Followup Update 9.5.8

Some changes based on the last update 9.5.0

melmsie

Mel

3 min read

November 9, 2021

We don't usually make blog posts for minor updates like this, but I also wanted to address a few things from the last update. For those who didn't make it to the live session last night, this will be a TLDR of what I talked about changing (and is now changed)

Robbing

Frankly, a large portion of the community wanted and NEEDED this change made in the last update. We will not be removing the new system, but we're open to tweaking the values, which we did today. You're going to need to put in some effort and risk to rob people of as much as you used to be able to, and that's not going to change.

- Increased the cap to 20x of your wallet, up from 10x

- Decreased the cooldown for a robbed user from 10 minutes to 5 minutes

Prestige

Prestige was never EVER meant to just be a super easy-to-do system for bank space. Those upset it's harder, are missing the entire point. It's meant to be prestigious and not just a tool to get some perks. We lost that along the way, and now it's coming back to more of a semi-endgame grind with some neat perks. Today we've made some general balancing changes to it.

- Decreased the coins needed and increased the inv worth needed

- Capped the coins needed to never go higher than 250m

Omega

Omega isn't for a majority of users. If you feel it's "useless" or "a scam" then simply don't use it! A few hundred users have already done it, and some are looking to get their level 2 soon. The grind is for those who think the perks ARE worth it, when bored with other things. It's not meant to be accessible to everyone, and it's not meant to be easy. We tightened up the difficulty a bit here today, but also increased how fast it's possible to get to omega 25.

- Increased the prestige req

- Capped the prestige req at 35, which means only money will scale past Omega 18

Net Worth

Some have expressed some annoyance that their net worth decreased due to SUPER HIGH value items being worth only 100k internally. I agree while it made it more clear what something would be worth, that kinda sucked. So now we've made it so each RARITY of those items will determine their internal worth, to help balance things both up and down based on real value. We also added a new GODLY rarity for some items. This chart should find a balance between clarity and net worth.

|RARITY VALUE|INTERNAL COIN VALUE| |---|---| |COMMON|25,000| |UNCOMMON|100,000| |RARE|1,000,000| |EPIC|5,000,000| |LEGENDARY|50,000,000| |GODLY|100,000,000|

Work

As said last update, we will now (as of this blog post) turn on being fired for not fulfilling work requirements. In addition, we made some changes to work item drops, which will be tweaked again in the next major update.

- Can now get fired for not working enough daily

- Each promotion gives you a +0.2% chance to get your work item

- In a future update, this will scale even faster for cheaper items, and about the same for higher tier items

- You can only earn work items AFTER working your daily required hours, but lots of items had their buff drop rate raised a few percentage points.

Bug Fixes

- Lots of bug fixes, consider lots of them squashed

ALSO

In case you didn't see previous announcements, we've made changes to both Patreon perks AND lootboxes!

Lootboxes now give a MASSIVE amount more of coins

Patrons $5+ now get PATREON BOXES from redeeming, AND we enabled annual billing with a 10% discount for helping us save on fees!

BECOME A PATRON NOW

GET LOOTBOXES NOW