Happy October everyone! This is quite fitting update for the month as it features improved boss fights for third Saenus Beefuorus encounter and various improvements for other bosses. Third Saenus boss concept is a Warden of The Depths - it is a literal boss of a prison guarding various aggressive outlawed Siphonophores. It launches shockwaves which destroy parts of arena letting captive enemies out. This destructible obstacle feature was something we wanted to experiment for a long time and may be used elsewhere in the future. Check out the full list of changes below:
Version 0.7.17f4
Add last two missing layouts to Saenus Boss fight 3
Priotize breed in saved Beefuorus Boss 3 Layouts
Add three more Layouts to Beefuorus Boss fight 3
Version 0.7.17f3
Add several supervillainous enemies to Beefuorus Boss fight 3
Buginis Boss 3 fight obstacle break does big screenshake
Reduce flail drag to 1
Aggro Cra'Than Boss 2 when player passes through them
Sink Advena Boss 1 and 2 center arena rocks after fight
Players start with 16 nutrition and Cra'Than start with Leech
Version 0.7.17f2
Saenus Boss 3 stops sending shockwaves after all obstacles are broken
Properly clear automatically gathered Boid skills
Check if sinking destroyed sinkables
Higher Saenus Boss 3 sweep damage
Version 0.7.17f1
Third Saenus Beefuorus boss is now called Warden Of The Depths and has more things going for it
Hide Pusher debug draws behind debug option
Damageable Sweeper now has falloff damage value for nicer sweeps
Collection Utility acceps IReadOnlyList instead of IList where applicable
Destrucitble Obstacles are now stored in static list for easy access
Boid AI now dynamically gathers skills, avoid distance checking obstacles further away than their target is
Add Old Bronze Rock destructible variants
Add GetClosestZooid to EnemyUtilities
Do not do special Poolable enable when new object is spawned so it doesn't call OnEnable twice
Add ISiphonophoreAI interface to time boss AI when fights start
Damageable sweeper now handles objects with multiple child IDamageable components correctly and damages them only once
Add destructible Old Bronze Water rocks
Allow Rock Damaged and Destroyed effects to be created off-screen
Add experimental conductive object feature which conducts Sizzler attacks
Sort zooids by name so they are displayed in order in Head Selection menu, debug menus
Obstacle Base prefab does not override Outline object's layer to Default
Powerups now also restore one Regeneration Point as do Snacks
Allow toggling Currents
Support world position as UV for dissolve map in Environment Object shader
Damageable Child returns own collider if parent doesn't have
Twister twists do not pass through obstacles
Add segments of walls in Buginis third boss fight which open up when enemies are killed for the segment
Increase zooid reward spawn distance with each additional reward
Spawn boss kill particles from last killed boss sipho if available
Buginis Boss 3 siphonophores move slower if there are no threats around
Destroy Buginis Boss 3 eggs on touch
Reduce Buginis Boss 3 DNA drops to 1 each
Initialize Head Selection Controller upon activation
Cache growth-dependant values in Growth Point UI. Fixes rare exceptions
Check if cached raycast results were destroyed when checking for UI pointer overlaps
Greetings! It's been a while since last update - summer has taken toll on development time with its social life occasions. Finally, the Autumn is here and we can finally sit back at our screens and deliver the Sipho content everyone awaits.
Speaking of updates, previous one has introduced a new kind of powerup which stacks and its effectiveness heavily relies on how many stacks it has. We already have more than 5 different powerups which need an easier way of tracking - telling which ones and when will fade away. Powerups are designed to be something that impact moment-to-moment decisions of fighting or fleeing so the information has to be readable at glance. Thus buff UI was added: Hovering it also highlights affected zooids and what stats it provides - it should be especially clearer for new players what buffs do. In the future, more interesting effects can be shown in this space.
Most of the zooids were designed with simple ways of connecting them in mind. By experimenting, we have noticed that having more diverse zooid connections makes more interesting Sipho Layouts. Combined this experience with feedback that starting breed weapon Spike should be placeable at an angle we found that it can be a very (inefficiently) fun zooid! Spike can now not only be placed at an angle, but also allows other zooids connect to it. The gif above shows new Spike placement taken to extreme. To place Spikes, or other multi-connection-point zooids at a different angle, rotate them with default key R.
As always, the nitty-gritty details can be found below:
Version 0.7.16f4
Fix inconsistent race condition when initializing ZooidPlacementGhosts
Version 0.7.16f3
Display damage in debuff description
Show basic tooltip information upon hovering enemies in growth or aquarium mode
Tweak zooid connection point UI. Do not show for zooids with standard connections
Version 0.7.16f2
Move buff UI above skill bar
Respect UI scaling when calculating tooltip pivots
Use bigger brain way of showing zooid placement ghosts
Version 0.7.16f1
Show connection points when growing new zooids
Shift + Rotate rotates zooids in other direction
Automatically detect anchors for tooltips - improves positions of many different tooltips
Make Buff UI selectable with controller
Add experimental option of increasing MaxWealth when picking up nutrition while being under MaxWealth. Needs game rebalance to work
- Rename Zooid prefab files to reflect prefab type, zooid type and name so they are more easy to search in Editor
None of Food Spawners are scalable so they are not important and don't block enemy spawning. Also fixes having too many food spawns in later levels
Fix Freeroam not spawning enemies
Add Buff UI which shows currently active buffs, debuffs and powerups
Allow highlighting zooids outside Growth mode
Tooltips can now also be dynamic and be updated each frame
Handle sprite renderer copies without sprite
Copy zooid shader properties when cloning materials - makes greaser, muck, agonizer buffs to display dissolve amount
Display number of buffed neighbor zooids in tooltips
Use sprite icon pivot to correctly display Spike position when growing
Fix zooid selection saying "poop" the first time it's shown and there are no zooids adapted
Fix error throwing when initializing Extra Zooid UI before Head Selection Controller
Make a copy of zooid list when doing new game animation
Spike has additional connection points
But be 99% strict when checking for Sipho self-overlaps - still needs to be fixed on Layout level of logic
Be only 75% strict when checking for overlaps when repositioning zooids - Growth Points already ensure correct positions
Fix gathering more neighbors than a zooid should connect to - short-connected zooids will no longer created invalid distant connections
Fix Leech bottom graphics being offset
Fix Advena boss 3 throwing errors while trying to ungrow poisoned zooids
The closer we get to feature-completeness of the non-linear levels the more wacky mechanics we can experiment with and reach our design goals. One of them is introduction of The Essence of The Elders buff exclusive to Cra'Than evironments. Even though it was designed to make Cra'Thanos boss fight quicker and easier, it can be found in The Twisted Betrothal and Cra'Than environments as well, spawned by Holes. It has a very short 5 second duration, 90% shorter for each stack, but it stacks +50% buff to damage, movement speed and range. It also temporary reduces all zooid health by 50% with each stack turning your (enemy) sipho into a glass cannon. We have already seen players stacking it to ludicrous stacks and having fun with that. Following Holes spawning a new buff, Tentacles have received a bit of brain and will react to things touching them. We hope that these environmental gimmicks bring more to the table and makes visiting Cra'Than areas play out differently than usual.
Version 0.7.15f2
Zooid unlock pickup is now a trigger and is possible to pass-through
Zooids also try eating consumables with Trigger colliders
Zooid pickup needs to be charged-up to pick-up instead of being instant pick-up
Twisters now only check for pushable layer - doesn't affect decorations
Version 0.7.15f1
Tweak Cra'Than boss 2 arena
More robust save upgrade process for very old saves. Save game version in saves
Hide Tentacle debug text behind debug option
Tweak Cra'Than Boss 2 arena
Make Tentacles react to things touching them
Essence of the Elders buff has stronger but shorter effect. It also decreases max health
Color zooid max health in tooltips according to positive/negative change
Fix buff descriptions showing +- for negative effects
Zooids with lower max HP than normal will decay as if they were damaged at their normal HP
Cap minimum value of zooid health at 1
Rename Energy Regenerated Per Second to Energy Regeneration
Make Sniper projectile 50% faster
Cra'Than Holes now only spawn The Essence of The Elders and Snacks
Tweak Cra'Than first boss fight arena to allow fitting 3 zooid wide Siphos on sides
Add The Essence of Elders powerup
Fix Spike trying to update pooled graphics connectors
Replace whitespace with underscores in itchio upload version tags
Fix enemy flee direction - fixes enemies clumping up at (0,0) coordinates
Handle rotated camera in growth mode UI correctly
Hide sonar in growth mode
Reward more nutrition for killing larger enemies
Only pull consumables which can be consumed
Allow eating consumable if it provides no nutrition while Sipho is full
Starting a game for new players is now fixed. Update also includes little sneaky gift of ading synergy between Sizzler and Muck and buffing Chiting structure zooid!
Version 0.7.13f4
Fix starting in tutorial
Version 0.7.13f3
Sizzler now deals damage to mucked targets
Really gather all environment object rigidbodies for disabling when pooling
Chitins now grow shells on zooids further away
Disable all rigidbodies attached to the environment object when pooling
Keeping up to our plans we have improved Whirlpools - you will now be able to choose which Environment to dive to, one out of two. This will add a little bit of strategy of choosing which breeds to encounter early and what bosses to fight. This improvement also allows us sneaking in surprise destinations. Third Advena boss fight has also been improved thanks to our community feedback on Discord Server. We will continue improving and polishing the rest of the boss fights - hop and and share your ideas! And the changelist:
Version 0.7.13f2
Tweak third advena boss arena
Remove logspam
Fix first frame of teleport having old center of mass which break distance calculation for siphos
Don't add number strings to translation dictionary
Change camera angle quantization to be enum
Improve EnumUI - add generics support, allow having enums with values which don't match their index
Fix missing final boss scene reference in Campaign scenes. Refactor how areas are handled
Add Growth camera rotation snapping and setting for it
Refactor how Areas are handled in Campaign. Allow selecting one out of two areas to dive to
Saves store a seed value
Adapting zooid now also gives nutrition amount of the zooid cost
Automatically gather layouts build. Add several builtin layouts
Enemies forget about food that was despawned immediatelly
Do not ungrow zooids when cancelling new zooid placement with right mouse click
Automatically determine which spawner is "important" and blocks enemy spawning while not has spawned itself
Third Advena boss ungrows and regrows poisoned zooids
Greetings, travellers of the depths! We are getting closer to finishing Sipho 0.7 branching level update cycle with new Cra'Than environments. Before moving on to exciting new things we have planned, we will also be improving some of bosses, to bring them up to a similar quality bar.
Version 0.7.12f1
Third Advena boss bounces around
More aggressive regular enemies
Tweak Cra'Than level 1
Add Ragdoll layer as Solid layer
Scale tentacle motor speed with scale
Brains are slippery
Fix old plant obstacle having colliders set up in a way which could make zooids stuck
Cra'Than Environment uses new sprites
More spawner-parent interaction modes for grid spawner
Add Cra'Than Red Tentacle environment object formation
Cra'Than Second Area uses new sprites
Grid spawner can now add value of parent spawner. Null spawn objects are also supported for having holes in spawns
Utility script for blurring images
Reset Environment Rot shader variable when exiting
Attempt to fix scale not being reset correctly for non-disable-overridden consumables
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
Hey all! Big bugfixing update is now available for everyone.
Sipho's performance is very important - even small stutters can ruin your experience. The FPS needs to be smooth. Therefore we have put our attention to how disabled objects are handled as they were causing stutters. Now, instead of disabling whole hierarchies of Obstacles, Consumables, Decorations - everything that is constantly spawned and despawned in played level, we disable only parts that are visible or cause interactions. This has cut the time CPU has to process level spawning by almost a half - noticeably improving performance in denser areas and level-ends. Let us know if you notice a difference!
Full list of changes below:
Version 0.7.10f2
Add test to catch offset graphics
Fix Polyp graphics position too
Fix Energy Leech graphics object being offset and consequently making connectors render incorrectly
Fix Consumables being added to the instance list twice - fixes ghost Consumables shown in Sonar
Fix outlines still rendering for pooled objects
Fix Zooid pickups not getting disabled
Version 0.7.10f1
Tweak Buginis boss 3 behavior and arena
Add Health Regeneration stat and use it for Vagorian mover
Soul Eater projectiles die faster when they're flying fast
Do not allow camera movement after death in campaign
Fix Steamworks app ID location
Debug things
Explicitly control what gets disabled when poolables are pooled - improves spawn/despawn performance by ~50%