Another Thrive release is here. The biggest features this time are the timed reproduction system, slime jet organelle, auto-evo exploring tool, a lot of fixes, and many smaller tweaks.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-34-sticky-phylogeny/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
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 entity limit constraining compound cloud spawns
- Fixed a major bug in the spawn system which caused a lot of outdated species spawners to exist.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
- New languages: Norwegian, Vietnamese, Croatian
- Updated translations