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Patch 0.5.6.1

For this patch we tried to address the most reported issues regarding auto-evo taking too long and being too punishing. Various other fixes and improvements also got done while those other things were being worked on. Full patch notes:

  • Added a panel showing auto-evo prediction raw numbers to help players understand how auto-evo sees their species
  • Various changes hoping to improve auto-evo experience: fixed iron not being taken into account, fixed marine snow density not being taken into account, added extinction if too many species present in a patch, greatly improved auto-evo speed (about 20x faster now)
  • Pili in colony members now function correctly
  • Reduced max game entities to 300 to reduce late game lag
  • Excess compounds from engulfed chunks are now released as clouds
  • Removed the X close button in the undo button tutorial as people were too happily skipping it
  • Updated to Godot 3.4
  • Fixed flagella pointing direction being sometimes broken, especially when at 0,0 coordinates
  • Fixed auto evo using energy balance instead of total consumption in a few calculations
  • Empty saves list now shows a text saying no saves exist
  • Tweaked engulfing sound, it now fades in and out
  • Fixed binding agents organelle duplicating when preparing for reproduction, now the code uses the organelle unique property to detect which ones should not be duplicated to be future-proof
  • Changing maximum FPS is now possible in the options
  • Fixed a disposed microbe bind by running the attach callback on the next frame, like it was supposed to run as per old code comments
  • Detached colony cells now keep their rotation that they had in the colony
  • Changed the auto-evo prediction tutorial to mention the new prediction panel that can be opened to show all the numbers for it
  • Added validation to save names (and stricter species name validation) to ensure saving doesn't fail due to file writing issues when filenames contain invalid characters
  • Added a global lock around save image resizing when loading for display, this seems to help around a Godot multithreading issue that caused / causes crashes when opening the load menu
  • Fixed bugs regarding the binding agent sometimes being the wrong colour
  • Fixed problems with colour picker texts being able to be too wide
  • Fixed old Godot version being mentioned in our documentation
  • New mod form now requires internal name to start with a capital letter
  • Added documentation regarding profiling the game
  • Updated our styleguide and git usage guide
  • Auto-evo results now react to language change
  • Fixed auto-evo prediction texts not updating on language change
  • Warning popup on trying to open a non-existent directory should now work on Windows
  • Dehydrated builds now ignore some file types, which should result in less dehydrated downloads per devbuild, thanks to a new godotpcktool version that supports name filtering
  • Full mod info now includes internal name
  • Various modding improvements: forgetting uploaded Workshop mod details, manually entering an existing ID, mods can specify if they require a restart, mod uploader now allows entering change notes and it now warns if preview image is too large, the uploader also now remembers the details that were last used to send an update, tweaked mod manager layout
  • Mod manager scene can now directly be launched from Godot for debugging
  • Enabled autowrap on mod load caveat text to ensure it doesn't go offscreen in some languages
  • Switched to using NetAnalyzers package instead of the deprecated one we used before
  • Updated translations


[ 2021-12-11 11:53:54 CET ] [ Original post ]



Thrive
Revolutionary Games Studio
  • Developer

  • Revolutionary Games Studio
  • Publisher

  • 2021-11-26
  • Release

  • Indie Simulation Singleplayer EA
  • Tags

  • Game News Posts 42  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (1021 reviews)


  • Review Score

  • https://store.steampowered.com/app/1779200 
  • Steam Store



  • Thrive Linux Content [649.7 M]

  • Public Linux depots

  • In Thrive, you take control of an organism on an alien planet, beginning with the Last Universal Common Ancestor (LUCA). Your goal is to survive in the environment, adapt your species by adding mutations, and thrive. Other species will emerge to compete with yours. They will evolve via a population dynamics driven simulation with random mutations - you must improve and spread your species to surpass them. The success of your species depends both on your skill in surviving as an individual cell and the changes you make in the editor.

    In the Microbe Stage, you control a single microbe or a colony of microbes bound together. You swim through a watery environment to find the resources your cell needs to stay alive and to reproduce. Once you have reproduced, you enter the editor, where you can review how well your species and others are surviving, move to new biomes, and modify your species. Add new organelles, change your membrane, and change your cell's visuals. Your goal is to become a more complex lifeform by first evolving the nucleus to become a eukaryote, then using binding agents to form cell colonies, the precursor to the first multicellular lifeforms.

    Current key features:


    • Control an individual member of your species and survive the environment
    • Predate on other species, use photosynsthesis or scavenge for resources
    • Edit your species to make it more successful
    • Compete with other species emerging on your planet via an evolution simulation
    • Explore different biomes
    • Fight other cells with multiple cellular level weapons
    • Try different gameplay styles by specializing in different energy sources in subsequent playthroughs
    • Learn about biology by using real compounds, organelles or parts inspired by real science
    • Spread your species via the biome map
    • Review and plan future actions by looking at population simulation results and graphs
    • Learn the basics of the game with a light interactive tutorial



    The major goals of Thrive are to create engaging, compelling gameplay that respects our players’ intelligence, and remain as accurate as possible in our depiction of known scientific theory without compromising the former. Thrive is an open-source project, and anyone with game development skill is welcome to join our team. The game uses the open-source Godot engine with the C# programming language.

    If you don't have game development skills, you are still welcome to join our fan community. We would love to have you along for the long ride!
    MINIMAL SETUP
    • OS: Ubuntu 20.04 or latest Fedora version
    • Processor: AMD Ryzen 3 3300UMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 530
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04 or latest Fedora version
    • Processor: AMD Ryzen 5 2600X or Intel equivalentMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 970 or AMD equivalent
    • Storage: 5 GB available space
    GAMEBILLET

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