Changelog
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153 (154 on iOS)
You now will see which tier you are on and the time left to beat it when you have the highest tier selected
The option to buy max credit upgrades has been added
Some code cleanup
Electricity generation is now affected by game speed
Bugs Fixed:
The last level of some upgrades couldn't be purchased
Equipped managers level bonuses no longer add their levels to the max level for credit/cash upgrades
Smarter autobuyer
The autobuyer will automatically remove upgrades from the rotation, if they are at the max level
152
More code cleanup
The level at which the rads/heat increases faster has been moved from tier 15 to tier 20
A notice will appear next to the tier selection when you get to the hard levels.
The amount of gems earned for the first time beating the level will increase from 50 to 75 per level once you enter this hard mode.
A tier with eligible gems will show how many gems you'll get for beating a level
Bugs Fixed:
Prestige reset the gem tier rewards
You should only get this once.
Doing a prestige would reset your max manager count.
147-150
Code cleanup
More tools for me to test balancing better
Misc. bug fixes
Fixed a bug where one of the achievements gave way more than it should.
Added some new achievements
146
Bugs Fixed:
Manager cards with level bonuses weren't being applied
Thanks Blitz!
145
Bugs Fixed:
Increase personnel had the wrong symbol in the details popup
Dodge and speed cooldowns increased each level instead of decreased.
141-144
Max buy implemented in settings
You should get a popup explaining it.
138-139
Added better icons for leaderboard/prestige
Added a prestige token.
Let me know if you like it
Changed up the music
Also let me know if you like it
Massive code refactor
A lot has changed, but you shouldn't notice it
If any icons look different, or if you encounter anything unusual, please let me know asap. I have more code changes to do, but I want to make sure I didn't break anything before I move on.
137:
The option to retire your personnel to a special farm now appears after 2 minutes instead of 10
After tier 15, the game now becomes more difficult
Added a new prestige mechanic
Prestige becomes available at tier 15
This needs to be balanced out in beta, but I think I have a good starting point
Placeholders for the currency and button image are being used for now. I'll fix that later.
Personnel speed cap
Credit + Gold max level is now 100
Research level reduced from 500 to 200
If you are past this cap, you'll get to keep it till you prestige
Managers can still let you go past this limit.
MAJOR CHANGES
The tip of the day now changes between rounds. (Only if you finish the level)
This is a major change, and required 100's of hours of work.
The entire game was rewritten to accommodate this change.
Yes, I'm a self taught developer... Why do you ask?
134-136:
Updating numerous packages to the latest version.
Some code cleanup
Added restore purchases for android in settings
133:
Code cleanup
Research now shows "Finished!" if the max level is reached.
Bugs fixed:
Heat research showing up twice, and no health research showing up
You couldn't buy the last level of both research and upgrades
You couldn't click on the details of a max level upgrade
129
Code cleanup
Fixed gray squares around font on some devices.
If you still see gray boxes, please send a support email in settings
126
Tweak to how speed up time is calculated.
Bugs Fixed:
Manually entered promo codes didn't work.
125
Bugs Fixed:
(iOS) Fix for notification popup showing up more than once.
124
Bugs Fixed:
Score submissions were sometimes not being submitted correctly.
If you brutally murder all your personnel, the option to revive them to continue their torment didn't become enabled.
The revive option didn't become active if you chose to retire your personnel early.
123
Added a button to cancel autoplay while in round, if it's active
The revive upgrade isn't available to buy until at least one personnel has died fainted from joy.
Changed some wording on the autobuyer to make it more clear.
Pressing and holding the next/previous tier buttons will automatically change tiers at an increasing rate.
Bugs Fixed:
Fixed exception when adding/removing managers quickly
122
Added a force save button to settings
Triggers a local + cloud save
120
Minor bug fixes
Adding the ability to receive giveaways from discord.
119
Bug Fix:
Fix for autobuyer buying more than the set limit
118
Adding options to delete account data
Updating some third party assets
Updating Unity to LTS 2022
Adding a new module to trigger updates from the app (Android Only)
114
Bug Fix:
Changing round now loads the current round data.
Thanks to Savage Gaming for giving me the final piece of this puzzle.
113
Updating Android build to latest
Some changes to how save files store data
107:
Bug Fix:
Sometimes when buying your first card, it won't have the correct star level
106:
Updating unity purchasing
Adding additional logic around notifications
Research notifications will no longer appear unless notification permission is given.
Updating Admob
104:
Fix for cloud save not loading
Because of some technical stuff, if you load from cloud, you'll probably get all the unlock messages again.
Tweaks to how managers calculate
103:
Rushing speed will increase faster
Personnel spawn 50% faster at the start of the round
Minor performance tweaks
102:
Bugs Fixed:
The 1.5x credit bonus ad only worked once.
The developer responsible has been scolded and made to feel terrible about it.
101:
Bugs Fixed:
Time alive wasn't not correctly multiplied by the time speed increase.
Information panels
Time will pause when information panels are open.
94:
Tutorial Added:
New players will be guided through the game
Upgrades are now locked behind progression
This is done to help guide the player through what's the best purchases in the beginning.
Mostly tiers, but some early upgrades are unlocked in tier one
Increased long press buy speed for cash upgrades
Numerous bug fixes
90:
Managers:
Max equipped managers set to 20
If you already have more than that, your managers will be unequipped and you'll need to reequip them.
Max is increased by 1 per tier unlocked, up to 50 equipped managers
Max owned managers set to 50
You won't be able to buy new managers until you are under the 50 limit
Managers can now be upgraded to level 20
When you buy a new manager, you have the option of equipping it now, unless you already have the max managers equipped.
Bugs Fixed:
After loading from the cloud, the round wouldn't end after the reactor died.
The changelog button in settings didn't work (Hi!)
Build size reduced
Added max level to the info screens of upgrades that have a max level
84:
Fix for full reset not working if you are offline.
83:
Fixing font issues that can sometimes occur
82:
Added a reddit link
Personnel can spawn twice as fast now.
Personnel can spawn from the left side now.
Bugs Fixed:
Autobuyer was only buying 1 level of an item
78:
Added a checkbox in settings to keep the screen awake
Bugs Fixed:
Most gem purchases as sales wouldn't give the gems you bought
76:
Added some more achievements
Added a filter to the manager screen
Updating admob
72:
Added sales
Added some new achivements (A test to see how easy it will be to add a ton more in the future.)
Minor bug fixes
71:
Autobuyers added
Gem prices adjusted for some things
Remove fire graphic when speed boost occurs.
It was causing grahical issues at higher levels
Added battery saver options to settings
Added link to the changelog in settings (hi!)
Added a way to add a custom name (still might have issues)
62:
Gems in round now appear more often.
Gems in round also have a variable amount.
All the descriptions have been rewritten to provide better info.
Achievements have been added.
Additonal help added to tutorial
Heat Reduction and Rad Reduction have increased effectiveness.
Bug Fixes:
Text error on manager cards (showed % instead of a multiple)
55:
Increased daily gem reward from 20 to 25.
Bug Fixes:
Fixed more incorrect images. The developer responsible was already demoted, so we promoted him, so we could demote him again.
53:
Formulas adjusted in button descriptions to better reflect how it is calculated.
Bug Fixes:
Images in the tutorial screen are now correct. The developer responsible was demoted to reactor duty, but he even messed that up, so who knows where he is now.
52:
You can see how long you have kept the reactor running on the speed up timer button.
Speed setting persists between rounds
Bug Fixes:
Opening the information tab about a button no longer makes it open 100 times. The developer responsible was demoted to reactor duty.
51:
Bug Fixes
Cash upgrade buttons no longer get stuck buying when the round is running
47:
Bug fixes
You can now press and hold cash upgrades to buy them repeatedly.
46:
Time Speed minimum is now 1 (.5 removed)
Bug fixes
45:
Daily gem reward increased to 20
Bonus gems during the round have a higher chance of appearing
Bug Fixes
Option to speed up time during a round (Doesn't effect electricity generation)
44:
Doing a full reset will create a backup that can be recovered via support email.
Bug Fixes
If credit/money upgrades are maxed, they will say finished now
reduced armor upgrade effectiveness (gets crazy at high levels)
43:
Bug fixes
42:
Notification added for finished research
Beefed up managers
Changed the music
New players will have the option to set their initial volume before playing
41:
More research added
Auto play option added (cost 1 electricity per restart)
Misc bug fixes
40:
2 new research options added for electricity
Plutonium rod cost reduced
Misc bug/UI fixes
39:
Plutonium Rods Added
Spend credits on plutonium rods to earn electricity while playing
destroy the rods to get the earned electricity to get a bonus to credit earning
37:
Leaderboards added
36:
UI done. Please report issues
Merging managers will now keep the ability of the first manager you select
You can sell managers for 5 gems per star rating
34:
UI work mostly done, just need to do settings menus. It needs some adjustment.
33:
Partial rework of the UI. Looking for feedback.
32:
Bugs Fixed:
Cloud save stopped working after you got a tier (The fix might have broken things, email me if it did for you)
Adding details screen for upgrades (It looks bad, but it gives me a starting point)
Changes to tier
Credit bonus per tier multiplier increased from 1.1 to 1.4
Money bonus per tier multiplier increased from 1.1 to 1.6
Added some images for managers (May change)
31
Bugs Fixed:
Ads for daily reward and in round gem reward should work now
Changes to tier
Credit bonus per tier multiplier increased from 1 to 1.1
Money bonus per tier multiplier increased from 1 to 1.1
28:
Adjusted the tier bonuses
Cleaned up some code
Added tips of the day (I was bored)