We are releasing a hotfix build for growth issue that has been introduced in last patch.
It appears that scaling physics time is required for stable fade-in to growth mode. It wouldn't manifest as destructive explosion but actually leave the physics world in a different state than portrayed in game when having entered growth mode. This would result in weird Sipho deformations when ungrowing parts and inconsistent placement of new parts. This is now fixed.
We have reverted changes for this exact case while leaving kill-slowdowns deterministic. Best of both worlds it appears.
Some additional changes have sneaked in that would have been introduced in later patches. Reacting to your feedback, we have partially tweaked Vagorian breed. Check out full changelist for details:
Version 0.4.2
Fix bug in The Matrix 2
Select Dialog button only when it's shown rather every frame
Optimize Matrix2x2 accessors, speeding up deformable
Still change fixedDeltaTime when pausing the game - deformable needs to fade-to target positions
Disable Wind package
Buff Peapod health to 6 and make it half as slowing as expected
Killed bombs explode at half range with half damage
Slow down Burstopod weapon animation so it is only visibly ready when actually ready and make it scale with skill speed
Use Particle System Force Fields to move ambient particles instead of Wind Zones
Disable many unused built-in packages - this time for real
Following a Vagorian release we took our chance to dive down to tech behind Sipho and upgrade our Unity engine version from 2017.4 to 2018.4. That means we are now able to use year's worth of improvements.
One of new engine features is the new Input system which we are going to use to implement controller support. We will first focus on basic support such as movement direction rebinds for controller. That should reach you in future updates. Then we will start improving experience with hotkey-based controls of our UI. Navigation hotkeys will have to be implemented for menus, growth mode and aquarium spawning. In the end, we would like to have game playable on any kind of input setup.
Content will not be forgotten - there will be more new zooids in the future. We have yet to decide if they will come as a new breed or as breedless zooids. New breed would mean a new area is required as there can only be one Wanderer. Breedless zooids would be added to the drop pool, possibly made available after completing a special challenge. Let us know what you prefer!
As for today's matters, we have improved stability of kill slow-downs which should not result in explosive physics simulation at a cost of loss of precision of real-time time as opposed to game-time. Game-time precision stays deterministic which possibly makes more sense as kill slowdowns is rather eye-candy or juice rather than gameplay-impacting mechanic.
Per one of our user's request we have added size control to Aquarium spawn system which will allow spawn solid objects and decorations in various sizes. For that extra unleashment of creativity!
Version 0.4.1
Disable many unused built-in packages
Quick fix for ambient particles to have same behaviour as in 2017.4
Do not change fixed delta time when changing time scale. This should fix explosive physics instabilities caused by time slowdowns
Use icon instead of text to control spawned object size
Fix flower prefab scaling
Allow changing size of spawned objects in aquarium
Upgrade to Unity 2018.4 version:
Touch all prefabs
Bump project settings
Enable threaded physics
Fix Spike error when ignoring dead targets
New project settings files
Update package manager manifest
Image effect API update
Bump project version
Remove privacy plugin - it's now handled through Analytics package
Specimen of this mysterious breed have been sighted in all inhabited areas. We have called them Vagorians.
They have a utility zooid called Twister that creates small swirls which pull in and carry objects over distance. These swirls merge together in size and strength, becoming capable of moving significantly large objects or even Sipho colonies. We suspect this zooid might have been used as a long distance colony transport.
Vagorian colonies are held up with Peapod zooids which seem to be smaller than typical structure zooids. They allow more compact zooid growth and require less nutrition to sustain. Other colonies which adapt these zooids can become a real threat to all of living marine life.
Burstopod zooids are used for offence and defence. They release an enclosed shell filled with high-pressure unknown substance. The shell breaks with great force, damaging all creatures within small radius.
For local travel Vagorian colonies use Drifter zooids. They provide great colony turning force, but are less effective while strafing. They might have evolved to withstand or embrace great turning forces of swirls and whirlpools.
Our simulations for Aquarium have identified Vagorian environment as highly unstable. Their optimal environment is expected to be found somewhere between different areas where strong currents flow. It is littered with fragments of destroyed habitats brought in by strong currents flowing through.
Version 0.4.0
Make ambient particles get destroyed on all collisions except for obstacles
Handle when there are no Layouts available for level wealth
Fix incorrectly inverted ifs in Enemy Spawner
Fix swirls not appearing over lower rocks
Rename vagorian whirlpools to swirls
Add Zooid ID upgrading
Twister skill icon and name update
Updated vagorian head ui icon
Burstopod skill description updated
Cheapie renamed to peapod
Vagorian head description
OneOfEach achievement now awarded for having zooids from 4 different breeds (including vagorian)
Updated some vagorian descriptions and names
Undo accidental Burstopod id change
Added a Vagorian enemy sipho that drops 7 DNA on death
Add a vagorian breed unlock achievement
Vagorian Eater twister graphics
Make Vagorian mover sprite larger
Vagorians are now automatically spawned through all the levels
Crafted a bunch more vagorians
Don't allow using skills when in level transition
Fix all layouts that use Vagorian structure
Vagorians should not be forced to stay in the level after it ends
Vagorian part balance
Randomise rotation of explosion effects
Make Vagorian structure 50% of normal size
Enemies get annoyed by running away from dangerous things so they just attack
Normalise vagorian mover size
Added a simple vortex shader
Remove vagorian mover energy bonus
Proper stacking logic
Add extra drops list for Sipho death
Implement buff stacking
Make Current poolable
Add various Vagorian Layouts
Prevent ear pain
Change Burstopod sounds
Add Vagorian support for Head selection
Add a Burstopod explosion effect
Correctly scale zooid regrowth ghosts
Remove lingering prefab
Change how currents look. Tone down Vagorian aquarium environment ambient particles to not clash with currents particles
changed Vagorian color
Make Alien aquarium use correct background prefab
Add Vagorian Aquarium
Forgot to push Vagorian mover
Experiment with directionality - make Sea mover very bad at turning whole sipho and Vagorian good. Also tweak their movement powers
Make Vagorian skills cost 30 energy
Balance vagorian weapon and utility - effective, but expensive utility and many small bombs
Make bombs have HP and set it to 2
Fix bombs not registering kill statistics
Added a zooid size setting, for scaling UI ghosts
Vagorian head material
Adjust ghost previews according to zooid scale
Adjust Burstopod launch animation and skill icon
Make vagorian movers and head animate
Enable mipmaps for Vagorian sprites. Change structure scaling to fit collider. Adjust connector placement
Vagorian breed uses new sprites
Treat projectiles as an obstacle if far away from target. Always face target when in Attack state
Treat all mines and bombs as Projectiles. Make projectiles collide. Why haven't we had mines as projectiles before?
Report saved unknown zooid IDs to log
Tweak twister. It now shrinks while having an object to pull and will gradually absorb smaller twisters instead of instantly
Underwater level now spawns a single vagorian enemy with the new layout selection system
Add the ability to select enemy layouts based on the level wealth
Update disabled zooids to also contain buff managers
Add an enum for layout selection when spawning enemies
Push missing meta file
Attempt to balance twister to synergise with bombs and projectiles
Reduce time to live of projectiles to accomodate for lifetime per velocity increase
Make twister swirl force omniclockwise - always increase velocity of objects inside
Rotate projectiles according to their velocity. Add significantly more life when they're over top speed
Move vagorians out of development
Start tracking the progress of new breeds
Add a new "Vagorian" breed. It should be the wanderer breed that has no homeland
We are happy to announce an updated of 0.3.5 version! This will hopefully be last minor update in 0.3 phase as we are working on the new breed in parallel. As you might have noticed, we are experimenting with two-week release cycle which keeps the updates flow. All of this means that the new breed is coming in two weeks!
One of the things we're seeing is that Queen boss seems to take a toll on many player's lives. Buginis breed is brittle, but deadly. That is why we have placed several powerups in the way to Queen itself to give a little encouragement for you to engage.
We have noticed that procedurally grown Siphos do not plan well enough their growth and get blocked by growing non-structures all around their perimeter. We have addressed this by allowing them to ungrow Zooids to enable themselves to grow further. Procedural growth is not what we have focused on in development, but if it proves to be interesting for you, let us know what would you expect from it.
Aquarium object multi-spawning should be more convenient and less ridiculous. We have limited rate at which multi-spawns happen over time. That fixes Multiple spawns at the same spot, but makes "drag fast to spawn many" break. To address that spawn rate is increased when mouse pointer is moving faster. So the first Aquarium experience of spawning many manymany nutrients is still there.
Version 0.3.5
Add additional powerups to Queen area to guide players to a fight
Make environment spikes less deadly
Limit Aquarium multi-spawn by time, distance and size of spawned object. Also make frequency independent on framerate
Fix non-highlight shaded zooids becoming dark when being color blended. Also remove unnecessary color brightness property and use HDR colors instead
Ungrow zooids when procedural growth gets stuck
Limit how many Heal and Stunned status effects play at the same time. Fixes game getting muted at large Sipho encounters
Extend audio player to support limiting audio plays over time
We are happy to produce another update that improves quality of underwater life aspects.
You may wonder how do we decide to fix these random unrelated to each other things. We have a long backlog of changes that we want to do. This list has been gathered over time by just playtesting Sipho, by seeing someone else play live or through help of Youtubers and by reading your feedback. Some small things that require little attention shift are perfect for "getting into the development zone" before starting to work on larger things. Working on new features requires to have whole game source code "loaded up into the brain" which these small tasks help to achieve. Some of these tasks are also experimental implementations of new Zooids...
... which we are going to use to design a new breed! We currently have an exotic new breed in the works. It will feature four unique Zooids and will be available to learn about in all currently existing areas. We are tweaking new Zooid skills to be as versatile and synergetic as possible with other breeds without being too powerful.
Version 0.3.4
First level enemies won't dash and be annoying easy targets
Dash skill now dashes forward even if the player is not already moving
Make projectiles last longer if they're at their top speed
Don't zoom the camera when mouse is over UI elements
Fix Buginis ambience volume depending on player's position
Re-enable faster Zooid growth by not recreating Layout with each zooid addition. Also fix lingering ghost issue after adding new zooids fast way
Explicitly add BuffManager to each zooid prefab instead of adding the component in runtime. This slightly improves zooid growth performance
A week has passed since Aquarium release and we cooked up a new version of Sipho. This update has a new feature - ability to share Layouts through text string. They can be exported and imported in Layout Browser window in Aquarium. This is a small feature we wanted to make to encourage creativity and display your ingenuity in Sipho-craft.
We have also added more tooltips to Aquarium UI to help understand it better, added auto-spawned enemy size control to Aquarium and many more little touches of polish. See the whole list below:
Version 0.3.3
Add change movement type and rotate zooid in growth hotkeys
Fix missing tutorial toggle
Expose melee, ranged, movement powers to Zooid tooltips. Also display skill description
Make Layout UI button sizes consistent
Strictly control selection of multiple Layout entries in the browser
Add a null check for growing from a layout
Sipho name updated when changing the layout
Re-tweak enemy spawner settings
Give exact amount of nutrition needed for regular level enemy Layouts
Fix Passive and Reactive enemies being too aggressive
Refresh available zooids when opening Layout selection menu in Aquarium so available layouts are always up-to-date
Add tooltips to Aquarium player UI
Add tooltips to Aquarium Enemy menu
Make initial Aquarium enemy settings to be less aggressive and 50% smaller than player
Cancel dragging when un-setting mouse click action. Fixes spawning new object after last spawn was cancelled during dragging
Add import/export layouts as text capability to Layout browser
Fix zooid skills activating while in aquarium build mode
Add enemy nutrition scale option to Aquarium
And a little gift for our readers, a layout string to test-out importing:
We are pleased to announce the release of our first major update: The Aquarium! This is a new sandbox-type game mode, unlocked after defeating The Queen boss. In Aquarium you can:
Create the most wicked creature by using all of the parts you’ve encountered.
Starting breeds will become available after unlocking them in Campaign mode - by collecting their DNA. Extra zooids are automatically added if you have ever adapted them. Aquarium has no limit of how many zooids you can have - anything you have acquired in Campaign mode stays and you can grow as large as you reasonably wish.
Make your own twisted valleys or deadly traps.
Aquarium is about being creative in any kind of way. We have added functionality to spawn and delete any object encountered in the game. Create beautiful arenas or mind-bending labyrinths - everything will be saved.
Build an army of friends and foes, cloning your very own creature layouts.
Test your strategies against your own creations. Create and manage your saved Sipho Layouts, then spawn them as enemies or friends - see what works the best! In the future we will allow exporting sharing layouts with others - your creations will live forever.
Changes to Campaign
We also have some changes to the main game mode. Since it did not have a name, it does now - Campaign. Campaign and Aquarium levels are now saved - that means you will always come back to the same world after saving the game. We have also finally gotten rid of built-in launcher, so the game starts immediately. Resolution can be changed in Graphics menu. Growth mode button default has been changed to TAB which can be reset or rebound in Gameplay Options menu.
Remember - you can unlock Aquarium by clearing out the Queen’s lair. The world is your oyster. It’s time to play.
And a full changelist for all new things:
Update tutorial text to show correct default keybind for growth mode
Fix tutorial toggle disappearing
Display correct keybind to open Growth mode in gameplay UI
Disclaim that non-twinstick movement types are suboptimal
Fix not being able to spawn stuff in aquarium lol
Add explanation how to unlock breed in campaign mode when not starting in it
Add soundtrack to main menu
Show dialog box when unlocking Aquarium mode
Lock Aquarium behind second boss achievement
Before saving objects that are going to be unloaded, make sure they belong to the correct chunk
Rename "No Layout" to "Select Layout" in Aquarium Enemy UI
Make Player Aquarium settings to be shown in Growth mode. Add Grow From Layout button
If no Layout validator is provided assume they are all valid
Move invalid Layout browser entries to the end of the list
Make Aquarium UI appear on top of Growth UI
Validate Layouts and report bad ones on load
Don't validate layouts when player is dead
GameSave should only be loaded if you are actually loading the game, not respawning
Fix tutorial scene getting loaded twice
Serialize Layout angle as integer
Do not serialize Zooid type in Layouts
Name Aquarium scenes appropriately
Add Aquarium zones for each breed
Make Aquarium inventory smaller so it fits with text
Change pixel ratio of food icons so they fit to actual foods
Don't scroll development menu when mouse is outside of it
Sort poolables in development menu by their name
Fix bad pixel borders of plant tree which were visible in Aquarium spawn mode
Allow few more characters - _ . in Layout names
Pre-warm growth panel to prevent it from popping when opened for the first time
Auto-set layout asset names. Use Vector2 instead of Vector3 to serialize Layout data
Show only manually saved Layouts in Aquarium
Autosave only if Layout has changed
Make Siphonophore Layouts comparable
Save Autosaved layouts in separate directory. Handle multiple directories
Enemy spawners now use in-game saved layouts
Inherit velocity for all mines and bombz, nerf mine launch velocity
Rename SpawnObjectSkill to LaucnObjectSkill, add velocity inheritance
Spawned objects inherit zooid velocity
Rename layout files when renaming layouts
Do not load already loaded layouts when refreshing database
Handle scaled prefabs when spawning in aquarium better
Hide cost text if growth element is very small
Use hologram shader for zooid ghosts
Turn off pixel perfection for dead zooid ghosts to prevent them from jittering
Make growth bar scale down when zooids do not fit
Rotate tick decoration instead of everything else
Properly scale spawn effects for scaled objects
SpawnObjectSkill can now pass zooid stats to the spawned object, phaboom bomb affected by ranged stats
ObjectSpawnerSkill can now spawn more than one object
Replaced MineLayer with SpawnObjectSkill
EnvironmentObject no longer extends poolable, instead Poolable is expected to be a separate component
Automatically save the player layout in the campaign, for future Aquarium use
Move victory screen to CampaignScene
Make sure only one building menu is active at a time instead (either growth or aquarium).
Make growth sidebar scroll vertically
Use actually used decoration Icon for Aquarium menu
Add object despawn effect
Make Aquarium preview ghost non-pixel-perfect so it doesn't jitter when moved
Update preloaded shader variant collection to include all recently changed shaders. Fixes Decorations not fading out
Enable mipmaps for most sprites and set appropriate bias. Do not import alpha channel for non-transparent background textures
Use separate material for food container bottom and set it up so it doesn't fade out when close to player
Re-combine plant flower sprites to get better resolution. Enable mipmaps for it
Add spawn objects effect
Support creating poolables with scale parameter
Add a random Layout name generator
Rename blueprints/sequences/creations to Layout
Lower volume of Pusher and Leeches
Add Layout validity check for non-existent Layouts
Don't play ambience in Head selection
Set Year in main menu to 2019
Tone down enemy aggressiveness in Aquarium
Make Aquarium background margins larger
Don't drag Aquarium background when multi-spawning
Add Aquarium Multi Spawn game keybind
Made death transition a lot more smooth in Aquarium
Add Sipho Name support to head selection, death screen and growth mode
Fix extra zooid selection reporting bad selection when first coming to head selection
Prettier Sipho name panel
Fix autoscrolling scroll view spazzing out when on element is selected, but input tries to scroll away from it
Hash Wars: Optimize spawner function hash
Oh damn again with this
Game saved in a different thread, so as not to lag while doing file IO
Do not allow using Layouts with unowned zooids
Add faction names
Don't drag camera when dragging Aquarium objects
Spawn Aquarium objects with previous rotation if they weren't dragged this time
Allow naming Layouts only with letters and numbers
Re-use growth manager to control camera in Aquarium mode
Click+drag to rotate objects when spawning them in Aquarium
You can click+drag to rotate the Aquarium preview ghost
Allow naming Layouts in Growth mode
Use Layout name when saving Layouts
Dialiog UI should only steal focus when active
Fix enemy spawning not working (hide the shame) - P.S. This still ended up in release notes
Added a naive Aquarium build mode preview ghost
Tab now defaults to opening Growth mode. ` to open Aquarium mode
Confirm button closes dialog box
Do not play 5 ambient tracks at the same time in Main Menu
Use ESC to close Aquarium menu and growth mode
Update Layout when growing initial head to prevent empty saves
Show faction counts and selected Layout name
Allow deselecting Layouts
Ambient sounds for each environment
Make Aquarium effect cover whole screen
Add enemy spawn nutrition slider
Add decorations as separate spawn category to Aquarium
Change Aquarium mode more quickly
Add decoration eraser
Fade out decorations when player swims nearby
Add non-delayed player position global shader property
Don't try to create an instance of TimeMaster when quitting
Also spawn enemies near other siphos when loading the game
Don't move an enemy to the player when loading the game
Grow enemies instantly when loading them
Mouse follow selection scroll in EnumUI dropdown
Make fullscreen option a toggle instead of dropdown
Hide resolution dialog by default
Add Resolution selection to graphics options
Make Default sprite shader compile with instancing
Use toggles for Image effect options
Unify colors in Options menu. Add selection highlight
Now featuring SerializedEnemySpawner from dantes dentistry
Some work towards getting enemies to save
Add Egg to Aquarium spawn UI
Remove Whirlpool spawner from Aquarium
Aquarium mode change sound
Egg is now an env object
Add Aquarium background
Enable instancing on Zooid connectors
Allow draw-call-batching water ripples
Tweak Aquarium UI colors so selection highlight is gray and always visible
Allow UI element to decline becoming active element. Fixes entering bad state in growth mode when picking zooids that can't be grown
Handle null Layout when spawning enemies
Make Layout selection take up most of vertical space
Fix issues with saved objects not being updated with newer saves
Save current and unloaded chunks to the gamesave. Respawn from save instead of the seed.
Make Layout selector canvas pixel perfect. Tweak selections
Display Layout value with icon. Add add Layout button
Allow renaming Layouts
Add Layout browser and use it for selecting Aquarium spawn Layout
Added a turret to Aquarium
Added a grindstick to Aquarium that can grind
Don't bug out when saving after deleting some objects
You can load all the available Layouts and delete a specific Layout
You can now save Layouts
Make sure that the target directory exists before writing a GameFile
Do not remove ZooidUIOverlay on zooid death as it does get removed on structure change
Have separate spawn buttons for different types of Siphos
Fix leech error spam when zooid gets ungrown
Prevent from navigating Aquarium menu when selecting a thing to spawn
Don't leave Aquarium spawn toggles selected when closing their menu
Add auto Scroll Bar scrolling to Aquarium UI
Don't disable scroll view target so it updates scrollbars correctly
Add scroll bars to Aquarium menu
Delete saves only in Campaign game mode. Add separate gameplay logic script for Campaign
Automatically regrow quickly if nutrition is unlimited
Don't die in a fire if the object that we want to save has been destroyed. Throw a useful warning instead!
Don't rely on any specific order of events when trying to spawn loaded objects
We now save and load player spawned objects in Aquarium
Fix issues when trying to load an unavailable adapted zooid
Fix a bug with skill UI ghost images lingering on the screen when dragging with a right click
Add basic enemy sipho spawning
Fix errors when dying in growth mode. Make sure growth UI resets when main sipho changes.
Fix a bunch of potential issues by always checking for the newest mainSiphonophore instance
Add precise control of how many clips can start at the same frame. Default is any
Make unlock effect not play two sounds
Bring back powerup names
Powerup sounds
Player respawning should now work without any issues.
Add eraser
Make version text larger
Disable leech playing audio on grow
Fix leech not dealing damage
Make enum selection drop-down based instead of click-to-change
Allow setting enemy agressiveness from Aquarium menu
Display Aquarium menu tooltips
Use empty consumable icon for poison pill
Add metadata to all environment objects
Give buffs names. Hide buffs that have no names
Retain player's Layout and update ghosts when respawning player
Use toggle group to prevent selecting multiple spawn options
Keep player parameters after changing sipho
Keep respawning player after first respawn
Handle Main Sipho change in growth menu
Use tooltips for selecting spawn items and use mouse right-click to close Aquarium menus
Fix a bug where saving the game after defeating a boss would prevent other bosses from spawning
Don't throw exceptions when showing nutrition tooltip of a dead sipho
Only show game over screen on the campaign game mode
Hide Aquarium zooids panel when breed in unavailable and hide zooids already present in selected breed
Disclose where you can get more Aquarium zooids
Drop DNA only in Campaign mode
Add shell created effect for Sea structure
Scale Heal effect with zooid size
Add heal skill effect
Add support for launch effects for Mine Layers. Add Muck mine launch effect
Sync up Zooid Unlock effect with new sound
added few part sounds, health powerup, new part pickup sounds
Add Adapted zooids to player on Aquarium load
Add possibility of AI controlling the player in Aquarium
Ignore unlimited nutrition when calculating player's wealth
Display Aquarium zooids in Aquarium Head Selection
Oh god did we call Flak skill "Furts" all this time?
Do not give extra nutrition to Aquarium enemies
Add unlimited nutrition toggle to Aquarium
Achievements now listen for in game events and give achievements based on that instead of being plastered all over the codebase
Control enemy count instead of spawning on/off in Aquarium
Add Aquarium Poison pill
Don't load game scenes multiple times when starting up
Scale Aquarium UI with UI scaling option. Rename some elements. Use component-driven approach
Make locked Aquarium tooltip less verbose
Apply transition effect after postprocessing so it fully fades to black in main menu
Make orange button text scale down and add margins
"New X" instead of "Start X" in Head Selection menu
Lower food search range in head selection so siphos don't try to get food from other zones
Add corals to sea template
Tidy up head entry environments and spawn their proper settings
Add game mode text up top in head selection
Deactivate head selection on game start
Make head selection heads closer to each other
Don't do takeover effect when loading game
Prioritize Layouted breed for load sipho
Hide tutorial toggle when starting Aquarium or loading game
While working hard on Aquarium, we had some bugs and balance issues. We've fixed them and bundled up for a small update. On the Aquarium side, one of the things we are working is spawning custom Siphos. Just look at this swarm go!
And here is the list of changes for the update:
Version 0.2.3
Fix some areas not being loaded while playing. Thanks again to PugMasseur for quick report!
Version 0.2.2
Increase leech skill energy usage from 6 to 7
Fix unnecessary scrollbars appearing in options menu
Fix a bug where saving the game after defeating a boss would prevent other bosses from spawning. Thanks for the report, PugMasseur!
Change "Zooid Added" message to "Zooid Adapted"
Fix Camera View Offset Sensitivity being always rounded down to 0%, 100% or 200%
Fix a bug where certain enemy blueprints were preferred for enemy spawning in Freeroam
Just after rolling over to the next year we would like to share a small update. While working on Aquarium we had some chances to find some issues and do a little balancing act. Changes are listed below:
Version 0.2.1
Balance and optimize Muck. Add sound to explosion
Muck effect now stacks
Add link to Discord in main menu
Select random zooid if none is selected on breed change
Spawn zooid unlock only when boss battle ends
Make Play Again button work
Disable hidden UI elements. Fixes quitting game unexpectedly
Decrease leech's skill energy cost from 8 to 6
Decrease spike's max damage from 6 to 5
Increase spike's damage interval from 6 to 9
Increase spike's velocity requirement for max damage from 8 to 12
Better way of checking if growth has completed initial growth for Frakir. Fixes Frakir staying in growth state and being unkillable
We would like to share what we have been working on.
Aquarium mode
Aquarium will not be limited to just drawing smiles with nutrition. Some of the features that will be available in new mode:
Unlimited growth
All adapted parts made available
Endless mode
Spawn your own power-ups and nutrition
Spawn hostile and friendly siphos
Don't like others bumping into you? Just make some spikes!
Our goal is to allow your play out different scenarios before diving into dangerous depths. For some it will be a training course, others will be able to carefully plan and test out combinations of adapted Zooids. It caters to creative side of things without constant pressure. This will also allow to play out harder encounters than the base game offers.