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Name | Sipho | |
Developer | All Parts Connected | |
Publisher | All Parts Connected | | |
Tags | Indie Strategy Singleplayer Early Access | | |
Release | 2018-11-13 | |
Steam | € £ $ / % |
News | 98 |
Controls | Keyboard Mouse |
Players online |  n/a  |
Steam Rating | n/a |
Steam store |  https://store.steampowered.com/app/809310  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  0 .. 20,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 0 |
Average playtime (last 2 weeks) | 0 |
Median playtime (forever) | 0 |
Median playtime (last 2 weeks) | 0 |
Public Linux depots | Sipho Linux [211.44 M]
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LINUX STREAMERS (0)
Sipho Version 0.7.11 is now available! |
Greetings!
This in-between large updates update addresses some of recent feedback points. Enemy threat evaluation has been re-written to be more easily controllable. This will help us to monitor and tweak enemy behaviour to become more predictable and feel fair to fight against.
Enemies now spawn at distance depending on level instead of fixed range - this fixed emergent difficulty rise which made enemies spawn more relatively densely in later levels. Players would end up fighting more enemies than intended at once which would negate any strategy. Now enemy spawn range scales with their size and environment.
Such scaling allowed us to make visible area around the player dynamic - later levels will now have more things spawned around and consequently add more view range. This should feel less claustrophobic and more rewarding for growing big. Things out of distance will be shrouded with blackness.
Energy Leech now attaches to environment bodies such as Spike Balls and holds them at distance! It then can be used as a makeshift Flail or as a shield against projectiles. We hope to have more physical objects in the future which could be exploited by this physical interaction.
Check out the changelog:
Version 0.7.11f2
- Separate Enemy threat passiveness for defending and attacking. Tweak values for first levels
- Replenish lost nutrition when adding nutrition as well. Nutrition pickups restore double if player has lost nutrition
- Reset nutrition delta display timer earlier so it doesn't stack amounts that have almost faded out
Version 0.7.11f1
- Add work-in-progress Mutation code
- Add Math2D Utilities - AngleSafe and RotateByVector
- Add Debug Utility to draw Arrows
- Do not attach leeches to pooled consumables
- Increase Energy leech pull force by 25%
- Do not attach Energy Leech to zooid-owned non-damageable rigidbodies - fixes grabbing your own Spikes and Flails
Version 0.7.11a2
- More responsive view change in Growth and Aquarium Edit modes
- Spawn Simple Effect if there are no CameraFollows available anyway
- Increase view distance in Aquarium
Version 0.7.11a1
- Tweak enemy self-confidence
- Head selection Siphos should not chase after invisible food
- Do not set velocities on static rigidbodies
- Serialize Camera in CameraFollow component
- Refactor how Enemy threats are calculated
- Another fix for error messages
- Attempt to fix growth point UI error messages
- Melee Power affects leech pull force. Leeches do not pulse if their target is not damageable
- Detach leech from disabled objects
- Reduce drag and mass of environment spike
- Energy leech now attaches to dynamic rigidbodies and holds them at distance
- Remove unused serialized stat data
- Prioritise healing zooids with lowest health
- Scale enemy spawners, max visible distance, level obstacle spawn distance with level
- Use custom zoom for growth mode
- Add black circle around visible camera area
- Fix not registering Five Second Rule achievement
- Fix game incorrectly counting pooled instances counts after playing one session. Fixes levels sometimes never ending
- Fix leech having a limit on targets. Fixes sometimes not leeching on a potential target
- Allow zooming out more and add black circle around visible range
- Delay Destructible Egg death consumable time by 0.1s and make consumables inherit velocity so they feel and work better with Grabbers
- Add Slippery environment object mechanic - Projectiles, Mines, Spikes and Grabbers slide-off slippery objects
- Hide mouse cursor when Gamepad is used
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[ 2021-05-12 18:51:26 CET ] [ Original post ] |