-The problem of not receiving money in Worker Purchases has been prevented. -Production time has been shortened. Increased overall earnings within the pay cycle. -The probability of dropping higher items has been reduced.
Welcome to your second lesson. I’m Elana, and I’ll tell you a little bit more of the two humanoid races you can meet behind the Gate - Surians and Volarians. Who are they, and what do they do?
Let’s start with a story.
While traveling beyond the Gate, Gatewalkers saw all kinds of monsters. Creatures were so terrible and dangerous that they made the blood run cold. That’s why Gatewalkers were surprised the first time when they reached the Surian village in the Forest world.
They saw a village resembling a human camp. There were huts, tables, and various items. At first, they thought that some people lived there until they saw Surians. They looked strange but also moved on two legs. Thanks to careful observation, Gatewalkers noticed that Surians were writing a lot, painted pictures on stones, and worshiped some gods. Also, they decorated their homes and sewed clothing. Interestingly, they liked to grill fish, mushrooms, and monkeybat ears. The Surian race resembled humans in many ways, but... A lot of Gatewalkers who spied on Surians never returned to the Guild. What happened to them? Nothing was certain, but the Guild started to treat them like enemies.
Moreover, Surians seem truly dangerous - they can use Ancient technology. We docoded their language, and their knowledge about technology, plants, or illnesses is enormous. It soon became obvious that Surians are also traveling through the Gate! A while ago, some of the guild scouts reported that small groups of Surian soldiers are moving in the Ice World. We started to worry more and more about our safety. Some Surian tribes seem to be visiting the Ice World very frequently. They abandoned the traditional Surian look and have been seen wearing warm furry coats…
Recent discoveries show that they have developed new abilities, and they also have a shaman - who produces complex energy explosions, which shatter ice and create a myriad of sharp ice shards. That’s why, you need to be very careful when you see a Surian!
The Volarian race was discovered much later - they live in the world of Sky Rocks. At first, they were not considered a humanoid race at all. They resemble giant, almost prehistoric birds. Only after a few expeditions it was noticed that they live in clusters and their body composition - if not for enormous wings - resembles those of humans. Volarians fly very fast and move efficiently, they also use bridges. Our guess is that they have built the drawbridges between the rocks - maybe flying is more tiring for them than walking?
Anyway, Volarians don’t sleep in nests but live in old windmills. You can find many of them in Sky Rocks. Did Volarians build them? We are not sure… Observing them became even more interesting when it was discovered how technologically advanced they are. In addition to developing advanced weaponry, they have been able to master some of the machines of the Ancients! Interestingly, unlike Surians, scouts noticed no cult objects or cultural elements. On the other hand, the hierarchy in their society is clearly visible - the Volarians adhere strictly to it.
Volarians are fast and aggressive. They even talk very little to each other, and their language is swift and slurred. Though it was possible to find some records in their language, they do not appear to be keeping books. Also, unlike Surians, they don’t grill food but rather eat raw meat of creatures they breed - like plant turtles.
Advanced technology and Volarians' impulsive nature are an explosive combo, so you should be especially cautious when traveling through the Sky Rocks! Volarians do not like watching or retreating when they see a human. They attack right away, and they often travel in groups.
Did you like today’s lesson? If you have any questions or suggestions, someone in the Guild will always listen to you. Just ask a question here:
(click on the banner above)
Thank you for being with me all this time, Gatewalker! Let’s see each other in the next lesson! So, until next time!
Come and see Vernal Edge during the Games Made In France between 8:55pm cest and 9:25pm CEST today!
What's the plan tonight? -Latest trailer showcase -Live gameplay commentary with Stanislas Jun Peyrat, Brand manager at Vernal Edge's publisher : PID Games
But don't forget that Vernal Edge's demo is still available. Play as Vernal and explore the Kingdom of Haricot and its floating island!
If you want to get all the update about Vernal Edge, follow and wishlist the game!
- New venue: "The Forum"! - Adds the massive crowds system (haven't refined placement much yet, so be prepared to see audience members push into each other etc, other minor stuff such as repeated models etc). - Added an in-game Changelog that can be seen to the right of the welcome screen in the Loft for those players not on Discord. - It does take a little longer to load this venue, so if I hear that players with minimum specs are having issues I'll add a loading screen and add a failsafe to prevent guests from dropping during load.
Hi everyone! We're excited to share that we'll be participating in the Steam Next Festival. We'll be doing an update for the festival as well, stay tuned for the deets!
About the event
The Steam Next Festival is a multi-day celebration of upcoming games. You can explore and play hundreds of game demos, watch developer live streams, and chat with teams about their games in progress, coming soon to steam. We’re excited to be part of this amazing event with such an amazing community and to have Path of Kami a part of it!
The demo will support Spanish, Japanese, Simplified Chinese, French, German and Russian. You will be introduced to the Path of Kami world, getting a sneak peek of a portion of Kazeyo’s journey in the mortal realm. Five areas will be available to explore within the mortal realm, find collectibles, secret areas and do activities such as lighting lanterns.
About the game
If you haven't heard, Path of Kami is a thoughtful game about life, death, and family. Play as, Kazeyo, a spirit of a wolf on a journey to ascend to the spirit world. Solve puzzles and discover secrets with creative uses of your spirit fire powers.
Set off on an adventure with your wisp companion across vast areas of mountains, forests, and spiritual environments. Featuring a breathtakingly handcrafted world inspired by ancient Japan.
Path of Kami key features include:
Relaxing Puzzles: Solve puzzles using your elemental spirit fire powers
Exploration: Discover secrets and collect a variety of collectibles
0.4.2 -3 New Powers: Pay To Win, Seasoned Fighter & Unworthy Opponent -Initial power/buff display implementation -End of level has bonus gold/experience based on performance -Characters gain experience and can unlock their starting weapon to be used as a starting weapon for other characters -Assorted balance tweaks and asset shifts
As always, if you'd like to follow along with development you can join us on Discord!
This patch has been worked on in parallel with the Multi-Layer feature, which is taking longer than I hoped to get developed due to a lot of life changes (all of them are good) that have all hit in the last month for me.
The main feature is the new "Report a Problem" button in the top right of player and DM clients. This makes it much easier to let me know if there's a problem without joining discord or hunting me down on Steam. So if there's a bug that's stuck in your craw, let me know!
Here's the full patch notes:
Added the "Report a Problem" button and menu, reports are anonymously (unless you provide contact info) submitted via webhook to discord, no account required though.
Modified double-click on a token so that it toggles "Active" and "Visible" together, except during a play session where "Active" will always be set true while "Visible" still toggles. Please do give me feedback on this change!
Expanded the range of the Token Size Slider to go from 1/8th size all the way up to 10x
Fixed an issue where quick-rolls saved to tokens were not being shown in the dice tray for the GM.
Fixed an issue where GM dice rolls were being sent to your discord webhook if one is configured; GM rolls should now be private.
Fixed a bug where the grid wizard was snapping to the current grid-state while you're trying to set the correct grid-size.
Fixed a bug where invisible players still had a public movement path being draw.
Fixed some goofy UI stuff on Player token selection for the GM, now you can set players visible/invisible when you have the selected.
Fixed an annoyance where tokens don't remember their initiative roll if they get disabled and re-enabled during an encounter.
Added some helpful error messages before crashing when Windows reports a program file has been corrupted or infected with a virus.
Tweaked end of run text if you win. Now it tells you your current streak. Added a glow per loop for players to track longer win streaks (combined with the above it should be more clear if you're on a long streak). Fixed at least one bug with 'move forward' effects and the Initiative trait. Ending a fight while you still had extra moves left would prevent you from moving in the next combat. Seems to be fixed, but Initiative is a pain, so if you encounter any sort of freeze/loss of control please share it on the steam discussions or in the discord! Using Telekinesis on Displace was not working properly. Looks better now. Someone experienced a bug where Wish appeared to get replaced by the enemy and then they got stuck with the wish aimer. I couldn't replicate it for some reason, but I think I may have prevented it from happening anyway. We'll see. Empower's text was overflowing after the minor text width tweak, removed a word to make it fit. Fixed streak icons saving correctly. After losing a streak it was saving an incorrect icon for the PAST section. Added additional minor win tracking for those further into the game. Fixed a few traits that weren't keeping track properly relating to the above. Still want to add a new tier 2 enemy and another player sprite icon, but I did not get much done there this week. The bit of time I spent on the game this week went toward a few nasty bugs that cropped up.
Today we are proud to announce the release of Thrive 0.5.10, which among a large host of bug and performance fixes, provides players with brand new tools to play with and study their world. Deter predators by impeding them with the sticky mucus left in your wake! Live your life to the fullest as a proper vegetative plant, without having to search for compounds! Create entire timelines to your exact specifications with the new autoevo tool! All of this and more, awaits you in the latest in Thrive.
Our developers have tirelessly labored to bring you an expanded Thrive experience. We’ve outlined the major changes in this devblog, but you can see the patch notes at the bottom for a full list of features and bug fixes.
Mucilage Jet
0.5.10 presents a new highly versatile part to the evolutionist’s arsenal; The Mucilage Jet! This unassuming structure grants cells the ability to process glucose into a brand new agent known as mucilage over time. The cell is able to expel this mucilage to grant themselves a quick burst of speed to escape the grasp of predators, or perhaps catch their prey in turn. The mucilage left behind in the cell’s wake will drastically slow down any other cells caught in the sticky goo, granting craft creatures a chance to escape!
We cannot wait to see the interesting strategies players devise as they experiment with this new feature!
Time-Based Reproduction
No longer is the rate of reproduction tied directly to the player’s ability to gather compounds. Now in 0.5.10, all cells will passively acquire the necessary compounds over a period of time without needing to seek out concentrated clouds! No matter how large and slow you become, you will always be able to reproduce in reasonable time as the rate scales proportionally with the size of your organism.
Cells will on longer be able to reproduce instantly the moment they acquire sufficient resources however, as it now takes time to put the compounds to use. Gathering ammonia and phosphates via concentrated clouds will double the rate of reproductive progress, instead of directly filling it.
Auto-Evo Exploration Tool
For those of us with a love of clades and history; The Auto-Evo Exploration Tool is now available for your viewing pleasure! This invaluable tool allows you to directly run auto-evo several generations at a time within various defined metrics. Not only does it simulate the natural evolution of AI species, it also generates an entire clade diagram of each species and it’s predecessors!
Interested players will be able to peer into the very essence of any species by viewing it’s details, which reveal behavior values, precise color hex, population, auto-evo score, and more!
And what if you wanted to dive into this generated world that you have studied so well and experience it directly? You certainly can! Simply press “Play With Current Setting” to jump straight into the world you have generated.
Other Changes
Auto-evo calculations have been updated to encourage sessility in AI species, and now runs 60% faster as well.
LAWK (Life as We Know) is now toggled on by default when starting a new game. If you want to play with thermosynthesis, make sure to turn this setting off before starting!
Glycolysis and respiration processes now consume less glucose, making life a little easier. Small
Iron chunks now hold significantly less iron compound, preventing lithotrophs from fueling themselves indefinitely.
Entity limit is now weighted by size, so larger cells are less likely to spawn.
Outdated” species should no longer show up in gameplay, this includes species meant to be extinct and the player’s own species being left behind as microbes after advancing to multicellular.
The generation seed of your planet will now be displayed in the editor so it can be easily saved or shared.
The compounds and environment panels have become separate, and can be toggled separately as well.
The multicellular stage now has it’s own gameplay and editor themes.
Thrive is now available in the Norwegian, Vietnamese, and Croatian languages.
Looking Ahead
In the near future, we will move on to 0.6.x where much of our work will involve the implementation of the Thriveopedia, upgrades system, unlocking system, combat reworks, and more!
There are of course also some various features that unfortunately did not make it in time for release, such as the day/night cycle that you can look forward to.
And finally, we are hosting a Thrivestream RIGHT NOW so please join us in our developer livestream to celebrate the new release!
Patch notes
Switched reproduction to be more time based, cells now generate free compounds towards reproduction, and have a maximum use rate for growth compounds
Added new slime jet organelle
The player can now move to any patch their species is in or next to such a patch
Unhandled C# exceptions are now logged in game logs. If you get any of these please send the logs to us.
Added auto-evo exploring tool which allows running auto-evo and inspecting the results
Balancing changes
Auto-evo is now 60% faster by having more data caching
Replaced the ambiance tracks with completely new ones
Made some progress on the macroscopic stage prototype
Fixed auto-evo population number difference between text report and graphs
Reworked auto-evo predation calculations
MP text on organelle selection buttons is now replaced by an MP icon
LAWK is now on by default
Entity limit is now a weighted so that fewer big cells spawn
Potentially fixed a bug that allowed things to spawn over the entity limit
Fixed a major bug in the spawn system which caused a lot of outdated species spawners to exist. This should stop extinct species spawning and the player's old species spawning when moving to multicellular.
Fixed a save load problem related to engulfing with clearing objects
Fixed some situations where the dynamic MP calculation ended up at the wrong resulting MP, please let us know if you still see incorrect MP calculations
Rigidity slider is no longer ever disabled, bugs were fixed related to its MP use
Updated to Godot 3.5
Added new multicellular music tracks
Added one more piece of multicellular concept art
Patch name overlay is now on top of the movement tutorial
Added a welcome tutorial for early multicellular
Added a tutorial about exiting a colony to continue growing in microbe stage
Implemented radio button functionality for our checkboxes
Increased species split and migration rate to fill the larger maps faster
Tweaked procedural patch map connection logic
Fixed patches with duplicate names in regions
Fixed tidepool patches being able to directly connect to oceans
Fixed classic map patch connections not saving correctly
Added some controller input handling options in preparation for proper controller support
Planet seed is now shown in the editor
There's now separate button to hide/show the environment panel
Fixed auto-evo having a chance to read gameplay adjusted population numbers, which may have caused problems
Thrive now asks for window close confirmation if there are probably unsaved changes
Fixed low performance in the report tab coming from our custom rich text labels way too often re-parsing their content
Report tab now again reacts to selecting a different patch on the patch map tab. Also improved performance when selecting patches.
New game options now mentions and links to the performance options
Created a new system to save customized versions of game configuration objects, used for difficulty and auto-evo configuration. These allow old saves (in the future) to benefit from difficulty tweaks we do to the game
Added a few new cheats
Added the start of a resource loading manager system that should make the one linux crash we get reports about not happen by making the save screenshot loading happen differently
Opening the art gallery lag is now reduced by loading images gradually
The loading screen art now changes every 10 seconds
Prevented broken translations from crashing the game
Fixed an internal error with pause locks clearing with an unsuccessful save load
Tooltips now pick their direction better
Made a slight tweak to excess save deletion
Fixed some text in the GUI not reacting to language change
Fixed patch animations not playing in the patch extinction screen
Species name entry box now check the length of the input text visually and rejects too long names
Added GPU, current renderer and used GPU memory display to the options menu
The game now Waits for the loading screen to fade in before starting save load
Reduced the processing time used by axis type inputs
Disposed properties now have their paths logged when saving
Auto-evo now doesn't start while the stage is still fading out to prevent the game locking up for a while if only one background thread is used and auto-evo was set to not run during gameplay
Auto-evo run is now canceled if the game is exited to not leave multiple runs in the background if saves are loaded in quick succession
Tweaked the visibility of compound clouds a bit
Improved the height of the difficulty setup GUI
Updated compounds panel toggle button icon
Mod loader now gives a better error if a mod's .pck file is missing
Added a debugging tool to write current Godot SceneTree to a file
Our draggable scroll containers now hide the scroll bars by default
Fixed loading saves with engulfed objects in certain weird states
Fixed and improved engulfment related text and values in tooltips
Fixed warnings regarding GlobalTranslation when loading saves
Fixed a crash when closing the game with a game pausing popup window open
Fixed clipping not being enabled for the input configuration menu
Added a button to open our feature suggestions site
The exact commit and time Thrive was built is now shown in options
Exact build info is now shown for DevBuilds in the main menu
Save counting should no longer break if there are saves with bad numbers in the names
Graphs now use a cache for their data points to allow their re-use
Graph tooltips are now destroyed properly
Converted scripts in our repository from ruby to C#
Updated our code checking tool version
Fixed being unable to start the microbe stage scene directly from the Godot editor
Fixed a few code naming inconsistencies related to dB
Fixed the code for cell visual hashes using one field twice
Updated our setup instructions to recommend dotnet 6 SDK
Small git config change should collapse translation update diffs now by default