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Patch Update - December 12

[p]Hello bosses! There’s a new update available on Steam. This one addresses a large amount of bugs we’ve received from the community, while also preparing the build for the next phase in our rollout plan, known as the great renormalization. More notes on that below.[/p][p][/p][h2]Content[/h2][p][/p][p]Planetarium Updated
[/p][p]The previous iteration of the Planetarium looked pretty, but suffered heavily in basically every other area. We’ve gone back to the drawing board and rebuilt the planetarium from scratch into a more traditional path-based layout that feels vastly improved in playtesting. 
[/p][p]The new planetarium should allow for more strategic decisionmaking, better long-term AND short-term planning, and real tradeoffs relative to the previous free-for-all of v1. Packs have also been randomized, to give players more surprise as they unlock content, rather than having set packs they can unlock at certain nodes. 
[/p][p]DO NOTE, that the new planetarium has NOT been balanced - this is only the first step of a progression rework that will significantly smooth out the game experience start to finish; so in the meantime, you should still expect CP gains to feel entirely too fast. We intend to balance this once we push the next renormalization changes.[/p][p]

[/p][h2]General[/h2][p][/p][p]Inventory[/p]
  • [p]Updated Visuals
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[p]Leveling[/p]
  • [p]Updated level code to allow for multiple levels if the player gains a large amount of credits[/p]
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[/p][p]Achievements[/p]
  • [p]Enabled the ‘Important, Are We?’ achievement[/p]
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[/p][h2]Bugfixes[/h2]
  • [p]Clickable glow now extends to non 1x1 facilities[/p]
  • [p]Increment audio updated[/p]
  • [p]Upgrading facilities while the game is paused is now possible[/p]
  • [p]Fixed timed missions not functioning with the timer[/p]
  • [p]Basic audio queue implemented to fix multiple audio trigger issue. This is an ongoing issue, let us know if you still experience audio overload.[/p]
  • [p]Certain missions that could not be completed are now fixed[/p]
  • [p]Spellbook unlock flashing locked spells issue fixed[/p]
  • [p]Voice audio now respects the voice audio setting[/p]
  • [p]Master audio functionality issue fixed[/p]
  • [p]Idle buff visual clipping issue fixed[/p]
  • [p]Pushed possible fix with slots deleting themselves. Let us know if you still experience this issue.[/p]
  • [p]Fixed previous window settings not being respected on startup[/p]
  • [p]Fixed Build Mode talent not updating excavator costs[/p]
  • [p]Fixed issue with Workshop restarting tutorial if it was not completed[/p]
  • [p]Fixed issue with bottled lightning hitting locked spells[/p]
  • [p]Fixed issue with 1812 Cannon functionality[/p]
  • [p]Fixed issue with nodes entering a zombie state with hover tricks[/p]
  • [p]Fixed various progression issues that soft locked progress[/p]
  • [p]Fixed issue with nodes being dumped to inventory on load[/p]
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[/p][h2]Known Issues[/h2]
  • [p]Sometimes the ‘Pick 3’ selection has void art[/p]
  • [p]Motivational Poster interaction with Fancy Couch[/p]
  • [p]Supercharged Buff does not clear stacks of Moisturized[/p]
  • [p]Fancy Couch ranged not affected by Influence increasers[/p]
  • [p]Swiss Army Knife not affecting facilities[/p]
  • [p]Two bathtubs can reduce Credit gain to 0[/p]
  • [p]Finance Chart + Nodes that count as spells are breaking idle[/p]
  • [p]Story cutscene skip is too sticky[/p]
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[/p][h2]Looking Ahead[/h2][p][/p][p]We’re still putting a big focus on stability and making sure the experience is bug-free, but we are also now able to turn our attention to more systemic issues. In particular we have a big rebalance pass that is going to hit next patch that addresses runaway compound gains and should make the game more exciting at all stages of play. In particular we are changing around most of the calculation formulas to be additive rather than multiplicative, which will fix the huge output chains that are causing numbers to reach trillions and beyond before it is really felt earned. We still expect some issues here and there once that change goes live, but overall the game should feel much smoother progress wise, and players should be able to have much more fun making tough decisions and strategizing around their builds, their next investments, and how they plan to play the game.[/p][p]
[/p][p]Content wise, we have a new set of over 100 missions that will be added to the game in the next patch, which will also help progression and give players more things to do. These missions are rudimentary, but will provide a good basis for more fun and interesting missions later on. [/p][p][/p][p]Some neat mission ideas we are thinking of revolve around using specific Annie/May nodes, hitting outputs with a limited amount of active nodes, or hitting certain CPS numbers in a given time. These and more should allow players to discover new ways of play, and the updated Planetarium will also throw more exciting facilities into the mix as they are no longer set reveals. If you have ideas for cool missions, let us know! We’d love to implement your suggestions.[/p][p]
[/p][p]We are also going to be updating the Workshop, as it is currently feeling left out from all of the improvements! While most of the systems remain the same, upgrades will be moved to a global cost and shared across ALL facilities, which means upgrading will become a lot rarer - you definitely won’t have a full board of Legendaries… at least not right away. This will also be coming with a visual makeover that is more befitting the Workshop and more in line with the game. Check it out:[/p][p]

[/p][previewyoutube][/previewyoutube][p]
[/p][p]Finally, we will also be adding new story scenes, enabling more achievements, and enabling the true secret ending to the game. Of course this will be spoiler free - but look ahead to our future updates for more on these![/p][p]
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