The Primordialis early access has released!
Here are the patch notes from the previous demo (non-beta) build:
Primordialis v0.0
hotfix d:
- Fixed crash that could occur when changing resolution
hotfix c:
- Temporarily disabled controller support
- Renamed a secret cell type
hotfix b:
- fixed Entropy reversal mutation not working properly with Heat pumping cells.
gameplay changes & features:
- More music by Phrakture and added dynamic music transitions
- More creatures by Keith
- Added final main biome and boss
- Reworked how new cell types are obtained
- Cell types now appear as items in the world, with biome dependent spawn rates
- Cell types have a genome size, and you have a maximum total genome size of cells types you carry
- Combo cells and mutagenic poison have also been reworked to fit this new system
- Adjusted biomass limit to scale linearly, this allows you to use more biomass than before at lower levels but much less at high levels.
- Reworked the editor tutorial to fit the new system and to be less on-rails
- New cell types: Experience stealing cell, Electric isolator cell, Heat sink cell, Charging cell, Stasis cell, Hesitant neuron, Heat pumping cell, Thermoelectric cell, Radiant cell
- New mutations: Entropy reversal, Steady regeneration, Obligate parasitism, Smaller cells, Echolocation, Chaotic costs, Strafing, The walls are lava, Overcharge
- Adjusted starting area
- Cells that are voltage sources no longer inhibit negative voltages when they are unpowered
- Explosive cells' explosions deal lower damage, but their radius increases with temperature
- Increased laser damage by 50%
- Root cells no longer regenerate biomass in walls if the creature they are part of cannot regenerate
- Linking cells with negative voltages now repel other linking cells.
- Linking cell force is now proportional to the magnitude of the product of the two linking cell voltages
- Renamed Minion neuron to Obedient neuron
- Reduced opacity of jet particles
- Jets pushing other cells is now calculated with an invisible force field in front of the jet cell instead of from the jet particles hitting the cells. The particles are now purely cosmetic
- Jets now help disipate heat
- Lightning cells now reduce shock slightly when they activate
- Lightning now matches the cell color, and the default lightning cell color has been changed to match the old lightning color
- Combo cells properties are no longer randomized, instead they will always be either the sum, mean, or reciprocal sum of reciprocals, depending on the specific property
- Walls now conduct heat, biomes can have hotter or colder walls
- XP orbs now blink when they are about to despawn
- Cells now have a short delay before they can regrow after being destroyed
- Increased default swim force by 50%
bugfixes
- Fixed mouse cursor being misaligned if you change the aspect ratio of the game window
- Fixed laser endpoints being incorrect inside walls and sometimes crashing
- Fixed loading a body plan from the save menu bypassing cancer
- Fixed some cases of creatures not dropping xp when they die
- Fixed redo sometimes causing you to enter an invalid editor mode
- Fixed detached bodies having cells disconnected but still part of the same body when loading a save
- Fixed target dummies spawning outside of safe zones
misc:
- Added Steam workshop support for sharing body plans
- Added alternative map types available when creating a new sandbox
- Added respawn tool to sandbox mode
- Added a shortcuts tab to the right-side editor panel, which displays a list of editor shortcuts excluding the ones that are rebindable in the controls
- Updated .bod file format to use lossless compression, old .bod files can still be loaded, but new ones should be much smaller. Technical details for the new format can be found in data/documentation/bod_file_format.txt
- Added resave_single_body_plan and resave_multiple_body_plans to the lua api to allow for bulk updating old body plans to the new format
- Detached parts that are inside the loading radius will now have their body plans saved and loaded in the world save file
- Improved shader compile times and performance
- Added support for aspect ratios other than 16:9 and you can now set arbitrary resolutions and window sizes, although some ui might not fit aspect ratios that are too narrow
- Resolution and window size changes now have a timed confirmation to avoid the game getting stuck in a state where the settings can not be changed back
- Optimized detection of nearby creatures
- Added low-pass effect for distant explosion sounds
- Moved most hardcoded text into translations.tsv
- The save panel now only displays the name of your saved body plans, this change is to fix issues caused when you have too many or too large saved body plans.
- Added folder support to the save panel
- Added setting for cosmetic particle limit
- Run history is now tracked, although it is not displayed anywhere in game yet
- Game inputs are now cleared when unpausing to avoid actions bound to left click from triggering immediately
- Improved gamepad support
- Recursive combo cells now only say "Combo cell" for the top level combo