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Idle ArmadaNews0.20.0.0 - New Ships, New Boss, New Automation Option, Graphical Improvements!
Game update

0.20.0.0 - New Ships, New Boss, New Automation Option, Graphical Improvements!

Idle Armada · published 8 Jun 2025, 07:26 UTC · build 18782813

All newsPlayers around this dateRead on Steam
  • Implement a new automation feature that allows more fine-grained control, dividers. They may not be placed below any upgrade preference that has no max level set. They will make sure that automation buys everything above the divider to the set levels, before buying anything below it.
  • Add a 2nd boss to the game, the Subverter.
  • Boss battles now have a planet in the background that is specific to each boss level and stays the same across playthroughs, and as you get close to each boss battle, you see it in the distance.
  • Instead of a bunch of round particles, destroyed ships now break apart into visible pieces of the original ship that float away and disappear.
  • Give job-specific units to Artillerist and Citizen (Artillery and Militia). Now the only job missing its own ship is the Merchant.
  • Artillery ships are a bit like gulls. Slower, more powerful shots, but shorter range.
  • Militia is the first ship that does not have a factory you can spend resources to upgrade.
  • Fix webassembly-specific bug that had caused a hang on startup, and thus prevented the last few updates from shipping to the web demo (corfe83.github.io).
  • Fix some bugs with scroll locking that could result in the screen scrolled out too much in small battles, or top and bottom ships cutoff in large battles.
  • Fix clickables to spawn in the range of the ships battling instead of in a hardcoded specific area that is sometimes a little off from where ships are fighting.
  • Fix exploit where a player could get exp/gold more quickly by manually switching levels or buying upgrades right after battle victory to avoid waiting through the timer.
  • Various UI tweaks, especially to management tab.
  • Improve integration with steam (resume calling steamworks callback function).
  • Code refactoring / cleanup.
  • Fix bug in multi-shot where other effects like crit were supposed to be able to spawn on the spawned child shots, but weren't.
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Game update24 May 20260.20.3.2 - Tutorial Fix, Late Game Offline Calc Optimization / ReliabilityClarify tutorial text that referred to a fast forward button in the battle screen that isn't there anymore, it now describes what farm&push does instead. · Fix one scenario that can cause offline calculations / farm calculations to spin out of control forever until game is restarted. · Also add a defensive guard in case they do start to spin out of control, military upgrades will no longer try…Game update16 May 20260.20.3.1 - Late Game FixesFix issue where in extremely late game, the enemy level scaling ability can cause battle levels to actually get easier after a certain point due to overflow, and then enemy mark reduction applied. This caused offline calc to also spin forever searching for a farm level, among other problems. Now this whole codepath is much smarter with regard to very late game saves.Game update10 May 20260.20.3.0 - Reliability Fixes, Minor QOL / Balance TweaksUpgrade to go lang 1.26.3. · Upgrade to ebiten 2.9.9. · Android: Improve reliability and clarity when google cloud save is extremely slow or cannot be reached on startup. · Militia ship type is now correctly categorized as a civilian ship (previously, it was mistakenly a 'flagship'). · Fix bug where some buildings granted you the wrong amount of resources when you built them with the 'start wit…