Engineer Rework & Boss Expansion


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.

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