New Content
- Added apartment floors, with each unlocked apartment floor (up to the 9th floor currently), you have the option of making the game more challenging (you select your floor at the start of a new run)
- Added 3 new symbols (1 Common, 2 Uncommon)
- Added 4 new items (1 Common, 1 Uncommon, 2 Rare)
- Modified 3 existing symbols (changes listed under Game Balance)
- Modified 1 existing item (changes listed under Game Balance)
New Features
- The removed symbols are now listed in the inventory
- Added an option for 144FPS
- Content Patch #6 will release in 3 weeks (instead of 2 weeks) in order to provide extra time so Dan (that's me!) can re-assess the game's roadmap
Game Balance
- Decreased the cost of the 7th, 8th, 10th, and 11th rent payment by 25 coins
- Increased the cost of the 6th rent payment by 25 coins
- Increased the amount of Removal Tokens given per email by 1
- Reworked Ancient Lizard Blade to have the effect of "Gives 6 coins each spin. Gives 1 coin less for each symbol in your inventory with a quantity of 2 or more. Cannot give less than 0 coins." (instead of its previous effect)
- Bartender now has a 10% chance of adding a symbol (instead of 5%)
- Hex of Thievery has had its wording clarified to note that it has a 30% chance of taking 6 coins (this does not change how it functions gameplay-wise)
- Miner now gives 10 coins for each symbol it destroys
The above balance changes were made for the following reasons:
A large amount of players felt the game had become too challenging with Content Patch #4. While many other players (myself included) enjoyed the challenge that comes with higher rent payments and less removal tokens, forcing this difficulty on every player makes the game less enjoyable overall. For this reason I've made the "base-game" more in-line with the difficulty level of previous patches, and have moved much of the difficulty to the new apartment floors. If you'd like to challenge yourself in the game, I'd recommend giving the new system a try!
Ancient Lizard Blade's previous effect could be more of a hindrance than a benefit in almost all situations. This new effect is still on-theme and is closer to what one expects for a "Very Rare" item.
While Bartender was already a very good symbol power-wise, the frequency at which symbols would be added was low enough that the effect was uninteresting and felt almost "tacked-on." The odds of a symbol being added have been slightly increased to make runs more interesting, while not breaking the game's balance.
Many players were completely ignoring Miners and hoping to just get a Mining Pick or Geologist to break their Ores. Miners giving coins on symbol destruction will hopefully make them more viable in the "early-game."
Please let me know your thoughts either in the comments or on the official discord!
-Dan
Bug Fixes
- Fixed numerous bugs which caused lag when there were a large number of Items and Symbols
- Fixed numerous calculation bugs with Wildcards (they now apply their bonus effects after finding the highest value among adjacent symbols)
- Fixed a bug that caused severe lag if the player had an exceptionally large logfile
- Fixed a bug where symbols wouldn't load properly if the player loaded a save after switching languages after loading a save (yes that's written correctly)
- Fixed a bug where a symbol that received a multiplier bonus after being destroyed by a Dwarf or Monkey would not apply the multiplier bonus to its value when taken into account by the Dwarf's or Monkey's effect
- Fixed a bug where the Reroll Tokens and Removal Tokens granted from an email would be incorrectly set to incredibly high values on a reload
- Fixed a bug where symbols that increase symbol rarity could apply too many times in the same spin
- Fixed a bug where the tooltip from the Removal Token button would still appear even when there are no Removal Tokens
- Fixed a bug where Watering Can, Wanted Poster, Checkered Flag, and Reroll wouldn't apply their effects retroactively when added from an Item Capsule
- Fixed a bug where multipliers from Arrows and Buffing Capsules could be applied too many times under certain circumstances
- Fixed a bug where Pink Pepper was not giving coins after being forced to Skip from a Hex of Emptiness
- Fixed a bug where "<end>" would sometimes appear in the Removal Token button's text
- Fixed a bug where Diver and Geologist wouldn't both get a permanent bonus from the same adjacent Pearl (learn to share, you two!)
- Fixed a bug where Monkeys would not give the correct amount of coins when destroying Coconut Halves if the player had a Lemon
- Fixed a bug where symbols added during a spin from a group weren't taking rarity modifiers into account
- Fixed a bug where Seeds weren't taking rarity modifiers into account when growing
- Fixed a bug where Bartender could sometimes try to add a Very Rare alcohol symbol (which doesn't exist) causing a crash
- Fixed a bug where the base rarity chances of items was slightly incorrect if the player loaded a save from the 3rd rent payment onward
- Fixed a bug where the rarity chances of symbols could be set to "All Common" while the player has Frozen Pizza under certain circumstances
- Fixed a bug where Swear Jar couldn't be destroyed before a rent payment under certain circumstances
- Fixed a bug where the game's window would always default to the primary monitor on a multi-monitor setup (it now defaults to the active monitor when launching and changing settings)
- Fixed a few instances of Symbols' reminder text not being updated correctly
- [macOS] Fixed a bug where the first button input would be ignored after changing the "Fullscreen" setting
- [macOS] Fixed a bug where the "Resolution" setting wasn't being properly applied when exiting Fullscreen
- [macOS] Fixed a bug where scrolling wasn't working with trackpads
- [macOS] Temporarily removed "Borderless" option as it was leading to inconsistent behavior
Changed files in this update