
Some more game patches!
Remember, if you have any suggestions, use the feedback function and I will maybe make it true!
GLOBAL
Added: Bug reports now detect local crash reports and let players preview and explicitly include them when submitting feedback.
Changed: High Yield's default algorithm is now labelled Stable and explains that its safety buffer favors uninterrupted production while manual PIP allocation can achieve higher peak output.
Improved: The Help Codex now distinguishes Compression's production speed, Light value per stored Essence, and effective Light yield over time.
VOID DIVE
Fixed Bug: Closing or leaving a Void Dive during the Probe Lost animation now grants the run's earned rewards and records its progress.
Balance: Void Dive speed scaling is unchanged through Tier 50, then grows at half the previous rate. Tier 100 is now 38x instead of 50.5x speed.
STAGE 1
Fixed Bug: Fill Bottom-Up now budgets maintenance through the entire production chain, preventing completed lower tiers from draining when any higher tier starts filling.
STAGE 3
Added: Stabilized hexes with exhausted discoveries can be extracted individually for one million of every Ethereal resource, clearing them for construction without affecting other sectors.
STAGE 4
Fixed Bug: Tower specialization buttons no longer flicker or ignore clicks while Crystallized Light is changing.
Fixed Bug: The global resource meter in Landmark Assault no longer collapses when the sidebar is crowded.
Improved: Landmark Assault's Crystallized Light reserve now uses larger outlined numbers and a higher-contrast meter for readability at every fill level.
Added: Realm Assault now has an in-game How to Play button that pauses safely, a first-assault objective hint, and an introductory tutorial that returns if interrupted.
STAGE 5
Fixed Bug: Auto-Subvert no longer leaves the visible Home World map and creates thousands of inaccessible reports. Affected saves are repaired automatically.
STAGE 6
Fixed Bug: The Spark puzzle sounds now respect Mute all audio and the SFX volume setting.
STAGE 7
Changed: Upgrade All no longer consumes resources when the compilation cannot start because it would exceed 100% Logic Load.
CONTINUUM
Fixed Bug: The Charted Realms panel no longer remains visible after switching from Realm Dive to Bridge or Lattice.
Fixed Bug: Bridge and Lattice displays now expand correctly across space freed by inactive side panels.
Added: Postgame Perimeter Defense can be paused while Time Warp and old-world Production and Home World progress continue running.
Added: The Continuum Trophies screen can reveal the names and requirements of its locked secret achievements.
Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.
Don't forget to join the Discord to share your progress, report issues, and help shape the next updates!