This week we put a little break on our Ascention implementation to look into some visual aspects of the game, let us know your opinion on those.
Additions
New Mutation Card Visuals
Changes depending on how you obtained such mutation
5 Different backgrounds: Regular, Random, Free, Sigil and Creative
New Crisis Dial
The Crisis drawer now uses a dial instead of a number to show the current crisis duration
If Cernunnos' Omen mutation is active, the drawer is always open
New Steam Achievements
There is now an achievement for every ascention level beaten
If you already did them in the past, completing an Ascention V run should give you all of them
Optimizations
Made some changes to save files, new save files should be up to 90% smaller and up to 1000% faster to load
Fixes
Fixed flowers behaving weirdly on the first day of a transition before any change was made to leaves
Fixed some mutation tooltips not displaying the mutation card properly
Ascention V
Additions
Ascention V: Woeful Clouds
Ascention IV Mutations
Slow Metabolism
Shaded Leaves use less water
Only available in Ascention IV+
Begonia's Lesson
Leaf tiles bloom when shaded during the summer
Only available in Ascention IV+
Structuring
When a leaf tile is placed with enough shading, it also creates a stem tile in its position
Only available in Ascention IV+
Recluse Paradise
Shading radius is increased by 1
This mutation stores every energy that is not generated due to shading and reduces leaf energy costs based on how much energy it has stored.
Only available in Ascention IV+
Local Climate
Shaded leaves have a chance of not decaying
Only available in Ascention IV+
Optimizations
Graphic Engine entirelly rewritten
Removed the option to turn off dynamic tiles
Framerate is no longer dependant on camera position
Entering a page with too many icons no longer freezes the screen until they are loaded
Changes
Gameplay
Human greed now affects neighbor trees in Ascention II+
Visual
Mist is now animated again
Enemy tiles are now animated
Ascention I+ unknown tiles are know animated
Fixes
All the stuff that Verde broke during the Graphic Engine rework
Our leaves will block the sun
Additions
Ascention IV: Dense Foliage
Ascention III mutations
Circle of Life
When a stem tile is destroyed, a leaf tile is placed in its place
Recycling
When a stem tile is destroyed, you gain its capacity in energy. Stem tiles placed within the last 10 turns generate less energy.
Offering
If 50 stem tiles are destroyed, 3 sigils are placed on the map and this mutation is removed
Ironwood
Stem tiles have increased health and regenerate faster
Pyre
For every 100 stem tiles destroyed, all your tiles gain 1 cold resistance
New Voice Lines
6 new voice lines are now in the game
Changes
Mutation Drawing Rework
Mutations now use an entirely different shader and drawing methods. Mutation icons are now dynamically loaded, this should reduce load times and allow people to turn "noicons" off
Flowers now use dynamic textures
Neighbors now use different colors and textures
Tooltip Rework
Tooltip visuals changed to reflect the change in mutation drawing Tooltips can no longer conflict with subtitles or other UI elements such as drawers Mutation tooltips show their mutation on the background
Fixes
Neighbor trees are now properly flammable
Ascention III: Fragile Bark
Additions
Ascention III: Fragile Bark
As per usual, to avoid spoilers I'll not post more info about the new Ascention level here. Let me know what you think about this in the comments!
New Mutations
Entangled Roots
Allows you to place roots on other tree's root tiles Only Available in Ascention II: Selfish Neighbors
Cross Pollination
Increases flower generation based on the number of leaf tiles from other trees Only Available in Ascention II: Selfish Neighbors
Respectful Twigs
Other trees relocate when nearby your stems Only Available in Ascention II: Selfish Neighbors
Comforting Canopy
Comforting Canopy Only Available in Ascention II: Selfish Neighbors
Eyes in the Forest
Other tree's roots also reveal tiles Only Available in Ascention II: Selfish Neighbors
New Launch Options
"version": displays a line of text with the current version in the bottom left of the menu
"noicons": loads the game without loading mutation icons
Quality of Life additions
Added a tooltip opacity slider in configs
Suggestion from a user in our discord channel
Added a tooltip size slider in configs
Balance Changes
Most crises now have a 1 year cooldown
With the exceptions being "Flood" and "Drought"
"Sensory Roots" mutation is now retroactive
"Water Sense" mutation is now retroactive
"Nutrient Zones" mutation strength reduced by 10%
This should still be way stronger than before because now every nutrient patch is always within bounds
"Regretful Growth" mutation no longer triggers "Intervention" mutation
Thanks to our community for helping us find this exploit
Optimizations
Tiles can no longer be placed outside of bounds by any means
This should result in smaller file sizes since there will be no aquifers/rocks/nutrients outside of bounds
Fire tiles should no longer lag the game in large quantities
Steam Community strikes again, helping Verde find this one out with their save files
Fixes
Fixed bounties and collection tooltips not showing up on some screens
Fixed "Underwater Reserves" not working properly
Initial root on Ascention 1+ will now reveal the area around itself
Fixed weird graphics when restarting the game with Ascention 1 active
1.19: Selfish Neighbors update
Additions
New Ascention level
Called Selfish Neighbors
Ascention Mutations
Now in the new ascention mode, you can find some exclusive mutations that can only show up with specific ascention modifiers enabled.
New Mutations
Knowledge is Power
For every 25 tiles revealed, increases energy generation by 1% Only Available in Ascention I: Mysterious Soil
Divination
Reveals the position of every sigil on the map Only Available in Ascention I: Mysterious Soil
Unseen Treasures
Every time you reveal a tile, there is a small chance of gaining resources Only Available in Ascention I: Mysterious Soil
Water Sense
When an aquifer tile is revealed, reveal all tiles in a 2-tile radius Only Available in Ascention I: Mysterious Soil
Sensory Roots
Doubles root tile reveal ange Only Available in Ascention I: Mysterious Soil
Changes
Creative mode
Creative "Add Mutation" menu no longer shows restricted mutations
Creative "Remove Mutation" menu now only shows mutations that you currently have
Winter no longer drains energy when "Toggle Energy Costs" is on
Steam achievements should no longer be achievable in creative mode
Fixes
Restart button on death screen should now keep Ascention
Mutation icons no longer act weird on lower resolutions
Mist tiles should no longer lag the game
Fixed stem tiles being placeable below water tiles
Towards the sun we ascend
Additions
Ascention
Added a new game mode: Ascention. You can unlock this game mode by beating the game once in the Speed Sprout difficulty. The game mode includes cumulative modifiers that each make your game a little harder. There is only one modifier within the game, but more should come out in the following weeks.
Balance Changes
Sigils identification range increased from 2 to 3 tiles
Quality of Life
Magic 8 Ball widget now interrupts the narrator and ignores the narrator's cooldown
Magic 8 Ball widget internal cooldown reduced from 120 frames to 0.5 seconds
Sigils now emit a glowing sphere when revealed and when a root is first placed in a radius of 10 tiles
UI no longers plays the game start the animation on restarting
Limited zoom on touch devices
Camera no longer drags while dragging widgets
Fixes
Crisis drawer animation is no longer frame dependant
Second bloom chances are now correctly saved
Turn log window size now scales with screen size
Mutation menu window size now scales with screen size
Fixed a bug that would make the camera teleport after selecting a tile on touch screen devices
Multiple end turns can no longer be queued
Turn log windows can no longer be queued
Flying resource particles should no longer have strange paths when fps is low
Changes to Bounties and optimizations
Team's Thoughts
More and more development on the mobile port: Some optional optimisations and touch screen interactions are the core of today's update.
Update 1.17
Additions
General Loading Procedure
The loading screen now shows precisely what it doing instead of what general file was last loaded
Now the game also frees resources that are no longer needed during the load process itself, lowering overall memory usage.
Low Memory and Low Shaders accessibility modes
Can be entered by adding "lowmem" and "lowsha" to the launch options on steam properties
Low Memory mode can reduce the total amount of graphic memory the game uses by 90%, but has significant impacts on game visuals
Low Shaders mode disables the heaviest shaders in the game, like clouds and blur
When opening the game on an Android device, both Low Memory and Low Shaders are enabled by default
New Ways of moving the camera
When not selecting any tile to place, the left mouse button can also be used to drag the camera around
If your device supports touch, you can now zoom in and out by pinching
Changes
Bounties
You now have to click them to gather their reward in fruit.
The main menu button now shows if a bounty can be claimed.
Now there is a fruit count in the bounties screen
Fixes
Fixed some graphic elements not properly scaling with UI scale
This includes tooltips, default game communication and subtitles
Small Fixes
Fixed Bazaar Shortcut on the death screen
Fruit gathering animation no longer is accelerated by animation speed
UI Sliding animation speed no longer is dependant on FPS
Fixed Bazaar and Bounties screens not showing properly in some devices
Fixed game launching in the wrong language in some conditions
Two updates one post: second bloom and turn log widgets
Team Thoughts
This update features tons of small changes and fixes as Verde decided to take every small task on the list instead of doing the big ones first.
We also ran some tests for a possible mobile port, while we were able to make the game run smoothly on a simulated android, there are some changes that have to be made before it is possible to play the game normally on a touch-screen device.
We also noticed that we didn't release the patch notes on steam last week, so this post will contain both of them
Update 1.16
Changes
Second Bloom Rework
Second Bloom now uses probability instead of being only dependent on your actions When winter ends, the chance is at 100%, and halves for every determined mutation purchased using flowers "Everbloom" mutation reworked to make the game roll for this twice instead of once Now there's a widget that explains the mechanic and shows the current probability
Reworked Cold Mists
Now uses a different algorithm in order to place the mists, this new algorithm should place and remove mist tiles linearly over the duration of the crisis That means that 2 days of cold mists now have very close to double the number of mist tiles of a single day Mist tiles now dissipate during the spring and summer instead of only summer, but it still dissipates faster during the summer The new algorithm recycles mist tiles between turns so that it doesn't flood the turn log
Small Changes
The two initial tiles are now completely indestructible
The Bazaar now glows purple if you have enough fruit to purchase anything
Changed outdated tips on the death screen
Changed default narrator cooldown from 120 to 15 seconds
Added a shortcut to the Bazaar on the death screen
Fixes
Fixed bounties tooltips being wrongly positioned on big screens
Fixed collection tooltips being wrongly positioned on big screens
Fixed the "Main Menu" button on the death screen restarting the game instead of going back to the main menu
Fixed winter costs not showing on turn log
Fixed achievements and fruit only being given to the player after the Freeplay prompt
Fixed narrator spamming only idle lines if narrator cooldown is higher than the idle timer
Update 1.15
Additions
Added a new Widget, turn log, that can be clicked to reveal everything that happened during the last turn
Added a narrator cooldown slider to the audio configs
Added a sign that informs the player about the widget system, it only appears when the right section of the widget bar is empty.
Changes
Sliders on the config menu now contain their current value below them
Moved speedometer and winter widgets back to their original position so that the new sign is visible to new players
Fixes
Fixed configs not saving when exiting the config menu
Fixed human greed accounting mist tiles as target tiles
Fixed human greed not updating properly when the turn started
Fixed human greed leaving parts of your tree red if it is interrupted
Polish, polish and polish
Team's Thoughts
Recently we noticed that some features of the game were frequently going unnoticed by new players, so we plan on fixing these issues before adding more content to the game. Sadly these changes usually take time to plan and implement, so it is taking time, but we hope that what you can do within the game is more straightforward for our saplings.
Additions
Added an animation when fruit is obtained
Added a toggle in the performance tab for turning off dynamic grass
Changes
When choosing the game mode, a third scroll will now appear with the game mode's description
Fixes
Fixed text in Freeplay prompt being behind buttons
Bear fruit button on Freeplay prompt now takes you to the main menu
Fixed a strange interaction between "Nature's Attendants" mutation and the "Cold Mist" crisis that caused the Attendants to be placed anywhere on the map
Events that should trigger when winter ends no longer happen at the start of the last day of winter
Fixing balance and balancing fixes.
Team's Thoughts
While this update doesn't introduce any new features, it brings some well-needed fixes and balance changes to the table.