Upcoming in 0.4.5





Fixed a major Prestige Depth Infinity bug that broke late-game progression.

Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier.

  • 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.).

Boss Encounters & Localization

  • 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_leviathanCrystal Titan

    • uranium_colossusMagma Beast

    • quantum_overlordCore 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.

Worker Movement – Collision Jitter Fix

  • 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.

Production Panels – New Standalone Window

  • 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:

    1. Real-Time Production Display

    2. Production Breakdown

    3. 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.

Performance – Production Display Caching

  • 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.

Worker UI – Production & Efficiency Panels

  • 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.

Worker Animation & Visual Overhaul

Smoother Movement & Easing
  • 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.

Distinct Visuals for Each Job

  • 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.

Improved Mining & Movement Animations

  • 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.

Worker Lifecycle & Pooling

  • 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.

Visual Effects & Particles

  • 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.

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