Full notes
Full Increlution update
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What changed
- Events
- Gameplay
- UI and audio
- Balance
Increlution changes
Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam.
As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the feedback immensely. Whether I use it for updates directly, or take it into the thought process to find other solutions to issues that you address. I truly believe that without all your feedback the potential of the game would be far smaller than Early Access allows it to be now!
Normally I aim to respond to as much feedback as I can, but with how much feedback has been supplied by all of you, it's been a bit of a challenge to keep up. So my apologies if it's taken me a while to respond. But ultimately working feedback into updates is the best way to show that your feedback certainly is valuable to me, even when I fail to answer all of it in the level of detail that I'd prefer. So for this update, I decided to focus on implementing as much as I could instead. It's far from all feedback that I have listed, but don't worry, Early Access has only just begun!
Here are today's changes:
Added automation loadouts! Three slots to easily swap between automation setups, and the ability to export/import them to your clipboard
Added a new settings tab with various new options based on player suggestions, and it offers further expansion
Added a dark-mode option
Added default automation priority options
Added an audio-alert option, in addition to the window flash option. Both are individually optional and can either be combined or used separately (or not at all)
Added an UI-scale option, to adjust the resolution auto-scaling, for people that like text to be bigger or smaller than the default
Slightly buffed the chapter 8 meta progression mechanic, from 1%/1% to 1.25%/1%, to keep it as spoiler-free as I can. This also affects how that particular food source at chapter eight scales
New meta unlock progression is now also displayed in the related skill tooltip
The new skill now also displays the amount of artifacts found, aiming to make it a little clearer how to improve the new multiplier
You can now right-click explorations to have them stop right before completion
You can now right-click the clear queue button to retain the currently active action
Added icons for story choices, health decay, inventory size, maximum health gain and unique rewards to the automations tab. Aiming to make it a little easier to find the ones that stand out
The reincarnation screen health icon tooltip now displays your total maximum health gain multiplier, if above one
Added a few time-display options for the story block
Reworked how UI buttons communicate to the game engine, which should remove a slowdown in their responsiveness when the game is open for extended periods of time (mostly reported for the automations tab button)
Slightly reworked a precision check for progress-per-tick, increasing accuracy per millisecond from roughly 99.71% to 99.98% at low multipliers. This should reduce the occurrences of odd time differences between runs
Fixed a bug that prevented food from being eaten before the food cooldown elapsed at least once. This could stall the first eat action after completing a chapter three construction, when it shouldn't
Source
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