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jokers666

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A member registered 14 days ago · View creator page →

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All of it is in demo-0.7, and thank you: this was the most useful message the game has had.

The two popups: "who digs" moved to the bottom left, and the tooltip now draws over the "wheel to zoom" line instead of under it, so the price is readable.

Stats: all nine are now on all three screens, ants shown to the hundredth so you can see the breakpoint coming instead of doing the math on paper. Hover any stat and it tells you what it does, including trip, return, conquest and instinct.

Rebirth has its own screen now: what you lose, what you keep, what you gain, with your own numbers. You had also said you felt no progression, and I think that was the same problem: rebirth is where the progression lives and nothing told you so.

Slowness: you were right that it was not fixed. I had blamed the wrong thing. The game was recomputing the price of all 541 upgrades by searching each one through the whole list, every frame. Measured at 58 ms per frame, now 3.

Done, it is live in demo-0.6. You can now split the colony between foraging and digging, and the tunnels stay after a rebirth, so the nest is the one thing that keeps growing. Thanks, this was a good call.

Fair, and that one is on me: I shipped the chambers this morning with nothing but their names on the buttons. Just pushed a build where each job says what it gives, in the same words the upgrade tree uses.

Brood is ANTS +10%, granary is RETURN +10% (loot from zones you already cleared), infirmary is HEALING +10%, fungus farm is HARVEST +10%. Each button also shows how many of your chambers already do that job, since that is what you actually want to know before adding another. Reload the page to get it.

Fixed in the build that just went up. The outcome of a fight was decided from strength alone, and health was only ever deducted alongside it, never checked. So at zero your ants stopped being drawn while the wave carried on resolving and paying. Health stops the fight now.

Thanks to both of you. "You can idle your dead ant for money" made it very easy to find.

All four are fixed and the build is up.

The twigs: past zone 8 the loot switches to the next resource, but twigs stay the main part of every recipe, so you could get stuck exactly as you describe. There are now two buttons next to the zone name that send you back to any zone you have already reached, and the game picks the highest wave you can still win there.

The two second freeze: every purchase redrew the whole nest even when nothing about it had changed. It only changes one purchase in eight, so seven clicks out of eight are instant now. The eighth still costs a moment.

The save: there was none at all, and I am sorry about your hours. It saves after every purchase, foray and rebirth, and there is a SAVE button in the top right that also lights up when the game saves on its own.

And the nest: you were right that it did nothing. Chambers now have a job you choose, brood, granary, infirmary or fungus farm, and each is worth an upgrade level. That is a start rather than the whole answer. Thanks for writing all of it down.

Fullscreen is on now, there is a button in the bottom right corner of the frame. I had simply left the option off, thanks for pointing at it.

The lag on upgrades was a real bug: every purchase redrew the whole nest even when nothing about it had changed. Fixed in the build that just went up, along with saving, which did not exist at all before.

The lack of progress is the note I cannot fix in a day and the one I will be thinking about. If you have a minute, what were you expecting to see change that did not?

You're right. I use an AI assistant to write, including the page text, so "nothing produced by generative AI" was wrong. I've changed it. No AI-generated art or audio, everything is drawn and synthesised by code, and the code and text were written with AI help. Rewriting the description in my own words too.