v0.1.324
Thanks for being patient I know it's been a while since the last update, this new patch was a doozy. Plenty of Quality of life for both Demo and Beta builds, and Entropy is now available for testing.
Entropy
Entropy is now an active and regenerating threat. Rifts are the source of where Entropy will spread from. Rifts will spawn once you've entered another Plane near any Mote Field you've been collecting from.
Entropy can be cleansed with spells (currently Riptide only) and Downpour Bastion, which will create a field of cleansing, but Rifts themselves can only be sealed with an Incineration Spire. The more planes you visit, the more aggressive the Rifts will become.
Remember that Entropy pierces the planes, so a Mote Field on one plane can interfere with your base on other Planes.
Entropy now persist through saves
Intro sequence uses the new entropy system but appears close to what it was before
Structures with power consumption will now be at 0 power if any part of their footprint is in entropy.
The Great Portal is now capable of having the Elemental Orbs be replenished with Keystones and Catalysts. Please give feedback on the UI, there's still work to do but the main request is to make sure it feels intuitive enough.
Collision should be fixed for the Anchor Stones near the Great Portal
QOL
Mouseover tooltips have been significantly reworked to show more information that is contextual to whatever you are hovering over. Please give feedback on this. Mote Fields and Entropy/Rift tips coming shortly.
Add preview arrows to all belts
Collector specialization now shows colored text to help draw attention
Infusion Altars will now show mismatching ingredients with a red slot if there is no research for that ingredient available
Slight right offset to item counts while holding to prevent cursor getting in the way of held count
Hitting escape during an interactive rebind will now unbind that key.
Tuning
Recipe updates for diamonds, charged lodestone, quintessence
Mana Bloom initial power area +1 radius
Fire Wire and Thermal Tower initial power area +1 radius
Tree of Life Research 1 and 2 tuned back to 30 and 50
Infusion Altar now takes 100 power to operate
Mana Flare now generates 500 Power
Coral Pool power cost now 1000
Air power now generates 5 per open-air tile, from 2
Fire power buffed significantly and is now more in line with Air and Life
Art updates
Second Shadow music track added!
Added a thin line to the outside range of Biorhythm and Downpour Bastion
Art polish passes for:
Mana Pool
Primordial Manawell
Downpour Bastion
Coral Pool
Ritual Shrooms
Reef Crafter
All Grippers
Vortex Miner
Zephyrmill
Incineration Spire
Void Chest
Bug Fixes
Coral Pools now save and load properly
Fixed a variety of ways buildings could not be harvested or interacted with, mostly from interference from other Planes.
Fixed a bad verdant stream collider
Fixed a bug that would allow you to dupe Fire Wire
Fixed a bug that could cause your player to get stuck if pressing Q while casting a spell
Attempting to force game to run while in background to fix the few folks who have reported it. This is inconsistent, please give feedback.
Fixed a bug where info text could block mouse input randomly
Walking near a Tidal Collector should sort with the player properly now
Fixed a variety of ways fire power could load improperly
More defense against overlapping aspect states
Fixed a variety of Collector Crystal FX that weren't sorting properly
Roots under buildings should no longer break Nudge
Thanks again for all the feedback, suggestions, and bug reports, keep them coming!
~CyanAvatar
