Changelog
[b] New Content Domes[/b]- Added Artillery Dome
- Added Tesla Dome
- Added custom sprites for all primary gadgets per dome
- Replaced cobalt branches in dome tech trees with a new system, the dome supplements
- Added a new chamber type, the power core chambers. Retrieve the core inside to receive a supplement.
- Added 6 dome supplements
- Added run modifier that lets you get 3 dome supplements instead of only one
- Added "mine view", where you can watch the mine you dug out after finishing a run and even show the resources you missed
- Added run modifier that lets you play completely without monsters
- Added classic "Dome Romantik" palette (orange, blue, purple)
- Improved how orchard shields are spaced across domes, adapting better to different dome shapes and sizes
- Orchard root explosion won't remove other roots anymore
- Improved orchard shield destruction effect
- Gamepad auto switch option now also works for steam deck, resolving some issues of inputs being unresponsive
- Improved positions where domes are shot at
- Relic switches can now be activated immediately after uncovering, no need to wait for the animation
- Stingray is back to the old animation, does not look squished anymore
- Assessor can now collect again when in cellar
- Changed gadget chamber placement to be less predictable
- Prospection meter does not target rooted resources anymore
- Auto cannon and stun laser won't target burrowed monsters anymore
- Teleport won't trigger if you or the moveable portal are still inside the dome
- Improved visuals of the shield battle ability "electro blast"
- Updated localisation
- Improved some sound effects
- Changed run modifier "double iron" to simply increase the iron in the underground by 50% and no increase in upgrade cost
- Cycle time: increases slightly slower the larger the dugout mine is
- Orchard: halved how quickly moving uses up the orchard buff
- Orchard: increased initial buff strength and decreased growth time
- Orchard: slightly buffed orchard shield hp (120->130)
- Shield: very slightly decreased max strength (6.6%)
- Scarab: slightly increased health
- Repair: depends slightly less on dome health
- Auto repair: is not a standalone upgrade anymore but instead comes for free with the inventory upgrade
- Engineer: buffed drill strength of the last drill upgrade
- Engineer: slightly buffed the speed upgrades
- Engineer: slightly buffed the second carry strength upgrade
- Assessor: buffed the sphere base damage to be a more viable mining option, especially in the deeper layers
- Assessor: slightly buffed the upgrades for minimum speed when carrying or collecting
- Assessor: slightly decreased effectiveness of contact mining, with the last stage being weaker and rock hardness still having a small impact. It was faster than the engineer in deeper layers, but really spheres should be the main mining tool for the Assessor
- Assessor: slightly changed costs of some upgrades, 2 iron more or less
- Fixed stag shooting too much if hit by sword and stunned while walking
- Fixed some resources not getting revealed initially when picking up scanner from cave
- Fixed vignette not showing up for cobalt bomb, if you disable the vignette in the mine
- Fixed all worlds showing up in some cases, irrespective of unlocked ones
