Hi everyone!
It's time to add some new content to the game again to ease the waiting time until the major update that introduces military perks is done.
We've added a full set of six challenges for the desert region as well as some new modules and AI functions.
Modding capabilities are very important to us. In order to not have to add it at the end and rewrite everything, we're constantly moving things from the core logic of the game out into components that act like if they were mods.
Achievements are now refactored into the new loader system.
If everything works as smooth as we expect it to be, we'll continue to move all game data (like artifacts, factory items, ...) out of the core logic. This is the first step to allow content modding in the future.
In addition we've also refactored a big part of the game.
Worst case you shouldn't notice any difference and in the best case you'll see a performance increase.
Military Perks
After completing a military tier you'll be able to choose a perk as a reward.Some of them are unlocked right form the beginning others are only available after certain military tiers or require a different perk before they become unlocked.
Every four military tiers you'll also be able to choose a specialization instead of a perk as a reward.
Specializations are upgrades for their respective building and unlock the second floor as well as additional features for that building.
Specializations are planned for the following buildings so far: Factory, Power Plant, Mine
Here is a screenshot of the current draft for military perks. This is just a first prototype and the UI will most likely change. We're also going to make the military perk UI procedural generated to allow future modding.

Changelog
New Stuff
- added new challenge 'Desert #1'
- added new challenge 'Desert #2'
- added new challenge 'Desert #3'
- added new challenge 'Desert #4'
- added new challenge 'Desert #5'
- added new challenge 'Desert #6'
- added shiny effect to achievements
- added Worker task 'Neutral: Expand'
- added AI function 'Timestamp: now'
- added AI function 'String: index of'
- added AI function 'String: contains'
- added exotic skill 'Treasure Map'
- added new module 'Magical Protection'
- added new module 'Energy Flow'
- added new module 'Advanced Heal'
- added new module 'Sandstorm'
- added new module 'Desert Gift'
- added new module 'Head Hunting'
Changes
- era damage and health divisors cannot be upgraded anymore once they become infinite
- readjusted values of module 'Offensive Pack'
- readjusted values of module 'Defensive Pack'
- minor changes to Universal Experiment goal display
- refactored a big chunk of the code base
- started to replace C# events with our own event logic
- separated damage text from the core logic of the game (now acts like a mod instead of a hardcoded feature)
- achievements are now refactored into the new loader system and are not hardcoded anymore
Fixes
- fixed AI not being able to open Tower Testing UI when opening it for the first time after entering the Town
- fixed a rare case where the container height of the module list in the Workshop was too small
- fixed a potential issue that could affect the duration of long era Workshop researches
- fixed achievement push notifications not appearing when going back to the main menu once
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Changed files in this update