.09.2019 02:25
Complete story line and lots of other changes
- New tile - Core. Cores accumulate experience during the game and get one Upgrade Point with each level. Upgrade points can be used during the game in the Core upgrade tree to receive different bonuses. Cores can be obtained for a game at any level or found in cases, like any other tile.
- New tile - Boost, gives permanent effect in the same way as Bases do (effects stack with Base and other Boost tiles).
- Enemies can walk on platforms (on maps where this is enabled)
- Added 4 special trophies, now you can get all the trophies.
- The effect icons in the base menu have become more detailed.
- Now it is even easier to add music to your maps - music tile menu in Map Editor now has a drop-down list where players can select a melody from any of the opened basic levels.
- Added 2 new difficulty modes - easy and endless. In easy mode, waves begin only at the request of the player, the difficulty is lower and there are no leaderboards. Hardcore mode opens at the end of the storyline, has separate leaderboards, has more complex portals, gives more prizes (including items that do not drop out in normal mode), and enemies can walk on platforms.
- Added Italian, Japanese, Korean and Simplified Chinese, thanks to the community for the help!
- Removed health barriers (do not add variety to the gameplay, only complicate pathfinding of enemies)
- Improved graphics of enemy paths
- Added last storyline levels
- (for modders and developers) The console is optimized, buttons for creating things and switching special settings are added, a menu for controlling the camera and graphical interface is added (so far this is not official, therefore without details and instructions)
- Now you can open Laser and do research for it (developer mode is still in development)
- More Research levels in endless mode
- Optimized level selection menu
- Meet the Metaphor - the last boss you will meet at level 5.8
- Venom slows down Fast Enemies by 3% with each applied buff (as it was in Infinitode 1)
- Added enemy icons and difficulty percentage on Portal tiles in the map editor and in detailed mode
- Slightly reduced the health of Fast enemies
- Projectile graphics have become 3 times more detailed
- Enemies react to projectiles under the effect of the Magnet ability as to a regular ability (i.e. bosses have significant immunity to them)
- Missile tower rockets can change their speed to hit enemies they passed by. Now the Missile more oftenly hits enemies and missiles do not fly in circles endlessly, because of which the attack speed is slightly reduced
- Added links for reporting a bug, suggestions and feedback to the About screen
- Replaced music in the main menu
- Resources appear in cases in an amount equal to their rarity. The number of accelerators in cases is reduced, instead of them more tiles are given.
- Fixed music at level 3.8, now loops properly
- Double mining speed applies only to miners that exist at the time of the wave call (previously x2 speed applied equally to all miners, now individually to each)
- A bug tracker has been launched on tracker.prineside.com where you can report a bug or offer an idea for the game
- In the additional settings, the option "Desync check" has been added, which forces the game to check itself in runtime and report additional data to the server that will help fix the desync (due to it, the score in the leaderboards may differ from the actual ones)
- Bugs fixed, performance optimized
## R1.4.1
- Added stains that appear after killed enemies (can be disabled in settings)
- Enemies flash on hit
## R1.4.0
23.07.2019 17:18
Google Sign in, bug fixes, performance improvements and new translations
- Loading screen updated
- Light (2D) version of main menu scene for low-end devices or faster game loading (advanced setting)
- Many bugs fixed, improved performance
- Added Google Sign In
- German, French and Ukrainian community translations
## R1.3.0
12.07.2019 16:13
New branch of Research and many tweaks.
- New branch of Research only for Papers and stars from level; players can now research from the start of the game
- Daily quests can now be continued (comes in a few days, need to wait before players update)
- Music and sounds can be toggled from the pause menu
- Auto wave call now starts when all enemies from the current wave are killed (can be disabled in Settings)
- UI tweaks
- Turkish community translation, fixes for other languages from the community
- Bug fixes
## 1.0 Offical Launch
30.05.2019
## Update 1.2.0:
14.06.2019
Flamethrower, new Research and translations.
- Added Traditional Chinese community translations
- Fixed other translations
- Damage of Venom tower increased by 20%
- Splash tower now deals 150% damage to the Toxic enemies
- Levels 5.2, 5.3, 5.4
- Unlocked research for Flamethrower, Nuke ability, Mining speed and Experience modifiers
- Added links to the "About" screen (Discord, Reddit)
- Bug fixes
Game became ~1Mb heavier because of the new fonts for Traditional Chinese.
Thanks to everyone who worked on translations! The most active translators will soon receive personal secret codes.
If you found an error in translations please use https://infinitode.prineside.com/?m=translate to suggest a fix.
New secret code (will be available for 5 days):
b83zitik (Settings -> Secret code)
## R.1.1:
04.06.2019
- App can be installed on SD card
- Boss on level 1.8 became easier to beat
- Light enemies now appear on custom maps
- Added Nuke ability (research coming soon, currently used in daily quests)
- Items can be upgraded in stacks in map editor (long tap on upgrade button)
- Added "Waves" button to the Portal menu, shows next 100 enemy waves info
- Ball lightning ability - damage increased by 50%
- Splash tower "Penetrating bullets" - damage increased from 0.75 to 0.9
- Towers can gain XP up to LVL 100 (research coming soon, currently used in daily quests)
- FIxed crash on tutorial 0.2
- UI, translations and some bugs fixed
Also on June 6th (the day after tomorrow) will start a new Daily Quest with the same layout as shown on page cover image. It will appear on Daily Quests only once and will give twice as much rewards for completion and leader board rankings. It will also be a great opportunity to farm all 5 resources even if you didn't unlock them yet.
Also this level is hard for those who have weak skills in Infinitode 2, and I don't care if it is too hard for someone. This is a strategy game about a challenge, and not about how to thoughtlessly press the screen and look at imaginary progress.
Kind regards
## 1.0 Offical Launch
30.05.2019
## B.55:
06.04.2019
- Reduced price of level 2.1 a bit more
- Wave can't be called if there are enemies from 3 waves before
- New enemy - Healer, has regeneration aura
- New boss - Constructor, spawns new enemies
- Fixed Freezing tower effect (ended too soon)
- Boss waves give 3x more coins, score and XP than regular waves
- Freezing tower max freezing percentage reduced a bit
- Strong enemies - health and number of enemies reduced a bit
- Broot boss - health reduced a bit
- Stakey boss - can't be poisoned, body parts HP re-balanced for higher waves
- Bosses on custom maps appear each 20 waves
- 5 new levels (3.5-4.1), Minigun tower unlocks on level 3.7
- Fixed some tower generation researches
- Story line researches can now be unlocked up to Timsort:
- Tensor miner & resource available
- Added Magnet ability
- Bounty and Power modifiers available
- Bug fixes and performance improvements
## B.54
29.03.2019
- More valuable prizes for each game (5-30% more Green Papers, more tiles, teleports & barriers with higher quality)
- Some enemies drop items and Green Papers (such enemies are highlighted)
- Items collected during the game are shown in the pause menu
- Green Papers for current game are shown in menu of Bases
- Added flying icons of items (loot from enemies and completed quests)
- Much more score points for early wave calls (x5 in fact)
- Minor fixes for some researches
- Added few new sounds (completed quest, collected loot and auto wave calls)
- Removed Sound Track tile, Sound Instrument tile and music track editor (custom maps with such tiles will be also deleted with this update, please remove these tiles if you want to keep your maps - no progress will be lost in any case). More info: https://infinitode-2.fandom.com/wiki/Music_(tile)
- Bug fixes and few more tweaks
Ability to add music into custom maps will be added in the next update.
Thanks for playing Infinitode!
## B.50
05.03.2019
- Last news link in the main menu
- Simple menu for Sound instrument and Sound track tiles
- Reduced number of possible views of rewarded videos per minute
- Fixed: stage 2 of levels was not shown after completion of level 1.8
- Bug fixes
Added 300 more slots for Beta testers (may take some time to update on Play Store)
Development continues!
## B.46
04.03.2019
- Larger fonts option (Settings -> Advanced)
- Ability to skip tutorials
- Tutorial fixes & tweaks
- Lowered requirements for level 1.8, reduced price for level 2.1
- Fixed towers experience generation
- Improved Heavy Shell ability of Blast tower
- Packs can't be purchased till level 2.1 opened
- Bug fixes
Thanks for feedback! Beta test continues.
P.s. 1,000 more slots will be added with the next update.
02.03.2019 BETA TEST LAUNCHED!
2018.05.02 ALPHA TEST LAUNCHED