Release Notes

Version 1.032 - 19/01/2015
-Added a final upgrade
-Fixed some bugs


Version 1.031 - 18/01/2015
-Building dialogs have a larger max height
-Eternal dragon costs less essence to upgrade
-The arcaneum is now upgradeable
-Fixed some bugs


Version 1.03 - 13/01/2015
-Fixed a bug with the essence multipliers
-Made Collective Knowledge a bit weaker (fixing the essence mult bug means essence gain should still be faster than it was before)
-Auto-rift 9000 unlocks sooner and is cheaper
-Scholars can increase the market rate by up to 200 (cap was previously 100)
-Eternal dragon requirement returned to 2500 total construct level
-On and On now unlocks at 2 weeks of play time
-It is now possible to get all upgrades while doing a no click run
-Miner Blindness Reduction is much more powerful
-Got rid of the 1/10/100/1000 buttons for feeding dragons, they weren't very useful
-Fixed some bugs leading to negative mages and alchemists
-Switched majestic and imperial dragon effects
-Industry screen layout is slightly changed - on a large enough monitor, resources will display to the right of the industry screen
-Reverted the trap change - nobody liked it
-Market now updates more efficiently
-Habitation size can now be upgraded by a fixed amount
-Notifications can be disabled from the menu
-The crafting screen now has an input box that lets you select how many gems to combine/break when holding ctrl
-The gold per click is now shown when you click on the mine
-The admin building now lets you set the update interval and the display interval (this is almost definitely buggy, let me know if something breaks)
-The mage tab now highlights when a new upgrade is unlocked
-Boosted some of the 1T hireling upgrades
-Fixed some bugs with importing
-Auto-Rift 9000 now only feeds the dragon up to level 10Qi (costs about 1Qa of each essence)
-The eternal dragon now requires gold, and super high dragon levels unlock new upgrades


Version 1.02 - 27/12/2014
-Added a button to feed the dragon 100% of the way
-The administration building is now split by resource type
-Fixed bug with gem affinity upgrades
-Spirit boosts are taken into account with the displayed gold per second, farm production, alchemy, and on hireling tooltips
-Added an upgrade to auto-check the quarry
-The amount of adamantium from the earth shrine picks scales with earth shrine level
-The dimensional rift now says how much spirit essence a dragon is worth
-Traps, and machine shop units can now be bought 10 at a time by holding control
-When traps are reset, the prices return to their original values, but the total also goes back to 0 (some upgrades are based on number of traps bought)
-After you have 1001 campaigns, the adamantium reward begins to increase
-The mechanist page now shows the total number owned
-The market now shows when the prices will change, and the eternal dragon makes them change faster
-Export screen code is now auto-selected
-The master dragon is now much cheaper
-The higher level elemental dragons require more essence
-Implemented a better system for checking upgrades as suggested by /u/Moldison - game takes roughly half the processing power
-Amplificatory Armor now only adds 2%, but is cumulative (huge buff)
-The dragon can no longer be overfed
-Added an upgrade that increases average market rate
-Smelting pit rate grows more quickly
-Delving mages now show the chance of finding gems each tick
-King of the Sky now increases essence gain from goblins
-Smelting pit now shows how much adamantium might be produced
-Added an upgrade allowing you to cut the market timer in half once per cycle
-Added an upgrade allowing you to increase the number of mages/craftsmen/alchemists build each tick
-Added a super late game upgrade that feeds and sacrifices your dragon in one click


Version 1.01 - 20/12/2014
-Added alchemist upgrade at 150 alchemists
-Fixed bug with oracle being visible before it is unlocked
-Added an adamantium to flax recipe
-Blind revenge is no longer disabled when you lose a battle and occurs every 30 seconds
-Lowered most of the campaigns won requirements
-Increased non-campaign shrine requirements
-Added a few oracle levels to clarify things
-Constructs now fill in in spirals... and it's awesome
-Water essence to dragonscale recipe is quite a bit more expensive
-Dragon hunters produce much more dragonscale
-Seeds of rebellion makes a noticeable difference
-Added an upgrade causing blind revenge to also drop a bomb
-Earth shrine levels now increase pick strength
-Campaigns can now be launched 10 at a time by holding ctrl
-Fixed a bunch of bugs
-Habitation now has an "upgrade max" option
-Habitation population can now be exiled if you accidentally overbuy
-Base dragonhunter production is increased
-Quarry random finds now give more adamantium
-Earth dragon costs less adamantium
-High level dragons have slightly easier requirements
-The alchemist button now lights up when a new recipe is added
-New constructs cause the construct button to light up
-Added essence to the stats screen
-Fixed issue where mages delving beyond the 625th didn't contribute to gems found
-Spirit essence, mages, alchemists now allows specifying the number to move


Version 1.00 - 13/12/2014
-Added upgrades that speed up population recovery
-Added an upgrade to instantly charge up mages
-Added flax as a resource gained from the two new farms
-Vastly improved upgrade checking code (game uses 1/3 of the CPU power it did previously)
-Flax can now be traded for adamantium
-Added dragonhunters
-Added scientific notation as a number system
-Added dragon shrine
-Added multiple additional buildings (all 25 slots can now be filled)
-Lowered the requirements on Embrace the Swarm
-Added a sandshrew to gold recipe to help with the hive queen grind
-Hive Queen prices scale a bit slower
-Added a new enemy variation
-Fixed a bug with high numbers
-Added stretch upgrades
-Buying a mage now adds wisdom to the mage tower
-Added an option to the menu to act as if control is pressed (for mobile users who don't have a control key)
-Holding ctrl now applies to fortifying the wall, and buying craftsmen, mages, and alchemists
-Bombing enemies is much cheaper
-Slightly slowed down gem rate from goblins sacrificed
-Slightly nerfed Have Not
-Added dragons
-Added a dragon rift to allow long term improvements (balance changes will almost definitely come for this)


Version 0.991 - 27/09/2014
-Added a late game Adamantium update
-The quarry now finds far more gems, and can find adamantium
-Steel production grows more slowly with pit level
-Added an upgrade that increases the goblin cost of the smelting pit (it will make sense, don't worry)
-Prying out gems now gives the cost of the gem being pried minus 1
-Added an upgrade that allows moving constructs to new locations
-Fixed a few issues with the exchange market, and added the exchange rates to button hover text
-Holding ctrl on the habitation screen allows you to upgrade 10 levels at once
-Added new stats to the statistics screen


Version 0.99 - 20/09/2014
-Fixed tab highlighting issue (thanks to /u/Moldison for help on debugging)
-Fixed market bug where trading periodically doesn't work
-Neurochyrsalises can now be alchemized
-Added lots of smelting pit related upgrades
-Added another method for adamantium gain
-Hireling hover text now shows the total production of that hireling
-Added a way to increase the gem find from mages (and you can now see how many they find at once)
-The quarry is more likely to find special resources while you are clicking (after a certain upgrade is bought)
-The military screen now shows how much adamantium you have


Version 0.98 - 13/09/2014
-The university now defaults to the max number of scholars you can send
-The stats screen now shows number of campaigns won (this will start at 0 for everyone)
-Added the blacksmith
-Food in the market is slightly more expensive
-New alchemist upgrade
-Fixed several bugs with how food interacts with population
-You can now gain land for two more farms via campaigns


Version 0.97 - 06/09/2014
-Farms now show food per second
-The military screen now shows food remaining after upgrade (to avoid overspending)
-Added an upgrade to allow fast land preparation
-Habitation level is now a maximum, and soldiers who die now regenerate slowly
-Military rewards are now higher and soldiers are now killed even in victory
-The initial bagger upgrade for acquiring dirt is now cheaper
-Added the university and several associated upgrades
-Created an upgrade for setting a minimum number of gems before the auto-smith activates
-The buttons for adding and removing mages from a category no longer jump around


Version 0.96 - 30/08/2014
-Fixed bugs with the market and industry screen
-Sell gems tab now permanently shows all gems after a certain point
-Added habitations and farms
-Added the barracks to start your military campaign
-Added a new resource (sadly it has no use so far, but it will soon)


Version 0.951 - 23/08/2014
-Fixed bugs with the oracle and the smelter
-Market dialog now updates properly
-Sell gem tab now shows how many gems you have
-Added an upgrade for 100 neurochrysalises
-Added upgrades to increase resource gain
-Added a new spider trap
-Added a powerful goblin/bloodhound upgrade


Version 0.95 - 16/08/2014
-Mage tower meditation boost grows more slowly
-Neurochrysalis boost ot mages is not as strong
-Regal statues return slightly fewer gems
-Statue results now remain until the next group returns
-Added a new resource
-Fixed a bug causing buildings to be inactive while land is being filled
-Level is now shown on the building pages
-Added new upgrades based on traps bought
-Added a new building that allows exchanging resources with varying prices


Version 0.94 - 09/08/2014
-Loading works a little bit more smoothly when starting the game
-Fixed a bug where industry buildings took effect before they were finished
-Added two new buildings
-Added many new mage upgrades
-Added a third yield upgrade for alchemists, and the alchemist screen now shows yield upgrades in the ratio column
-Auto-smith upgrades now require coal after a certain point
-Added several new upgrades, including boosts to mages meditating to hopefully make them relevant again
-The quarry now has a chance of finding buried treasure


Version 0.93 - 02/08/2014
-The auto-smith combines 10 gems at once by default, instead of 1
-Added another mage upgrade for increasing gem quality
-Added an upgrade at 200 Wyverns
-Improved auto-smith and goblin art, courtesy of clockworktwelve!
-Reduced number of notifications for late game players as they got annoying
-Craftsmen now do not repair at all while doing other things
-Slight increase in Hive Queen gem cost
-Improved drawing on the industry section (it should look sharper on most browsers)
-Added two new industry structures, including a second industrial research
-Dirt amount is now shown in the industry tab, not on the top bar like before
-Auto-smith can be upgraded to move more gems, making it more useful for idling
-Alchemist efficiency is now called "Alchemical Speed" to be less confusing
-Fixed some typos
-Combine gems button now has a dropdown letting you stop combining at a certain level


Version 0.92 - 25/07/2014
-Fixed a bug caused by gem rounding if the number of gems is greater than 0 but less than 1
-Ant prices now grow exponentially always (so they will show infinity)
-Transmutation now also occurs if you have 100% of the amount, instead of the current efficiency (i.e. 330%)
-Slightly reduced the power of the two new pickaxes
-Added a new hireling to boost mana gain and two upgrades to go with it
-Reduced world eater and hive queen alchemy prices
-Fixed a bug causing the final pick to be displayed as new even when it wasn't
-Added a cross upgrade between baggers and ants
-Lowered price on Radiant pick
-Alt click now works the same way as ctrl click
-Added upgrades increasing alchemical yield (without increasing cost)
-Added 3 new mage upgrades that increase the chance of high level gems
-Added a new resource (super late game - listen to the oracle and get tons of baggers)
-Added a new game section, involving construction and automation


Version 0.91 - 19/07/2014
-Many balance tweaks during the early and midgame
-Made Interal Army far less powerful
-World Eaters and Hive Queen recipes are more expensive, and other recipes have been tweaked
-Combining and breaking gems now both default to 1 at a time, but you can combine/break them all by holding ctrl
-Fixed alignment bugs in the gems section
-Holding ctrl allows you to move 10 mages or alchemists at once, or buy 10 hirelings at once
-Added upgrades that improve mage aura behaviour
-Rounded gem and hireling values, because people were getting annoyed at seeing 103.4 ants and so on
-Added an upgrade providing a global GPS boost for each upgrade bought
-Added alchemist upgrades that increase potential (and therefore speed up transmutation)
-Changed the export save screen so it's easier to select the save text
-Wyvern transmutation is now possible, but at a very high price
-Added 2 new high level picks that provide far more gems than previous picks


Version 0.90 - 12/07/2014
-Added a new tier of imbuement upgrades
-Added alchemists lairs
-Added alchemy recipes that are unlocked over time
-Gems can be combined one level at a time
-Gems can be broken into previous levels
-Wyverns are slightly cheaper
-Added upgrades at 200 for every hireling except Wyverns
-REALLY large numbers don't break the layout anymore
-Prying out gems gives a warning message
-Slightly nerfed the bloodhound upgrade - early on it was pretty broken


Version 0.89 - 05/07/2014
-New layout that works better on large screens
-Powerful late-game pick upgrade
-Tooltips switch sides properly to avoid going offscreen
-Bloodhound upgrade to deal with how awful they were after the first 10 minutes


Version 0.87 - 27/06/2014
-Two new upgrades for buried treasure
-New spending system (some upgrades now cost mana)
-Upgrades for 150 of each hireling
-More efficient buttons!
-Batch imbuement - you can imbue 5, 10, 25, or max levels at a time
-Percentage boost for craftsmen - should make them more useful
-Fixed a bug with mages giving gems
-Mages meditating now give less mana, as it was broken late game
-Two new symbiosis upgrades
-A new late game hireling


Version 0.85 - 21/06/2014
-Red mage upgrade now only requires mage level to be 80% or higher, and doesn't require spiders
-Queens now have an extra upgrade available
-Fixed a bug with mage aura bonus being calculated incorrectly
-Health bars are now more visible and look cooler
-Awesome new oracle drawing, courtesy of LucidCrux
-Gems now have tooltips showing their function
-Mages have had their concealing role replaced with meditating, on account of concealing being almost useless
-Added two new walls
-Fixed a bug causing slow income when the tab is inactive
-Added two new walls
-Mages now look much, MUCH cooler, courtesy of Bit Krab
-Spider upgrades are now more powerful
-Mages can now find higher level gems
-Added quite a few new mage upgrades
-Added higher level imbuement upgrades
-Boosted picks and added several new pick upgrades
-The oracle can now be clicked on to get advice for what to do next


Version 0.82 - 14/06/2014
-Added an extra pick before the last one (as the gap was too big)
-Added a new red upgrade available after wizards have spent half an hour at maximum power, assuming spiders are unlocked already (check the power level in the mages tab)
-Fixed various bugs with resetting
-The first goblins and mages now have a click here box so it is more clear that clicking them does something
-A warning is displayed if you buy a new pick while you have gems socketed
-Wizards can now increase the power of hirelings at the price of mana (after the new red upgrade is bought)
-Added late game upgrades that increase the mana gain per kill to speed up mana gain


Version 0.80 - 07/06/2014
-Gems now only increase by one level at a time (previously gem prying was impossible sometimes)
-Miner animation is now MUCH nicer
-Switched to a more advanced tooltip system and added a tooltip to the oracle
-Mages can now be powered up by clicking on them
-There is now a cap on buried treasure amount
-The stats menu now shows upgrades remaining as well as upgrades bought


Version 0.78 - 31/05/2014
-Several new upgrades
-Fixed bug with socket dropdowns refreshing too quickly
-New oracle interface
-New mage upgrades
-Gems can be pried from picks
-Added a spider trap and a goblin lure
-Optimization and cleaner code (that might sound boring, but it speeds things up in the future)


Version 0.75 - 24/05/2014
-More efficient rendering (should be playable even on VERY slow computers)
-The final pickaxe can now become much more powerful
-Gems are more powerful
-Goblins drop gems more often
-Picks can be rebought at any time
-Added a second red upgrade, for when you get the goblins under control


Version 0.72 - 17/05/2014
-New menu buttons
-Buttons gray out when not affordable
-New hireling buttons (easier to see how many you have)
-Mages can now target more than one goblin per tick
-Added lots of late game content (hint - if you have fewer than 1000 ants, you don't have everything, but don't try to buy them all yourself!)


Version 0.68 - 10/05/2014
-Added pickaxe enhancement via gems (4 gems to unlock)
-Added world eaters
-Added goblin traps to get some peace and quiet
-Shop is now divided into tabs
-Bug fixes, balance tweaks, performance improvements


Version 0.65 - 03/05/2014
-Added lots of new mage stuff (hint - buy 5 mages)
-Confused hard drive vendors now roam the land with fat wallets
-Goblins now have gross names
-An ultimate pickaxe upgrade now exists


Version 0.60 - 27/04/2014
-Goblins only steal 10% each, not 12.5% as before
-Fixed negative treasure chest bug
-Added menu and stats area
-Various balance tweaks
-Upgrades now say what they do


Version 0.55 - 27/04/2014
-Increased wall durability - they were WAY underpowered
-Increased mason repair rate
-Resolved issue where things were annoyingly selected in Chrome
-Introduced mages and made goblins stronger to account for them
-Goblins now have health bars
-Hireling tooltips now display gold per second
-Goblins level-up more slowly


Version 0.5 - 26/04/2014
-Initial release