github Revolutionary-Games/Thrive v0.5.8
Thrive 0.5.8

latest releases: v0.7.1, v0.7.0, v0.6.7.1...
2 years ago

The biggest feature in this version are the signaling agents and the new early multicellular prototype. A word of warning, though, to anyone testing out the prototype, it will have a much higher concentration of bugs and important missing features than elsewhere in the game.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-32-making-history/

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

  • Added new signaling agent organelle, it allows the player to give a few commands to other cells
  • Added early multicellular stage prototype. To access you need to be in a big enough cell colony (and not using freebuild mode). This prototype includes some new music tracks meant for the multicellular stage.
  • Patch names are now procedurally generated. No longer will you always have to explore Pangonia
  • Colony members now affect how fast a colony can move, their mass now has a slowing effect but their flagella will help the colony move
  • Being in a colony now gives an osmoregulation discount based on how many cells there are in the colony
  • Increased compound cloud brightness in brighter biomes to make them much easier to see
  • Added buttons to the abilities hot bar for unbinding and signaling agents (signaling button for now requires you to hold down the associated key to use)
  • AI now knows how to use the chemoreceptor
  • Sessile species should no longer be able to get stuck in engulf mode in the AI
  • New model and icon for the chemoreceptor
  • Generated membranes are now cached to reduce lag spikes also slightly made the membrane generation algorithm faster as well
  • Cell corpse chunks are now added to be counted in entity limit which seems to help a bit with performance
  • Increased entity limit considering the recent performance improvements. It's also no longer save file specific so older saves will also use the new limit now. The entity limit no longer considers colony members as separate entities.
  • Taking damage due to being out of ATP now has a specific sound for it
  • Auto-evo now takes environmental compound availability into account when calculating fitness
  • Balance tweaks, includes adjustments to organelle costs
  • AI will now stop moving if it is out of ATP and wait to recharge
  • Brought back the accidentally deleted win screen background
  • Binding mode sound now fades in and out better
  • Loading screen tips are now formatted properly and also parse bbcode instead of displaying the raw markup
  • Chemoreceptor colour is now automatically selected to match the compound colour in the modify GUI
  • Clicking outside the species name box now tries to accept the new name and flashing the box if the name is invalid
  • Extinction music now starts earlier to sync up more dramatically with the appearing extinction text
  • Tweaked the wording of most of the tutorials
  • Made the tutorial highlight background darker to make tutorials pointing to GUI elements more obvious
  • Switched chemoreceptor to use a different algorithm based on rays around the cell to find compound positions
  • Added a command line flag (to be used with a new launcher version) that disables all videos as one player had a problem with the intro video crashing their game
  • Disabled the X button on the organelle modify popup as that seemed a bit too error-prone to a player
  • Saving will now detect if the save name is too long or invalid and give an error instead of silently failing to write the save to disk
  • Charts will no longer show "x" or "y" incorrectly when they weren't supposed to
  • Added some code to the binding process that tries to detect disposed cells earlier, hopefully improves sometimes buggy binding
  • Added a way for Godot objects to skip queued method invocations without any warning messages that were previously quite prevalent from bbcode in the editor
  • Implemented custom logic to workaround Godot colour picker pick from game window having a (potentially crashing) bug
  • Improved theming for file dialog
  • Removed duplicate phosphate icon file
  • Disabled resizing the editor report tab panels as that could break the text layout
  • Moved to using a new C# feature (nullable references)
  • Changed style instructions to prefer targeted new (C# feature)
  • Removed our custom PathUtils class that is no longer needed as C# has a builtin path combine method
  • Updated our styleguide and tweaked automatic code checks
  • Translations file updating script now fixes trailing whitespace which can appear on Windows
  • Translations now use no line wrapping, this time unnecessary changes caused by that with Weblate disagreeing with gettext seem to be finally fixed
  • Updated translations

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