Heliotropism cover
Heliotropism screenshot
Genre: Simulator, Strategy, Indie

Heliotropism

1.24 Mutation Cards Visual Overhaul

Team's Thoughts


    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.


Balance Changes