This week has been entirely dedicated to listening to the abundance of excellent feedback we have been getting from our players, and plotting out the necessary adjustments to make for a smoother and more polished experience.
We haven’t made any balance changes yet, but our team is currently planning on how best to tackle the newly dynamic environment and the consequences that have arisen from such an unstable world. So stay posted!
Programming
- New DevBuild for our patrons:
- Added a bloom strength slider and enabled it by default
- Tweaked some GUI element alignments to be more similar to what they were before we upgraded to Godot 4
- Updated nitrogen icon to not have glow anymore to be more consistent
- Fixed organelle scale-affecting upgrades not applying while moving that organelle to a new location
- Fixed moved cell in body plan editor being invisible if no cell type to place was selected
- Link late multicellular prototype jump force to mass to make jumping speed more consistent
- Added bigger warning when enabling experimental features mode
Graphics
- Restoration of the toxisome texture
- New nucleus texture
- New thermoplast texture
Gameplay
- Designer thoughts on dynamic compounds.
Sound
- Nothing Substantial
Theory
- Continued discussion on how to design patches for land environments.
Outreach
- Nothing Substantial