Don't eat polish kids, it's not actually delicious.
* Improved/fixed some of the most janky procedural animation side effects, including...
- Small limb jitters
- Limb detachments
- Tail detachments
- Foot detachments on two "Legflipper" limbs
* Changed water shader to make it easier to see into the water from above.
* Added ability to see walk and swim cycle animations on the preview creature in the Gene Editor.
* Fixed minor bug that occasionally caused creatures who couldn't find a mate to enter an endless 'wander' loop. ("lonely... I'm so lonely... I have nobody...")
0.11.0.14: Anti-cannibalism protocols
Species ALRE: Cannibalism Simulator.
2012-2018.
RIP.
* Creatures will now get substantially less energy from consuming genetically-similar corpses.
* Empathy (the trait which incentives creatures not to hunt their own parents/children/species) is now stronger and applies to corpses as well as living creatures.
* Added "Zoom To" button to the clade diagram, so you can jump to the bottom of the diagram without panning all the way there.
* Changed age-related energy loss to come out of Food instead of Stamina. (this to prevent elderly creatures that are healthy and have full stomachs from falling asleep and never waking up until they starve)
* Added Wander to Amorousness emotion as a backup behavior if the creature cannot find a mate.
* Changed Amorousness emotion to slowly increase over time, to ensure that creatures will eventually decide to mate.
* Fixed Amorousness dropping to zero if the creature cannot find a mate.
* Fixed mating only flagging the creature who initiated the behavior as having mated.
* Fixed bug causing grazing energy gains to be proportional to current Time Acceleration
* Added down arrow to communicate when the camera target is below the ground.
* Fixed it being possible to remove nursery walls.
* Increased size of meat model.
0.12.0 Suggestion Box
I've made a suggestion thread over on the phpBB forums to gauge community opinion about what direction the game should head in with the next update. If you've got any strong opinions on the subject, this is probably the best place to put them.
I'm not done with 0.11.0 yet: there will almost certainly be a number of additional balance, polish and optimization hotfixes before I move on to working on the next update.
Cheers,
Qu
0.11.0.13 Hotfix
Help I'm trapped in a hotfix factory.
* Added a new visual effect for rotating/zooming the camera to better communicate where the camera target is to the player and how the vertical panning works.
* Fixed bug causing creatures to be soaked with water when they are first generated, or on load (being soaked causes evaporation, which causes cooling, which can kill creatures quickly if they don't have the mass or insulation to cope with it)
* Fixed bug causing creatures born after the initial generation to have 1/3rd the Maximum Stamina they were supposed to, making survival more difficult
* Fixed bug preventing the Numpad keys from working on input spinners
0.11.0.12: Fixes and Improvements
A subspecies of the game has just been released with a variety of beneficial mutations!
* UI now shows amount of Delicious Meat when you select a corpse.
* Creatures/corpses are automatically removed from the selection set when they die/decay
* Revive now resets creatures Age, to prevent old creatures from immediately dying again upon revival
* Fixed issue where the creature tools would sometimes not appear even when creatures were selected
* Fixed Nursery bots not resetting their state properly when you re-load or generate a new world
* Fixed it being possible to export/genetically modify corpses.
* Fixed nursery not evolving creatures towards the target you specify
* Fixed a crash when you Import Creature while your creature list is empty
0.11.0.11: More fixes
* Added Yes/No option to profile to turn Mouse Edge Scrolling on and off
* Fixed a bug where the UI could appear scaled at the wrong resolution the very first time you started the game.
* Fixed a bug where creatures in the Nursery were not being properly reset when you exited to menu and re-entered the game.
* Disabled any rover that jumps into the Nursery to prevent it's attempts at path-finding from crashing the game
* Fixed bug with sat map highlighting creatures outside the current species when you hovered over one
* Fixed a bug where the Mass Extinction dialog would occasionally be prevented from appearing.
* Fixed a bug which replaced the Pause menu with a Mass Extinction dialog after a mass extinction
0.11.0.10: All the Good Things
The bugs are gradually being pushed to extinction, performance is recovering rapidly and both the simulation balance and polish are thriving in their new home!
I released the .9 hotfix yesterday with a number of polish and stability improvements and the .10 hotfix just now with more of the same, plus some unexpectedly substantial performance gains.
Full changelist for both hotfixes:
* Fertile underwater biomes now form in deeper water, further from the shore.
* Underwater biomes can now be grazed to non-existence the same as land biomes, and will gradually regrow over time.
* Rewrote the temperature/fertility influence shaders. Trees should no longer affect temperature, and heating/cooling devices should no longer affect fertility.
* Grass grows back faster now.
* Can now use numpad for camera control
* Optimized stat change performance
* Optimized emotion change performance
* Fixed hotkeys not responding consistently
* Fixed Tilde (~) not pausing the game when pressed
* Fixed a survival strategy where creatures could gain energy by suffocating themselves (no, really. The little bastards will exploit anything)
* Fixed bug where some creatures were Unselectable
* Fixed bug where creatures could breed multiple times on a single frame, or while paused, without paying the energy cost. (This occasionally resulted in one creature giving birth to a cap-breaking horde when you paused the game)
* Fixed common clade-diagram related crash during speciation.
* Fixed a possible crash when creating a world.
* Fixed crash when creating too many rovers (You'd be surprised how many bug reports can be summarized with: "the game didn't stop me when I deliberately tried to break it").
* Fixed a second, less-common crash related to rovers.
* World Seed displaying correctly after loading a save game
Known issue: accidentally disabled mouse-edge scrolling. Apologies to anyone who was using it! I'll take the opportunity to implement an option to turn it on/off, since I know it was causing grief to windowed-mode users.
Full disclosure: I accidentally uploaded a broken version of 0.11.0.10 just prior to release for a few minutes. I backed it out immediately, but if you got it you would have noticed creatures acting extremely strangely, breeding rapidly to cap and making a beeline for one corner of the map.
If you ended up with this version, just restart Steam to get it to download the fixed copy.
0.11.0.8: Stability Hotfix
We'll probably need a few more of these before I can in good conscience call the game "stable", but this is a good start.
* Fixed most commonly reported crash, which occurred when any creature reached a perfect -1 digestive system. (vegans broke the universe)
* Fixed crash when entering the Nursery
* Removed malfunctioning LOD sprites (the epic laser battles you'd occasionally see on the edges of the screen)
* Fixed crash when too many Ground Circles (shadows, selection circles, etc) were on screen
* Fixed crash when playing a loaded world that was originally saved with a higher creature cap
* Set Primum speciums litter size back to 1 (was set to 5 by accident)
http://www.speciesdevblog.wordpress.com/
Cheers!
Qu
0.11.0.7: Performance Hotfix
0.11.0.7 is a bit bigger than the previous hotfixes and includes some reasonably significant performance and stability gains. If performance was your Achilles heel, give it a try!
Some people have reported that the UI can be quite hard to read on particularly large screens, something we missed in testing by virtue of not having megagodscreens ourselves. It will take a fair bit of testing to make the UI work for everyone, but in the meantime... unofficial font size mods!
The default font size is 9p, so these fonts are 11% bigger, 33% bigger and 55% bigger respectively:
To install one, simply copy your preferred font size into the mods folder (Steam\steamapps\common\Species ALRE\Mods). No need to extract it: the game will detect it and do that for you.
Please note: even though these mods come from me, this is not an official feature of the game (yet). Some parts of the UI be distorted or unreadable as a result of using these files, particularly the larger ones.