Verde is experimenting a little bit with the format of the patch notes, as to title, subtitle and whatnots. This update and the next one will probably introduce a bit more difficulty to the game to account for something we have planned for 1.15
Additions
Winter Crises
There are 3 new crises that only come up during winter. They were designed to be relatively tame because winter is already rough enough, but to bring some new challenges.
Regression
Removes some of the most recent stems placed. This cannot remove all stem tiles of your tree.
Frozen Aquifers
Aquifers are randomly frozen. They unfreeze during summer.
Cold Mist
A new tile, Mist, is placed around the map. Mist tiles reduce heavily the efficiency of leaves.
Balance Changes
Water reserves now works properly with large amounts of water gained at once
Crises now last for 1 more day on Speed Sprout and Creation game modes.
Update 1.11
Additions
Two new crises
Lethargy: During this crisis, energy costs increase by 1000.
Cold Snap: During this crisis, winter per turn cost is applied to your tree.
Balance Changes
Tiered Crises
Every crisis has a specific year, and it only appears during that specific year.
Here is a table with every year and what crisis can happen during it:
Every year after the fourth is treated as a repeated fourth year in crisis chance calculations
Update 1.10
Additions
Creation Mode
You can now unlock the creation mode on the Bazaar for 100 fruit In the creation mode, you have access to 5 special mutations that bend the reality to your will.
Update 1.9
Additions
Bounties
As an alternative method of gathering fruit, you can now complete some tough challenges present within the bounties screen. 10 Different challenges with 3 levels of difficulty for each of them, with 500 total fruit to be obtained.
Update 1.8
Team's Thoughts
While the bazaar marked the beggining of the transition of the game from roguelike to roguelite, we noticed that we had two conflicting ideas about how to handle out-of-game progression: Unlocks and Bazaar. Our current plans are to unify them. To achieve this goal, unlocks were temporarily removed so they can be reintroduced later as bounties, generating fruit instead of simply giving you a mutation. We also want to keep exacly 100 mutations in the game as it starts out, so we moved a few mutations from the starting pool to the bazaar.
Additions
Bazaar Mutations
You can now unlock new mutations in the bazaar.
New mutations
Seasonal Fires
Allows you to set your tree on fire once per year.
Fire no longer destroys stem tiles, instead, it increases their cold resistance
Energy Interests
Every turn, you gain 1% of your current energy as energy
Triggers after the turn happens
Fashion Coat
All stem tiles gain 0.1 cold resistance for every 100 flowers spent after getting this mutation
Cold Storage
Increases stem capacity by their cold resistance
Energetic Aquifers
Aquifers also generate energy
Deja vu
Consumable
Go one season back in time
Time Loop
50% chance of triggering every on-turn mutation every turn
Can trigger itself
Energetic Bloom
+10% energy generation
You can click this mutation, spending flowers and buffing its value
Summer Sale
Shop prices are halved during the summer
Energy Credit
You can click this mutation to fill your capacity with energy
It takes every new energy you generate, you can use it again as soon as you pay it back
New Elixir
Elixir of Genetic Variety
For the duration of the run, all random mutations from the shop are free
Winner of the discord poll
Fixes
Shop mutations no longer go away after purchasing the first one
Configs are now saved properly
All buttons on the menu should properly show up
Update 1.7
Additions
The Bazaar
Every winter survived, you gain a number of fruits proportional to the current year and difficulty.
In this screen, you can use those fruits to purchase things to help your tree grow.
There are currently only elixirs available, but we have some plans on what to introduce in the updates to come.
Elixirs
Can be purchased in the Bazaar for prices from 4 to 24 fruits.
They last one run and don't stack, but their effects can be quite dramatic:
Elixir of Steady Growth
For the first year, energy costs don't increase.
Elixir of Sprouting
Start the game with 100 energy.
Elixir of Moist Environment
Starts the game in a small island.
Elixir of Peace
For the first year, there are no crises.
Fairy In a Bottle
Start the game with extra sigils on the map
Updata 1.6
Team Thoughts
We were planning to introduce some out-of-game progression to this patch, but we didn't foresee the new menu taking so long to implement. As per usual, Verde is making a community hub post with the full details of the patch, you can find a link to it here.
Additions
New Menu
Here to pave the road for what is to come
10 New Mutations
More about them in the detailed patch notes
5 New Steam Achievements
For obtaining all 110 mutations and winning the first 4 years without mutations
Update 1.5
Teams Thoughts
We are trying to slow down on mutation introduction to try to maintain consistency of the game, while implementing some comeback mechanisms and enabling other ways of playing the game. Next week there will be 10 mutations, as per usual, but for today, we will keep the 100 we already have.
Additions
High Numbers Notation
Game now shows numbers bigger than 1.000 as engineering notation.
Second Bloom
Your tree will now enter a second bloom during Autumn if you didn't purchase any non-random mutations from the shop until then.
When entering a second bloom, the shop content will be re-roled and your leaves will produce flowers as if it was spring.
Balance changes
Late game
Mutations obtained after the fourth year no longer count towards collections
Winter is significantly harder after the fourth year
Other Changes
Small Changes
Free mutation obtained at the end of each winter moved to the shop following it.
Tiles are now placed much faster when the ctrl key is held
Tooltips for capacity, flowers, energy and water now include their current values as well.
Mutation Changes
Water reserves now shows how much water it has consumed
Optimizations
Game now handles the late-late game way better, allowing for numbers up to 1e60
Added a config option to turn off dynamic tiles to increase performance
Fixes
Fixed a bug that made explosive bloom always be active, regardless if you had the mutation or not
Fixed a bug where Cernunnos would stop showing crises after the fourth year
Fixed some bugs regarding shop open/close hitbox
Update 1.5
Team's Thoughts
This one is slightly smaller in terms of features since we were trying to catch errors and inconsistencies
In Depth Patch notes
As per usual, Verde made a community hub post with the full detailed patch notes, you can find it here: https://steamcommunity.com/app/1653100/discussions/0/3272437487147518932/
Additions
4 New Music Tracks
One for each season, as per usual
10 New Mutations
For a total of 100
New Steam Achievement
A new steam achievement to those who get at least once every single one of the 100 mutations in the game
Balance changes
Fire tile spread reduced
Optimizations
Reduced how much VRAM the game uses during load and playtime
Flying resources now respect the particle count limit
Added a proper load screen
Fixes
Active and Passive mutations should no longer conflict in the mutation bar
Lightning should no longer be able to stop the game from responding
Aquifers, Sigils and Nature's attendants should no longer generate parasites
Update 1.3
Teams Thoughts
As per usual, Verde is posting the detailed patch notes at the community hub.
Additions
Collection
Here you can find the complete list of all the mutations you encountered during your runs
It also includes a number of how many times you collected each of them
Mutations in store that are not in your collection will have a faint blue glow around them
New Steam Achievements
22 Steam Achievements were added to better reflect your progress within the game
We plan on removing some of the old achievements that became redundant with this change, but that will wait until the next update