HOLO-STATION I RELEASE NOTES
Version 1.2
Current Build (27)
212. Random DNA - New button added to the Gymnast Editor UI, allowing you to apply a random setting to every Editor option; meaning you can now instantly generate unique looking characters. Keep clicking the Random DNA button, until you see something you like. And, of course, you can still manually adjust any of the settings on your randomized character, to get the exact look you want.
213. Editor Zoom - New button added to the Gymnast Editor UI, allowing you to toggle between a normal sized Gymnast Editor and a larger sized Gymnast Editor.
214. Gym Chalk - Gym Chalk effect [which reduces Slip Fall Chance (SFC) by 50%, when added to Gymnastics Slippers] has been updated to ensure Gym Chalk reduces the SFC increase from Mental Fatigue. So, if SFC is increased by Mental Fatigue, using Gym Chalk should now reduce that effect.
215. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
213. Editor Zoom - New button added to the Gymnast Editor UI, allowing you to toggle between a normal sized Gymnast Editor and a larger sized Gymnast Editor.
214. Gym Chalk - Gym Chalk effect [which reduces Slip Fall Chance (SFC) by 50%, when added to Gymnastics Slippers] has been updated to ensure Gym Chalk reduces the SFC increase from Mental Fatigue. So, if SFC is increased by Mental Fatigue, using Gym Chalk should now reduce that effect.
215. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
Version 1.1
Current Build (1)
204. Follow the Signs - To increase the security for his hidden agenda, the location of Prophet’s Satellite is constantly changing! Therefore, the only way to find it is to Follow the Signs!
The first Sign is visible from the Conditioning Station, surrounded by a powerful force field! This is the first of four Signs that must be Followed, in order to find Prophet’s Satellite!
SIGN SECURITY:
• The force field surrounding the first Sign to Prophet’s Satellite is generated by a Protector, a Security Bot that is programmed to protect vital structures.
• This means the first Sign cannot be Activated, until the force field has been disabled. And the force field can only be disabled by destroying the Protector that is generating it.
• Protectors are programmed to automatically attack anything that gets close to the structures they protect. And, therefore, like Training Bots, Protectors can fire ElectroMissiles. But, unlike Training Bots, Protectors possess a range of offensive and defensive capabilities.
• This means that, in addition to the structures they protect, Protectors are also programmed to protect themselves.
• Prophet Sign Protector max health is 3,000.
SIGN ACTIVATION:
• When your Mount gets close enough to a Sign, the Sign is Activated, causing a Direction Arrow to appear, pointing the way to the next Sign.
• After Activating a Sign, you have 40 - 60 seconds, to get to the next Sign. Therefore, a Timer is automatically displayed over the Gear Panel’s MiniDisplay.
• If the Timer times out, before you reach the next Sign, everything becomes reset and you will find yourself back at the Conditioning Station!
• If you reach Prophet’s Satellite, before the last Timer times out, you are rewarded with 25 - 50 Iridalium!
BOT ATTACKS:
• As an additional layer of security, when a Sign is Activated, there is a 90% chance that Advanced Training Bots will attack.
• Advanced Training Bots are like Training Bots from the Conditioning Station, but they move faster, cause more injuries to human targets and are more difficult to destroy.
HIDDEN SPACE DEBRIS:
• Yet another layer of security exists in the form of hidden Space Debris, which is scattered throughout the zone.
• If you fly too close to Space Debris, there is a chance it will become visible and attracted to your Mount’s energy signature.
• When you and your Mount are hit by Space Debris, there is a range of possible outcomes, depending upon the Debris.
• When hit by Blue Debris, you receive a Minor or Major Injury or your Hit Chance is reduced or your Physical Fatigue is increased.
• When hit by Red Debris, your Mount will suddenly Reverse Direction for 3 - 5 seconds, before its direction is reset.
• When hit by Yellow Debris, your Mount’s Speed is Sapped (reset to 0) and Speed Controls go offline, making you unable to move or increase your Mount’s speed for 3 - 5 seconds.
• When hit by Space Debris, there is also a 30% - 50% chance that your Mount’s Power Systems will be damaged, resulting in sudden and permanent Power Loss.
UNSTABLE PORTAL:
• After Activating the first Sign to Prophet’s Satellite, an Unstable Portal becomes visible in the distance.
• Being “unstable”, flying your Mount through this Portal can have a range of different results.
• If your Mount speed is higher than 5, when you fly through the Portal, the Portal fails completely and, instead of teleporting to Prophet’s Satellite, a Bot Attack is triggered!
• If your Mount speed is 5 or lower, there is a 10% chance that the Portal will successfully teleport you to Prophet’s Satellite; meaning you won’t have to finish Following the Signs, to get there!
• If your Mount speed is 5 or lower, there is a 90% chance that the Portal will fail; meaning a 50% chance that a Bot Attack will be triggered and a 50% chance that the event will be cancelled and you will be reset to the Conditioning Station!
LEAVING PROPHET’S SATELLITE:
• As a final layer of security, when you finally make it to Prophet’s Satellite, the 4 Signs are automatically disabled; meaning they cannot be used to get back to the Conditioning Station.
• If you use the Stop button, while at Prophet’s Satellite, the next time you use the Holo-Station terminal to start the Conditioning program, you will appear at Prophet’s Satellite, rather than at the Conditioning Station.
• The ONLY way to get back to the Conditioning Station, once you have Followed the Signs to Prophet’s Satellite, is to use the Conditioning Portal (orange) at Prophet’s Satellite (no Gold required)!
205. Mount Cloak - A new item has been added to the Common Items vending machine at Prophet’s Satellite. Purchase a stack of 5 MountCloaks for 25 Iridalium. Use MountCloak, to make Mount Invisible to Enemy Bots for 10 - 15 seconds! Also Stops Enemy Bot Attacks. When active, MountCloak also prevents Fatigue Bombs & Space Debris from being attracted to your Mount. 10 second cooldown. Item destroyed, when used! Keep in Gym Bag. Use from Thumb Pad.
NOTE: If you have both MountCloak & StealthField in your Gym Bag, the better of the two items (StealthField, in this case) will be available from Thumb Pad. Once StealthField has run out, Thumb Pad is automatically switched out, to make MountCloak available.
206. Special Items - A new outside vending machine has been added to Prophet’s Satellite. This vending machine looks like the PowerCell Vending Machine at Prophet’s Satellite, except it is mostly black, instead of white. This vending machine contains items that were either previously purchased from the Common Items vending machine or that were not previously available:
Mobile Rehab & Alien Jerky can be purchased with Gold. The other items (Bottled Water, BloodRuby Case, ColorKitPink & ColorKitOrange) can be purchased with Iridalium.
207. Triggering Protector Fight - Protector Fights can now be triggered, if the PC gets too close to the Force Field surrounding the structure being secured by a Protector. This means you no longer have to get close to a Protector, in order to trigger a Fight with that Protector.
208. Protector AutoPush - If you are too close to the structure being secured by a Protector, the Protector will now continue using its PushBack skill (without cooldown) to Push your Mount, until your Mount has been pushed to a distance that the Protector’s programming determines to be “non-threatening”.
209. Protector Stand Down - If you run out of Fuel, while Fighting a Protector, the Protector will immediately stand down, no longer considering you to be a threat, since your Mount’s engines are dead.
210. Mount Power System - When Space Debris becomes Attracted and hits your Mount, there is now a 30% - 50% chance that Space Debris will cause damage to your Mount’s Power Systems, resulting in a sudden, significant and permanent loss of Power.
211. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
Version 1.0
Build 82
203. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
Build 81
190. Fight Chance - To assist new players and characters, until a character has finished a given Level of Conditioning, it should no longer be possible to trigger Fighting from picking up items located on Platforms. This even applies to Platform 0 (Non-Moving).
191. Follow the Signs - UPDATED: See Build 83 Release Notes.
192. Stealth Field - StealthField functioning has been extended to include Training Bots. This means that, so long as you are Mounted and away from the Conditioning Station, StealthField can now be used to either prevent or to instantly cancel Training Bot attacks. StealthField is also now effective against Space Debris; meaning Space Debris should not be triggered by you, when StealthField is active.
193. Expansion Pre-Purchasing - New Pre-purchasing button and panel have been added to the game, to allow players immediate access to Holo-Station I Game Expansions. This means that, once old content has been finished, new content that has been pre-purchased is automatically unlocked.
As before, Game Expansions do NOT have to be pre-purchased. If Expansions are NOT pre-purchased, players will still be given the option, during game play, to purchase and unlock new content as old content is finished.
194. AutoMove- New AutoMove button now appears below the Jump button. Use the AutoMove button, to enable/disable Character Automatic Forward Movement. Use the Movement Speed button (below AutoMove button), to toggle between Auto-Walking & Auto-Running.
195. Gravity Control - Monument Teleport function updated to include a 10% chance that the Gravity Control device will be added to your Gym Bag.
Use the Gravity Control device, to get a sneak preview of the Defy Gravity ability, the ultimate goal in Gravity Goddess: Ir’Ileseum (Beginner Floor X).
Once acquired, the Defy Gravity ability can be used in PvP Competition, in Gravity Goddess: Gym World (Optional Floor X).
196. Skill Bar Auto-Equip - A new feature has been added to allow for certain game items to be automatically added to the Skill Bar, after being added to the Gym Bag. Skill Bar Auto-Equip should happen automatically, during Beginner Support, in situations where you pick up or have already picked up Skill Bar Items, but you are unable to open the GymBag, to equip them to the Skill Bar. After Beginner Support is finished, if you are at the Conditioning Station, and you open the Gym Bag, a new button should appear on the Gym Bag that allows you to toggle Skill Bar Auto-Equip on or off, as desired. NOTE: Skill Bar Auto-Equip only works with the following 8 Skill Bar items: Healthy Snack, Bottled Water, TIncreaser, HCIncreaser, FReducer, Stabilizer, AutoBrake & Revitalizer. 197. Skill Bar Auto-Close - A new feature has been added to allow players to determine whether or not the Skill Bar is automatically closed, when the Gymnast starts moving or jumping. Use the Skill Bar Auto-Close button (over the Skill Bar Toggle button) to enable or disable Skill Bar Auto-Close. 198. Trainer Items Vending Machine - A vending machine was added to the Trainer’s Station, allowing the Trainer to purchase Trainer-specific items: ie - Items that can only be used by the Trainer. • For now, only one Trainer Item can be purchased from this vending machine: BioStimulant. • The vending machine can also be used to sell BioStimulant & Mobile Rehab (which can be crafted by the Trainer or purchased from other vending machines). • BioStimulant is purchased in stacks of 25, for 25 Gold (1 Gold per item). Mobile Rehab is purchased or sold for 100 Gold. 199. BioStimulant - A new Trainer Item added to the game. Keep BioStimulant in Gym Bag to Enable the BioStimulant Thumb Pad, when character is switched to Trainer. Use BioStimulant to Increase Trainer’s Movement/Turn Speed, for 3 - 5 seconds. Re-Use, while Item Effect still active, to Increase Effect Duration by 3 - 5 seconds. No cooldown. Item destroyed, when used! 200. Storage Container - A new Storage Container has been added to the Trainer’s Station, adjacent to the new Trainer Items Vending Machine! Use Storage Container to store Trainer-specific or Trainer-crafted items and overflow! 201. Implant Auto-Equip - When Beginner Support is enabled and Fighting is triggered, any Implants in the Gym Bag or that get added to the Gym Bag during the Fight, should now be automatically equipped to the Gear Panel, assuming you have at least one empty Implant Slot. NOTES: • Implant Auto-Equip only happens, BEFORE you finish or bypass Implant Support, which you do, by equipping Implants to BOTH Implant Slots. So once you equip Implants to both Implant Slots, Implant Auto-Equip is automatically disabled. • If you already have Implant 1 or Implant 2 equipped, any new drops of the SAME Implant ARE NOT Auto-Equipped to the Gear Panel, even if one of the Implant Slots is empty, since double equipping the same Implant provides no benefit to players. 202. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
Use the Gravity Control device, to get a sneak preview of the Defy Gravity ability, the ultimate goal in Gravity Goddess: Ir’Ileseum (Beginner Floor X).
Once acquired, the Defy Gravity ability can be used in PvP Competition, in Gravity Goddess: Gym World (Optional Floor X).
196. Skill Bar Auto-Equip - A new feature has been added to allow for certain game items to be automatically added to the Skill Bar, after being added to the Gym Bag. Skill Bar Auto-Equip should happen automatically, during Beginner Support, in situations where you pick up or have already picked up Skill Bar Items, but you are unable to open the GymBag, to equip them to the Skill Bar. After Beginner Support is finished, if you are at the Conditioning Station, and you open the Gym Bag, a new button should appear on the Gym Bag that allows you to toggle Skill Bar Auto-Equip on or off, as desired. NOTE: Skill Bar Auto-Equip only works with the following 8 Skill Bar items: Healthy Snack, Bottled Water, TIncreaser, HCIncreaser, FReducer, Stabilizer, AutoBrake & Revitalizer. 197. Skill Bar Auto-Close - A new feature has been added to allow players to determine whether or not the Skill Bar is automatically closed, when the Gymnast starts moving or jumping. Use the Skill Bar Auto-Close button (over the Skill Bar Toggle button) to enable or disable Skill Bar Auto-Close. 198. Trainer Items Vending Machine - A vending machine was added to the Trainer’s Station, allowing the Trainer to purchase Trainer-specific items: ie - Items that can only be used by the Trainer. • For now, only one Trainer Item can be purchased from this vending machine: BioStimulant. • The vending machine can also be used to sell BioStimulant & Mobile Rehab (which can be crafted by the Trainer or purchased from other vending machines). • BioStimulant is purchased in stacks of 25, for 25 Gold (1 Gold per item). Mobile Rehab is purchased or sold for 100 Gold. 199. BioStimulant - A new Trainer Item added to the game. Keep BioStimulant in Gym Bag to Enable the BioStimulant Thumb Pad, when character is switched to Trainer. Use BioStimulant to Increase Trainer’s Movement/Turn Speed, for 3 - 5 seconds. Re-Use, while Item Effect still active, to Increase Effect Duration by 3 - 5 seconds. No cooldown. Item destroyed, when used! 200. Storage Container - A new Storage Container has been added to the Trainer’s Station, adjacent to the new Trainer Items Vending Machine! Use Storage Container to store Trainer-specific or Trainer-crafted items and overflow! 201. Implant Auto-Equip - When Beginner Support is enabled and Fighting is triggered, any Implants in the Gym Bag or that get added to the Gym Bag during the Fight, should now be automatically equipped to the Gear Panel, assuming you have at least one empty Implant Slot. NOTES: • Implant Auto-Equip only happens, BEFORE you finish or bypass Implant Support, which you do, by equipping Implants to BOTH Implant Slots. So once you equip Implants to both Implant Slots, Implant Auto-Equip is automatically disabled. • If you already have Implant 1 or Implant 2 equipped, any new drops of the SAME Implant ARE NOT Auto-Equipped to the Gear Panel, even if one of the Implant Slots is empty, since double equipping the same Implant provides no benefit to players. 202. Various updates and minor and major bug fixes, to ensure intended game functioning and to improve player experience.
Build 80
172. Beginner Support System - Various minor and major updates and bug fixes have been made to the Beginner Support System, to ensure intended functioning of all parts of the system.
One major update that should be noted is the fact that, now, when the Gym Bar, Gear Panel, Achievements Panel or MobileLocker window are opened or closed, the Beginner Support System is now paused or restarted, to ensure no Support Alerting is missed by players.
Because Beginner Support is automatically stopped, when Endurance is increased to 2, it should also be noted that the Endurance progress benefit from destroying Training Bots, during the Beginner Support phase of the game, has been significantly reduced, to ensure that PC’s have a chance to finish Beginner Support, as intended, before increasing Endurance to 2.
173. Endurance Progress - Fixed bug that was causing various issues with the Endurance Progress Bar. In this version, the Endurance Progress Bar should work as intended.
174. SkillBar Auto-Disable - While the Conditioning program is running, if the Skill Bar is enabled, when you start walking/running or jumping, the Skill Bar should now be automatically disabled. Similarly, if you are Mounted, Skill Bar should be automatically disabled, if enabled, when the Mount starts moving.
175. Support Tag System - Various minor and major updates and bug fixes have been made to the Support Tag System (used to prompt players to take appropriate action, when new items are added to the Gym Bag, during Beginner Support). In this version, players should no longer be prompted to equip Implants added to the Gym Bag, if both Implant Slots are already taken.
176. Implant Sale Pricing - To make fundraising go faster for new characters, Implant sale price has been increased for all Basic Implants (1 - 7): Level 1 Implants can now be sold to vendors for 50 Gold (up from 25 Gold). Level 2 Implants can now be sold to vendors for 75 Gold (up from 50 Gold). Level 3 Implants can now be sold to vendors for 100 Gold (up from 75 Gold).
177. Using PsiBlaster - In a prior update, to make Fighting easier for new characters, PsiBlaster Hit Chance requirements were removed, during the Beginner Support phase of the game. However, with this update, this waiving of the usual HC requirement for using PsiBlaster only lasts, until you have successfully finished at least one Training Bot Fight. Once this happens, the usual PsiBlaster HC requirements should be applied.
178. Bot Targeting - Fixed bug that was causing players to be unable to target Training Bots, when a new Fight was triggered, without stopping the Conditioning program between Fights. Now, Bot Targeting should work consistently, whether or not the Conditioning program is stopped between Fights.
Additionally, in this version, although Targeting Alerts should still play, the Targeting System has also been updated, so that the Training Bot Health Bar (normally red) should now turn green, when a Training Bot is being Targeted by you.
179. Fatigue Traps - Players should no longer encounter Fatigue Traps, during Beginner Support. But, once Support is finished, Fatigue Traps should be automatically enabled.
180. Exercise - Fixed a bug that was causing Exercise to suddenly stop working, while in the Conditioning Station. Before this bug was fixed, players were forced to stop and restart the Conditioning program, in order to recover from this issue. In this version, Exercise should always work, when intended.
181. Exercise & Fatigue - Exercise has always been unavailable, when Fatigue Debuff is active. But now, with this update, there is also a chance that Fatigue build-up will cause Exercise attempts to FAIL. This means that, as Fatigue build-up increases, the chance that Exercise will fail increases: ie - there is a 50% - 80% chance that Exercise will fail, due to Fatigue build-up (depending upon the amount of Fatigue build-up).
182. Game Prologue - The lighting for the game’s Prologue cut scene has been updated in various ways, making the scene much darker than before. There were also cosmetic updates done to the Olympus Space Station exterior, to make the station more distinct and visible, given the more subdued lighting.
183. MobileShield - New Item added to the game, to thank all of those that helped, during Beta Testing. Keep MobileShield (Defender Shield Plugin) in Gym Bag, to automatically Enhance Defender Shield functioning, allowing the Defender to function, while the user is moving (walking or running). MobileShield is awarded to players, for Finishing Beginner Support. 184. Follow the Signs - UPDATED: See Build 83 Release Notes. 185. Collector Shield - The Collector Shield function has been appropriately updated, to take over a function that has always been a Defender Shield function, despite clearly being a “drop (collecting) function”. This means that using Defender Shield to successfully block Enemy Missiles no longer causes Items to drop (to be added to the Gym Bag). Instead, now players will have to use the Collector Shield, to perform this function, when Fighting Combat Bots. • Note that, when Fighting Training Bots, besides the usual Items (HCIncreaser & TIncreaser) and a chance for FReducer, now, there is also a chance that SuperCharger and WillBooster will drop, when Collector is energized by Enemy Missile Fire. • Note that, when Fighting Security Bots (Protectors), besides the usual Rare Cash drops, now, there is also a chance that a Shield Plugin will drop, when Collector is energized by Enemy Missile Fire. • WARNING: Unlike the Defender, the Collector does nothing to block or deflect Enemy Missiles! The Collector is only energized by Missiles hitting its surface, and, thereby, is able to perform its “Item Collecting” function! 186. PermaShield - New Shield Plugin added to the game. PermaShield can be Collected from Pilot Practice & Black Market Protectors. Keep PermaShield (Collector Shield Plugin) in Gym Bag, to allow Collector to run for 15 - 30 seconds, unless manually cancelled by user, before the effect times out. 10 second cooldown, after effect times out. Item destroyed, when used to increase Collector Shield duration. Can be sold to Black Market Vendors for 10 Blood Rubies. 187. ShieldBooster - New Shield Plugin added to the game. ShieldBooster can be Collected from Black Market Protectors. Keep ShieldBooster (Defender Shield Plugin) in Gym Bag, to allow Defender Shield to continue running for 5 - 10 seconds, unless manually cancelled by user, before effect times out. 10 second cooldown, after effect times out. Item destroyed, when used to increase Defender Shield duration. Can be sold to Black Market Vendors for 25 Blood Rubies. 188. ShieldExtender - New Shield Plugin added to the game. ShieldExtender can be Collected from Training Bots. Keep ShieldExtender (Collector Shield Plugin) in Gym Bag, to allow Collector Shield to continue running for 5 - 10 seconds, unless manually cancelled by user, before effect times out. 5 second cooldown, after effect times out. Item destroyed, when used to increase Collector Shield duration. Can be sold to most Vendors for 50 Gold.
189. Various other updates and minor bug fixes were also implemented, especially to the game’s Beginner Support System, including the Support Tag System, to help ensure intended game functioning.
180. Exercise - Fixed a bug that was causing Exercise to suddenly stop working, while in the Conditioning Station. Before this bug was fixed, players were forced to stop and restart the Conditioning program, in order to recover from this issue. In this version, Exercise should always work, when intended.
181. Exercise & Fatigue - Exercise has always been unavailable, when Fatigue Debuff is active. But now, with this update, there is also a chance that Fatigue build-up will cause Exercise attempts to FAIL. This means that, as Fatigue build-up increases, the chance that Exercise will fail increases: ie - there is a 50% - 80% chance that Exercise will fail, due to Fatigue build-up (depending upon the amount of Fatigue build-up).
182. Game Prologue - The lighting for the game’s Prologue cut scene has been updated in various ways, making the scene much darker than before. There were also cosmetic updates done to the Olympus Space Station exterior, to make the station more distinct and visible, given the more subdued lighting.
183. MobileShield - New Item added to the game, to thank all of those that helped, during Beta Testing. Keep MobileShield (Defender Shield Plugin) in Gym Bag, to automatically Enhance Defender Shield functioning, allowing the Defender to function, while the user is moving (walking or running). MobileShield is awarded to players, for Finishing Beginner Support. 184. Follow the Signs - UPDATED: See Build 83 Release Notes. 185. Collector Shield - The Collector Shield function has been appropriately updated, to take over a function that has always been a Defender Shield function, despite clearly being a “drop (collecting) function”. This means that using Defender Shield to successfully block Enemy Missiles no longer causes Items to drop (to be added to the Gym Bag). Instead, now players will have to use the Collector Shield, to perform this function, when Fighting Combat Bots. • Note that, when Fighting Training Bots, besides the usual Items (HCIncreaser & TIncreaser) and a chance for FReducer, now, there is also a chance that SuperCharger and WillBooster will drop, when Collector is energized by Enemy Missile Fire. • Note that, when Fighting Security Bots (Protectors), besides the usual Rare Cash drops, now, there is also a chance that a Shield Plugin will drop, when Collector is energized by Enemy Missile Fire. • WARNING: Unlike the Defender, the Collector does nothing to block or deflect Enemy Missiles! The Collector is only energized by Missiles hitting its surface, and, thereby, is able to perform its “Item Collecting” function! 186. PermaShield - New Shield Plugin added to the game. PermaShield can be Collected from Pilot Practice & Black Market Protectors. Keep PermaShield (Collector Shield Plugin) in Gym Bag, to allow Collector to run for 15 - 30 seconds, unless manually cancelled by user, before the effect times out. 10 second cooldown, after effect times out. Item destroyed, when used to increase Collector Shield duration. Can be sold to Black Market Vendors for 10 Blood Rubies. 187. ShieldBooster - New Shield Plugin added to the game. ShieldBooster can be Collected from Black Market Protectors. Keep ShieldBooster (Defender Shield Plugin) in Gym Bag, to allow Defender Shield to continue running for 5 - 10 seconds, unless manually cancelled by user, before effect times out. 10 second cooldown, after effect times out. Item destroyed, when used to increase Defender Shield duration. Can be sold to Black Market Vendors for 25 Blood Rubies. 188. ShieldExtender - New Shield Plugin added to the game. ShieldExtender can be Collected from Training Bots. Keep ShieldExtender (Collector Shield Plugin) in Gym Bag, to allow Collector Shield to continue running for 5 - 10 seconds, unless manually cancelled by user, before effect times out. 5 second cooldown, after effect times out. Item destroyed, when used to increase Collector Shield duration. Can be sold to most Vendors for 50 Gold.
189. Various other updates and minor bug fixes were also implemented, especially to the game’s Beginner Support System, including the Support Tag System, to help ensure intended game functioning.
Build 79
169. In App Purchasing - To ensure players are able to restore previously purchased game content, a Restore button [previously disabled] should now be enabled, along with a “Purchase” and “Cancel” button, when players are presented with the option to unlock new game content.
170. Support Tag System - Fixed bug that was causing Support Tags to NOT be enabled, when PowerJump or PowerSpeed was added to the Gym Bag. Now, if either of these items is added to the Gym Bag, during the Beginner Support phase of the game, appropriate Support Tags should be displayed.
171. Minor bug fixes and updates.
170. Support Tag System - Fixed bug that was causing Support Tags to NOT be enabled, when PowerJump or PowerSpeed was added to the Gym Bag. Now, if either of these items is added to the Gym Bag, during the Beginner Support phase of the game, appropriate Support Tags should be displayed.
171. Minor bug fixes and updates.
Build 78
168. Various updates done, to ensure intended functioning, after conducting more extensive testing of prior game updates.
Build 77
164. Stat Degeneration System - When certain game events are active, the Stat Degeneration System is paused; meaning that, during the event, Endurance does not continue to gradually decrease over time. However, until now, there was nothing in the game to let players know about this. Therefore, to provide better player feedback, when Degeneration System is paused, note the following updates:
• Endurance Progress Bar (top of the Gear Panel’s Mini-Display) is re-colored to gray, indicating its inactivity.
• A new sound effect was added, which is played, when the system is paused and restarted.
• A low priority alert should now be displayed, when the system is paused and restarted. But, being low priority, this alerting will only display, if there are NO other alerts displaying (including other low priority alerts).
165. Stat Degeneration System - Fixed a bug that was causing the Endurance Progress Bar to NOT be updated by Exercise, while certain game events were active. Although Endurance should not decrease, while these game events are active, Exercise should still cause Endurance Progress, if the progress bar is NOT full. Therefore, in this version, the Endurance Progress Bar should always be updated, when you Exercise, whether or not certain game events are active.
166. SpeedSap Effect - Fixed a bug that was causing certain Space Debris effects (Warp Destroyer Expansion) to NOT be cancelled, if active, when Warp Destroyer event was finished, timed out or was cancelled [by player using the StopEvent button]. The SpeedSap Effect was particularly problematic, since, if not cancelled, the player was unable to increase Mount speed above 0, making the Mount useless for travel. In this version, if SpeedSap is active, when Warp Destroyer event is ended, this effect should be cancelled and the Mount’s speed should be automatically reset to 5.
167. Training Bot System - Fixed a bug that was causing Fighting to NOT be properly and automatically ended, after all 4 Training Bots were no longer active. Now, if all 4 Training Bots are disabled, while Fighting is active, Fighting should now be automatically cancelled, as intended.
• Endurance Progress Bar (top of the Gear Panel’s Mini-Display) is re-colored to gray, indicating its inactivity.
• A new sound effect was added, which is played, when the system is paused and restarted.
• A low priority alert should now be displayed, when the system is paused and restarted. But, being low priority, this alerting will only display, if there are NO other alerts displaying (including other low priority alerts).
165. Stat Degeneration System - Fixed a bug that was causing the Endurance Progress Bar to NOT be updated by Exercise, while certain game events were active. Although Endurance should not decrease, while these game events are active, Exercise should still cause Endurance Progress, if the progress bar is NOT full. Therefore, in this version, the Endurance Progress Bar should always be updated, when you Exercise, whether or not certain game events are active.
166. SpeedSap Effect - Fixed a bug that was causing certain Space Debris effects (Warp Destroyer Expansion) to NOT be cancelled, if active, when Warp Destroyer event was finished, timed out or was cancelled [by player using the StopEvent button]. The SpeedSap Effect was particularly problematic, since, if not cancelled, the player was unable to increase Mount speed above 0, making the Mount useless for travel. In this version, if SpeedSap is active, when Warp Destroyer event is ended, this effect should be cancelled and the Mount’s speed should be automatically reset to 5.
167. Training Bot System - Fixed a bug that was causing Fighting to NOT be properly and automatically ended, after all 4 Training Bots were no longer active. Now, if all 4 Training Bots are disabled, while Fighting is active, Fighting should now be automatically cancelled, as intended.
Build 76
163. In App Purchases - Because In App Purchasing was not working properly, In App Purchasing System was updated, in an attempt to get In App Purchasing working in the game. Based on latest testing, it would appear these updates were successful and IAP is now working as intended.
Build 75
161. Stop Conditioning - Recent update caused a new bug that was causing the game to crash, after using the Stop Conditioning button or after Beginner Support Auto-Stop function was triggered. In this version, the Stop Conditioning button and AutoStop function should work as intended, without crashing the game.
162. Support Tag System - Recent update caused a new bug that was causing Support Tags to NOT be enabled, after new items are added to the Gym Bag. In this version, Support Tag System should be working as intended. This means that, if Fighting is actually triggered, then Support Tags should be disabled. But, if Fighting is NOT triggered, after adding a new item to the Gym Bag, Support Tags should be enabled.
162. Support Tag System - Recent update caused a new bug that was causing Support Tags to NOT be enabled, after new items are added to the Gym Bag. In this version, Support Tag System should be working as intended. This means that, if Fighting is actually triggered, then Support Tags should be disabled. But, if Fighting is NOT triggered, after adding a new item to the Gym Bag, Support Tags should be enabled.
Build 74
156. Support Tag System - Final minor updates and bug fixes, to ensure new Support Tag System works as intended.
157. Info Auto Toggle - To ensure no system conflicts, the game should no longer automatically toggle to Info, if you are in the middle of picking up a new item or if any part of the new Support Tag System is active, when the Conditioning program is stopped [using the Stop button]. In this case, the new Support Tag System should be allowed to finish its work, which includes toggling the game to Info, when appropriate.
158. Support Tags & Fighting - During Beginner Support, if the Support Tag System is active, when Fighting is triggered, the Support Tag System should be instantly and automatically cancelled; meaning any and all Help Tags should be automatically closed and the support system should be reset for future use, when Fighting is finished. Additionally, new items added to the Gym Bag should NOT trigger the new Support Tag System, while Fighting is active.
159. Game Timer - Given the decision to disable Platforms, during Beginner Support phase of the game, it was determined that there was not only no reason to keep the Game Timer running, but that doing so would tend to be problematic. Therefore, now, when Platforms are disabled [for new characters], the Game Timer is also disabled. And the Game Timer is automatically enabled, when Platforms are enabled.
160. Endurance Progress Bar - In a recent game update, we added Endurance Degeneration, Maintenance & Re-Conditioning. But it was discovered that, as a result of those updates, the Endurance Progress Bar, at the top of the Gear Panel’s Mini-Display, was starting out already FULL, for new characters; meaning Endurance progress was NOT being properly displayed or updated. In this version, the Endurance Progress Bar should properly reflect the current status of your Endurance statistic.
157. Info Auto Toggle - To ensure no system conflicts, the game should no longer automatically toggle to Info, if you are in the middle of picking up a new item or if any part of the new Support Tag System is active, when the Conditioning program is stopped [using the Stop button]. In this case, the new Support Tag System should be allowed to finish its work, which includes toggling the game to Info, when appropriate.
158. Support Tags & Fighting - During Beginner Support, if the Support Tag System is active, when Fighting is triggered, the Support Tag System should be instantly and automatically cancelled; meaning any and all Help Tags should be automatically closed and the support system should be reset for future use, when Fighting is finished. Additionally, new items added to the Gym Bag should NOT trigger the new Support Tag System, while Fighting is active.
159. Game Timer - Given the decision to disable Platforms, during Beginner Support phase of the game, it was determined that there was not only no reason to keep the Game Timer running, but that doing so would tend to be problematic. Therefore, now, when Platforms are disabled [for new characters], the Game Timer is also disabled. And the Game Timer is automatically enabled, when Platforms are enabled.
160. Endurance Progress Bar - In a recent game update, we added Endurance Degeneration, Maintenance & Re-Conditioning. But it was discovered that, as a result of those updates, the Endurance Progress Bar, at the top of the Gear Panel’s Mini-Display, was starting out already FULL, for new characters; meaning Endurance progress was NOT being properly displayed or updated. In this version, the Endurance Progress Bar should properly reflect the current status of your Endurance statistic.
Build 73
155. Support Tag System - Finally fixed bug that was causing new Support Tag System to fail to automatically toggle the game to Info, once the player had opened all of the panels needed to view or to equip a new item added to the Gym Bag.
So, now, if a new Skill Bar item is added to the Gym Bag, once both the Gym Bag is open and the Skill Bar is enabled, the game should automatically toggle to Info, prompting players to review Item Information, before equipping the item to the Skill Bar.
As before, when players touch items and get Item Information, the Game Toggle Button Help Tag is automatically enabled, to draw player’s attention to this function. As noted before, the purpose is to try to get new players used to toggling the game between Info and Function, as appropriate.
So, now, if a new Skill Bar item is added to the Gym Bag, once both the Gym Bag is open and the Skill Bar is enabled, the game should automatically toggle to Info, prompting players to review Item Information, before equipping the item to the Skill Bar.
As before, when players touch items and get Item Information, the Game Toggle Button Help Tag is automatically enabled, to draw player’s attention to this function. As noted before, the purpose is to try to get new players used to toggling the game between Info and Function, as appropriate.
Build 72
152. Conditioning Pickup - Fixed bug that was causing one of the Conditioning Pickups to be disabled, when the Platforms are disabled, during Beginner Support. Now that pickup should continue to be available, after the Platforms have been disabled.
153. Platform Status Alerting - New alerting has been added, to provide more feedback to the player, when Platforms are disabled/enabled.
154. Support Tag System - Various minor updates and bug fixes, in order to get system working as intended. Now, the game should NOT be automatically toggled to info, when new items are added to the Gym Bag. But, if game IS toggled to Info, when player mouses over Items, the Game Toggle Button Help Tag should be automatically enabled, in order to call players attention to this function.
Build 71
147. Beginner Bot Fighting - Because the Moving Platform System is disabled, until Beginner Support is finished, PC no longer has access to the HCIncreaser/TIncreaser pickup on Platform 0 (lowest non-moving platform). Therefore, because these items are so important, especially when Fighting Combat Bots, updates were made to the reward system attached to successfully blocking enemy missile fire with the Defender (personal defense shield).
• Normally, PC has to successfully block 20 missiles (in a row), in order to get HCIncreaser/TIncreaser drops and a 10% chance to also get an FReducer drop.
• Now, if PC is still in the Beginner Support phase of the game, PC only has to block 8 missiles (in a row) and has a 90% chance that FReducer will drop, when TIncreaser or HCIncreaser drops.
• Additionally, during Beginner Support, the PsiBlaster should no longer automatically MisFire, when your Hit Chance is less than 80. Instead, during Beginner Support, the PsiBlaster should ALWAYS Hit and damage its target, regardless of your Hit Chance.
148. Debris Farming - When you farm the Debris Fields for items, during Beginner Support, your Hit Chance should no longer cause the Collector (gathering shield) to fail. Now, during Beginner Support, the Collector should ALWAYS successfully farm Debris, resulting in either a good effect (item drop) or a bad effect (explosion).
149. Help Tags - During Beginner Support, as an additional assistance to new players, if certain Help Tags have been disabled, now, those Help Tags should be re-enabled, in order to prompt the player to take appropriate action, when new Items are added to the Gym Bag.
For example: If a new Skill Bar item is added to the Gym Bag, and the Skill Bar is disabled, AND the Skill Bar Toggle Button’s Help Tag has been disabled, this Help Tag is automatically re-enabled, to prompt the player to use this button, to enable the Skill Bar.
If the Gym Bag and its Help Tag is disabled, we also re-enable the Help Tag for the Gym Bag, to prompt the player to open the Gym Bag.
Also note that, if the game is toggled to Info and players touch Items in the Gym Bag or on the Skill Bar, players should not only see Item information, but should also automatically re-enable the Game Toggle Help Tag, if disabled and the player is still in Beginner Support, in order to remind players about this important game function.
Note that, as a convenience to players, when players USE the buttons indicated by re-enabled Help Tags, those Help Tags should be automatically re-disabled, so players don’t have to keep closing them manually.
Finally, note that, like usual Support Alerts, this new Support Tag System can also be disabled by the player (if not needed or wanted), by using the Support Button on the Gear Panel (which is only enabled, during Beginner Support).
150. Item Dragging - When the game is toggled to Info, Item dragging is automatically disabled. But, until now, there has been nothing to make players aware of this fact. As such, now, if the game is toggled to Info, when players try dragging an Item, players should now see the alert: “Can’t Drag Item! Game Toggled to Info!” And, if the Game Toggle Button’s Help Tag is disabled, it should be automatically re-enabled, to draw player attention to the Game Toggle function.
151. Item Notes - Any items that might be available to players, during Beginner Support, have been updated with new standard “Item Notes”, which are added to the end of Item Descriptions, to let players know what to do with items and how to access item functions. Eventually, all items used in the game should be similarly updated.
This is a complete list of all Item Notes currently used in the game:
• Equip to Skill Bar. Use from Skill Bar (ie - MobileLocker).
• Equip to Skill Bar. Use from Skill Bar/Thumb Pad (eg - Food, Drink, Mount, SpiritCloak, etc.)
• Equip to Skill Bar. Use from Skill Bar/Fight UI (ie - PsiBlaster, Defender)
• Equip to Skill Bar. Use from Exorcism UI (ie - Ghostbuster, Leech, SpiritTaser, Exorcise)
• Equip to Gear Panel (ie - Leotard, Slippers)
• Equip to Gear Panel. Use from Fight UI (ie - Implants)
• Keep in Gym Bag. Use from Gym Bag (eg - Fight Certificate, ColorMod, etc.)
• Keep in Gym Bag. Use from Thumb Pad (eg - Companion Device, etc.)
• Keep in Gym Bag. Use from Gym Bag/Thumb Pad (ie - Mobile Rehab)
For example: If a new Skill Bar item is added to the Gym Bag, and the Skill Bar is disabled, AND the Skill Bar Toggle Button’s Help Tag has been disabled, this Help Tag is automatically re-enabled, to prompt the player to use this button, to enable the Skill Bar.
If the Gym Bag and its Help Tag is disabled, we also re-enable the Help Tag for the Gym Bag, to prompt the player to open the Gym Bag.
Also note that, if the game is toggled to Info and players touch Items in the Gym Bag or on the Skill Bar, players should not only see Item information, but should also automatically re-enable the Game Toggle Help Tag, if disabled and the player is still in Beginner Support, in order to remind players about this important game function.
Note that, as a convenience to players, when players USE the buttons indicated by re-enabled Help Tags, those Help Tags should be automatically re-disabled, so players don’t have to keep closing them manually.
Finally, note that, like usual Support Alerts, this new Support Tag System can also be disabled by the player (if not needed or wanted), by using the Support Button on the Gear Panel (which is only enabled, during Beginner Support).
150. Item Dragging - When the game is toggled to Info, Item dragging is automatically disabled. But, until now, there has been nothing to make players aware of this fact. As such, now, if the game is toggled to Info, when players try dragging an Item, players should now see the alert: “Can’t Drag Item! Game Toggled to Info!” And, if the Game Toggle Button’s Help Tag is disabled, it should be automatically re-enabled, to draw player attention to the Game Toggle function.
151. Item Notes - Any items that might be available to players, during Beginner Support, have been updated with new standard “Item Notes”, which are added to the end of Item Descriptions, to let players know what to do with items and how to access item functions. Eventually, all items used in the game should be similarly updated.
This is a complete list of all Item Notes currently used in the game:
• Equip to Skill Bar. Use from Skill Bar (ie - MobileLocker).
• Equip to Skill Bar. Use from Skill Bar/Thumb Pad (eg - Food, Drink, Mount, SpiritCloak, etc.)
• Equip to Skill Bar. Use from Skill Bar/Fight UI (ie - PsiBlaster, Defender)
• Equip to Skill Bar. Use from Exorcism UI (ie - Ghostbuster, Leech, SpiritTaser, Exorcise)
• Equip to Gear Panel (ie - Leotard, Slippers)
• Equip to Gear Panel. Use from Fight UI (ie - Implants)
• Keep in Gym Bag. Use from Gym Bag (eg - Fight Certificate, ColorMod, etc.)
• Keep in Gym Bag. Use from Thumb Pad (eg - Companion Device, etc.)
• Keep in Gym Bag. Use from Gym Bag/Thumb Pad (ie - Mobile Rehab)
Build 70
146. Platform Control System - Added Platform Control System; so that Moving Platform System should now be automatically disabled, if you are still in Beginner Support phase of the game. Once Beginner Support is finished, and you pass the “Platforming Ready Check”, if Platforms are disabled, they should be automatically enabled.
Build 69
145. Locker Reset - Fixed long-standing bug, where the Locker would still contain old player items, after game or character restart. In this version, Locker Reset should finally work as intended. However, note that the first time players open the Locker, after a game or character restart, players might still see old Locker items (momentarily), before they are finally and permanently removed from the game.
Current Build 68
144. Various minor updates and bug fixes.
Build 67
143. Various minor updates and bug fixes.
Build 66
141. Game Credits - Credits Page Added to the game, to acknowledge all of the main contributors and resources used to developed Gravity Goddess: Holo-Station I (Prophet's Agenda). The Game Credits page is accessible from the game's built-in Support System.
142. Various minor updates and bug fixes.
Build 65
140. Various minor updates and bug fixes.
Build 64
137. Conditioning AutoStop - To better assist beginner characters, especially when not prepared for Fighting, besides earlier updates, now, so long as a character is still in the Beginner Support phase of the game, if the player does NOT use the Stop button, before Injury Tally or W&T gets high enough to trigger the Too Injured debuff, the game should now automatically stop the Conditioning Station, to try to prevent new characters from becoming Too Injured and spending a lot of time in the Trainer’s Station.
138. Game Reset - Fixed a bug that was causing the Game Reset button to be enabled, even when a character was not eligible for a Game Reset, which is a special function for new characters only, to allow players a chance (for example) to choose a new Special Ability, before getting too far in the game.
• In this version, Game Reset should not be available, until a character has used the Start Game button at least once.
• In this version, Game Reset should no longer be available, once a character’s Endurance is higher than 1 or if a character has finished Level 1 Platforms.
WARNING: Using Game Reset with a non-eligible character WILL permanently break (ruin) the game of that character, making it impossible to continue to play that character! In this case, a Character Restart is the only option available, to recover a broken game like this.
139. Character Restart - Unlike Game Reset, Character Restart can be used at any time, to totally restart a character’s game, no matter how far that character may have gone. Unlike Game Reset, a Character Restart even resets the characters name and DNA, allowing player to start character from scratch.
• Use the Restart button on the Gymnast Selector screen, to Restart the game for a character.
• Once you click the Restart button, Confirm/Cancel buttons should appear, allowing you to confirm that you want to restart the game for that character. Like Game Reset, a character loses all items and progress, when Character Restart is used.
Build 63
133. Fight Gear Pickup - Fight Gear usually refers to PsiBlaster & Defender. But might also include Collector and other basic items that might be helpful, when Fighting. In the past, picking up Fight Gear was like any other pickup in Holo-Station I (Endurance Conditioning), meaning there was always a chance that a Training Bot attack might be triggered. In this version of the game, Fighting will no longer be triggered, by picking up Fight Gear, during Beginner Support phase of the game.
134. Exercise & Telepathic Alerts - Fixed bug that was allowing you to Exercise, while in the middle of being telepathically contacted by Prophet. In this version, you should no longer be able to Exercise, while being telepathically contacted by Prophet.
135. HelpTag Close Button - Fixed bug that made it impossible to close the HelpTag pointing to the Endurance Progress bar. In this version, it should now be possible to close this Help Tag.
136. Implant List System - Various problems discovered/reported, due to Implant List System trying to run, before player had acquired even a single Implant. In this version, systems should now check to see whether or not you have any Implants, before trying to run any Implant List functions.
• This means that, now, the game should no longer hang, if you return from the Trainer Station, because game should no longer try to set up the Implant List System, when Holo-Station I loads, unless you have at least one Implant in the Gym Bag.
• This also means that system should no longer try to list Implants, when the player touches one of the Implant List buttons, UNLESS you have at least one Implant in the Gym Bag.
Older Builds
1. Regulatum - Instead of being consumed, there is a 50% chance that LeviPower will be converted into 3 - 5 Regulatum, when LeviPower is used during Exorcism to temporarily increase Paranormal Power. Keep Regulatum in Gym Bag to enable Regulatum button, when Fighting. Use Regulatum button to enable/disable Automatic Regulating of SuperPower. NOTE: Regulatum destroyed, when used to regulate SuperPower!
2. Destroyer Respawn - When the Exorcist reaches Permanence, and the Demon re-awakens from Dormancy, fearing the Exorcist’s new state, the Demon responds by once again choosing to confront the Exorcist as a Destroyer, rather than as a Spirit. This means that, after reaching Permanence, the Gymnast will have to re-destroy the Destroyer, in order to continue with Exorcism or to access the interior of the Abandoned Mining Station without being constantly stunned by falling debris. Note that, after reaching Permanence, the Gymnast can still choose to De-Perm, at any time, whether or not the Destroyer has been re-destroyed.
3. PsiDamage - PsiDamage is a new damage bonus added to the normal damage the Gymnast does to Enemies, when Fighting. PsiDamage is 0, when the Gymnast does not have Permanence. When the Gymnast has Permanence, PsiDamage is equal to the Gymnast’s total Paranormal Power. Because Paranormal Power has to be increased, to reach or return to Permanence, every time the Gymnast returns to Permanence, PsiDamage damage bonus is accordingly increased.
NOTE: Paranormal Power starts at 0, and has to be increased by 2,000, to reach or return to Permanence. Currently, there is no limit on the number of times the player can choose to De-Perm and then return to Permanence; meaning there is no limit on how much the player can increase the Gymnast’s PsiDamage damage bonus.
4. FightEnhancer - Fixed bug with FightEnhancer, when used from the Thumb Pod, which is only enabled, when Fighting. When player used FightEnhancer from the Thumb Pod, the item amount was not being reduced. And, in fact, when player tried to use FightEnhancer, when the item was not available, the item amount was being increased. In this version, FightEnhancer should work the same, whether it is used from the Gym Bag or from the Thumb Pod.
5. Companion PushStop - Fixed bug that caused the Companion’s Push skill to stop functioning properly; meaning Enemies were NOT being pushed from the Attack Zone, when Companion used its PushStop skill. In this version, Companion PushStop skill should, once again, function as intended.
6. RareImplant1 - DOT (Damage Over Time) added to Rare Implant 1 function. DOT should happen, after initial Enemy PushBack, while the Enemy is under the effect of StopMove. DOT effect should end, when the StopMove effect ends.
7. Damage Over Time - The Damage Over Time (DOT) function failed to be updated, when the last two Fight damage bonuses were added to the game: ie - Damage increase from Fitness Buff & damage increase from Paranormal Power (PsiDamage). In this version, damage increase from Fitness Buff and Paranormal Power have been added to the DOT function; meaning DOT should do more damage than previously.
8. Implant System - A minor but important bug was discovered in the Implant System, where the Implant System was not being properly reset, when implant functions ended. To avoid this issue, the game should now check EVERY implant effect for ALL 22 implants used in Gravity Goddess: Holo-Station I, before determining whether or not to reset the Implant System.
9. DOT Cannon - The first time player re-destroys the Destroyer, player should receive a DOT Cannon. Use item from the Gym Bag to equip a DOT Cannon on the Companion. When equipped, before Fighting, Companion has a chance to fire a DOT Cannonball, every 3 - 5 seconds. On impact, instead of doing usual burst damage, DOT Cannonball does 100 - 150 Damage Every Second, for 5 Seconds. Damage increased by Gymnast’s Damage Bonus from Will.
10. Energy Cannon - The second time player re-destroys the Destroyer, player should receive an Energy Cannon. Use item from the Gym Bag to equip an Energy Cannon on the Companion. When equipped, before Fighting, Companion has a chance to fire an Energy Cannonball, every 3 - 5 seconds. On impact, Energy Cannonball does 1,000 - 2,500 Burst Damage. Damage increased by Gymnast’s Damage Bonus from Will.
11. PowerChip - The third time player re-destroys the Destroyer, player should receive a PowerChip. Keep PowerChip in the Gym Bag to provide the additional power needed to equip and use both Companion Cannons at the same time. When both Companion Cannons are equipped at the same time, there is a 50% chance that Companion will fire BOTH Cannons at the same time.
12. CannonBoost - After receiving the PowerChip, every time player re-destroys the Destroyer, player should receive CannonBoost (1 - 3 drop), a new consumable. Use CannonBoost to Increase the Damage done by Companion Cannons. DOT Cannon Damage increased by 200 and Energy Cannon Damage increased by 2000, every time player uses CannonBoost. CannonBoost destroyed, when used to increase Cannon Damage.
13. Paranormal Object Reset - New button added to the bottom right corner of Achievements Tab 5 (Evil Revealed Expansion). Using button displays player dialogue that prompts player to confirm that player wants to “Reset Paranormal Objects to Default Position/Rotation?” If player confirms, all [246] Paranormal Objects in the Abandoned Mining Station should be reset to their default positions and rotations.
USAGE:
a. As a result of Paranormal Activity, Paranormal Objects, especially near Corridor entrances, get moved around so much that they begin to make it difficult for the Gymnast to move around. As such, players can use this new function to instantly “clean up” the Abandoned Mining Station. Before this update, the only option available was to use Player Telekinesis or TK Blast to “clean up” the Station one Paranormal Object at a time.
b. In some rare cases, the save system can fail, when saving in The Black Market, causing paranormal object position/rotation to become corrupted; meaning none of the objects appear where they should be. Often this results in some or all of the Paranormal Objects being located well outside of the Abandoned Mining Station, floating in outer space. Therefore, this option can also be used to reset Paranormal Objects, in case this rare event ever happens.
14. Companion ColorMods - 7 Companion ColorMods added to the game. A “ColorMod” is described as a “Lost Engineer’s Color Modification Device”, referring to a device used by Protector-Destroyer construction crews for painting machine parts. The 7 ColorMods correspond to the colors used by the 7 Companion Plugin Packs. This means that the Gymnast can use a ColorMod to change her Companion’s color to Red, Blue, Green, Pink, Yellow, Orange or White. If player has Plugin Pack 7, 1 ColorMod should always drop from Destroyer, when Fighting ends. Plugin Pack 7 must be equipped, in order to use a Companion Color Mod to change Companion color. ColorMods can be sold for 25 Blood Rubies to Prophet or to any Blood Ruby Vendor.
15. Damage Over Time Effect - To improve player feedback, when player uses Damage Over Time against Protectors or Destroyers, a visual effect should now be appear around the Enemy, every time the Enemy. takes damage.
16. Chip Converter - New device (non-consumable item) added to the game. Chip Converter can be purchased from the Black Market Smuggler for 10,000 Blood Rubies. Use the Chip Converter to convert EnergyChips into Elementium.
17. Elementium - New consumable item added to the game. Use Elementium as a catalyst to convert Rare Energized Elements (LeviSphere, LeviPorter) into LeviShields. Elementium, LeviSphere and LeviPorter are all consumed in the conversion.
18. LeviShield - New consumable item added to the game. To benefit from LeviShield, the Gymnast must have Peak Fitness & a Will of at least 14. Keep LeviShield in Gym Bag, when Fighting Protectors or Destroyers, to enable the LeviShield button, when the Gymnast is Mounted. This means that, if LeviShield is in the Gym Bag, when the Gymnast is Fighting and Mounted, the Levitation button should now be replaced by the LeviShield button. If the Gymnast is Pushed from the Mount, the LeviShield button should be replaced by the Levitation button. Use LeviShield button, when Protectors or Destroyers begin to use PushBack. If LeviShield is successful, the Gymnast will Resist the Enemy’s attempt to Push her from her Mount. Success or failure depends upon a combination of Fitness, Hit Chance and Will. For every point above a Will of 20, 3 points are added to the Gymnast’s Chance To Resist (CTR), which is primarily based on the Gymnast’s Hit Chance. When LeviShield allows Gymnast to successfully Resist PushBack, 3 - 5 seconds is added to the PushBack cooldown (usually 8 - 10 seconds, without Companion, or 6 - 8 seconds, with Companion).
19. Ancient Crucifix - When the Gymnast finishes 10 Exorcisms and earns the “Exorcist” title, besides receiving an increase in Paranormal Power, she should also receive an Ancient Crucifix, a new Exorcism Item added to the game. Use Ancient Crucifix to Enable Spiritual Protection. When Enabled during Exorcism, Chance to be Hit with Crucify is Decreased by 10-20%. Crucifix Benefit Increased by 10-40%, if Using SpiritShield. Mining Station Required! Touch Crucifix (onscreen icon) to manually Remove Crucifix. Otherwise, Crucifix should be automatically Removed, when it can no longer be used.
Note that Crucifix also works during Destroyer Fights, to reduce the chance to be HIt by Crucify by 50%.
20. Rare Implant Switch - For several reasons, instead of Rare Implant 4, Rare Implant 1 is now the reward for finishing Pilot Practice 6 times. As such, Rare Implant 4 has replaced Rare Implant 1, as one of the two Rare Implants that can drop from Protectors.
21. Black Market Fight Control - For now, new controls have been implemented to ensure that only one Protector or Destroyer Fight can be triggered at a time.
22. FieldScanner Pod Control - Field Scanner UI should no longer obscure Telepathic (TP) Alerts from Prophet.
23. TP Alert Zoom - Fixed bug that was causing game to fail to zoom in on Telepathic (TP) Alerts from Prophet. In this version, the game should properly zoom in, when TP Alerts start, and then automatically zoom out again, when the TP Alert stops.
24. PushBack & MassInjury - When the Blue Protector or Destroyer successfully Pushes the Gymnast from her Mount, now MassInjury should also be automatically used and repeated every 3 - 5 seconds, until the Gymnast makes it back to her Mount.
25. LeviShield Benefit - When the Gymnast uses LeviShield to successfully Resist PushBack, now, 3 - 5 seconds should be added to the PushBack cooldown timer; meaning it should take 3 - 5 seconds longer, before the Enemy can try to use PushBack again.
26. Fatigue Reducer - Fixed bug that caused FReducer to fail to permanently remove the Fatigue debuff, when used. Instead, Fatigue debuff would be momentarily removed, before being reapplied. This bug would only manifest, if the Fatigue debuff was active, when the Gymnast lost Fight Enhancer buff and Stamina (Fatigue Resistance) was reset to normal.
27. Item Name Display - Fixed bug that was sometimes causing the wrong item name to be used, when displaying Item Alerts.
28. Cancel StopFire - Companion’s Cancel StopFire skill no longer uses Companion’s normal Hit Chance (normally 50/50; but is increased, by using PluginPacks). Now, whether or not Companion has PluginPacks equipped, Cancel StopFire Hit Chance should always be 50%; meaning Companion should be just as likely to NOT use this skill as he is to USE it.
29. Skill Response Delay - Because Enemies and the Companion would respond instantly to new conditions, usually the thing being responded to never had a chance to be fully expressed. This means that the Companion might suddenly have StopShield skill icon displayed, but there would be NO indication that the Enemy had ever raised a Defense Shield. Therefore, now, in most cases, Companion & Enemies should wait a full second, before responding to new conditions; thereby allowing the new condition to be fully expressed, before responding to it.
30. Companion Skill Cooldown - Companion Skill Cooldown slightly increased to 8 - 10 seconds (up from 8 seconds).
31. PsiBlaster Damage - Fixed bug that was allowing PsiBlaster to do damage to an Enemy, even when the Enemy was using a Defense Shield. The only time PsiBlaster should do damage, when Enemy is Shielded, is if the Gymnast is using DamagePlus Implant function or SuperPower. So, now, if the Gymnast is using neither of these, she should no longer be able to do damage, if the Enemy is using a Defense Shield.
32. FieldScanner UI - If enabled, the FieldScanner UI should now be automatically disabled, while Fighting. When Fighting ends, if the conditions are right for it, the FieldScanner UI should be automatically re-enabled.
33. Plugin Pack 7 - Besides the usual benefits, now, Plugin Pack 7 also increases the chance that the Companion will Cancel Enemy’s StopFire. Without Plugin Pack 7, Companion has a 60% chance to Cancel Enemy’s StopFire. With Plugin Pack 7, Companion has an 80% chance to Cancel Enemy’s StopFire.
34. Crucify - Fixed bug that was causing the Destroyer to suddenly stop using Crucify. In this version, the Destroyer should consistently try to use Crucify throughout the Fight.
35. Gear QuickEquip - Added alerting during automatic gear equipping to provide additional player feedback, when using Gear QuickEquip. Before this update, if player accidentally touched one of the QuickEquip buttons, while trying to open the Mini-Display, player would suddenly hear the sound of gear being equipped; but having no onscreen alerting, it may NOT be clear to player what is going on, until he finally sees the Equip Alert, at the end of the process. Now player will know what is going on, while it is going on.
36. Companion Button - Fixed bug that was causing the Companion button to fail to be disabled, when the Station was stopped, during Exorcism. In this version, Companion button should always be disabled, when stopping Holo-Station I, regardless of whether or not during Exorcism.
37. Mass Injury - Updated Mass Injury effect to play random scream or crying sound, during Mass Injury, instead of playing the same standard scream over and over again.
38. LeviShield - Fixed bug with LeviShield that was causing the PushBack function to fail to finish Pushing the Gymnast, when the LeviShield function failed to Resist the PushBack, in certain cases, where Chance To Resist was too low. In this version, LeviShield should function as intended. Additionally, when LeviShield fails (due to Low CTR or to using LeviShield too late), player should now be alerted about the reason for the failure. Finally, if player fails to meet either of the two minimum requirements for using LeviShield, even if the player still has LeviShield in the Gym Bag, the LeviShield button will no longer be enabled. That is: In this version, the LeviShield button should only be enabled, if the Gymnast meets the two basic requirements for using LeviShield (PeakFitness & 14+ Will).
39. Epic Achievements - A series of new & challenging Player Achievements can now be unlocked, by acquiring HolySmite. Once unlocked, the player will have access to 3 new Exorcism Achievements & 4 new Destroyer Achievements. Finish Achievements, to receive rare titles and powerful rewards. Once unlocked, review and track Epic Achievements progress from the Achievements Panel (Achievements Tab 5 > Achievement 6 (Permanence) > Epic Achievements).Use Player Support (Additional Game Info Section > Epic Achievements) for details.
40. Protector/Destroyer Drops - Gymnast has to Fight Protectors or Destroyer for 30 - 60 seconds, in order to receive usual drops.
41. Shroom Farming - Rare Shrooms are tiny mushroom-like plants that grow in Monument Gardens. Pick up a minimum of 10 Rare Shrooms and they will be Automatically Converted into 3 - 5 PowerBoosters (Prophet’s Satellite Monument) or into 3 - 5 MegaBoosters (Abandoned Mining Station).
• Note that most Rare Shrooms may not be visible, being hidden by the dense Monument foliage. So player only has to run into Rare Shrooms, to pick them up.
• Note that there is a 50% chance that, before being picked up, a Rare Shroom will use its natural defense mechanism and Spray the Gymnast with Shroom Acid, causing 1 Minor or Major Injury every second for 5 - 10 seconds. There is also a 50% chance that Shroom Acid will Stun the Gymnast for 3 - 5 seconds.
42. MegaBooster - New item added to the game, which can be obtained, by Farming Rare Shrooms at the Player Monument located at the Abandoned Mining Station. Use a Minimum of 10 MegaBoosters to Permanently Increase MegaPower Critical Hit Chance [starts at 0%] by 10%. Use MegaBooster to Increase MegaPower Critical Hit Chance to a Maximum of 90%. Sell MegaBooster to Prophet for 250 Blood Rubies.
43. PowerBooster - PowerBoosters can now be sold to Prophet for 250 Blood Rubies.
44. Mount Restyle - When the Gymnast achieves the final Rare Title (either Battle Goddess or Epic Lustrator), the Prophet will consider how far you have come, since giving you the Platform Mount. And, to mark this ultimate achievement, he will reward you with a Mount Restyle device, allowing you to Customize your Mount:
• Choose between 3 different styles for Psi Grenade Launchers, EM Shield Generator (Satellite Dish), Enemy Control Modules (Computer Terminals) & Speed Boosters.
• Choose between 4 different transparent materials to apply to the transparent parts of the Mount.
• Choose between 18 different colors to apply to the colored parts of the Mount.
45. StunProof Availability - StunProof should now be available, while the Gymnast is on Monument grounds. Before this update, assuming player had the StunProof device, StunProof was only available, if the Gymnast was at the Abandoned Mining Station; which means StunProof has always been available at Monument 2 (AMS). But, now, StunProof should also be available, if the Gymnast is on the grounds of Monument 1.
46. Game Toggle Button - Fixed bug that caused the Game Toggle Button to be forced to Info (Yellow/I), when player used the Stop Conditioning button, during a Telepathic Alert from Prophet.
47. Spirit Conjuring - Added new layer of content to Exorcism. Now, when player reaches Senior Exorcist, he will unlock Eidoplasma drops. Once unlocked, 100 - 250 Eidoplasma will drop from Bel’Zael, when the demon is successfully Exorcised and returned to Dormancy. Use Eidoplasma to purchase items related to Spirit Conjuring: Conjurer (conjuring totem) & Minion HitBooster.
48. Eidoplasma - New currency added to the game. Eidoplasma is a rare and valuable spiritual energy residue that is deposited from Spirits during high-level Exorcisms. Eidoplasma is collected in Vials made from Iridalium, and is used by Black Magicians as a rare currency. Use Vials of Eidoplasma to purchase items related to Spirit Conjuring.
49. Spirit Minions - Use Conjurer (conjuring totem) for a chance to conjure one of three different types of Spirit Minions: Damage, Support or Control. The Damage Minion does Spiritual Damage to Attacking Spirits; the Support Minion is focused on defending and restoring the Black Magician that Conjured it; while the Control Minion tries to prevent Attacking Spirits from using its skills against the Conjurer.
NOTE: Unless the Exorcist is using Focused Conjuring, Spirit Minions are Conjured randomly; meaning, without Focused Conjuring, the Exorcist cannot control which Minion he will summon.
See Support Panel > Player Pet Functions > Spirit Minions, for more information on Spirit Minions, Focused Conjuring and the Spirit Conjuring System in general.
50. Holy Water - Because the Exorcist can repetitively use HolyWater, to increase Holy Water effect duration, the Holy Water effect duration has been decreased to 5 - 10 seconds (down from 10 - 20 seconds). In addition, Holy Water Use is now limited; meaning the Exorcist can only use Holy Water 10 times, before he has to wait for the Holy Water effect to finish. If the Exorcist doesn’t have Permanence, this might not mean much, since the Exorcist [without Permanence] can’t have more than 10 Holy Waters at the same time. But for Exorcists with Permanence, this means that, after using Holy Water 10 times, no more Holy Water can be used, until the existing Holy Water effect times out; and the 15 -30 second Holy Water cooldown has finished.
51. Item Icon Color - Fixed various bugs related to systems intended to color Item icons (to reflect the current state of the item). Also added Item Icon Coloring to several new Thumb Pod icons that otherwise had nothing to let the player know if the items were available, in use or on a cooldown. Now several item icons in Thumb Pods have been updated so that their colors should be updated to reflect the current state of the items represented by the icons.
52. Item Alerting - Fixed bug that was causing the wrong item name to be displayed, when displaying “Item Unavailable!” alert.
53. Spirit Cloak - Instead of sharing Skill Bar Slot and Thumb Pod with Water, Spirit Cloak now shares Skill Bar Slot and Thumb Pod with Implant Charger. Since there is no need to recharge Implants, during Exorcism, but there is always a need for Water, this should provide a much better Exorcism experience for the player.
54. FullProof Buff - Fixed bug that was causing Demon’s Skills to continue to increase Fatigue, W&T, etc, while BioShield (FullProof Buff) was active. In this version, Demon might continue to use or try to use its Skills; but they should no longer be effective, if BioShield (FullProof buff) is active.
55. Demon Dormancy - Fixed bug where Bel’Zael would be in a Dormant state indefinitely, without ever waking up naturally. In these cases, something like Spirit Whistle was required to manually bring demon out of Dormancy. In this version, this issue should be fixed.
56. Exorcism Damage Bonus - The Exorcism damage bonus from having HolySmite has been decreased to 1,000 (down from 20,000). The Exorcism damage bonus from having MegaPower has been decreased from 30,000 to 2,500 - 5,000 (non-critical hit) / 10,000 (critical hit).
57. Epic Conjurer - New Item added to the game, to complete Conjuring Progression. When all 3 Spirit Minions have unlocked Skill Tuning, there is now a 10% chance that the Epic Conjurer will drop from Bel’Zael, after successfully finishing Exorcisms (90% chance to drop, after acquiring HolySmite). Use Epic Conjurer to Conjure an Epic Spirit Minion to aid the Exorcist for 10 - 15 seconds.
For more information, see Support Panel > Player Pet Support.
58. Skill Bar UI Toggle - New Skill Bar Button added to the left side of the Skill Bar UI (on the side opposite from the Game Toggle button). To recover limited screen space, use the Skill Bar Button to manually Disable or Enable the Skill Bar User Interface (UI). Additionally, in this version, if the Skill Bar UI was already disabled, before Fighting or Exorcism, it will not be enabled, when Fighting or Exorcism is finished. But, if the Skill Bar UI was enabled, before Fighting or Exorcism, then it WILL be enabled, when Fighting or Exorcism is finished.
59. Demon TK Blast - New Demon Random Skill. When the Exorcist is in the PowerCircle, during Exorcism, the Demon will regularly attempt to push the Exorcist from the Power Circle, using its powerful Demon TK Blast (DTKB), which blasts the Exorcist up and back and causes Minor & Major Injuries and adds 5 - 10 Injuries to the Injury Tally. The Demon’s TK Blast can be stopped by the Exorcist’s Spirit Shield. But, being a Random Skill [like Crucify and Demon Telekinesis (DTK)], DTKB can also be stopped and/or temporarily prevented by using HolyWater.
60. Proof Buff Remover - New Demon Upgrade Skill. Every time the Exorcist decides to Remove Permanence (De-Perm), the Demon (Bel’Zael) receives a major Health increase. Additionally, until now, with the first upgrade, Bel’Zael also received two new Skills called “Upgrade Skills”: PowerAxe (Temporarily Cuts Exorcist’s Paranormal Power in Half for 5 - 10 seconds) & PowerSiphon (Permanently Removes 5 - 20 Paranormal Power every second, for 3 - 5 seconds). In this version, a third Upgrade Skill has been added to the game, which gives Bel’Zael the ability to remove Proof Buffs from the Exorcist.
After being used, Buff Remover Skill has to cooldown, depending upon how much the Demon has been upgraded: 1st Upgrade = 15 - 20 second cooldown. 2nd Upgrade = 10 - 14 second cooldown. All Other Upgrades = 7 - 10 second cooldown.
61. Epic Exorcism Achievement 1 - Permanence has been removed, as a requirement for finishing Epic Exorcism Achievement 1.
62. Exorcist TK - Various updates and fixes done, to ensure intended Exorcist TK functioning. Exorcist TK is a special form of normal Player TK, which allows the Exorcist to counter Demon TK, while Exorcising, as an alternative to using SpiritShield. The Demon will only use Demon TK, when the Exorcist is on The Catwalk. So the Exorcist should only need to use Exorcist TK, when Exorcising from The Catwalk.
One key update is that the player no longer has to touch the PlayerTK button to enable Exorcist TK. Now, as soon as the Demon starts to use Demon TK, the PlayerTK button is automatically enabled for the Exorcist, alerting the Exorcist that “Telekinesis is Ready…” This means that, now, the player only has to touch one of his own Paranormal Objects, allowing him to immediately respond to the threat of being struck and stunned by the Demon’s Paranormal Object.
63. Object Matching - The Exorcist has 3 different Paranormal Objects available for Exorcism TK: a Crate, a Barrel and a Machine Part. The Demon has access to 11 Paranormal Objects. In the past, the Exorcist could use any of his 3 Paranormal Objects to try to counter any of the 11 Paranormal Objects chosen by the Demon. But, in this version, Object Matching has been introduced, meaning the Exorcist can only use ONE of his three Paranormal Objects to counter the Paranormal Object chosen by the Demon. For example: If Bel’Zael chooses a “Crate”, then ONLY the Exorcist’s “Crate” will successfully counter that Demon Object.
64. Paranormal Power Display - Various updates and fixes done, to ensure proper and reliable management and displaying of the Exorcist’s Paranormal Power.
65. Leech - Various updates and fixes done, to ensure intended Leech functioning during Exorcism.
66. Main Game Buttons - “Main Game Buttons” refers to the row of buttons along the bottom of the screen, including the Game Save button, the Character Creator button & the Camera Controls on the left; as well as the UnSticker, Gear Panel & Gym Bag buttons, on the right. But this would also include the Character Switch button, if/when enabled.
In this version, when Fighting or Exorcism is triggered, most of these “Main Game Buttons” should be automatically disabled, since they should not be needed and, therefore, are wasting screen space and because, most importantly, it is possible to accidentally touch and, thereby, enable some of these functions, while Fighting/Exorcising, which would not be intended. Therefore, when Fighting/Exorcising, now, only the UnSticker, Gear Panel & Gym Bag buttons (on the right) should be enabled. Buttons should be automatically re-enabled, when Fighting/Exorcism ends.
67. Object TK Effect - Now, when the player uses Player TK, the object chosen for movement should now have a glowing, yellow particle effect around it, indicating it is under paranormal control. This is the same effect used, when the player uses Exorcist TK. So this means that, now, we are using the same effect for Player TK.
68. Fear Trigger - Fixed an issue that could cause the Fear Bar to suddenly reset, while the Gymnast was Riding certain Moving Platforms. While Riding, the Fear Bar should continue to fill up, until full. It should not reset, until and unless the Gymnast jumps from the Moving Platform. In this version, the Fear Bar should now work as intended on ALL Moving Platforms.
69. Gymnast Editor - Five updates done to the Gymnast Creator/Editor.
First, two new buttons were added to the Gymnast Editor. The first button (left side) allows the player to zoom in and out on the Gymnast’s face. When zoomed in, Gymnast only looks forward, unlike when zoomed out, which makes it easier to review character updates. The second button allows the player to rotate the character 360 degrees. And note that any rotation in the character gets removed, when using the Zoom button.
Second, 6 new Skin Colors have been added to the Gymnast Editor (Black, Dark Blue, Light Blue, Yellow & Orange).
Next, Lipstick Coloring has been added to the Gymnast Editor, allowing the player, for the first time, to set a separate color for the Gymnast’s lips. Available colors are White, Brown, Red, Green, Blue, Black, Dark Blue, Light Blue, Yellow & Pink.
Finally, a new button was added to the top/left of the Gymnast Editor to allow the player to toggle most of the Gymnast Editor’s User Interface (buttons, sliders, labels, etc.), providing a much clearer view of the character, even when zoomed in on the Gymnast’s face.
70. Help Tag - Fixed issue where two beginner Help Tags (Joystick Help Tag & new Skill Bar Toggle Help Tag) were overlapping.
71. Character Buttons - Recently, an update was done to ensure that the Character Creator button and the Character Switch button are only available, when the Conditioning Station (HSI) was NOT running. This means, if enabled, when the game is started, these buttons should now be automatically disabled, when the player starts the HSI. And, as necessary, they are automatically re-enabled, when the player stops HSI. This update was done to keep the player from accidentally triggering these functions, when not intended or desired.
72. Character Switch Button - Fixed bug that was fallout from recent update to the two Character Buttons (the Gymnast Creator/Editor button & the Character Switch button). In this case, the Character Switch button was being enabled, every time player used the Stop button, whether or not the character had access to that function. Now, only if the character has Permanence, should the Character Switch button be enabled, when the player stops HSI.
73. Character Quality - After updating the character software used in the game, and adjusting the game’s quality settings, characters should now display on iPad with fully intended quality. This means this item has been removed from the list of Known Game Issues.
74. Gymnast Editor - A final update was done to the Gymnast Editor which provides a new row of sliders that the player can use to adjust the character’s cheek size and the position of the character’s upper and lower cheeks. Naturally, this allows for even more customization of a character’s face.
75. Gymnast Editor - Two new sliders added to Character Nose Controls, allowing the player to apply additional customization to his Gymnast’s nose.
76. Scene Viewer - In this version, the old Free Look button has been replaced by the new Scene Viewer button. Use the Scene Viewer to obtain and create unobstructed views of the current scene.
77. Translocator - New Temple Blessing added to the game. Like Holy Water & Spirit Shield, Translocator is available to the Gymnast, after unlocking the Hidden Temple. Use Translocator to Teleport to The Hidden Temple or to Teleport from The Hidden Temple to the Nearest Power Circle. 30 - 60 second cooldown (without Permanence) or 10 - 20 second cooldown (with Permanence).
NOTE: Exorcist must be inside the Abandoned Mining Station & Exorcism Gear must be Equipped, in order to use Translocator! Unless the Exorcist has Permanence, Translocator is destroyed, when Used! Exorcists can have a maximum of 2 Translocators at a time!
78. Prophet’s Marks - New Temple Blessing that is only available to Exorcists with Permanence. Prophet’s Mark randomly selects and applies one of 3 different buffs that reduce some aspect of the Demon’s 3 Upgrade Skills (Power Axe, Power Siphon & Proof Buff Remover):
Instead of Paranormal Power being cut in half, with Prophet’s First Mark, Paranormal Power is only cut by a quarter.
With Prophet’s Second Mark, the amount of Paranormal Power is reduced by 2.5 - 5% per second, which is down from normal Power Siphoning of 5 - 10% per second.
With Prophet’s Third Mark, the Exorcist has a 50% chance of Canceling Buff Remover, when it would otherwise be used by the Demon.
Prophet’s Mark has an effect duration of 1.5 - 2.5 minutes, with a 10 - 20 second cooldown, after the effect ends.
NOTE: The Prophet’s Mark icon turns red and a sound effect plays, when Prophet’s Mark reduces or prevents one of the three Demon Upgrade Skill.
79. Paranormal Lights - Fixed bug that was causing a certain Paranormal Lighting function to randomly and unintentionally modify the TextMap, making it seem like the character was in one location, while actually being somewhere else, making the TextMap unreliable, while in the Abandoned Mining Station. Additionally, in this version, Paranormal Lighting should now be suspended, if/when the Gymnast enters The Hidden Temple; and should be resumed, when the Gymnast leaves The Hidden Temple.
80. DNA Reset - Fixed bug that was causing character DNA to NOT be properly reset, if the character was using pointed ears or horns. In this case, the character’s DNA would appear to be reset; but, the next time the character was loaded, the pointed ears and/or horns would re-appear. In this version, characters should be fully and properly reset, after using DNA Reset button in the Gymnast Creator/Editor.
81. Replay Prologue - Fixed bug that was causing the “Prologue Loading…” alert to continue displaying for several seconds, after the Prologue had finished loading and started playback. In this version, this alerting should be removed, when the Prologue has finished loading.
82. Character Mood System - Gymnast Editor has been updated to include a new “Mood Control Section” that allows the player to assign a Mood to his Gymnast characters. By adjusting the Mood Selector slider, players can now assign 1 of the 4 following Preset Moods: Neutral (default Mood), Happy, Sad, Angry. Character Mood should be automatically saved/restored, when the character is saved or restored.
83. NPC Conversations - To make PC-NPC Conversations more “realistic”, several changes have been made:
Instead of using normal character idle, when a Conversation is started (between the Player Character and Non-Player Characters), the normal character idle is replaced by a “neutral idle”, so characters are not looking around, during Conversations, as if bored or totally uninterested in the Conversation.
When a Conversation is triggered (by the Gymnast walking up to an NPC), now, the NPC looks down at the Gymnast; meaning both NPC head and eyes rotate down, to create the impression that the NPC is specifically focused on the Gymnast (who, still being a child, is much shorter than adult NPC’s).
While an NPC (Coach or Prophet) is actively speaking, NPC should now use a “Talking Animation”, meaning the NPC will naturally move his body & gesture, as one might, while talking.
Word Speaking animation has also been added; so that the NPC’s mouth should also now be “animated”, as if the NPC is “speaking words”.
84. Temple Reseal - Normally, Temple Reseal is only triggered, when the Exorcist receives a Temple Relic from the Temple. However, now, if the Exorcist has Permanence, then the Exorcist will ALWAYS have 1 or more Temple Relics. Therefore, now, when the Exorcist has Permanence, Temple Relics will always be detected, thereby triggering Temple Reseal, when the character leaves The Hidden Temple, whether by running/walking or by Translocating.
However, note that Temple Reseal should only be triggered by Translocating from the Temple, if Reseal is actually needed: ie - If the objects blocking the Hidden Temple are in place and actively blocking Temple access, obviously no need to continue with the Reseal Process.
Also note that, whether Exorcist has Permanence or not, if the Exorcist Translocates from the Temple to the PowerCircle, this will also now trigger Temple Reseal (again, assuming Temple is not already sealed).
Several other minor updates done to the system, to make the system faster, more efficient and so the Paranormal Objects blocking the Temple entrance should no longer push the Gymnast or be blocked by the Gymnast, if she gets in the way, during the Reseal process.
85. Demon Dormancy - If players used the Stop button, while Exorcism was active, the Demon was made Dormant, even though the Demon was clearly NOT Dormant, when the Stop button was used. In this version, this bug has been fixed; meaning the Demon should no longer become Dormant, when player uses the Stop button, while Exorcism is active.
86. Camera Controls - Camera Controls UI (user interface) has been updated. A new button was added to the bottom of the window, between the save and restore buttons. This button allows player to toggle between the normal Camera Controls Panel and the new Camera Presets Panel. The Presets Panel currently has two Camera Presets: The first Preset does a full camera zoom-in, with a slight upward camera tilt, which can be useful in certain situations. We also added a full zoom out setting which is ideal, for example, when Exorcising from the Power Circle in the Abandoned Mining Station.
87. Prophet’s Rare Mark/AntiMark - New Prophet’s Mark buff and debuff added to the game. The buff allows the Exorcist to receive the benefits of all three regular Prophet Marks at the same time. But, to receive this buff, the Exorcist has to prove his worthiness, by taking Prophet’s Challenge [new mini-game added to The Hidden Temple], where the Exorcist has to use TK Blast, to Deactivate Temple Urns in the same order in which they were randomly Activated. But the mini-game has 3 levels of increasing difficulty:
• Level 1: 2 Urns to Deactivate in 3 seconds
• Level 2: 4 Urns to Deactivate in 6 seconds
• Level 3: 6 Urns to Deactivate in 8 seconds
Finish all three Levels, to prove your worthiness and receive Prophet’s Rare Mark. Like normal Prophet’s Mark Buffs, Prophet’s Rare Mark lasts for 2 - 3 minutes, but, unlike normal Marks, the Rare Mark has a much longer cooldown (3 - 5 minutes).
If you prove to be unworthy [by deactivating an Urn out of order], you will receive Prophet’s AntiMark, which has the opposite effect of Prophet’s Marks: Instead of becoming less effective, the Demon’s Upgrade Skills (Power Axe, Power Siphon & Buff Remover) become more effective. The debuff also prevents the Exorcist from Spirit Conjuring, while the AntiMark is active. The AntiMark Debuff has an effect duration and cooldown of 3 - 5 minutes.
Note that, if available, player can receive regular Prophet’s Mark Buffs, while the Rare Mark Buff or the AntiMark Debuff are cooling down.
Also note that, like regular Prophet’s Marks, Prophet’s Rare Mark & AntiMark are automatically cancelled, when the player uses the Stop Conditioning button. However, unlike regular Prophet’s Marks, Prophet’s Rare Mark & AntiMark cooldowns continue, even if the player quits and restarts the game.
Finally, note that the AntiMark effect duration can be reduced during Exorcism: When the Demon uses PowerAxe, while AntiMark debuff is active, besides cutting the Exorcist’s paranormal power, he also cuts the AntiMark effect duration in half (if the effect duration is at least 2 seconds, when PowerAxe is used). Additionally, Rare Mark/AntiMark cooldown is reduced to 1 - 2 minutes, when cooldown is started, while Exorcism is active.
Touch the TK Blast button, while in The Hidden Temple, to automatically start the new mini-game. Touch the TK Blast button again, at any time during the mini-game, to instantly cancel the mini-game, without penalty.
88. Temple Pickups - SpiritCloak, WillPlus and RestoPlus pickups added to The Hidden Temple. Unlike normal Mining Station pickups, Temple Pickups are NOT randomly located throughout the Temple. Instead, they always appear in the same locations; and have a chance to eventually respawn, after being picked up.
89. Regulatum - Regulatum can now be sold to Vendors in The Black Market: Sellers receive 5 Blood Rubies for each Regulatum.
90. FReducer Drops - Until now, FReducer (removes Fatigue debuff) only dropped from destroyed EnemyBots or Protectors. Until now, only HCIncreaser and TIncreaser would drop, after every 20 successful uses of the Defender Shield to Deflect Enemy Missile Fire. Now, there is a chance (90%, during Beginner Support/10%, after Beginner Support) that FReducer will also drop from successful Missile Deflecting.
91. Item Drop Limits - For a few key reasons, Item Drop Limits have been placed on all of the Consumables that can be picked up at the Conditioning Station (Holo-Station I), which are the main Consumables used throughout the game. Item Drop Limits have also been placed on EnergyChips, which drop when Fighting Protectors or Destroyers.
• For Station Consumables, the Item Drop Limit is 100.
• For EnergyChips, the Item Drop Limit is 200.
This means that, once the Item Drop Limit has been reached, the player will NOT be able to pickup or receive as rewards any more of the given item. Instead, if the player is NOT Fighting, when the game tries to reward a new Item or if the player tries to pickup a new item, player should receive an alert about having reached the Drop Limit for that item.
92. Special Abilities - The two Special Abilities (offered by Prophet) that provide resistance to certain debuffs have been updated to expand their benefits:
• Slip Resistance - Besides the usual decrease in the chance that SlipFall will happen, now, Gymnasts with the Slip Resistance Special Ability should also have longer durations between possible SlipFalls. Additionally, although Gymnasts with SF Resistance should become Accident Prone sooner than usual, now, they should also have decreased SlipFall effects, when Accident Prone (Mental Fatigue debuff).
• Resist Wear&Tear - Besides the usual increase in the time it takes to build up W&T, now, Gymnasts with the Resist Wear&Tear Special Ability, should also have decreased W&T effects from Exercise, receiving Injuries or from jumping onto Moving Platforms in the Endurance Station (Holo-Station i).
93. WarpEnergy - When players absorb WarpEnergy, during Pilot Practice, instead of simply increasing the charge on WarpRevealer, 1 - 3 WarpEnergy is now added to the Gym Bag. This means that, if the Gym Bag already has WarpEnergy in it, when Pilot Practice starts, WarpRevealers will already be charged and ready for use. Before this update, WarpRevealer would lose charge gained from WarpEnergy, when Pilot Practice ended, forcing players to have to farm more WarpEnergy, in order to use WarpRevealers, the next time they did Pilot Practice.
Also, with this update, if WarpEnergy is in the Gym Bag, when the player uses Implants, either Implant effect duration is increased or Implant cooldown duration is decreased, depending upon the effect duration. This means that, if an Implant has a “burst effect” (usually a 1 - 2 second effect duration), instead of increasing the effect duration, WarpEnergy should DECREASE the Implant cooldown duration by 1 - 3. Otherwise, for Implants with longer effect durations (eg - “effects over time”), WarpEnergy should INCREASE the effect duration by 1 - 3, depending upon the effect.
NOTE: One WarpEnergy is destroyed (removed from the Gym Bag), when WarpRevealer is used or when WarpEnergy is used to Enhance Implant Timer Function! WarpEnergy can be sold to Prophet’s Pilot Practice Vending Machine, for 1 Blood Ruby each!
94. SkillBar Auto-Add - Because they are shared with multiple items, three Skill Bar Slots are called “Shared Slots”. Before this update, when the last item equipped to the Skill Bar is removed, after being used, the slot would be empty. If the player had more of the same item in his gym bag or had other items that shared the same slot, he would have to manually open the gym bag, find those items and manually add them to the Skill Bar. But, now, as a convenience to the player, when the last Skill Bar item is removed, after being used, the game automatically checks the Gym Bag and tries to add new items to the slot, based on the quality of the item.
For example: If the Skill Bar slot for Food items becomes empty, the game will first look for AlienJerky, the highest quality Food item. If AlienJerky isn’t found in the Gym Bag, the game searches for “SuperFood”; and then finally looks for “HealthySnack”, the lowest quality Food item.
The first found item is automatically added to the Skill Bar. If no items are found, the Skill Bar Slot remains empty, letting the player know that he no longer has ANY items that can be added to that Skill Bar Slot.
95. Animator Controllers - Bug fixed that could cause an Animator Controller conflict, where the game would try to apply two different Animator Controllers to the Gymnast at the same time. This issue would specifically happen, if the Gymnast had Fatigue debuff active, when Fighting was triggered. In this version, the Gymnast should be able to transition smoothly between Fatigue debuff and Fighting.
96. Vendor Item Display - In this version of the game, icons for selected Vendor Items should now display in the Mini-Display that appears on most Vending Machines, making it clear whether or not an item has been selected; and, if so, which item was last selected. Normally this Mini-Display is filled with “static”. Now the Display should naturally toggle between displaying static and displaying icons for selected Vendor Items.
97. Platform Device - Decreased Platform Device cooldown to 10 seconds (down from 15 seconds).
98. HSI Game Timer - Fixed a bug with the Holo-Station I Game Timer which was causing incorrect timer durations to be set at HSI Level 2 & HSI Level 3. In this version, players should get intended game timer durations after finishing HSI Level 1.
99. AutoBrake - BrakeShot function re-worked sufficiently to require a name change. Instead of the player having to manually enable Braking function, when needed, in this version of the item, the Braking function is automatically applied. Therefore, instead of waiting, until ready to apply Braking function, now, players should enable AutoBrake, before Jumping onto Platforms, to Prevent OverJumping.
If enabled, when the Jumper is above the Target Platform, the Braking function should be automatically applied to Stop Forward Momentum. 10 - 15 second effect duration, unless cancelled. Reuse AutoBrake, while effect is still active, to refresh the effect duration. 15 - 20 second cooldown, when Braking function is applied or when AutoBrake times out. Item destroyed, when used!
NOTE: Braking function might be triggered (indicated by audio/visual alert), but, for various reasons, the Jumper might still end up OverJumping the Target Platform. For example: If the player is using PowerSpeed or SuperSpeed, during the Jump, depending upon the orientation of the Target Platform relative to the Jumper or if the player continues using the JoyStick [to produce forward movement], after the Braking function has been applied, the Jumper might still OverJump the Target Platform.
100. Stabilizer - Stabilizer effect duration increased to 10 - 15 seconds (up from 5 - 10 seconds).
101. JumpBoost - New Jump Enhancer item added to the game. JumpBoost combines the functions of both the AutoBrake Jump Enhancer and the Stabilizer Jump Enhancer in a single item. JumpBoost is available as a new Prophet Service; meaning the Gymnast will have to talk to Prophet, in order to acquire this new item.
In exchange for 50 Gold, Prophet will now convert 1 AutoBrake and 1 Stabilizer into 2 - 5 JumpBoost. And each JumpBoost crafted by Prophet can be sold back to Prophet for 40 Gold.
JumpBoost shares the same SkillBar slot and Thumb Pod as other Jump Enhancers (AutoBrake, Stabilizer & JumpSure). Therefore, Item Swap System can be used, to quickly equip JumpBoost, when available.
Like AutoBrake & Stabilizer, JumpBoost effect duration is 10 - 15 seconds, unless cancelled. Having no cooldown, if active, player can use a second JumpBoost, to instantly cancel the JumpBoost effect. Otherwise, the effect should be naturally cancelled, when the effect times out.
102. Jump Enhancer Time Display - To provide better player feedback, if the Skill Bar is enabled, Item Effect Time should now be displayed in the Jump Enhancer Skill Bar Slot, when players use any of the following Jump Enhancers: Stabilizer, AutoBrake, JumpBoost or JumpSure. When Jump Enhancer effect is finished, Skill Bar Slot should return to its normal state. If the Skill Bar is not enabled, Item Effect Time should be displayed beside the Jump Enhancer Thumb Pod.
103. Enhanced Pickups - A third Station Difficulty Reducer has been added to the game. Enhanced Pickups Reduces the Chance for Triggering Fighting to 0%, when Picking up Items located on Platforms. Like Enhanced FearBar & Enhanced Device, Enhanced Pickups is a Prophet Service that is accessible from the Holo-Terminal Dialogue and should be acquired before starting the holographic simulation.
Note that, if player does NOT choose Enhanced Pickups, but is working on a Level the player has never finished before, Fight Chance is automatically reduced to 10%, when Picking up Items located on Platforms.
104. TimerAdd & TimerBoost - Two new pickups added to Platforms in Holo-Station I (Endurance Conditioning). The TimerAdd pickup adds up to 50 seconds to the Game Timer, depending upon the current HSI Level; while the TimerBoost pickup provides a more significant increase in the Game Timer, if the Game Timer is less than 3 minutes. The TimerAdd pickup can be found on one or more selected Moving Platforms, in each HSI Level. But, for each HSI Level, there is only one TimerBoost pickup, which can only be found on the Non-Moving Platform in the middle of the Level.
105. Olympus Unlocked - When the Exorcist achieves Permanence and Switches to Trainer, the player should now receive an alert that Olympus is Unlocked; meaning the Trainer should be able to open the door leading to the Olympus lobby, by walking/running up to it. Once outside of the Trainer Station, the player is free to explore the main zones of the Olympus Gymnastics Academy. In the next game app, Gravity Goddess: Ir’Ileseum (Beginner Floor Exercise), the Olympus Lobby is where characters normally appear, when the game first loads.
106. Mobile Rehab - Before the Gymnast’s Endurance has been increased to 25, before the Trainer starts leveling as a Trainer, the amount of Mobile Rehab that the Trainer can produce at his WorkStation has been increased to 2 - 3 (up from 1). Mobile Rehab UI button was also added, to allow players to quickly and easily access this important item, without having to use it from the Gym Bag. Therefore, Mobile Rehab can no longer be used from the Gym Bag.
107. FearBar FearDisplay - When Fighting is not active in Holo-Station I (Endurance Conditioning), instead of simply displaying the word “Fear”, now the FearBar provides a numerical display of the Gymnast’s Fear, while she is Riding on Moving Platforms.
108. Gymnast Courage - In Holo-Station I (Endurance Conditioning), the Gymnast’s Courage is directly reflected by how much Fear she is able to take, before her Fear finally manifests physically, in the form of 4 EnemyBots. When the Gymnast first starts Conditioning, it takes 15 seconds for Fear to build up enough to trigger Fighting. With this update, every time the Gymnast increases her Endurance statistic by 1, her Courage is also increased; meaning half a second is added to the FearBar. This means that, with an Endurance statistic of 5, the Gymnast can build Fear for 17.5 seconds, before triggering Fighting.
IMPORTANT NOTES:
• Courage Auto-Update is limited, in that the player can only add an additional 10 seconds to the FearBar, by increasing Endurance. Therefore, once the player has added 10 seconds to the base value of 15 seconds [for a total of 25 seconds], by increasing his Endurance statistic, Courage STOPS being increased, when Endurance is increased.
• Enhanced FearBar (HSI Difficulty Reducer) has been updated to work with Courage Auto-Update. This means that, no matter how much the base value of 15 seconds is updated by increasing Endurance, Enhanced FearBar should always add an additional 10 seconds to the FearBar. Therefore, when the player’s normal FearBar is maxed at 25 seconds (15 second base + 10 seconds from Endurance increase), with Enhanced FearBar, player should have a FearBar of 35 seconds.
• Peak Fitness benefit still applies. This means that, with Peak Fitness, normal fill speed is cut in half, basically doubling the time it normally takes to finish filling the FearBar. As such, with PeakFitness, Enhanced FearBar and high Courage, it is possible to extend FearBar duration to more than 1 minute, significantly reducing the amount of Fighting triggered by Fear, when Riding Moving Platforms.
109. Platform Fall Recovery - Conditioning Achievement 1 Reward has been upgraded to include Platform Fall Recovery. Once Fall Recovery is unlocked, if the Gymnast makes it to The Resting Platform, if the Gymnast has at least 100 Gold, the Platform Fall Recovery Button is automatically enabled near the top of the screen. If the Gymnast does NOT have at least 100 Gold, when jumping onto The Resting Platform, the Platform Fall Recovery System is NOT enabled.
THE RESTING PLATFORM:
The large, mid-level Platform is considered to be for “Resting”, because the Platform is NOT Moving, because the Fear Bar is NOT enabled, because the Game Timer is automatically paused and because the Gymnast is fully Restored, when the Gymnast jumps onto it.
Additionally, if Fighting is active, when the Gymnast lands on The Resting Platform, the Fight Program is immediately Terminated, since Fighting is not allowed on The Resting Platform. Enemy Attacks are NOT triggered & Hit Chance (HC) is NOT reduced, by picking up items on The Resting Platform. And the Gymnast should not encounter Fatigue Traps, when on The Resting Platform.
Also note that The Resting Platform contains the only TimerBoost pickup for each Level. And most of the other Conditioning Pickups will also be found there - everything except for Toughness Increaser (TIncreaser).
Reaching the Resting Platform for the first time [in a given Conditioning Session] also rewards the Gymnast with 100 - 200 Gold, ensuring the Gymnast always has enough Gold to enable Fall Recovery, when she arrives.
Therefore, besides enabling the Fall Recovery System, The Resting Platform gives the player a refuge from Fighting, a chance to recover, to pick up new supplies, to add time to the Level Timer and to plan his or her next move!
FALL RECOVERY:
If the Gymnast Falls from a Platform, after the Platform Fall Recovery System has been enabled, the player can use the Fall Recovery Button, to instantly teleport the Gymnast back to the Resting Platform.
Therefore, if the Gymnast enables the Fall Recovery System, and then Falls from a Platform, the player won’t have to redo all of the Platforms prior to making it to The Resting Platform.
Once enabled, the Platform Fall Recovery System remains enabled, until or unless:
• The player uses the Stop Endurance button.
• The Level Timer times out.
• The player finishes a Conditioning Level.
• The player has insufficient funds to continue using the Recovery Service.
110. Permanence Achievement - The Achievements window for The Evil Revealed Game Expansion has been updated to include “Olympus Unlocked” in the list of Achievement Rewards.
111. Item Swap System - Item Swap System has been updated in this version to be more practical. In previous versions, the player had to keep touching the Shared Thumb Pod, in order to browse through all of the items sharing that Pod, whether or not the player had all of the items. Therefore, the more items that shared a Skill Bar Slot/Thumb Pod, the more items the player had to browse through, to find the desired item.
In this version, when Swap Mode is enabled, beside the normal Item Thumb Pod (larger, yellow), now the player will also see Thumb Pods (smaller, green) for any and all other items that share that same Skill Bar Slot/Thumb Pod. Therefore, with this system, all options are available, as soon as Swap Mode is enabled; meaning player just has to touch the Thumb Pod (smaller, green), for the item he wants to automatically add to the Skill Bar.
Note that, just as normal Thumb Pods are only enabled for an item, if the item has been equipped to the Skill Bar, when in Swap Mode, the “smaller, green Thumb Pods” are only enabled for an item, if the Gymnast has one or more of that item in her Gym Bag.
Also note that the status of unequipped Shared Items can now be monitored from Swap Mode, since the Shared Item Pods are displayed with the same icon colors they would have, if equipped to the Skill Bar. Depending upon the Item, an Item’s icon color could be “available” (normal icon color), “in use” (usually green, but could be a shade of blue) or “unavailable” (grey or black), which usually indicates that the Item is cooling down. Knowing the status of unequipped Items can help the player decide what he wants to do, in terms of Item Swapping.
Finally note that, although it has always been possible to combine the Stabilizer & AutoBrake functions, given the updated Item Swap User Interface, it is now easier than ever to combine these two functions, which might be of some value to the player, before the player has access to JumpBoost, an Item that naturally combines the Stabilizer & AutoBrake functions in one Item.
TIP: Because the Stabilizer function, while active, prevents the Gymnast from turning, if the player uses the Item Swap System to enable both Stabilizer & AutoBrake functions at the same time, it is recommended that the player apply the Stabilizer function SECOND; so that the Stabilizer is the Jump Enhancer equipped to the Skill Bar. Doing it this way, the player is prepared to cancel the Stabilizer function, without affecting the AutoBrake function.
112. AutoBrake Ground Setup - When the Gymnast is on the ground, there are always two Platforms that she can jump onto: a lower, Non-Moving Platform and a higher, Moving Platform. Until now, AutoBrake was only designed to work with the Moving Platform. But, in this version, when the player enables AutoBrake from the ground, two new buttons are displayed on either side of the AutoBrake Thumb Pod: an “N-Button” (Non-Moving) and an “M-Button” (Moving).
By default the M-Button is active (yellow) and the N-Button is inactive (grey), indicating that AutoBrake is setup to work with the Moving Platform. But, if player touches the N-Button, the AutoBrake setup should automatically switch to the Non-Moving Platform, which is indicated by the N-Button becoming yellow (active) and the M-Button becoming grey (inactive).
So long as the AutoBrake function is running, the player can switch back and forth between these two Platform setups. Players should use the color of the “N” or “M”, to monitor or confirm the current AutoBrake setup, while AutoBrake is enabled from the ground.
113. Fall Recovery - New feature added to Fall Recovery. Now, if Fall Recovery is enabled, when the Gymnast Falls from a Platform (eg - a Fall from the Level 3 Rest Platform), instead of normal Fall Damage, the Gymnast should receive much less Damage, as a result of the Fall. Falls that would normally result in the Gymnast becoming Too Injured, should now only cause minor Damage, if Fall Recovery is enabled.
NOTE: If the Injury Tally is already relatively high, even with Fall Recovery enabled, “minor Fall Damage” could still result in the Gymnast becoming Too Injured. So, even with this new feature, players should still monitor and manage the Gymnast’s Injuries, to ensure the Injury Tally remains as low as possible!
114. Rare Slippers - Rare Slippers upgraded so that, besides reducing SlipFall Chance to 10% and increasing Movement Speed by 0.2, now, equipping Rare Slippers also increases Jump Power by 1.
115. Foot Gear Effect - Until now, Foot Gear that increased movement speed or jump power would only benefit the Gymnast, if no other movement speed or jump power effects were being applied. But, now, Foot Gear with such properties should also increase or decrease the effect of other movement speed or jump power modifiers.
For example, in terms of speed benefit, this means that Designer or Rare Slippers should now INCREASE the effect of PowerSpeed (even when triggered by Power Rain) and should REDUCE the effect of Power Rain or the Downer Mine that decrease the Gymnast’s movement speed.
NOTE: Movement speed and jump reduction from the Fatigue debuff is NOT AFFECTED by Foot Gear.
116. Platform Port Energy System - Once player has an Endurance Statistic of 25 and has also finished HSI Achievement 4 (Finish Level 3 1x), one of various changes made to the Platform System is the Platform Port Energy System. This means that, every 5 - 10 seconds, while the Gymnast is at the Conditioning Station, there is a chance that the “next platform” will become engulfed in Port Energy.
If the Gymnast is on the Ground or on the non-Moving Platform closest to the Ground, the “next platform” would be the first Moving Platform that is closest to the Ground. Otherwise “next platform” refers to the “next platform” in the Level, based on the Active Platform (the platform the Gymnast is currently Riding).
Port Energy can be Positive (bluish white) or Negative (either pinkish blue or dark blue). And the Gymnast’s Hit Chance plays a major role in determining whether Port Energy is Positive or Negative. This means that the higher the Gymnast’s Hit Chance, the more likely it is that Port Energy will be Positive.
PORT FORWARD:
When the Gymnast LANDS on a Platform engulfed in “Positive Port Energy” (bluish white), the Gymnast is teleported forward, to the next Moving Platform in the Level.
BACK PORT:
When the Gymnast LANDS on a Platform engulfed in “Negative Port Energy” (pinkish blue), the Gymnast is teleported backwards 1 or 2 Platforms.
When the Gymnast FAILS to land on a Platform engulfed in “Negative Port Energy” (dark blue), before the Port Energy naturally dissipates, the Gymnast is teleported backwards 1 or 2 Platforms.
The Gymnast must jump to the Platform engulfed in Negative Port Energy, in order to Dispel this kind of Negative Port Energy.
When the Gymnast REMAINS on a Platform that becomes engulfed in “Negative Port Energy” (dark blue), when the Port Energy naturally dissipates, the Gymnast is teleported backwards 1 or 2 Platforms.
The Gymnast must jump to another Platform or Fall to the Ground, in order to Dissipate this kind of Negative Port Energy.
NOTES:
• MOST Port Energy naturally dissipates in 5 - 10 seconds! But pinkish blue Negative Port Energy will continue to manifest for 15 - 30 seconds!
• If greater than or equal to 100, the Gymnast’s Hit Chance, in order to BENEFIT the player, either adds or subtracts 1 - 2 seconds to or from Port Energy duration. But, if the Gymnast’s Hit Chance is less than 80, 1 - 2 seconds is added to or subtracted from Port Energy duration, in order to PENALIZE the player.
• The Gymnast is rewarded with 25 - 50 Gold, for successfully Dispelling or Dissipating dark blue Negative Port Energy.
117. Restore At Satellite - If the Gymnast is at Prophet’s Satellite, when the Stop button is used, the game has been updated to include the option for the player to restore at Prophet’s Satellite, when the holo-station’s holographic simulation is started.
If the Gymnast has Prophet’s Lost Key Card, when HSI is started, then the Gymnast will be restored in the same position and rotation the Gymnast was in, when the holographic simulation was stopped.
If the Gymnast does NOT have Prophet’s Lost Key Card, the Gymnast should be restored in the same position and rotation the Gymnast was in, when the simulation was stopped, IF that location is NOT inside of any locked part of Prophet’s Satellite.
If the Gymnast IS inside of a locked part of Prophet’s Satellite, but does NOT have the KeyCard, then the next time the holographic simulation is started, the Gymnast should be restored at the Free Fall Recovery location.
118. BioEnhancer Buff - Players no longer have to wait until the final Warp Destroyer Achievement is finished, in order to gain access to Prophet’s BioEnhancer System. Now, so long as the Gymnast has talked to Prophet at least once, the Gymnast should have access to the BioEnhancer, at Prophet’s Satellite.
BUFF EFFECT:
• FoodCharger drop increased from 5 - 20 to 15 - 40, when the Gymnast walks up to one of the chairs at the table in The Garden. And the max amount the Gymnast is able to have at the same time is increased from 20 to 40.
• HitProof Buff, from eating Charged Food, makes the Gymnast Immune to effects that reduce the Gymnast’s Hit Chance. And, when Biology is Enhanced, HitProof duration is increased from 5 - 10 seconds, to 15 - 20 seconds.
• HealCharger drop increased from 5 - 10 to 15 - 20, when the Gymnast opens Prophet’s Stash. And the max amount the Gymnast is able to have at the same time is increased from 20 to 40.
• InjuryProof Buff, from using a Charged Healing Device, makes the Gymnast Immune to New Injuries. And, when Biology is Enhanced, InjuryProof duration is increased from 5 - 10 seconds to 15 - 20 seconds.
BUFF DURATION:
• Until the Gymnast has finished Warp Destroyer’s final Achievement, the BioEnhancer buff duration is only 10 - 20 minutes.
• After Warp Destroyer’s final Achievement is finished, BioEnhancer buff duration is increased to 30 - 60 minutes, UNLESS the Gymnast has Trainer-crafted BioCharger in the Gym Bag.
• If the Gymnast has BioChargers in the Gym Bag, when using Prophet’s BioEnhancer, but has NOT yet finished Warp Destroyer’s final Achievement, then BioEnhancer duration is now reduced to 60 - 90 minutes.
• If the Gymnast finishes Warp Destroyer’s final Achievement AND has BioCharger in the Gym Bag, then BioEnhancer duration should be increased to maximum duration of 90 - 120 minutes.
119. Implant AutoEquip System - New system added to the game to allow players to display all Implants found in the Gym Bag, which allows players to review Implant information or to quickly equip Implants to the Gear Panel, without having to open or manually search through the Gym Bag.
DETAILS:
Open the Gear Panel or the Gear Panel Mini-Display, to access this new function!
Use the List button on the Gear Panel [top/right] or either of the two List buttons on the Mini-Display, to create a list of Implants found in the Gym Bag that can be equipped to the Gear Panel!
From the Gear Panel, use Button 1 or Button 2 at the top of the Implant List, to set the Implant Slot to which Implants should be equipped!
When using the Mini-Display, the List button used determines the Implant Slot to which Implants should be equipped.
Touch Implants in the List, to display item information for the Implant, when the game is toggled to Information!
Touch Implants in the List, to automatically equip the Implant to the selected Implant slot, when the game is toggled to Function!
NOTES:
Implants appear in the List, in the order in which they exist in the Gym Bag!
Even if the Gym Bag has more than one of the same Implant, duplicates are removed, so that every Implant appears only once in the List!
It can take up to 3 seconds for the system to be properly set up to List Implants found in the Gym Bag. And, while system is setting up, most AutoEquip button functions become unavailable. In this case, rather than triggering the function, touching a button produces a standard alert beep and should also display a system alert, letting the player know that the system is busy with something.
After using Implant AutoEquip to add an Implant to the Gear Panel, the system has to be reset, which can also take up to 3 seconds. And, while the system is resetting, player should see message displayed (eg - “Implant List Refreshing…” or “Implant Equipped!”) where the Implants are normally displayed.
If no Implants are found in the GymBag, players should receive “No Implants Found!” message listed in the panel where Implants are normally displayed.
For best results, it is recommended that players wait for system alerts to finish displaying, before trying to use the Implant AutoEquip System.
Implant AutoEquip System can be used, when Fighting, to quickly equip or to switch out Implants.
ABANDONED MINING STATION:
Implant AutoEquip System is automatically disabled, when the Gymnast enters the Abandoned Mining Station.
This means the Implant List buttons are automatically disabled on the Gear Panel and on the Gear Panel Mini-Display.
If the system is in use, when the Gymnast enters the Abandoned Mining Station, the system is immediately cancelled.
While in the Abandoned Mining Station, opening Gear Panel or the Gear Panel Mini-Display should NOT trigger the usual AutoEquip System updates.
When the Gymnast leaves the Abandoned Mining Station, List buttons are automatically re-enabled and the Implant AutoEquip System is restarted and returned to normal functioning.
KNOWN ISSUE:
If the player quickly moves many Implants between the Gym Bag and the Locker, it is possible that the Implant AutoEquip System may not be able to keep up; meaning the final Implant List generated might have minor issues (eg - Duplicate Implants not being removed from the List).
Implant List issues are usually fixed by simply toggling (closing and re-opening) the Implant List, using the List button.
120. Achievements/Support Button - Achievements/Support button has been added to the Gear Panel; meaning players can now access Achievements Panel or the Player Support Panel from the Gear Panel. This is especially useful, when at Prophet’s Satellite, where the Gear Panel Mini-Display is not available.
121. New Random GhostSkill (Fogger) - A new GhostSkill has been added to the Demon’s list of Random GhostSkills; meaning the Demon now has four different Random GhostSkills to choose from: Agonize, Erode, Drain and Fogger.
Unlike the Demon’s AutoSkills (Torment, Exhaust, Oppress & Confound), the Demon can only choose and use one Random GhostSkill at a time. So, only when a Random GhostSkill’s effect has ended, can the Demon choose a new Random GhostSkill.
Unlike other Random GhostSkills, the Demon’s Fogger only lasts for 3 - 5 seconds (Non-Shielded) or for 1 - 3 seconds (Shielded).
When triggered, Fogger gradually reduces Mental Clarity buff time (if active).
If Clarity buff is removed or isn’t active, when Demon uses Fogger, Fogger makes you Accident Prone (too mentally fatigued to function normally), for 3 - 5 seconds (Non-Shielded) or for 1 - 3 seconds (Shielded).
Use Revitalizer, before Clarity Buff time is reduced to 0, to instantly cancel Demon’s Fogger and recover Mental Clarity.
If Fogger triggers the Accident Prone debuff, Revitalizer cannot be used, for 3 - 5 seconds (Non-Shielded) or for 1 - 3 seconds (Shielded).
When Fogger effect ends, Revitalizer should work, to remove Accident Prone debuff.
Note that, when Mentally Fatigued (Accident Prone), the Exorcist is unable to Levitate, Translocate or use Player Telekinesis or Telekinetic Blast.
Unlike other Random GhostSkills, the Demon’s Fogger has a cooldown of 15 - 30 seconds (reduced by 1 - 3 seconds multiplied by the number of times the Exorcist has removed Permanence).
122. Charged AutoRestorer - When Exorcist reaches the state of Permanence, instead of the AutoRestorer becoming a “Permanent Item”, like other Exorcism Items, AutoRestorer becomes “Charged”, meaning it can be used repeatedly to prevent the Too Injured debuff, until it runs out of Charge. When not Enhanced, a Charged AutoRestorer can be used 15 times, before it will no longer Prevent the Too Injured debuff.
When the Gymnast has at least one AutoRestorer, whether or not Charged, the AutoRestorer Status Display button should appear at the bottom/left of the Gym Bag, when the Gym Bag is opened.
Use the AutoRestorer Status Display button to manually show/hide the AutoRestorer Status Display, which is otherwise managed automatically, when Combat (Fighting/Exorcism) starts/finishes or when the player uses Items that affect AutoRestorer Charge, when the Exorcist has Permanence.
Use the AutoRestorer Status Display to monitor the amount of AutoRestorers in the Gym Bag (in yellow text at the top of the Status Display).
When an Exorcist has Permanence, use the AutoRestorer Status Display to monitor the amount of Charge the AutoRestorer currently has (in green text at the bottom of the Status Display) or to monitor the effect of using Items that affect AutoRestorer Charge (RestoRefresh & RestoEnhancer).
The first time an Exorcist achieves Permanence, AutoRestorer Base Charge is 15.
When the Exorcist re-achieves Permanence, AutoRestorer Base Charge is multiplied by the number of times the Exorcist has achieved Permanence.
When an Exorcist has Permanence, and the Too Injured debuff finishes, AutoRestorer is automatically and Fully Recharged.
123. RestoRefresh - New Trainer Vendor Item sold in Olympus Vending Machines for 150 Gold per Item. Use when not in Combat, to Reset Charged AutoRestorer Usage to 0, fully recharging the AutoRestorer. No Cooldown. Permanence Required! Item Removed, when Used!
124. RestoEnhancer - New Trainer Vendor Item sold in Olympus Vending Machines for 250 Gold per Item. Use when not in Combat, to temporarily double AutoRestorer Base Charge for 30 - 60 seconds, increasing the number of times a Charged AutoRestorer can be used to prevent the Too Injured debuff. Re-use up to 2 more times, to Increase the effect duration. No Cooldown. Permanence Required! Item Removed, when Used!
125. Player Monuments - Player Monuments are now equipped with Peace Keeping function; meaning that Fighting cannot be triggered, if the Gymnast is at one of her Monuments. And, if Fighting has been triggered from elsewhere, entering a Player Monument should now automatically cancel the Fight.
126. Beginner Support System - When players open the Gear Panel, while Beginner Support System is still active, they will now see a new button [on the left side of the Gear Panel] that can be used to toggle Beginner Support System on or off, as desired. When Beginner Support is finished, the toggle button should no longer appear on the Gear Panel.
NOTE: Beginner Support MUST be Finished, to receive MobileShield reward, which is something to consider, before deciding to disable Beginner Support System!
127. Endurance Degeneration - When a Gymnast’s Endurance reaches 25, Conditioning is officially finished; meaning that, technically, the Gymnast is ready for Skill Training. However, after increasing Endurance to 25, Endurance has to be Maintained at 25, by regular Exercise.
When Endurance reaches 25, the blue Endurance progress bar and the Endurance statistic displays, on the Gear Panel’s Mini-Display, become green, to indicate the natural Degenerating of the Gymnast’s Endurance, over time.
When the Gymnast is involved in some significant activity, Endurance Degeneration is temporarily paused, until the activity is finished. Platforming, Exercising, doing Warp Destroyer, Pilot Practice, Black Market Shopping, Prophet’s Task, Fighting or Exorcising are all considered to be “significant activities”.
When the Gymnast is running or jumping, the speed of Endurance Degeneration is cut in half.
MAINTENANCE:
Unless properly maintained, Gymnast’s Endurance continues to Degenerate, until the Degeneration progress bar has gone from full to empty.
Endurance Conditioning is maintained by regular Exercise.
When the Gymnast Exercises, after reaching Endurance 25, besides working towards Peak Fitness, Exercise also adds time to the Degeneration progress bar. Therefore, regular Exercise is required, in order to maintain an Endurance statistic of 25.
RE-CONDITIONING:
If a Gymnast allows the Endurance Degeneration bar to become empty, 1 point of Endurance is removed, requiring the Gymnast to Re-Condition, in order to bring Endurance back to 25.
When a Gymnast’s Endurance degenerates to less than 25, if the Gymnast is not already at the Conditioning Station, the Station’s holographic simulation is automatically stopped and the MountControl device ceases to function.
Only the Conditioning Station is available to the Gymnast, if her Endurance has become Degenerated (less than 25). And Re-Conditioning means the Gymnast running, jumping, Exercising, destroying Training Bots and/or finishing Platform Levels: ie - the usual activities required to increase a Gymnast’s Endurance.
128. Enemy Target Switcher - Bot Targeting System has been refined and significantly reworked. Under the new system, only one type of Bot (Training Bot or Protector/ Destroyer) can be targeted at the same time. Therefore, a new Enemy Target Switcher button should now automatically appear in the Fight UI (next to PsiBlaster icon/above Implant 1 icon), if more than one type of Fighting has been triggered at the same time.
Use Target Switcher, to toggle Enemy Targeting between Training Bots and Protectors/Destroyer.
NOTE: Enemy Target Switcher is automatically disabled, when the option is no longer needed (eg - After a given Enemy type has been destroyed).
129. Energizer - The Companion Circuit Energizer is a Rare Companion Upgrade that is awarded the first time the Destroyer is destroyed. Keep Companion Circuit Energizer in Gym Bag to Double the Base Damage done by Companion ElectroMissiles, when Fighting Protectors or Destroyers.
130. AutoThruster - AutoThruster is a Common Companion Upgrade that can be purchased from Prophet at Prophet’s Satellite. Cost: 100 Gold for 10 items (10 Gold per item). Keep AutoThruster in Gym Bag to enable Mount’s AutoThrust System. When AutoThrust is Enabled, use Direction buttons to Start/Stop continuous Mount movement in any Direction.
NOTE: Using a Direction button, when AutoThrusting in that direction, stops AutoThrust in that direction, without cancelling the AutoThrust function. Item destroyed, when used!
131. SpeedRegulator - SpeedRegulator is a Common Companion Upgrade that can be purchased from Prophet at Prophet’s Satellite. Cost: 100 Gold for 10 items (10 Gold per item). Keep SpeedRegulator in Gym Bag to Enable Speed Regulator Button Function. Use Regulator Button to Toggle between 3 Speed Modes (Low, Medium, High).
NOTE: Low increases Mount speed by 1. Medium increases Mount speed by 5. High increases Mount speed by 10. Item destroyed, when used!
132. Mount Power System - Platform Mount now requires fuel, in the form of PowerCells. A PowerCell is a new item added to the game which is designed to provide power to the Platform Mount.
POWER CELLS:
You must now have at least one PowerCell in your Gym Bag, in order to start the Mount’s engine or to use Mount Upgrades.
PowerCells can be purchased from any PowerCell Vending Machine. Prophet’s Satellite has one PowerCell Vending Machine, located next to the space ship landing platform; while the Abandoned Mining Station has four PowerCell Vending Machines, each machine located beneath one of the four space ship landing platforms.
Note that PowerCell Vending Machines are set up for “Drive-Thru”; meaning you don’t have to dismount, to get close enough to interact with the machine, as you normally would for other vendors or vending machines.
POWER CELL QUALITY:
There are 3 different qualities of PowerCell: EnergyCell, SuperCell and MegaCell.
EnergyCell is a low-end PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 10 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of EnergyCell to less than 10 minutes. Item removed, when PowerCell runs out of power!
SuperCell is a mid-range PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 20 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of SuperCell to less than 20 minutes. Item removed, when PowerCell runs out of power!
MegaCell is a high-end PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 30 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of MegaCell to less than 30 minutes. Item removed, when PowerCell runs out of power!
POWER BAR:
Use the vertical progress bar, next to Mount Forward/Backward movement buttons, to monitor your Mount’s Power.
Power Bar color reflects the quality of the PowerCell being used to Power your Mount.
Power Bar will be green, if the Mount is running on an EnergyCell.
Power Bar will be blue, if the Mount is running on a SuperCell.
Power Bar will be red, if the Mount is running on a MegaCell.
As power is consumed, the Power Bar is gradually emptied, over time, until the PowerCell finally runs out of power.
NOTES: • If you have another PowerCell in your Gym Bag, when a PowerCell runs out of power, a new PowerCell is automatically installed, allowing for normal Mount functioning to continue without interruption.
• When a new PowerCell is installed, the Power Bar quickly re-fills, until full.
• If you have don’t have another PowerCell in your Gym Bag, when a PowerCell runs out of power, Mount engines shut down automatically, making ALL Mount functions unavailable.
POWER SYSTEM DAMAGE:
When you get hit by Protector or Destroyer missiles, even if using your Defender Shield to prevent or reduce Injuries, your Mount receives collateral damage, which has a 30% chance of damaging your Mount’s Power System.
When your Mount’s Power System becomes damaged, the system experiences a Power Drain: a significant and sudden drop in Power Level.
POWER CELL SUPPLEMENTS:
Two new items have been added to the game that enhance PowerCell functioning or your Mount’s Power System: Optimizer and Modulator.
A PowerCell Optimizer is designed to improve your Mount’s power consumption.
Keep PowerCell Optimizer in your Gym Bag to enable the Optimizer button in the Mount Controller UI. Use Optimizer button, to Reduce Mount Power Consumption by 50%, doubling the life of any PowerCell for 15 - 20 minutes. Item destroyed, when used!
A Power Modulator is designed to reduce damage to your Mount’s Power Systems.
Keep Power Modulator in your Gym Bag, to reduce the chance for damage to Mount Power Systems, by 30%. If Mount Power System becomes damaged, Modulator also reduces Power Draining, by 50%. Item destroyed, when used to reduce Power Draining!
You must now have at least one PowerCell in your Gym Bag, in order to start the Mount’s engine or to use Mount Upgrades.
PowerCells can be purchased from any PowerCell Vending Machine. Prophet’s Satellite has one PowerCell Vending Machine, located next to the space ship landing platform; while the Abandoned Mining Station has four PowerCell Vending Machines, each machine located beneath one of the four space ship landing platforms.
Note that PowerCell Vending Machines are set up for “Drive-Thru”; meaning you don’t have to dismount, to get close enough to interact with the machine, as you normally would for other vendors or vending machines.
POWER CELL QUALITY:
There are 3 different qualities of PowerCell: EnergyCell, SuperCell and MegaCell.
EnergyCell is a low-end PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 10 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of EnergyCell to less than 10 minutes. Item removed, when PowerCell runs out of power!
SuperCell is a mid-range PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 20 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of SuperCell to less than 20 minutes. Item removed, when PowerCell runs out of power!
MegaCell is a high-end PowerCell used throughout the galaxy to provide wireless power for transport systems. Keep EnergyCell in your Gym Bag to Power your Mount for 30 minutes (Mount Idle). If Mount is moving, power consumption is increased, based on Mount speed, which reduces the life of MegaCell to less than 30 minutes. Item removed, when PowerCell runs out of power!
POWER BAR:
Use the vertical progress bar, next to Mount Forward/Backward movement buttons, to monitor your Mount’s Power.
Power Bar color reflects the quality of the PowerCell being used to Power your Mount.
Power Bar will be green, if the Mount is running on an EnergyCell.
Power Bar will be blue, if the Mount is running on a SuperCell.
Power Bar will be red, if the Mount is running on a MegaCell.
As power is consumed, the Power Bar is gradually emptied, over time, until the PowerCell finally runs out of power.
NOTES: • If you have another PowerCell in your Gym Bag, when a PowerCell runs out of power, a new PowerCell is automatically installed, allowing for normal Mount functioning to continue without interruption.
• When a new PowerCell is installed, the Power Bar quickly re-fills, until full.
• If you have don’t have another PowerCell in your Gym Bag, when a PowerCell runs out of power, Mount engines shut down automatically, making ALL Mount functions unavailable.
POWER SYSTEM DAMAGE:
When you get hit by Protector or Destroyer missiles, even if using your Defender Shield to prevent or reduce Injuries, your Mount receives collateral damage, which has a 30% chance of damaging your Mount’s Power System.
When your Mount’s Power System becomes damaged, the system experiences a Power Drain: a significant and sudden drop in Power Level.
POWER CELL SUPPLEMENTS:
Two new items have been added to the game that enhance PowerCell functioning or your Mount’s Power System: Optimizer and Modulator.
A PowerCell Optimizer is designed to improve your Mount’s power consumption.
Keep PowerCell Optimizer in your Gym Bag to enable the Optimizer button in the Mount Controller UI. Use Optimizer button, to Reduce Mount Power Consumption by 50%, doubling the life of any PowerCell for 15 - 20 minutes. Item destroyed, when used!
A Power Modulator is designed to reduce damage to your Mount’s Power Systems.
Keep Power Modulator in your Gym Bag, to reduce the chance for damage to Mount Power Systems, by 30%. If Mount Power System becomes damaged, Modulator also reduces Power Draining, by 50%. Item destroyed, when used to reduce Power Draining!
© Copyright 2023 Register.com. All rights reserved. All registered trademarks herein are the property of their respective owners.