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Version 0.33.1: Event camps, weather and new Story Quests

Released

Version 0.33.1: event camps with fair event boards and the Event Archive, weather and a living backdrop, six new Story Quests, the Long Climb and a one-hit Boss Ladder, more free chests and tidier screens with tabs.

New

  • The Long Climb, next to the Boss Ladder: a much tougher weekly climb where damage stays on a boss between attacks, so every hit counts. It has its own daily attacks (they don't use the Boss Ladder's) and pays Royal Jelly and chests too.
  • A living backdrop: clouds drift, trees sway, the desk lamp glows at night, dust floats in the sunbeam and stars twinkle in space. Turn it off in Settings → Ambient animation; it's always still with Reduce motion.
  • Weather that changes through the day and the seasons (by the Australian calendar): sun, cloud, rain, wind, fog, heat haze, frost and the odd thunderstorm, with solar wind, stardust and meteor showers in space. In the bedroom you see it through the window, with the season outside. Outdoors it falls over the whole colony and has small effects, like rain helping your foragers and slowing building, shown beside your buffs. Competitive modes always use neutral weather.
  • Backdrop moments: now and then something small happens in the background, like a magpie dropping by, a moth circling the lamp or a satellite gliding past. Twenty to spot across the ages, each noted in Recent messages the first time you see it. Nothing to miss: they keep coming back.
  • Event camps: every live event is now a fresh start. Enter its camp to build up the event's own upgrades from the same small beginning as everyone else, with nothing carried in from your colony. Checking in on about half the event's days reaches every milestone; playing more finishes sooner and earns cosmetic pennants.
  • Event boards: each event's camp has its own leaderboard. Our server replays every camp to check it, and only camps with nothing bought or boosted are ranked.
  • The Event Archive and Historic Tokens: leftover event currency can now become Historic Tokens instead of Royal Jelly (you choose). Spend them on the cards and cosmetics of past events you took part in. Every event still comes back each year.
  • A What's new card after each update: the version, its highlights and a link to the full patch notes, shown once, the first time you open the game on the new version.
  • If you turned reminders on in your browser, you may get one short note when a new version is out (never more than one a day). The apps show the What's new card instead.
  • Six new Story Quests, so every age now has two of its own that open when you reach it: The Sugar Trail (Stone Age), The Fungus Garden (Bronze Age), The Pupa Raiders (Iron Age), The Open Window (Steam Age), Ants in Orbit (Space Age) and One Mind (Singularity). Each has choices that lean toward the Great Ant or Satant, and a bit of real ant biology.
  • Story Quests now belong to an age: the 20 quests open two at a time as your colony moves through the ages, and stay to be found while you're in that part of the world.

Changes

  • The Boss Ladder: beat each floor's boss with a single attack to open the next. An attack that falls short doesn't stay, and the boss's health goes back to full, so strong colonies race up the early floors. Every floor still pays Royal Jelly, every second floor now gives a chest (it was every third), and the screen tells you before you attack whether one hit is enough.
  • Boss attacks (the weekly boss, the Boss Ladder and the Long Climb) work the same way: each day brings a free attack, one more for 1 Royal Jelly, and an ad you can choose to watch for two more. Attacks you don't use are saved for up to 7 days, and playing on more days in a row adds up to +30% damage to that day's attacks.
  • The resource bubbles over your buildings are sharp on every screen instead of blocky. Tap one and it pops, then rests for a little while before it pops back.
  • "Answer Codex questions this age" goals now say that any card's question counts, and their Go link takes you straight to a question you can answer (the daily one, or the first card page with questions left). The Codex also shows how many questions you've answered this age.
  • More chests from playing: 2 daily chests a day (kept for up to a week while you're away), a chest every 50 building levels after level 100, 2 chests for each new age, and 2 for finishing all seven weekly quests. The Cards page now shows how to get chests, your next building milestone and your next daily chest.
  • Chests are never sold, for money or Royal Jelly. To keep it that way, digs and casts bought with Royal Jelly no longer turn up cards or fossils, and the chests on the Boss Ladder and the Long Climb stop at what free and ad attacks can reach each week.
  • The take-a-break reminder is now on by default: after an hour of play in a row, a gentle note suggests a stretch (a 5-minute pause counts as a break). If you turned it off before, it stays off, and you can turn it off any time in Settings.
  • Royal Jelly you've earned and Royal Jelly you've bought are now kept apart, and earned Jelly is always spent first. Anything that would take an event off the leaderboard (like hurrying a camp with Royal Jelly) tells you before you spend, and your rewards stay the same either way.
  • Whole week leaves the shop once your time away already has 6 days, so you're never asked to pay for just the last day. Unlock that one with Royal Jelly instead.
  • Tidier screens with tabs: Activities is split into Daily, Weekly, Events and Anytime, and the Shop, Settings, Lineage, the Wardrobe, Wave Defence (with the weekly boss on its own tab) and the Weekly Sprint each have tabs too. Every screen remembers the tab you last used, the tabs stay in reach as you scroll, and every entry in the main menu opens the right tab.

Fairness & privacy

  • For players who break the rules (cheating or abusive messages), we can switch off the online features: leaderboards, cloud save, support, feedback, polls and friends. The game says so politely, and still plays offline as before. Delete my online data now also deletes feedback you sent.
  • The privacy policy explains what we keep for a ban (for as long as it lasts and 30 days after), that feedback is now linked to a scrambled device number so it can be deleted, and that browser reminders keep your game's language.

Read these patch notes on news.fractalax.games

Categories: Updates