Posted November 04, 2025 by meapps
#2D #Clicker #Exploration #Idle #Incremental #Minimalist #prestige #resource-management #Singleplayer #upgrades
Added a soft slowdown near the cap:
900,000m+: gains reduced to 50%
950,000m+: gains reduced to 10%
All five depth gain paths now respect the new clamp and slowdown rules.
On load, save data is validated for depth, resources, and multipliers to catch corrupt or invalid values (NaN/Infinity, etc.).
Fixed boss names not translating correctly in 14 languages (previously bosses 2–4 were stuck in English).
Corrected mismatched boss IDs in the UI:
crystal_leviathan → Crystal Titan
uranium_colossus → Magma Beast
quantum_overlord → Core Sentinel
Removed unused boss entries from 11 locale files.
All four bosses (Granite Guardian, Crystal Titan, Magma Beast, Core Sentinel) now show properly localized names in every supported language.
UI tweaks:
Attack button font size increased for readability.
Health bar text moved below the bar and switched to a clear monospace font with consistent styling.
Workers no longer “vibrate” or jitter when moving near each other.
Reworked collision avoidance:
Reduced avoidance strength for smoother blending with the target direction.
Switched to a quadratic falloff for more natural force transitions.
Added a movement threshold to filter out tiny micro-movements.
Clamped maximum avoidance forces and increased minimum distance between workers to avoid extreme values.
Added adaptive visual smoothing: movement is smoothed differently depending on how far a worker is moving.
Result: workers now move smoothly even in dense groups without visual jitter.
The Production Panels now live in their own dedicated window instead of being crammed into the Workers tab.
Press P to toggle the Production Panels window.
Layout: three side-by-side panels in the new window:
Real-Time Production Display
Production Breakdown
Efficiency Comparison
The window:
Can be moved, resized, collapsed, and remembers its state.
Defaults to 1000×500px and appears roughly at 20% screen width / 30% screen height.
Follows the same window pattern as Random Events, Boss Status, and Generation Rates.
The Workers tab is now much cleaner and easier to read.
Optimized production and efficiency UI so it no longer recalculates every frame.
Real-Time Production and Efficiency Comparison panels now only update when relevant data changes (WorkerState, GameStats, PrestigeSystem).
Introduced a cached production display in UIState, updated by a dedicated system.
Removed an older per-frame calculation function.
This reduces unnecessary CPU usage, especially on scenes with many workers.
Workers tab now includes:
Real-Time Production Display: shows each job’s per-second output with job icon and worker count.
Production Breakdown: totals grouped by resource type (Blocks/sec, Data/sec, Depth/sec, Energy/sec, Qbits/sec, Dark Matter/sec) to quickly spot bottlenecks.
Efficiency Comparison: ranks jobs by output per worker with a simple star-style efficiency indicator.
Implemented using three side-by-side panels in the UI.
Production numbers are computed via a helper to stay within engine system limits and keep the UI code cleaner.
Replaced random jitter with a proper animation easing system.
Added dedicated easing functions (ease-in/out cubic, etc.) and separate visual_x / visual_y fields for interpolated positions.
Tool durability “shake” is now a smooth sine wave instead of noisy random movement.
Result: workers glide smoothly instead of shaking.
New visual configuration for all 8 worker job types via a dedicated worker_visuals module.
Each job has a unique geometric look and color scheme, for example:
Digger: brown circle miner look.
Hacker: cyan core with orbiting dots.
Builder: orange circle with a helmet-like square.
Engineer: dark orange with energy spikes.
Researcher: light blue with orbit ring.
QuantumTech: layered indigo circles with phase animation.
Explorer: green-teal with directional arrow.
DarkMiner: white core with dark purple aura.
The goal is instant recognition of job type at a glance.
Mining is now a 4-stage animation with easing:
Wind-up (ease-in), strike (ease-out), impact squash/stretch, and smooth recovery.
Walking and running use sine-based bobbing with subtle scale changes.
Idle workers have a light “breathing” animation so the scene never looks static.
Added a full worker lifecycle system for future boss interactions and effects:
States: Active, Dead, Pooled, Respawning.
Workers have health, max health, death time, and respawn delay.
Implemented a worker pool to reuse worker instances instead of constantly allocating and destroying them:
Functions to kill, damage, recycle, and respawn workers.
Dead/respawning workers skip AI logic but still play animations (death, etc.).
All new fields are backward compatible with existing save files.
Job specific movement trails:
Digger dust, Explorer dotted trails, QuantumTech quantum circles, Engineer sparks, Hacker “binary” trail, DarkMiner energy trails, and more.
Interaction effects:
Engineers generate animated electric arcs between nearby engineers, forming visible power networks.
Researchers trigger “eureka” bursts (particle explosions and glow rings) when they hit high combo counts.
Overall effect: the mine feels much more alive, readable, and satisfying to watch.