github Revolutionary-Games/Thrive v0.5.10
Thrive 0.5.10

latest releases: v0.7.0, v0.6.7.1, v0.6.7...
24 months ago

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  • Fixed a major bug in the spawn system which caused a lot of outdated species spawners to exist.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

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