Hey everyone!
I'm really sorry for the 4-day delay on this patch—some unexpected school issues threw off my schedule. But I’m back in action, and I promise to keep rolling out updates every 2 days from now on!
A massive, massive shoutout to Mitch and No_Name for your incredible, god-tier feedback. Reading your reports feels like having a professional QA team on board. You guys found everything from the insane late-game scaling to Mitch's legendary "Mass Plague is literally unplayable because of screen clutter" moment!
Here is everything packed into this update:
Visual Clarity & Performance (Addressing the Chaos)
Mass Plague Cleanup: Lowered the neon transparency (alpha) of the chemist's acid pools so they no longer blind the screen or hide incoming zombies underneath.
Smart Damage Numbers: Added a dynamic stacking and merging system for damage texts so that when things get crazy, numbers combine instead of spamming and lagging the screen.
UI Sorting & HUD Protection: Fixed sorting layers so damage numbers never overlap over the top HUD bar.
Resource Formatting & Shake: Added clean 'K' and 'M' formatting to resource numbers (EXP, Blood, Scrap) and toned down/removed the screen shake on resource gains.
Economy, Scrap, & Balancing
Scrap Yard Passive Income: The Scrap Yard building is now fully operational, granting a steady, passive flow of scrap over time alongside its cost discounts to fix the late-game resource bottleneck.
Zombie & Boss Curve Tuning: Smoothed out the brutal upgrade scaling curves. Adjusted the Final Boss and stage scaling so late-game progression is challenging and rewarding rather than an impossible multi-day grind.
Radiated Behemoth Exploit Patched: Fixed the issue where repeating or farming the Radiated Behemoth contract would mess with stage progression and boss triggers.
Tower & DPS Tracking
Mortar & Acid Tower Buffs: Slightly increased the base damage for both the Mortar and the Chemist (Acid Tower) based on your feedback to give them a much-needed punch in late-game configurations.
Accurate Tower DPS: Rocket Launchers, Flame Drones, and Miniguns (plus all their sub-weapons, missiles, and fire puddles) now correctly report their damage to the UI cards. Your DPS meters will finally track everything properly!
Quality of Life (QoL) Fixes
Menu Toggle Fix: You can now re-click the Trophy and Help menu buttons at the top to close them, matching the rest of the UI logic.
Reactor Drag Bug: Fixed the annoying issue where dragging modules in the reactor menu would make them disappear or slip away under the cursor.
Thank you all so much for the patience, support, and brilliant feedback. Keep breaking the game and letting me know what you find—see you in 2 days for the next update!