Full notes
Full Oraxum Trials update
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Repeated intro
Hello, this update represents the most significant changes in Oraxum Trials since going onto Steam. I have been dissatisfied with the amount of active play required to manage selling energy and buffing auto-sell mechanics several times didn’t solve the problem. Instead, I decided to go in a different direction and have crystals generate money directly, and also reworked energy to be used for an entirely new game mechanic of casting spells. You no longer have to worry about “wasting” energy because all crystal capacity is converted directly into money, and the addition of spells gives new options for active players. For idle players there is a new talent which boosts your board production based on how long your energy bar has been full.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Due to the extensive changes in mechanics and balance I would highly recommend doing a hard reset to start a new game (check the Steam forum for instructions). The next minor updates will be focused on more balance and progression adjustments, and I have plans to add more Spell stuff.
Added
Crystals now generate Almedite (money) directly
Spell casting (3 spells currently, more coming)
"Idle Boost" talent
"Infinity" talents
"Disable menu animation" setting
"Disable Autobuys on prestige" setting (on by default)
"?" button on most panels which opens the relevant help entry
Changed
Energy is now used to cast spells instead of being sold
Energy bar shows gain amount while full
Increased Energy Reservoir base stats
Pneuma is now based on money+corruption instead of energy+corruption
Acclimation base bonus is now 1%
Sell all tiles is now Control + Right Click
Redid/added some tutorials
Cost/formula balancing
SFX/Music options are now sliders
Misc UI tweaks
Removed
Energy selling/auto-selling and related upgrades & talents
"Crystal Instability" talent
"Auto Refreshment" talents (replaced by "Infinity" talents)
Fixed
Disable particles option wasn't disabling all particles
Super Boost display amount
Crystal triggers/tooltips being out of position when changing between regular/widescreen resolutions
An issue where mission/story state was going out of sync when loading/importing game
Misc small bugs
Source
Changelog.gg summarizes and formats this update. How we read updates.
