We're pleased to say that Ecosystem's latest Major Update, the Evolution Sandbox update is out now!
If you would like to learn more about the update you can read Development Update #10 where we went into a lot of detail about the update!
The full patch notes for the update are below :D
PATCH NOTES v0.27 - Evolution Sandbox Update
FEATURES * Allow for adjusting higher level properties of the environment and creatures: Drag, Aerodynamics, Mass Density, Muscle Density, Neuron Energy Cost, Maturation Time, Lifespan, and Mating Period. * Allow specifying parameters that creature evolution will be kept within: Size, Dimensions, Body Part Count, Body Part Types (Fins/Tentacles/Tailfin), Skin Color/Brightness, and enforced Symmetry of various types. * Add several creatures to the creature menu that serve as examples of what can be done with the parameters. These example creatures and the parameters themselves are unlocked via the research menu. * Allow for much greater variety of creature size and color. * Symmetry is much more common and less likely to be broken by mutations. * Mature creatures now have a medium-priority behavior in which they attempt to keep themselves upright while swimming. * Interaction options can now all be accessed whenever a creature is selected in addition to being on a separate menu. Also new interaction options: cull species, and speciate based on individual. * It is now possible to set hard caps on the population of a species, numbers that it will never go below or above, allowing the player to ensure, for example, that a species never goes extinct. * Players can now revive a creature if it died while selected. * When heads are very thin, like a manta ray, they should appear more natural and less 'wooden'
FIXES Fix: Sometimes the spawn species sound effect cuts off. Fix: Editor could get into an invalid state under certain circumstances if you canceled the screenshot. Fix: Editor randomize button does not pick the best head for the body. Fix: When editing a creature near the ground, it's possible for the camera to get gimbal locked. Fix: Creature selection box could get stuck on red after using the editor. Fix: Carrion could sometimes hang around a long time after loading due to saving its lifetime parameter incorrectly. Fix: Culling species from the Info Panel would sometimes miss individuals who were just born. Fix: Improve performance on Info Panel. Fix: Creatures with mutation rate set to zero still seem to mutate due to some of the effects of DNA combination in mating. Fix: New limbs are more likely to be hooked up to nerves that actually function and less likely to trigger invalid physiology removal prior to birth. Fix: Rare case where creatures could stop steering when pathing towards the mating grounds. Fix: water can sometimes flicker off and on in the creature view. Fix: When the game revives ancestors as a result of trying to keep a minimum population hard cap, those ancestors could still use their previous evolutionary parameters, possibly resulting in the hard caps essentially turning back off for the population. Fix: Incorrect tooltips appear on some evolutionary parameters. Fix: Hard caps don't turn on or off correctly when set from the F5 Info Panel. Fix: Creatures from versions prior to 0.27 should not have 'enforce base part largest' set when imported. Fix: Research card format can display incorrectly for an instant when they first appear. Fix: Labels on evolutionary parameters disappear on some resolutions. Fix: Incorrect item types can show up when you select 'locally installed' on Steam Workshop dropdown.
The app is back since June, 18th. Everything has been fully reworked. No more click by click progression, now a much smoother one. I also added an "Intellingence Operator Mode" a kind of competitive quiz mode with some replayability.
All the episodes of Vol.1 are available. They've been reworked as well, little and bigger details that some of you might notice, or not.
I'm currently working on the unMatched Mode, the Extras and other features. I had to work on last-minute issues but these elements are almost done.
I hope you'll enjoy this new version, tell me about it ;) AxelG
Hello, everyone! As you might have known, you can change the resolution of your game's screen, but wouldn't it be nice to have larger face graphics and mapchips out of the box? That's exactly why we made 144x144 runtime face images and 48x48 mapchips! You can download them for free from the workshop below.
We've launched v1.0 just over a month ago and it seems we haven't really found any urgent issues the past weeks. That meant we could spend a lot of time on... quality-of-life features! What are "quality-of-life" features? Typically small things such as hotkeys, convenience, or removing unlogical things, so make your session more enjoyable overall.
This time you'll find new features such as 'quick build' for foundations and walls, where holding CTRL will allow you to fill the zone with one click! We've also added a new 'cancel jobs' mode to cancel multiple jobs at once from the Construction menu, and you can quickly plan removing withered crops directly from the notifications panel.
Well, check out the list below for yourself, and have fun with the new patch! - Tom
Gameplay changes:
The Queen is a bit less lenient when it comes to failed taxes, depending on how large your colony is. ‘Abduction’ is no longer limited to 1 worker, ‘Ship sunk’ is no longer limited to 1 ship, and fire intensity... well...
Growing grapes now takes a bit longer and harvesting them now yields a slightly lower amount.
The Vineyard is now marked as a ‘complete zone’ with 6 trellises instead of 10.
You can now build a Tier III cow-only Slaughterhouse, since you’re no longer required to build a Pig pen. If you build both Pig and Cow pens nothing changes.
Repair jobs now get a 15% bonus for the same material cost. This increases the frequency that buildings will be fully repaired, even if it takes some time for the repair job to be picked up, or for the materials to be brought.
Newly generated worlds now always have at least 2 islands with Gold and 2 islands with Diamonds, to prevent the lack of ore nodes in the world becoming a bottleneck late game.
Quality of life:
Inventory slots in the harbor now show grouped-per-type for goods on stockpiles, instead of one-slot-per-stockpile. This means that instead of potentially 150+ slots you now have a maximum of about 45, if all types of goods are in that harbor.
When building foundations or enclosure for a zone, you can now hold CTRL to automatically build floors or walls for the entire zone.
Clicking on the goods-slot on a stockpile now allows you to directly set the allowed type of goods, or to clear the allowed type of goods.
Clicking on the 'harbor missing stockpile of type' notification now jumps to the harbor.
Clicking on the fertility or ore deposit indicators near the minimap now starts build mode (if the correct zone has been unlocked), allowing you to quickly build a mine or farm zone.
The most recent save can now directly be opened by clicking 'Continue' in the main menu when the game starts.
Goods lying on the floor in a harbor will no longer be 'cleaned up' and moved out of the zone, allowing the player to always reload onto a ship whatever has been unloaded to the floor.
With ‘Cancel jobs’ in the Construction menu you can now cancel all build/deconstruct jobs in a dragged area.
Pressing T while having a zone selected now triggers the zone’s action, such as ‘Hire worker’ or ‘Remove withered crops’.
Range of a new Sprinkler is now visible while building one.
You can now plan 'remove withered crops' directly from the notifications panel.
Zone maintenance jobs can now be prioritized in the zone panel when a maintenance job is already planned.
Bug fixes:
Moving a Door or Gate to a new location where furniture has to be replaced (such as a wall or fence) no longer makes the object you're moving disappear.
Fixed issue where Cows or Pigs kept walking back-and-forth between Slaughterhouse and their zone.
Deconstructing a Fence Gate that's adjacent to a zone that needs enclosure, now automatically adds both tiles of the gate to that zone, instead of just one tile.
The ‘Animal plague’ disaster no longer kills animals on different islands than the island where the plague occurs.
Upgrading a wall from Wood to Brick no longer triggers a notification that was instantly resolved about the zone being incomplete.
Look & feel:
All supported languages have received another update round. All content up to v1.4.0 has now been fully translated.
Tooltip for downgrading a worker now shows that 'previously paid upgrade costs will be reset'.
Workers in the ‘Irrigation’ and ‘Silk Treatment Factory’ zones now have a custom zone outfit.
Sheep now have 4 visually distinctive growth stages so there is more variation and it's easy to spot when a sheep is ready for shearing.
When clicking on the harbor it no longer shows the inventory in the harbor.
Performance:
The looks of a planned object being built have been changed for Floors and objects that link to neighbors (paths, walls, pipes, ...).
Instead of a transparent sprite being ‘colored in’ bottom-to-top as the job progresses, there is now just one transparent sprite slowly fading to non-transparent as the job progresses.
The previous method resulted in a significant number of additional draw calls slowing down the game rendering, which was especially noticeable when building large areas with floors/walls.
With new options to customize your Adventure Mode experience, 2 new VOCs and more this update is sure to keep you busy!
+ Adventure Mode Viruses are here!
Do you want to add additional challenges to Adventure Mode? With Viruses you can add modifiers before every run to add fun effects like:
-) Randomizing your character before every fight -) Randomizing your pack after each zone -) Flipping the entire game upside down
+ Customize your Adventure Mode runs with up to 4 of these modifiers! + Up to 15 different ways to customize your run await you! + Unlock new Viruses by completing Adventure Mode events, campaigns and more! + Enjoy this brand new way of playing the roguelike Adventure mode of EndCycle VS!
+ Added German localization for menus, VOCs, Styles, and more (dialogues are still missing)
Finally players can enjoy EndCycle VS in the language of the games developers! Deutsch! We're still working on localising the dialogues in the story modes but for the most part our first language pack is ready for all our german speaking fans!
+ Added EndCyclopedia entries for Yven * VOCs: + Lv3 BubbleBounce: Reflects projectiles for a few seconds or until hit! + Lv2 FluShot: Launches poisoning flu diagonally and two panels ahead! * Reflecting attacks now reflect thrown objects as well
And that's it for this update! Tell us what you would like to see in EndCycle VS 1.7!
Today is the day! Two months after the initial soft launch of Brave’s Rage, we are finally here – the Global Early Access of Brave’s Rage launches today!
Available now in English, Japanese, Traditional Chinese, and Simplified Chinese, Brave’s Rage is a fusion of the classic roguelite deckbuilding game with an active-time card battle system that allows players to activate “bullet-time”, find the perfect timing to attack or block, and follow up with powerful combos or MAX moves to deal with any situation they encounter during their unknown adventure.
The Global Early Access version features 8 unique playable characters, over 300 cards, over 100 equippable items, 16 difficulty levels, and 8 different stages, along with classic roguelite-RPG elements such as random events, customized combat skills, and character progression. We are sure that there will be many fun and *overpowered* strategies and playstyles created by our players, and we can’t wait to find out about them on Brave’s Rage’s Steam community.
Thanks to the feedback of Limited Early Access players, we have also fully revamped the storyline and completely optimized the UI to bring our new braves an exciting and smooth play experience.
Currently, the Early Access version of Brave’s Rage offers a total of 16 difficulty levels. Depending on the difficulty level, each playthrough will always have new unlockable content, such as map quests, hidden braves, new story bosses, hidden stages, and cosmetics for braves. The greater the risk, the greater the reward! And for the braves who love some new challenges, Brave’s Rage also supports “Custom Difficulty” so there could always be something new and exciting when you set off again!
Through this Global Early Access, we hope to hear more voices and suggestions from our players, and to address these ideas in future updates. We are also always actively adding new content such as cards, cosmetics, events, items, etc. In the meantime, welcome to join our Discord channel and follow us on Twitter to communicate with us and other players!
Go forth, fellow braves! See you all in Taoist Peninsula!