5.0.1
Fixes.
Achievements announce themselves again on phones. The card lived inside the body
screen, and on a phone that screen is one of six — so an achievement earned in the shop
or on a collapse had nothing on screen to notice it, and coming back marked it as
already seen. Every achievement earned away from the body screen was silently swallowed.
It now sits above the whole layout and survives switching screens. The desktop version
never showed the fault, because there the body is always visible.
The last German text in the English build. The tab strips, the settings toggles, the
save slots, the statistics list, the collapse button and the PC's update card. Two
separate causes, both now closed off with tests of their own.
The save slots on PC showed the body's German name even in English.
5.0.2
The automatic collapse no longer waits.
It used to look a minute ahead and hold on while another minute of production would still
add more than two per cent to the payout. That is sound reasoning for a run that got there
slowly, and wrong for this rule: anyone who orders fifty runs has a fleet that crosses the
threshold in seconds and was made to watch a full bar each time.
It now fires the moment it can. What it still will not do is end a run worth less than one
whole singularity, or cut a challenge short.
5.0.3
Building the body had no income past Mars. That is fixed, and it was the bigger half of
the update.
Fragments only ever fell up to Mars, by design — and past it the panel promised that the
comets would bring the material of the sky. They never did. Catching one paid in production
or a buff and left no material at all, which meant a run past Mars could not gain a single
unit for the rest of its life. Since a collapse takes the shells and the loose material with
it, the deepest world types were not distant, they were walled off. Anyone at the black hole
was looking at a dead panel.
Both halves are true now:
Fragments never stop. Past Mars they thin out to roughly one every thirty seconds
instead of one every four — rare enough not to argue with a comet for the same thumb,
frequent enough that the stock still moves.
Comets with a core leave material behind. Ice Core, Ember Core and Splinter Shower
spill a load when you break them open. The three that cross whole and go down in one tap
carry nothing: material that cheap, every four minutes, would make the world grid a
formality. A core comes round roughly every quarter of an hour and wants two or three
hits while it is still moving. Your crust raises what it spills, exactly as it raises
what a fragment is worth.
Reaching a grown world now takes about an hour of paying attention; a whole one, five
to ten. Long, but finite.
Also: the thirteen "per level" lines under the prestige upgrades were still German in the
English build.