This is a list of all the updates in reverse chronological order, newest updates at the top and oldest updates at the bottom.
Legend: + means added something new, = means tweaked an implemented feature, and - removes a feature altogether. (number) refers to the revision number, so (10) means the 10th revision.
Note: From 1.3.6 onwards, there is a git hash (the 7 characters you see on most updates). Before 1.1.4, the posts do not have a version number, however, the version number is implied from the structure of the updates.
- 1 Update 1.7
- 2 Update 1.6
- 3 Update 1.5
- 3.1 Update 1.5.12
- 3.2 Update 1.5.11
- 3.3 Update 1.5.10
- 3.4 Update 1.5.9
- 3.5 Update 1.5.8
- 3.6 Update 1.5.7
- 3.7 Update 1.5.6
- 3.8 Update 1.5.5
- 3.9 Update 1.5.4
- 3.10 Update 1.5.3
- 3.11 Update 1.5.2
- 3.12 = (45) 5c35fae
- 3.13 Update 1.5.1
- 3.14 Update 1.5.0
- 4 Update 1.4
- 4.1 Update 1.4.7
- 4.2 Update 1.4.6
- 4.3 Update 1.4.5
- 4.4 Update 1.4.4
- 4.5 Update 1.4.3
- 4.6 Update 1.4.2
- 4.7 Update 1.4.1
- 4.8 Update 1.4.0
- 5 Update 1.3
- 5.1 Update 1.3.14
- 5.2 Update 1.3.13
- 5.3 Update 1.3.12
- 5.4 Update 1.3.11
- 5.5 Update 1.3.10
- 5.6 Update 1.3.9
- 5.7 Update 1.3.8
- 5.8 Update 1.3.7
- 5.9 Update 1.3.6
- 5.10 Update 1.3.5
- 5.11 Update 1.3.4
- 5.12 Update 1.3.3
- 5.13 Update 1.3.2
- 5.14 Update 1.3.1
- 5.15 Update 1.3.0 :Research
- 6 Update 1.2
- 7 Update 1.1
- 8 Update 1.0
= Changed base price of cell phone $800 -> $1,000
= Changed base price of laptop $2,000 -> $2,200
= Changed base price of car $20,000 -> $23,000
= Changed base price of television $4,000 -> $4,500
+ Fixed rarities in $$res card
= Changed retail store production time from 10:00 to 60:00 to more accurately produce at the rate shown in $$retail
= Changed airport recipe
Inputs Jet fuel 20x -> 10x Energy 20x -> 25x Outputs Capital $1,000 -> $1,000 (no change)
+ Added robotic automation uu
Improves all facilities in a region by 6%
= Changed robotic automation u
Production increase changed from 5% -> 4%
= Changed top end of research rarities
1-4 research facilities: no change 5 research facilities: Superior 5% -> 4% Common 5% -> 6% 6 research facilities: Superior 7.5% -> 5% Uncommon 62.5% -> 64% Common 0% -> 1% 7 research facilities: Uncommon 52.5% -> 51.5% Common 0% -> 1% 8 research facilities: Superior 10% -> 8% Rare 50% -> 45% Uncommon 40% -> 46% Common 0% -> 1%
+ An HQ is now required to be able to build a retail store or customer support center
= Changed price algorithm to have more variance in the sign of deviation
= $$c cards now show colors based on supporter roles
+ Fix quality reputation going over 5.00
= Tweaked quality reputation algorithm to be more forgiving
= Tweaked customer support reputation algorithm
= Updated $$retail to show demand per store per hour
+ Fixed bug with $$prefix allowing spaces in the prefix causing issues
+ Fix demand algorithm to account for the set retail price
+ Update $$retail to clarify that amount displayed under "Selling" is the current demand for your product per store
+ Fix a database issue causing some commands to not work
(58) a1c9fce: RetailEdit
+ Added retail store facility which allows the population to buy consumer products directly from your corporation
+ Added HQ facility which allows your corporation to direct your retail stores
+ Added customer support center which allows your corporation to provide support to your retail customers
+ Added $$retail to show the current status of your retail stores
+ Added several commands to change add retail products, change the prices, etc.
+ Added retail reputation which will determine the demand of your products along with the population of your region
+ Fixed some performance issues in some areas
+ All products which can be sold in retail stores can now be traded on the player market
+ Fixed market price limit affecting the total cost instead of unit price
+ Testing out populations per region before rolling out retail facilities
+ $$region now shows population and total land in the region
+ Added a price limit for assets at 1000x their base value
+ Fixed clothing factory recipe to match wiki
Now produces 10x clothing
+ Fixed cell phone price to match wiki
$700 -> $800
+ Fixed LED price to match wiki
$1 -> $2
+ Fixed a small bug with the procedural price generation algorithm
+ Fixed the base price of prescription drug to match wiki calculations
$300 -> $500
+ Fixed market commands sometimes not working after confirming with a reaction
+ Added trade icons in $$price to show which items can be traded on the market + Crude oil, wood, gold, and bauxite can now be traded on the market and can no longer be bought with $$buy
+ Silicon and coal are now tradeable on the market and no longer buyable with $$buy
+ Fixed a problem with Voter's Boon being calculated incorrectly
+ Fixed multiplier parsing for $$mbuy
+ Silver supporters on Patreon now also get Voter's Boon permanently without having to vote
+ Fixed market commands so the price can be optional if there is already an offer
(54) 78be296: Prices and AmountsEdit
+ You can now use the following multipliers for amounts and prices in all commands
k = x 1,000 m = x 1,000,000 b = x 1,000,000,000
+ You can now use 'all' or 'max' as quantities in $$marketsell
+ You can now use up to two decimal places in the price of market commands
+ $$sellall has been fixed for demolishing facilities
+ You can now use 'all' or 'max' as quantities when demolishing facilities
+ Minor update to fix some small bugs
+ Updated some behind the scenes stuff for better Discord API support
+ Jet fuel refining u now changes production time to 0:08 instead of 0:15
+ Market commands will also send a notification if the offer is completed instantly - this is to avoid confusion
+ Energy is now tradeable on the market
- Energy is no longer buyable with $$buy, but you can still sell it with $$sell
+ Fixed a few problems in the response text of some market commands
+ Add jet fuel refining u
Also changes oil refinery production times to 0:15 from 0:30
+ Fixed $$export not exporting technologies
+ Fixed bug involving $$install
+ Add formatting to asset amounts in market commands
+ Fixed bug with $$export not letting a lot of assets be exported
+ Fixed bug with $$build saying you can't build more than 8 research facility when trying to build something other than a research facility
+ Fix price bug introduced by the last update
+ Testing the waters of a player-driven economy with making jet fuel tradeable on the market
Jet fuel is no longer buyable with $$buy, but (at least for now) you can still sell it with $$sell
+ Added better rarity information to $$research
+ Improvements to the reliability of notifications related to voting
+ Facility icons now show up as a thumbnail in $$examine
+ Fixed blueprints showing up in $$price after the last update made them appear when they shouldn't
- Rockets are no longer buyable or sellable
+ Technologies can now be exported
+You must now have a net worth of at least $5,000.00 to use $$voteballot
+ You must now have Voter's Boon to use $$voteballot
+ Updated verbiage on commands requiring region office
+ Added $$up as alias for $$upgrade
+ Added 'log center', 'log expansion', 'log expansion u' aliases for logistics center, logistics expansion, and logistics expansion u respectively
= Changed how blueprint rarities are calculated
1 research facility Superior: 1% Rare: 9% Uncommon: 35% Common: 55% 2 research facilities Superior: 1% Rare: 9% Uncommon: 40% Common: 50% 3 research facilities Superior: 1% Rare: 15% Uncommon: 50% Common: 34% 4 research facilities Superior: 2% Rare: 15% Uncommon: 60% Common: 23% 5 research facilities Superior: 5% Rare: 20% Uncommon: 70% Common: 5% 6 research facilities Superior: 7.5% Rare: 30% Uncommon: 62.5% Common: 0% 7 research facilities Superior: 7.5% Rare: 40% Uncommon: 52.5% Common: 0% 8+ research facilities Superior: 10% Rare: 50% Uncommon: 40% Common: 0%
= Research time range has been changed from 2-4 hours to 2-3 hours
+ Fixed slot numbers for $$offers
= Silicon mine production time has been changed 3:30 -> 3:20
= CPU factory production output has been changed 6x cpu -> 5x cpu
= Airport inputs has been changed
Jet fuel 20x -> 20x (unchanged) Energy 10x -> 20x
+ Fix notifications sometimes being sent twice
= Airports' production time formula has been reworked
It now depends on how many other airports you have in the current region At 1 airport it will be 0:30 At 30+ airports it will be 1:00
= Changed airport tram to no longer reduce the time below 0:30
= Changed tourism campaign to no longer reduce the time below 0:30
= Changed research grant's energy price modifier from -10% -> +10%
= Blueprints now sell for 40% of their value ($4,000,000.00) instead of 100% ($10,000,000.00)
+ Added logistics expansion u as upgrade for logistics expansion
= (45) 5c35faeEdit
+ Assets can now be locked and unlocked to prevent it from being sold in $$sellall
This setting is unique per region.
+ Added $$lockasset to prevent an asset from being sold when performing $$sellall
+ Added $$unlockasset to allow an asset to be sold again with $$sellall
+ Added icon to show an asset is locked in $$a
+ Robotic automation's effect now stacks correctly
+ Your corporation is no longer listed in the leaderboards and does not have a rank by default due to privacy policies Potentially being able to link your account to a corporation name on the leaderboards is considered a breach of privacy
+ Added $$lboptin to opt-in to being listed on the leaderboards
+ Added $$lboptout to opt-out of being listed on the leaderboards
+ Added a link to the voting page in the vote reminder notification
+ Show the value of asset stacks that can be sold in $$a
+ Added $$prices as alias to $$price
+ Added $$commands as alias to $$help
+ Updated formatting in $$help
- Removed $$claimvote from $$help
+ Update notifications to use a server's icon in the thumbnail
(42) 08a9f3b:: Votes + Market changesEdit
+ Votes are now checked automatically
- $$claimvote is no longer needed
+ Added vote as a notification group
+ When exporting, trucks are now timed independently in each region
+ Added export as a notification group
+ Added a fee of 1.5% to market transactions
+ You now need a logistics center to submit market offers
+ You can now see the next upgrade of technology in $$examine
+ $$motto now allows .,?! characters
+ Region codes for $$export should no longer be case sensitive
+ Made error messages for $$export more clear
+ Added tip to $$r to easily copy region code
+ Fix public logistics access not allowing players to export correctly
+ IdleCorp can now type messages with its keyboard
+ Bug fixes for $$export and $$c
+ Backend stability updates
+ Fix a bug where $$c would ignore messages if the target user is not found
+ Add new commands to $$help
(41) cea23d0: MarketsEdit
+ Added global player market for technologies
+ Added $$offers to view your offers
+ Added $$buyoffers to view buy offers for an asset
+ Added $$selloffers to view sell offers for an asset
+ Added $$marketbuy to submit buy offers from the market
+ Added $$marketsell to submit sell offers from the market
+ Added $$canceloffer to cancel an existing offer
+ Added market as a configurable notification group
+ Fix a bug causing ballots to not be updated correctly
+ Fix a bug causing the wrong capital to be displayed when doing $$donateservice
+ Fix a bug causing confirmation emotes to sometimes be ignored
+ Capital should no longer possibly be a corporation's primary product
+ Fix an issue causing notifications to sometimes be sent twice
+ Added notifications
Currently just used for research, but will have more uses down the road
+ Added $$notification to show and change current notification settings
+ Fix a bug causing ballots to not be updated correctly
+Fix a bug causing the wrong capital to be displayed when doing $$donateservice
+ Renamed 'utilization' -> 'efficiency' in $$f
+ Fixed an issue causing the net worth/hr to show $0 when buying inputs from the market rather than producing it with your facilities
Same with efficiency
+ Fixed an issue causing some times longer than 1 hour to be displayed incorrectly
+ Fixed an issue involving crude oil derivatives and their utilization calculations
+ Added net profit/hr to $$f
+ Added 'utilization' percentage to $$f
Utilization shows the percentage of actual output to the total potential output of a facility. A facility can have a utilization percentage lower than 100% if it's missing an input asset.
+ Fixed a bug introduced in the last update
+ Added new rare technology and blueprint 'robotic automation'
Changes all facilities you own in this region. Each facility now has 2.5% increased production.
+ Added new technology upgrade 'robotic automation u'
Changes all facilities you own in this region. Each facility now has a 5% increased production.
+ Fixed Research facility rarity stacking not being calculated correctly
= Changed research rarities
Superior: 2.5% = 2.5% Rare: 20% -> 10% Uncommon: 25% = 25% Common: 55% -> 65%
+ Server Booster role now has the same benefits as Bronze Supporter (You can boost our community server to become a Bronze Supporter!)
+ Added reminder messages when using $$a and $$f in a region where you have no assets or facilities
+ Added 'logistics centre' as an alias for logistics center
+ Added 'research centre' as an alias for research facility
+ Improved accuracy of primary product on $$corp card
+ Fixed $$corp card not showing up in certain cases
+ Add alias $$cv for $$claimvote
+ Happiness can now be examined with $$examine
+ Same with reincorporation token and gratitude point
+ Fix issue with commands failing if the member is not in this server
+ Added ability to redeem reincorporation tokens for tech slots
Up to 6 total tech slots
+Added more benefits for Patreon supporters
Gold supporters + Permanent Voter's Boon + 4x multiplier on $$claimvote + Reincorporation token cap of 12 per reincorporation
Silver supporters + 3x multiplier on $$claimvote + Reincorporation token cap of 10 per reincorporation
Bronze supporters + 2x multiplier on $$claimvote + Reincorporation token cap of 9 per reincorporation
+ Added $$patreon which shows all benefits and your current tier
+ Improvements to production calculations
+ $$claimvote now also gives $1,000.00
+ Several commands have been updated to display your current capital after buying, selling, etc.
+ Added refresh button to $$price
+ Fixed price of energy not changing
+ $$corp cards are now colored based on your net worth
+ Research can now be expedited to finish instantly by spending 4 gratitude points
= Gratitude points can now only be claimed once every 12 hours
+ Added $$changelog
+ $$sell can now accept 'all' as an amount
$$sell coal all
+ $$export and $$buy can also accept 'all' as an amount
= Tree farms now produce 2x of wood instead of 1x
= The random price deviation algorithm has been adjusted
Chance for 35% deviation 1.8% -> 0.8% Chance for 12% deviation 28% -> 9% Chance for 6% deviation 70% -> 90%
+ Fixed $$corp card not showing up for corporations with no facilities
+ Added new superior tech airport tram
Airport tram reduces the time each airport takes by 4s
+ Added airport tram u tech
Airport tram u reduces the time each airport takes by 8s
+ Added primary product in $$corp card
+ Fixed $$sellall, whoops!
+ Fixed small bug allowing $$leaderboard server in DM
(30) e8a619e: Balance changesEdit
=Airports' production time curve has been adjusted to be between 1:00 - 0:30 maxing out at airports in 30 unique regions
= Silicon mine output has been reduced 5x->4x silicon every 180s->210s
= Each research facility now increases a chance for superior blueprints by 0.75% from 2.5%
+ $$leaderboard now recognizes the server parameter properly
+ Fixed character case sensitivity for some services and policies
Fixed issue outside of bot logic(no code)Edit
+ Fixed an issue preventing services from being donated to
+ Fix verbiage in $$policies timer
(29) c236d8a: Services & PoliciesEdit
+ Added services
Services are region-wide buildings. Any corporation in the building can contribute to the building of a service. Services have special effects which you can see using the $$examine command.
+ Added policies
Policies are effects that apply to the entire region. Policies can only be added or removed by the regional legislator (more on that below) once a day. Policies are funded by Funding points. Every region has 15 Funding points to start with, and certain policies can affect a region's funding.
+ Added regional legislator
Every week, a ballot will run for the week. At the end of the ballot, the winner will be made the regional legislator. To join the ballot with $$joinballot will cost $10,000,000.00 There is a limit of 10 members per ballot. Every corporation will be able to vote with $$voteballot once per ballot. You can vote for yourself, but if there is a tie, no one will be made the regional legislator.
+ Added $$policies to view the status of policies in the region.
+ Added policies and services to $$examine
+ Added policies and services to $$region card.
+ Added a refresh button to $$a and $$f
+ Also display facility icons in $$region
+ Fixed an issue with exporting assets to the PM region
+ Added icons for facilities
+ Minor stability imporvements
+ Changed bot status to $$tutorial from $$help
+ Fix a bug with $$sellall giving more money than it should
Affected corporations are currently being rolled back
+ Minor stability updates.
= Completed goods that are not inputs for any facilities can no longer be bought.
+ Examining assets will now show aliases for that asset.
= Vote points have been renamed to gratitude points.
+Fixed an issue with buying land when you have less than 10 across your entire corporation
+ Fix reactions not working in DMs
+ $$sellall will now sell ALL assets in a region if you don't specify an asset.
+ Fixed $$install eating up technologies if the same technology was already installed.
+ Corporation founded date is now displayed in $$corporation
+ Stability updates
= Changed $$demolish value from 25% -> 40%
+ Added consumption and production of facilities to $$examine
+ Updated airport's display in $$faclist to reflect the minimum and maximum production times possible
= Update airport facility recipe to be easier to maintain.
1,000x jet fuel was too hard to achieve without buying jet fuel since each refinery only produces 1x of jet fuel.
+ Added $$botstats command for bot usage statistics
+ Added airport
Consumes jet fuel which can be produced by oil refineries with the jet fuel refining technology installed. Airport production rate increases with each other region you have an airport built-in (up to once per 20s).
+ Make the update work
+ $$buy and $$sell now also work for facilities
+ Fix a bug with the $$buy command
+ $$price will now tell you the price of facilities in addition to assets.
+ Fixed upgraded technologies not doing anything.
+ Added syntax warning for $$upgrade.
+ Added $$upgrade command to upgrade technologies by combining multiples of the same technology.
= Changed chances for rarities from research.
Superior: 1% -> 2.5% Rare: 19% -> 17.5% Uncommon: 35% -> 35% Common: 45% -> 45% Each additional research facility you own in the same region will now improve chances for Superior by 2.5% and reduce the chance for Common by 2.5%
+ All research now takes between 2 and 4 hours instead of being determined by the rarity roll.
+ Changed $$export to display region code instead of server ID.
+ Fixed bug with $$sid and $$region showing the wrong region code.
+ Added a couple technologies and associated blueprints:
Uncommon: bauxite detector Common: log loader, coal detector
- Removed the rarity icon from the research complete message.
+ Added rarity colors to the research complete message, blueprint command, and examine command
+ Blueprints can now be sold
+ Added several new assets and facilities:
LED, lamp, bauxite, aluminum, cotton, polyester, clothing, research chemical, prescription drug, CCD, digital camera
+ Added regional modifiers for `bauxite mine`, prescription drug factory, and digital camera factory
+ Added installation fee of $500,000.00 to $$install
+ Added more aliases for research facility
= Reworked research outcome chances to make it more common to receive rarer blueprints.
= Updated values of blueprints to include value of energy spent.
= Updated values of technologies to include value of blueprint consumed.
+ Updated net worth to also include installed technologies.
+ Fixed $$liquidate not accounting for installed technologies.
Update 1.3.0 :ResearchEdit
+ Added research facility
Allows you to perform research by typing $$research.
+ Added $$research command
Allows you to begin research as well as check on research in progress. Research takes a random amount of time and yields a blueprint for technologies.
+ Added $$blueprint command
Allows you to see what is required to develop the technology from a blueprint.
+ Added blueprint requirements to $$examine
+ Added $$develop command
Allows you to develop an installable technology by consuming the blueprint and the required assets.
+Added $$install and $$uninstall commands
Allows you to install and uninstall technologies.
+Added a display of currently installed technologies in $$corporation
+ Added $$examine command to examine assets (icons coming soon!)
+ Fully supported fix for $$export, $$name, and $$motto
+ Fixes a bug involving gas stations.
+ Temporary fix for $$export, $$name, and $$motto
+ Added $$prefix command to change the command prefix for your server.
+ Fix buy limit becoming negative when owning more than ~20 logistics centers
+ Added $$invite to quickly get a link to invite the bot to your servers.
+ Added $$land to see how much land you own.
+ Fixed an issue with capital produced by gas stations disappearing.
+ Display hourly buy limit left in $$bal
+ Added link to wiki for $$faclist
+ Added gold mine and television factory facilities.
Both facilities will also have regional modifiers.
+ Variance of regional modifiers has been reduced slightly.
+ Updated idle production algorithm to prioritize facilities that produce more valuable outputs.
+ Regional production modifiers added for gasoline engine factory, car factory, laptop factory, coal plant.
+ Improvements to how facility production is calculated over region modifier changes.
+ Added independent modifiers for each mineral.
+ Added display for the production time in addition to the modifier in the current region in $$r
+ Added global leaderboards through $$lb
+ Added display for how much time is left before region production modifiers change and when market prices change.
+ Fixed production periods for certain facilities in $$faclist.
+ Added $$capital command to quickly check your current capital.
+ Added a quick $$tutorial
+ Each Discord server is now considered its own region.
+ Each region has four production modifiers that affect "gathering" facilities.
Soil Health - modifies farming facilities (tree farm) Mineral Concentration - modifies facilities which mine minerals (coal mine, iron mine, silicon mine) Oil Concentration - modifies facilities which extract oil (oil well) Solar Irradiance - modifies facilities which use solar irradiance for power (solar power plant)
+ You can view your region's modifiers on its region card with $$r
+Server IDs are now region codes.
$$serverid now has the aliases $$regioncode and $$rc $$export now requires you to use a region code instead of a server ID.
-Region Code has been removed from your corporation card.
+ Instead, Region Code has been added to the region card.
= Price of name change is now 2 vote points.
+ Added asset 'rocket'.
= The remaining hourly asset limit now only shows up if you have more capital than your current limit.
= Market prices now change every hour again.
+ There is now a buy limit for purchasing assets of $1m. Each logistics center you own in that server will increase your asset purchase limit by $1m.
+ Voter's Boon now also gives you an additional 10% on your hourly asset purchase limit.
Fixes: + Navigating between pages of assets, facilities, etc. should now be fixed for certain users.
+ You can now use reincorporation tokens on land discounts. Check $$usetoken to see how!
+ You can now include an amount with the $$usetoken command to use more than one token at a time.
= Using reincorporation tokens on land now gives you 4x land.
= Market prices now only change every 12 hours.
This is to encourage more cross-server play. Being able to play the market on an hourly basis was more volatile than intended and didn't promote as much cross-server play.
+ Minor improvements to $$buyall performance.
+ Commas in places where amounts of assets or facilities are displayed.
+ You can now $$buyall
+ Using $$price without any asset name will now show a list of the prices of all assets
= Market "volatility" has been adjusted:
70% of the time: +- 6% 28% of the time: +- 12% 1.8% of the time: +- 35% 0.2% of the time: +- 60%
+ + Car Factory has been added. Check $$faclist to see what it does!
+ Added $$serverid command for being able to quickly copy a server id on mobile for exports.
+ Added $$motto command to change a server's motto that will show up in your corporation profile.
+ Added a `vote score` that tracks total vote points regardless of how many points you use.
+ You can now perform reincorporation (the name I've given to the rebirth mechanic) and receive reincorporation tokens for every billion dollars of net worth up to 8x tokens. These tokens will be able to be consumed to give you free land at any point in the game.
+ Liquidation of your corporation's facilities, land, and assets on a given server is now possible.
+ You now only have one corporation across all servers.
Each server is considered its own "region" which means facilities, land, and assets are still unique to each server. Capital, vote points, and your corporation name are now the same across all servers.
+ Exporting now has a fee of 3.5%.
The fee is calculated based on the total asset value of the destination region.
+ You are now able to sell assets to other servers' economies by using the $$export command.
As long as you have a logistics center built on both servers, you will be able to export to that server and take advantage of the market prices on that server.
+ There's now a chance that the price will fluctuate up to 90%. The table in the previous announcement will be updated to reflect this.
+ Gasoline Engine Factory has been added. Check $$faclist to see what it does!
+ Prices of assets will now fluctuate and be unique to each Discord server.
These prices will change every hour. Here's a breakdown of the "range of fluctuation": 60% of the time it will be +- 6% of the base price 36% of the time it will be +- 12% 3.8% of the time it will be +- 35% 0.2% of the time it will be +- 90%
=Output of Solar Power Plant has been reduced again 100 -> 60
Being able to produce large amounts of energy without sacrificing any other land slots has made Solar Power Plants incredibly overpowered.
= Output of Gas Station has been increased $12.50 -> $15.00
The display for assets produced has also been modified in $$faclist to make it more clear how much the gas station would produce
= Energy output of Solar Power Plant reduced to 100 from 120
+ Added Rocket Fuel Factory
+ Facilities that were not performing their recipes should now behave as intended.