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Warmfix Update 1.1b - Transcend Button Softlock Fix & Others



Heyo - here's a small warmfix update that deals with some biggers issues that remained in the game as well as lots of minor ones.

Some impactful ones in here - so I hope these are all sorted out!

As always, you might need to re-open steam to receive the update.

Cheers & have fun!

1.1b+ WARMFIX HOTFIX - Fixed alch+carpenwiwi Fortifying 30 times faster than it should

[h3]MAJOR FIXES & CHANGES[/h3]
  • Fixed an error that could cause your transcend button (among other things) to stop working if your steam authentication failed while playing
  • Save backups are now staggered, instead of paired, compared to the base save - let's see if this alleviates the save loss happening to a tiny amount of players on crash/system shutdown
  • Fixed kiwis going through kings when your speed multiplier got absurdly high
  • Fixed wiwis not using the proper krown requirements for their level checkpoints
  • Sekiwity now has a flicker-reducing cover that triggers when it starts getting considerably fast
  • Sekiwity's outline & banner are now bouncy too (pretty major TBH)


[h3]MINOR FIXES & CHANGES[/h3]
  • Added an 'on' indicator to the carpentry toggle buttons to reinforce what they do
  • Fixed using right-click purchase on an already-open upgrade causing an error
  • Fixed spawnlings sometimes taking 11 hits to die instead of the expected 10
  • Fixed 'kiwicide squad' achievement not triggering when it should
  • Fixed customs click reminder still showing up more often than it should
  • Fixed everything multiplier tooltip showing the wrong value & rewrote it to be clearer in what it does
  • Fixed offline progress report not displaying the fortify amount gained (you still got it)
  • Fixed archery's king skill tooltip not being updated to reflect the additional upgrades
  • Fixed profession mastery button appearing as not-mastered if you reloaded into a mastered state
  • Fixed some animation initialization issues that could happen to specific elements
  • Tentative fix for unity generating lighting threads despite the game's approximately 0 lights


Mercenaries Arrived + Make Kiwis Happy & Offline Progression - Update 1.1


[h2]Kiwi Clicker Update 1.1 - Underground Content Part 2 / 3[/h2]
Hello everyone, I hope you've enjoyed the launch week of Kiwi Clicker! The game's been doing pretty decently - but who's here for that?

This is a very cool content patch - or at least, I hope so. I've added the two most-requested features. Oh, you can also kinda multi-profession now? I say kinda because it's not the same, you see - there are these mercenaries and did I mention they can get stronger than the original profession?

Hope that sounds interesting and that you enjoy the new update - as always, you might need to reopen steam to receive it.

Cheers!

NEW FEATURE - PULPTHIRSTY MERCENARIES

[h3]"Oh wouldn't it be cool if you could choose a second profes-*KABLAM*[/h3]
You can do that now, but it doesn't work the same way as the first one - go find it and figure it out and meta-argue how archery x carpentry is better than archery x alchemy (players really like archery).

[h2]NEW FEATURE - KIWI HAPPINESS POLICIES[/h2]

[h3]"Oh wouldn't it be cool if you could make the kiwis hap-*CAREFUL INTERRUPTION AS TO NOT STARTLE THE CONCERNED PLAYER*[/h3]
you can do that now too, it's a cheap early game unlock - I made this one into a righteous vs devious decision thing, so players who want to feel good about happy kiwis feel like selfless martyrs and players who wanted things to be even worse for the little guys feel like evil rulers.

[h2]NEW FEATURE - OFFLINE PROGRESS[/h2]


After many requests, I have managed to strike a deal with the kiwis - they'll work when you're not around, but only for as many hours as they can count (honestly we're really lucky to have found that one kiwi with two human hands in the first place). Also, they're not very good at unsupervised work, who knew?

[h2]THE HAPHAZARD FOOTWAY ROAD AHEAD[/h2]


I believe this represents fairly accurately how the plan we set from the very start has been strictly followed step by step to bring you a satisfying game. As you can see, it is completely clear that the next steps will be carried out in this exact order, and no unforeseen circumstances will ever come to pass.

NEXT UPDATE: SHADY DEALS

This one's the next one for sure - no line swerving here. It's the last one in the Underground Content Update block, and its aim is to bring additional depth to your decision-making and add some risk, some emotion... perhaps even excitement? Who knows, I'm not the one who's gonna be shaking hands with a mysterious underground creature every 10 minutes to get more pinky-pink coin things.


Patch Notes

As the post is already somewhat long, I've hidden the patchnotes here:

[expand]
[h3]Wiwis[/h3]
That's the real name of the mercenaries - yes. They were added to the game. There were tons of changes before it went live, but this is the first live version so we'll consider this to be their original state.

[h3]Happiness Policy[/h3]
You can now unlock a happiness policy selector through the transcendence tree - happier policies will deduct a small percentage of your koin gain, and more miserable ones will increase it ever-so-slightly.

[h3]Offline Progress[/h3]
Offline progress now exists - it's main purpose is to gain potions & fortify while away (does not count your Wiwi). It also gives a meager amount of koins and kurses, so archers don't feel too left out.

[h3]Clarity Improvements[/h3]
Improved clarity on what a 'Krown' is - this means that the actual 'Krowns' stand out much more now - oh, and also everything that used to be a 'crown' in the transcendence tree is no longer a 'crown'.

Improved clarity on 'king containment' and 'unique kings' - now they're just called 'essential skills' in transcendence, no one knew what they did anyway so at least now they sound important. The tooltips in the profession screen have been rewritten, and archery now gets their king first.

[h3]New Achievements[/h3]
The new content brings 9 new achievements - oooOOoooOOoooOOooOo what could they be?
I'll be completing missing achievement icons in the upcoming days, but the achievements still count!

[h3]Minor Changes[/h3]
  • Archery now gets their Unique King first (and cheaper) and their containment skill second
  • Upcoming content (not yet in the game) is now clearly marked as such to avoid more surprises
  • Potions will now be yeeted into their slots instead of poofed, this allows wiwis to do wiwi things
  • Archerwiwi has a toggle for whether it shoots kings or not - but only when applicable
  • Carpentry ratio upgrade will always upgrade the option with the result for LEVEL / RATIO
  • 'Remember to click here to speed up' will now only trigger once per game session
  • The world no longer scrolls if you have an overlay menu open (anything that covers the screen)
  • Added a little reminder to feed the alchemy king potions so people actually do that
  • Moved elements around so that Wiwis can fit properly over the profession area
  • Made the underground entrance a little more attention-grabbing so people check it out


[h3]Fixes & Similar[/h3]
  • Fixed challenge timers not ignoring game-time multipliers (they should)
  • Fixed being able to accidentally grab multiple potions, causing unexpected results
  • Fixed 3 penance failure-state achievements that were not triggering properly
  • Fixed not being able to see your system cursor when importing & exporting with the gun unlocked
  • About 40-million Wiwi-related fixed caught in the beta, hahahahah how lovely

[/expand]

UPDATE 1.0-B - Launch Version Fixes & QoL

UPDATE 1.0-B - Launch Version Fixes & QoL

Hello everyone, hope you're enjoying the game!

I didn't want to hold back on these fixes for much longer while still working on the content update, so I decided to push an update with the fixed and improvements from launch day before the content update - so here it is!

As always, you might need to re-open steam to receive the update-
Aight, that's it for now - have fun!

[h3]1.0-C HOTFIX[/h3]
Fixed an error where, after the koin requirement rebalance, it would ignore your stored kings during the calculation, causing your king storage to always fill up to maximum when a king was triggered.

[h3]GENERAL CHANGES[/h3]
  • Changed how the total koin requirement for the next king summon scales - your very first transcendence should take 35% less time. It should be slightly easier to gain up to 36 points per transcend right now and, after that, it becomes increasingly harder compared to before
  • Changed how the first upgrades are unlocked at the very start of the game - now you don't need to save up just to see them, they'll unlock when your lifetime koins gained surpasses the requirement
  • The unchosen professions now show a little text telling you that you can choose again after transcending
  • Changed how developer cheats are activated so people stop accidentally triggering them and thinking that the game is completely broken

[h3]ARCHERY[/h3]
They doubted you, they said archery would never be as absurdly broken beyond all possibility great as it once was... and they were right. But it's considerably better after this update.
  • Skill node order adjusted to increase freedom of choice in your progression
  • Feature-enabling node costs reduced back to reasonable numbers
  • The King of Undeath's timer will now only start running after it 'dies'
  • Archers will now shoot when you press SPACE or F ( if you have the respective upgrades for clicking with those )

[h3]ALCHEMY[/h3]
  • Skill node costs adjusted to ease tree progression in the early-game

[h3]CARPENTRY[/h3]
  • Fortify now multiplies ALL kiwi income sources
  • Re-organized nodes skilltree so you have access to all essential choices right away
  • Fixed a bug where Fortify was not multiplying auto-kiwiker

[h3]CARPENTRY KINGLING BONUS[/h3]
This change is hard to explain so it gets its own section - changed how the kingling bonus is calculated so it's not still completely broken.

Before:
Each kingling burst adds 1 STACK - when a kingling dies, you gain STACK * BONUS_PER_STACK * KING_POINTS extra transcendence points
New:
Each kingling burst increases the bonus value directly ( BONUS_MULTI += BONUS_PER_STACK ) - when a kingling dies, you gain BONUS_MULTI * KING_POINTS extra points


What does this all mean? That that first kingling you killed 10 minutes ago at 3% Fortify will always be worth just +3%, instead of, for no good reason whatsoever, it retroactively scaling with the Fortify you have now


[h3]GENERAL FIXES[/h3]
  • Fixed 'Seasoned Professional' achievement unlocking before you became a seasoned professional
  • Fixed 'Pining for the Kijords' not unlocking if your first king had been put to rest before the achievement was added
  • Fixed the 'Become an Archery Player' penance not returning your production to normal if you had reached 0 on the timer
  • Fixed transcend sounds playing when all sound was muted - now it will only play if at least one is unmuted and above 0% volume
  • Fixed rounding making it seem like you had enough currency for a purchase when in fact you did not


CAUGHT IN THE BETA BRANCH

These didn't make it to live - but I promise they existed and were fixed!
  • 'Purchase All' button incorrectly appears as mastered with profession nodes still available
  • 'Purchase All' button can charge you for already-unlocked nodes

KIWI CLIKER'S NOW AVAILABLE!



KIWI CLICKER IS NOW AVAILABLE FOR PURCHASE

That's the big news - hope everyone enjoys! There have been loads of cool new features added these past months... and still some coming right up!

Significant spoilers ahead - so keep your eyes unpeeled if you want to discover everything directly in the game-


[expand]Originally planned for shortly after release, a little bit of The Underground has already made its way into the game! The other parts will be coming out within the next week - [/expand]

[expand]
'Mercenaries'

These powerful assets allow you to draw the abilities of a different Profession and stack them on top of your current one! Look forward to cool combinations and finding new meta-breaking strategies.[/expand]

[expand]
Shady Deals

You know what they say - you gotta spend... King Pulp to... harvest King Pulp?
Shady Deals offer powerful bonuses at the cost of, well... the very thing you're trying to get more of!

How do you make the most of it? As reasonable investments? Cheating in challenges ? Using them to keep your unholy massacre of carpentry kinglings going indefinitely? Who knows![/expand]

0.9j+ - Penance Challenges + Achievements


[h3]BETA 0.9j+ - Penance Challenges + Achievements ( + fixes)[/h3]

Hello - this patch contains a lot of things - mainly Penances & Steam Achievements - let's get straight into it!

PENANCE - THE COOLER CHALLENGE

Penances have been added to the game - take on additional run-modifying effects in exchange for permanent increases to your transcendence currency income!

There's some pretty cool game-changing ones - removing deliveries, removing kiwis altogether, artificially making people play alchemy, and more than a couple more!

STEAM ACHIEVEMENTS - THEY HAVE ARRIVED

Steam achievements are here! Achieve them!

[h3]SOME CHANGES[/h3]
  • Reset Save Button: Doesn't exist > Exists in the menu (tuckered way on the right)
  • King Summon Button: Always takes up a lot of space > takes up less space after hovering
  • Carpentry ratio-upgrade: Buys from left to right > buys most affordable under the ratio

[h3]BALANCE[/h3]
General balance changes:
  • New sounds: considerably imbalanced > considerably more balanced
  • TIer up visuals: Every tier > for the first tier, and then every second tier
  • Transcendence tree costs: increased last patch > branch krowns & tier 2 increased this patch too

Archery has been nice and quiet lately - so it can have a little buff, as a treat.
  • King of Undeath Min Koin Multiplier: What it was > Double that
  • Profession Tree Node Costs: Unfairly High > Back to being more fair

Alchemy, the long-forgotten art... because no one has been playing it. More adjustments might come, but for now this is the change it's getting. there's also a potion-only challenge - woOooOooOoOOo
  • Max Recursive Tier Up Chance: 40% > 64%

Carpentry found itself the metagaming god of the lategame - which is fine, if it hadn't become the the best at really short runs! C'mon carpentry, that's the opposite of your job.

As such, the way that the consecutive kingling bonus works has been reworked.
  • Consecutive Kingling Bonus: A constant value > Your Fortify multiplier, up to a maximum of the previous constant value

As always, you might need to re-open Steam or check your game files to actually get the update -

Thanks for playing & have fun!

[h3]HOTFIXES - 0.9j+[/h3]
  • Changed the starting Carpentry skill from auto-upgrade to Fortify
  • Fixed a bug that could cause transcendence currency multiplier to not apply to a few sources
  • Fixed an error that could stop your Penance progress from saving properly
  • Fixed an error that could cause the King of Plague to flip