A new tech tree replaces the equipment screen. Now every equipment is active at all times, except for blueprints, for which you can still only select 3 Equipment now drops during a mission instead of at the end of it, so that if you lose or close the game during a mission, you still get some drops Most equipment are now more limited in terms of where you can find them Increased max levels of every equipment from 5/10/15 to 6/12/18
Boss System Overhaul
Bosses no longer spawn naturally Instead, they now live in their lair, it is your task to find them They now also drop Hex Shards, which can be used to obtain unmeasurable power
Tower Merging
Once certain conditions are met, you can merge 7 of your offensive towers into a big one, inheriting the properties of the two that most repeat within the group. There are 36 combinations and they are all unique!
New Equipment
Build speed, turn speed, AoE increase, cooldown reduction, projectile speed and building price reduction
3 New Upgrades
Cheaper Structures
Reduces prices
Deeper Analysis
Increases experience gains
Production line
Gives resources every second
New Towers
Minefield deployer
Places mines around that explode on contact Deployment speed scales with build speed
In game patch notes
You can find this list on the game itself too!
Balance Changes
Frenzy Surge no longer has its duration added to its cooldown
Tombstone now creates deactivated buildings instead of fully active ones
Reduced some values on some economic equipment
Changed enemy spawn cycles to be a tad bit more aggressive
Bosses will no longer spawn naturally, requiring interaction with the new "Boss Lair" structure that spawns on the map
Reduced base stats for cannons and economy due to new equipment system
Reduced the amount of salvageable ruins in a 30-hex radius around the spawning area
Sulfuric Geysers should no longer spawn within a 15-hex radius of the spawning area
Enemies now despawn if they are too far away from your base
Upgrades and equipment that increase upgrade options now only affect maximum options
Heavily increased supply drop's resource gain
General Changes
Notifications now move your camera smoothly when clicked instead of teleporting you there
Fixes
Fixed bullet buffer generating ghost shots
Fixed data centers not working under certain conditions
Fixed several holes in King Lurker's hug attack hitbox
Changes: Made multiple forageables easier to select Made items sold to NPCs to disapear over time at aproximately 10% + 10/100 per day depending on item type Fixed and modified some city meshes
The height limit from sea level on builds has been increased slightly to allow taller builds.
New triangle roof options added to plank building menu.
New destroy and drop item option added to all buildings in the long click menu.
You can now destroy most building items for resources or recover the item back.
Fixed a bug that was causing multiple walls to stack at the same location.
Usability:
Added shortcut key to disable non-essential tooltips should players no longer need them.
Added steps/stairs to ship decks.
Durability bars on wearable items now shows up inside the inventory and storage chests.
E now opens and closes interaction windows.
Adjusted some windows to close automatically.
Medium chest lid now opens and closes correctly.
Adjusted building snap points to snap easier.
Adjust colors on UI backgrounds for better visibility of icons.
Gameplay:
Adjusted minimap icons for NPCs
Adjusted the text for readability inside inventory.
Sasquatch now drops more prime meat and fur.
Poison drop rates have been slightly increased from Mushrooms.
You can now craft rope in the workbench and player crafting.
Added a new Scavenger Pirate ship enemy.
Disclaimer - this is an Alpha/Closed Beta update, not available publicly. If you are interested in testing and providing feedback, please visit our website www.forgottenseas.com and subscribe. We have limited keys available, and we will send them out on a case-by-case basis. Thank you!
With this version I've not only fixed a lot of bugs but also introduced a new feature. Now when your creatures are digging downwards they will automatically also create a ladder. In this way the player don't have to micro manage the creatures each time the player want to dig down another layer. You can read more about it here.
I called this version a potential 1.0 candidate because my plan is to release Dwelvers as a full version next week and thereby leave Early Access. I think Dwelvers is stable enough now to qualify as a 1.0 version.
I know there are still bugs left to be solved, but these aren't game breaking and I will continue working on fixing them after the release. And I also know that with the release new bugs will be discovered that needs fixing as well.
So if you have the time and find more bugs please report them here at the forum as soon as possible and I will look into them.
Having just released our performance refactor update 0.6.4, we quite quickly became aware of a large amount of bugs and other issues brought up by our players. Thanks to everyone’s help and reporting, we were able to track down the source of many of these bugs and patch them up with care.
The resulting patch has just been published today, and should result in a significantly more stable experience for our players. With the bulk of these bugs now dealt with, we should be able to begin focusing on the contents of our next update soon enough! Unless of course we still get many new bug reports after this patch.
Patch Notes
Balancing improvements: movement speed for larger cells was increased a bit, bacteria can now again spawn in larger swarms than just 2 at once, and debuffed colony movement bonus a bit to make sure colonies aren't faster than individual cells.
Added better tooltips for microbe action hotbar and become macroscopic button
Added panoramic 3D backgrounds for late multicellular editor. Before they were used just for the stage itself.
Fixed cells not appearing at all when using low thread count. The same root cause also caused cell rotations to stop working after some time in the game.
Hexes placed in previous editor session are now slightly darker to make them actually visually distinct
Engulfing animation now correctly stars from the engulfed object's world position
Fixed eukaryotic size bonus for engulfment not working
Fixed new health max not applying after exiting the editor
Fixed engulfing pulling in animation playing twice in a row
Fixed engulfing endosome graphics scale blowing up a ton when engulfing a specific object type
Fixed engulf eject animations not working at all
Fixed a crash related to despawning engulfed objects
Fixed a save error when a species had a chemoreceptor set to detect that species it was in
Fixed incorrect data being generated for multicellular body plan indexes which lead to a crash when colonies regrew lost cells
Fixed tutorial about leaving colony to be able to enter the editor being able to trigger in early multicellular stage
Fixed the reproduction bars staying white if the player died when the editor was available. Also with the same change compound bars will only update while the player is alive.
Fixed softlock when pressing the editor button but the player was in a microbe colony (not multicellular)
Fixed Godot warning that was printed when the editor was exited (this was from the options menu sound device list)
Fixed a Godot error when shutting down the game that was caused by PhotoStudio
Fixed crash in early multicellular stage related to organelle repositioning when exiting the editor
Mostly fixed microbe colony member positions. Members bound 3-4 cells away from the lead cell still have some rotation and positioning issues.
Made multicellular lost cell tracking ignore cells that no longer pointed to a valid cell index in a species' body plan. Most likely caused by removing cells from the body plan after that cell colony was spawned.
Going to the art gallery now disables the 3D menu background performance tracking which should fix unintentional low performance detection due to a lag spike
Removed old evolutionary tree build error message that should not be able to trigger anymore as we have had a save breakage point
Made speed cheats work much better, especially for larger colonies which got way too much bonus speed
Unified the cases of our JSON files, properties are now PascalCase everywhere (with internal names still keeping camelCase naming)
Fixed native library symbol upload script
Updated Nito.Collections.Deque from 1.1.1 to 1.2.1
Greetings Maiden Nation! This is your Maiden Commander speaking!
We couldn't be happier to announce that the 1.7.1a Christmas Event patch is AVAILABLE NOW!!! Don't miss the new Christmas free/paid cosmetics in the updated premium and shard cosmetics shop. MORE FREE-TO-EARN COSMETICS & SHARD SHOP HAS BEEN UPDATED AND MORE!!!.
Be sure to check out the patch-notes below for details on what was included in today's Christmas Update.
***IMPORTANT!!!! IF YOU WERE STUCK ON QUEST A-3007 YOU WILL NEED TO SATISFY ALL SIDE QUESTS TO CONTINUE THE MAIN QUEST LINE! WE HAVE FIXED THIS ISSUE FOR NEW PLAYERS BUT EXISTING PLAYERS WILL NEED TO USE THIS WORK AROUND!!! THANK YOU SO MUCH FOR YOUR PATIENCE!!! ❤️ ❤️ <3***
THANK YOU ALL FOR YOUR PATIENCE AND WE HOPE THAT YOU ENJOY THE UPDATE!!!
Review the build/patch/hotfix list below for a detailed list of resolved issues in the associated build/patch/hotfix.
1 - (2) New outfits added to premium shop. 2 - (1) Returning outfit added to Shard Shop. 3 - Shadow Whip damage decreased by 15%. 4 - Support Bug submissions interface simplified. 5 - All Stronghold Bosses (and Artemis) updated with Christmas theme. 6 - Christmas UI has been added. 7 - Christmas Event Crates have been enabled. 8 - (6) New In-game earnable Christmas cosmetics added to previously existing Christmas Event Crate cosmetics. 9 - HP/Shield increased by 25% for FC Artemis World Boss. 10 - Fixed a bug that caused the wrong preview videos to show for the skills added in TROS. 11 - Improved and optimized online Beauty Album code to help reduce the failures with all online Beauty Album features. 12 - Updated the Hostile Stronghold notification to inform players to open the map to view the newly appearing Strongholds. 13 - Removed most instances of forced walking in the main quest line. 14 - Increased the lasting time for Pets to get hungry by 2x. 15 - Fixed a bug that caused players to get stuck in the Main quest line preventing them from picking up A-3008. 16 - Updated text for Dual Pistol Skill Upgrade side quest in Episode 7 to clarify that upgrading any skill will satisfy this side quest. 17 - Fixed a bug that caused the Fast Travel to TROS to not work correctly. 18 - Fixed a bug that caused the Desert Stronghold Boss mechanics to not spawn correctly.
This month's beta lets you play all the way to the endings and play out all the character routes. I also plan to release a guide, which I will probably publish for public consumption on a later date , but for now I will have it exclusively for my paid members on my Patreon!
I will continue developing and polishing up Bewitching Sinners in the meantime as I have a lot of CGs to make. But with basically the story and routes done this year, I will ship those codes and scripts to my editor as I draw all the CG as she checks all my misspellings and mishaps.
If my health and pace keep up, I should be able to release in April as planned!
Some updates from this month's beta that will stay in the final product:
1. Balanced some personality stats effect to not lock out some choices so drastically.
2. All romance routes will have 2-3 gifts to give to our MC after they've reached a certain amount of points.
3. Added a parting event for the unchosen bachelors.
4. Scripted and coded R18 event slots, but no explicit pictures to keep current rating (Will add R18 DLC if game reaches 10K in gross profit in a year, will probably make the R18 DLC free if gross profit reaches 20K)
5. Added more events for side characters (Dietrich, Hedwin, Keppler, Poppy)
6. Extended total in-game days for better story pacing.
7. Added more side character sprites (Prim, Pike, Margaret, Vortec Blood Knights)
That's all for now! I hope you all enjoy the upcoming holidays!