UPDATE 1.8
1.8 is here with a brand new difficulty level, new region development rewards, and automatic vial generation!
1.8.0
Region Completion
- A region can be completed once its development has reached 100%
- Completing a region on the base difficulty gives gold, auto vials, and unlocks the region’s hard difficulty.
Region Difficulty
- Regions now have a hard difficulty which is unlocked after completing the base difficulty
- Hard Difficulty provides even more rewards
- Difficulty modifiers can be viewed on the region’s statistics page
Automatic Resource Generation
- Auto vials are earned for each 1% of development in a region.
- After completing a region on each difficulty more auto vials and capacity will be given
- Auto Vials can be collected from the region unlock page.
Crafting
- Moved the inventory from the Company page to the bottom of Crafting and integrated it into crafting flow
- Improved the crafting flow to reduce the clicks required to add a craft to the queue
- Added inventory filters for all items, items on order, and craftable items.
- Added sorting controls to sort by recipe #, by the amount craftable, and by the item count.
- Time boosts can be added from the active craft display when there is an active crafting request
Other
- Added Company Levels 41 - 50
- Added a link in settings to stream the Soundtrack
QOL
Workshop
- Crafting now has the option to use ‘Vials Only’. This toggle is not compatible with ‘Smart Salvage’
Region
- Purchasing the ‘Starting Sand’ contract upgrade will immediately apply the amount to your current run
- The Achievements & Statistics pages are now available directly from the factory page ‘hamburger menu’
Other
- Buttons that present ads now indicate whether the ’No Ads Boost’ has been purchased
Balance
Early Game
- The reward for company level 6 was changed to 512 explosive vials
- The Exchange now gives 25 sand vials per roll (was 10)
Vial Updates
- Reduced the max sand capacity level by 1
- Removed the ability to receive vials from tapping
BUG FIXES
General
- Fixed an issue where money could go negative if multiple product improvement buttons were pressed at the exact same time
- Bug fixes and experience design improvements.
