Welcome to those who are joining us as part of the Steam Survival Fest!
Adapt is a survival evolution game designed to simulate the constantly changing environments life must navigate to thrive. To succeed, your species will need to find food using a multitude of dietary strategies, seek out habitable environments, and react to changing seasons, and global climate. Your competitors will evolve alongside you, vying for food and territory to ensure their own survival.
Alongside survival fest we have updated the Adapt demo to version 0.47a which primarily sets the groundwork for future demo updates and most importantly improves performance across the board!
Patch Notes - version 0.47a
Description
This patch has Primarily been focused on integrating the new Attributes System into Adapt, which additionally powers the new Status Effects, and Weapon Selection systems. A huge effort has also gone into resolving several performance issues, some of which were causing crippling latency spikes for players on some machines.
Because this patch includes a major rework to several backend systems, there will likely be some added bugs, as well as some previously functional aspects of the game which will be temporarily disconnected. Feel free to report any bugs or broken genetics, mechanics, etc… and know that getting these systems working normally again is top priority. Thanks to everyone for playing!
If you ever dreamed of defending your own (ok, captured, but still) bunker, now it's your chance to try! Grab your gun, some bandages, and sausage, and see how many days you will survive.
The price is at the lowest point at -40% thanks to the Steam Survival Fest.
-- Fixed not being able to re-position units on certain camera angles. -- Fixed fight ending prematurely when your last unit dies while you have Occultist alliance. -- Fixed attack wasting status charges when changing target mid-attack animation. -- Fixed Wings sometimes not unlocking properly. -- Fixed audio issues when there's too much stuff happening (performance increase). -- Fixed Plague card not having an upgrade. -- Fixed some texts. -- Fixed card Hitjob with wrong rarity. -- Variants are now shown when filtering for Heroes in the Compendium. -- Vainglory skill value changed from 5/8/11 to 3/5/7 and duration from 3/4/5 to 2/3/4.
Leveled Artifact will get cooldown decreased by 20% per level or the artifact becomes stronger. For example but Lamp with a gin will spawn 1gin at level1, level2 will spawn 2 gin and the final level will spawn 5 gin. Fire staff at final level will allow you to launch Fireballs almost continuously
When a King open the golden chest and get the artifact for the first time, that artifact starts with zero stars (level 1). Next time instead of getting a duplicator, one of the owned artifacts will get a star and become stronger(level 2).
Save File encryption
Saves will now be encrypted and cannot be edited. I did it so people couldn't cheat at the tournament. Also, old saves will not be able to use for the tournament. So all participants will start a new game
Building count limits
For better balancing, the maximum number of buildings is now 100 (if you change the advanced settings in the sandbox mode, the limit will be removed, but you will not be able to participate in the leaderboard and the tournament)
Other improvements
In the Shield of Great Protectors DLC, the shield artifact will be given at the start of the game Increased inventory space for artifacts (+11) Branch of the First Tree now spawns a giant tree that contains 1000 wood Snake Servant unit +300% food gathering speed Cyclope unit +110% mining speed (Perfect choice to harvest golden tree)
I would not be able to release this update without the support of my patrons:
-Hunterthewolf -Zoythrus -Rouge -Shoichiro Kato
Thank you guys!
Want to help me do more updates? Support me on Patreon!
From August 1st to August 8th you can play a demo of Above Snakes for free during Steam Survival Fest. You can enjoy all of the content of the current Alpha with the exception that the demo version will not save your progress!
Please note, this will be the last opportunity to play a demo of Above Snakes for an extended period of time, so be sure to tell your friends, family, pets, and neighbors!
We're kicking off Survival Fest with a "Survivor to Thriver" stream with StandardDamage from 1 - 9 PM EDT. He'll be showing off how to get started in the game, with tips on crafting, base-building, dealing with mutants, and how to thrive after the apocalypse.
Hello everyone More screenshots from the new map 'Island', work in progress to brings to you new fun and beautiful environment that you will enjoy playing ,will be released soon. Don't forget to leave us your comments and reviews. Thank you
Hey there, tactics fans! I've got another update for you. The next big content push is nearly done; I'm just taking care of some housekeeping before I kick it out the door. :)
New in this patch:
-- for performance reasons, the game now automatically turns off the path-clearing algorithm for the AI if a map's combined width and height are greater than 48. (This helps enormously in speeding up enemy turns for big maps like Battle with Ebon Raban).
-- tweaked the AI so that it will always disregard scenery-clearing moves which do less than 1/5th the object's total health in damage.
-- reduced the sample rate on unit idle animations to 15 FPS to better match the other character animations.
-- made Longbow Mastery a much earlier get in the proc gen bowman skill progression.
-- added documentation for SaveChar to the Guide.
-- fixed a small typo in Crypt Diving.
-- fixed: in some circumstances, the AI would move a unit after the unit's turn had ended.
-- fixed: title screen music would begin playing at full volume regardless of music volume settings.
-- fixed: the AddPortrait action was only looking for characters actively on the battlefield when used in battle.
-- fixed: the game would ignore script IDs used as reference name parameters in the ChangeExpression and PortraitParticles script actions.
--extended the click-and-draggable area for the dialogue editor downward to accommodate mouse navigation of much larger dialogue trees.
Thanks for sticking with the game; I'm excited to show you the new content I've been working on!