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A list is better than a thousand words


Visuals/Graphics/Preferences/UX:

  • Color picker Settings
  • Background grid option (also available in visibility panel)
  • Added Shade Option, emulating the effects of microscope outside of the simulation area.
  • Bibite will automatically stay out of the shade, just so that they don't disappear
  • Rework to UI scaling and screen options
  • Added Escape Stack, which allow to recursively close the last opened panel/action
  • Added identifiers to differentiate official templates from user templates, as well as scenarios
  • Small visual changes to the Dynamic Settings panel
  • Editable values change the cursor on hover


Zones and Zone Groups Settings: 

  • Zone fertility and biomass calculations have been completely reworked. Instead of splitting the total biomass (biomassDensity x totalArea) across all zones based on their respective fertility weigths, each zones are now independent. Zone biomass/fertility = zoneArea x globalFertility x zoneFertilityFactor
  • Zone Biomass Factor and Zone Fertilty Factor are now independant
  • Imported saves/scenarios will automatically have their settings adjusted to preserve conditions
  • Added Zone Distributions (normal, flat, reversed, ring)
  • Added possibility for empty zones (no pellets)
  • Added different movement types (none, normal, attached)
  • Possibility for zones to be attached to another zone and move with it.
  • Added global zone speed setting
  • Added Zone Groups, allowing multiples zones to be created from a single template zone.
  • Ability the zone count to either scale with sim size or be fixed.
  • The zones from a group will be placed randomly each time a new game is started from the scenario
  • Ability to reroll zones random placement
  • Eventually will add the ability for more customization
  • Added Zone name to previews in Scenario Editor
  • Added Biomass and Pellets estimation to Scenario Editor


All Settings:

  • Most settings now automatically adjust their units to be more readable (following SI unit prefixes)
  • Some settings now directly have a logarithmic range instead of using abstract exponents factors (like zones fertility factor)
  • In order to edit a setting, you now only need to click on the displayed value to reveal the edit field
  • Time scale can be edited just like other settings, by clicking on the displayed value to edit it directly.


Bibite Settings:

  • You can now decide which zone bibites will spawn in. All is default.
  • You can now decide the initial growth of spawned bibites
  • The minimum setting for default bibites will now take into account all descendants from all species that stemmed from the default bibite instead of the tag count
  • Temporarily removed default tagging until a better system can be figured out
  • Alive count and descendant count visible in species info panel


In-Game:

  • Bibites maturity has been normalized so that they are only considered mature (maturity = 1) if they are able to lay eggs (have sufficient growth and have a big enough womb)
  • Added share information to species in lineage graph
  • Added tooltips to dropdown settings
  • Bibite brain updates now unlinked from fps, now steady 20upd/s
  • Dragging bibites while pressing [CTRL] instead changes their rotation
  • Bibite will always be born facing away from their parents


Fixes:

  • Fixes to the innovation numbers when loading bibites
  • Fixed bug leaving tooltip when closing Lineage panel
  • Bibite Updater now correctly takes innovation numbers into account
  • Some warnings now correctly block interactions wit the game
  • Fixed timeSpeed irregularity in energy consumption for movement
  • Removed redundant information from saved bibites
  • Fixed bug that made timespeed inconsistent on simulation start
  • Fix to panels not closing correctly when Saving Scenario from the scenario editor
  • Removed the energy reserve for zones, as it prevented small zones to spawn all their pellet
  • Fixed error message when changing scenes
  • Few typo fixes
  • Fixed Rendering for ColorKillers
  • Fixed Lineage Mesh Preview stopping the information hover


Comments

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