Posted December 03, 2025 by meapps
#2D #Clicker #Exploration #Idle #Incremental #Minimalist #prestige #resource-management #Singleplayer #upgrades
Engineer Energy Consumption Scaling
Engineer energy use now scales logarithmically from early to late game.
Early game multiplier reduced from 0.5 to 0.3 (about 0.45 energy/sec per Engineer).
Late game multiplier scales down to 0.15 (about 0.225 energy/sec per Engineer).
Scaling factors: depth, max_energy, and upgrades.
Log curve: fast improvement early, slower later.
Worker energy reduction upgrades still apply multiplicatively.
Effect: early game can support about 2 Engineers on default regen instead of 1.
Boss Expansion and UI
Added 10 new expansion bosses with phase-based mechanics and counters (examples: resource thief, worker snatcher, research devourer, upgrade nullifier, void leviathan, singularity core).
Implemented steal mechanics for:
Resources
Workers
Research progress
Upgrades (temporary disable)
Energy
Steals can be reduced by counter-workers and have cooldowns.
Boss UI now shows:
Mechanics and phases
Counters
Last steal summary
Currently disabled upgrades with timers
On boss defeat:
Stolen workers can be returned (if configured)
Disabled upgrades are re-enabled and their effects restored
Research Workers Boss Damage Bonuses
Research workers now add bonus damage in boss encounters.
Base research worker:
Generic research worker: +2.0 damage per worker.
Tier 1:
Geologist: +3.0 per worker.
Surveyor: +2.5 per worker.
Tier 2:
Archaeologist: +4.0 per worker.
QuantumAnalyst: +5.0 per worker.
PlasmaEngineer: +4.5 per worker.
Tier 3:
VoidMiner: +6.0 per worker.
TemporalTechnician: +7.0 per worker.
SingularityKeeper: +8.0 per worker.