Releases: Revolutionary-Games/Thrive
Thrive 0.6.3
This release adds all of the remaining prototypes for game stages that weren't ready in time for the previous release. Besides those there are a bunch of small fixes and feature improvements for the microbe stage and general GUI parts. This is a bit of a smaller release due to not many active volunteers and a lot of time has been spent in preparation for a game performance rework which will hopefully be in the release after this one.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-38-to-the-future-and-back/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Added the remaining prototype stages: industrial, space, and ascension. It is now possible to play through the skeleton of the game all the way from microbe to ascension, though the later prototypes have bare minimum content to show off the ideas of the stages.
- Downgraded our compression library (SharpZipLib) to 1.3.3 which should resolve the intermittent save errors that have been happening the past few months
- Added a new toxin damage sound (instead of reusing the emit sound)
- Improved the placeholder tree and rocket graphics for the prototypes
- Save error dialog now explicitly tells to give us the JSON debug log as without it debugging a save failure is basically impossible in most cases
- Added a system for window panels to reorder this makes draggable windows go on top of other such windows when they are moved around or opened
- Added a new feature to the museum screen to delete fossils
- Fossil saving failure will now show an error popup
- Added miscellaneous fun screen filter shaders
- Added an unknown key icon
- Fixed game not fading out before playing the microbe intro video
- Fixed 3 microbe backgrounds having non-repeating edges
- Fixed current patch biodiversity fill always checking potential species to split from in a specified order (the order is now random)
- Fixed some usages of random number generation having their upper limits be off by one
- Fixed player accidentally becoming awakened if entering macroscopic while already having placed neurons
- Fixed the ESC key icon not being used (instead the unknown key fallback was used before)
- Fixed sometimes the close X being invisible on our custom windows
- Fixed the Thrive logo being blurry in the main menu and the credits
- Options menu now lazily loads available language list
- Switched a BOM check around to make dependabot tool updates work
- Automatic checks now disallow gltf files as they are always worse than .glb files
- Updated the style_guide on how to add words to dictionary to avoid typo warnings
- Cleaned up some remaining references to ruby in the repo
- Fixed a typo in CONTRIBUTING.md file
- Updated AngleSharp library to 1.0.4
- Updated a code checking library we use
- Added support for Godot GUI tab names to be translated
- Updated translations
Thrive 0.6.2
A new Thrive release is here with some new graphical treats, further prototypes and a whole ton of small improvements and bug fixes.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-37-background-technology-unlocked/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- New further prototypes: going on land is now implemented, becoming aware and awakened has been added, added basic crafting, inventory and resource gathering, placing buildings and founding a settlement is now possible, accumulating resources and placing buildings is now possible in the society stage, and finally researching a new technology and placing a factory allows moving to the industrial stage. The industrial stage prototype is where the current prototype work ended up at. That stage has just a placeholder graphic for a city.
- Added entirely new 3D scenes to be backgrounds for the main menu, some of these are a bit performance intensive and can be disabled in the options
- The membrane generation algorithm is now massively faster, and only results in slightly visually different membranes
- Tweaked membrane generation to be tighter around organelles to more closely match the physics, and made multihex organelles send all of their positions to the membrane to fix large organelles in certain cases poking outside the membrane
- The editor compound balance now shows the situation at ATP equilibrium, instead of assuming all processes run at maximum speed always
- Compound cloud visuals have been slightly improved with a higher resolution noise layer
- Separation between divided cells and colonies is now much better
- Tweaked the visuals of button focus highlights, along with a few other element types
- Microbes now spawn with initial compounds that are proportional to their compound usage (instead of fixed values)
- Added late multicellular stage underwater panoramic background
- When the player now reproduces the game will try to keep the entity count under control by despawning existing entities if there are too many (player daughter cells are prioritized if they make up a large fraction of the total entity limit)
- Cells in colonies are now counted in entity limit (except the player colony as the player is not part of the entity limit)
- Added HUD messages that show to report various things to the player, for example if the player can't engulf something the reason is now shown with this kind of message
- Colony members that can engulf can now enter engulf mode even if the player cell cannot engulf
- All chemoreceptors in a cell colony now function instead of only the lead cell's chemoreceptors working
- The spawn algorithm for filling the area around the player now only spawns up to 80% of the entity limit to allow the sector spawning logic more chances to work
- There's now a warning icon on the editor finish button if ATP is negative or there's an inprogress action that needs to be finished before exiting the editor
- Chunks and projectiles are now shown in the mouse hover panel (inspector)
- Added music tracks for the existing prototypes and upcoming ones, they can already be listened to in the art gallery
- The day/night cycle light level in the editor now defaults to current value to match the gameplay time of day
- Light levels now smoothly change in the editor when switching the time of day
- Organelle upgrade GUI now shows adjusted MP costs correctly, instead of just always showing the absolute costs
- Added a proper icon for the cilia pull upgrade to replace the placeholder one
- Iron is now shown in the patch compounds graphs
- Added 2 new multicellular prototype organelles: axon and myofibril (for future use)
- Auto-evo prediction being calculated now shows a waiting icon
- Entering the prototypes is now prevented with a controller as the prototypes don't have any focus on controller usability
- Preview cells in the editor now don't create collision shapes which makes game performance better in the editor
- Patch map display now starts off centered on the current patch instead of always panning to it when opening
- Patch map tooltip, for how to move it, now takes a few more seconds to appear in order to be less annoying
- New game setup menu is now more clear what the buttons do (back is no longer visible while in advanced view)
- Improved the process speed indicator icon in the process panel
- Microbe movement tutorial now has extra smoothing in how the movement direction prompts rotate
- Added a new debug panel showing player current coordinates and mouse cursor world position
- More elements in the Thriveopedia now react to language change
- Fixed seafloor patch background image artifact (this had been a problem for years)
- Fixed a visible seam in cell wall textures that was caused by the membrane generation code
- Fixed a bug introduced in previous release where organelle tooltip process numbers did not react to patch change (photosynthetic organelles were the visible place where the issue was visible)
- Fixed new game menu not wrapping text which could cause long translations to push settings sliders offscreen
- Fixed the current resolution display in the options menu not always updating when toggling fullscreen mode
- Fixed popup window close buttons not having a visual style for the focused state, which caused it to appear like no GUI element was focused in a popup when the close button was focused
- Fixed the membrane disappearing for really thin and long cells
- Fixed engulfed tutorial appearing even when the player could not be ingested
- Fixed crashing when changing language after having visited the art gallery screen
- Fixed editor tab buttons being too wide and overlapping the light level bar
- Fixed temperature "compound" being incorrectly shown in the patch compound statistics graph
- Fixed uneven main menu buttons with long translation texts, all buttons now stretch to the same width when one translation doesn't fit
- Switched world settings text to use safe string format to ensure it can't crash the game due to translation mistakes
- Removed classic patch map option as it had bugs specific to it and it was not going to get anyone to maintain that code to be compatible with new features
- Reworked our custom popup window handling, organelle popup menu now has animations for opening and closing
- Microbe digestion code now only runs 30 times per second to use a bit less performance
- Removed saving of usefulCompounds in a compound bag as that data can be regenerated very easily and it increased save sizes unnecessarily
- Our input system now throws an exception when registering a duplicate listener object, this will help in developing the game by catching that mistake much sooner
- Improved the features of our GUI focus grab system
- Improved the usage and internal features of our custom tooltip system
- Refactored the species details panel and fossilization dialog internally to be more reusable
- Simplified our game entering code to call the same function from more places
- Improved our code settings class to prevent some potential mistakes
- Added a safety check against an unimplemented feature in our save data loader
- Wrote a document describing our saving system
- Removed some old files and fixed a broken link in the repo docs
- Updated our used compression library SharpZipLib to 1.4.2, this required switching our GZip handling to use the C# standard version to avoid a bug that broke saves with the new library version. Warning: there's still an intermittent save loading and creation bug (see: #4156)
- Updated Netanalyzers library version to 7.0.1
- Updated our used JSON library to version 13.0.3
- Updated YamlDotNet to 13.1.0
- Updated some check tool package dependencies
- Updated our code checking tools version
- Updated translations
Thrive 0.6.1
The highlights of this release are the new pulling cilia upgrade (and finished general upgrades framework), new movement mode selectable in the options along with further work towards full controller support, a microbe benchmarking tool, showing our news feed and new patch notes in the game, additional features for the auto-evo exploring tool, and of course various smaller bug fixes and tweaks.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-36-upgrades-people-upgrades/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Cilia now has an upgrade to make it pull in nearby objects, which is useful for predation
- Added our website news feed to the main menu
- Patch notes are now shown in the main menu first time when playing a new Thrive version
- All patch notes can be accessed from the options menu
- Added a new movement mode (screen relative) that can be used for keyboard input (it is the default mode for controller input)
- Movement tutorial now works with a controller but has a warning that controller support is not fully done and is buggy
- Added a microbe benchmark tool for more easily seeing what the game performance is on different hardware or testing changes that are meant to improve the game performance
- Added new auto-evo exploring tool features (exporting data, running multiple worlds in a row + others)
- Added day/night cycle tutorial
- Added buttons in main menu and the pause menu to open the link for reporting bugs
- Improved dynamic MP calculation to better handle some cases, especially the new general organelle upgrades system
- The resource and health bars now show up to 3 numbers before switching to "k" suffix notation. This fixes a problem where ATP amount could overflow the box reserved for it
- Microbe stats are now updated when doing move or upgrade actions this will make the numbers more accurately represent the current state of the edited microbe
- The evolutionary tree is now in the game when playing freebuild (doesn't work in older saves)
- GUI button focus visuals where they look bad should now be fixed
- It is now possible to rebind and see controller buttons in the options menu (note to get default controller keybindings you, the input options needs to be reset to get them to appear)
- Added controller button icons from Xelu
- Evolutionary tree now works for freebuild games started with a fossil
- Process panel now keeps working even when the player is ready to enter the editor
- Auto-evo exploring tool now shows the total simulation run time
- Much more of the game GUI is now usable with a controller or the keyboard
- Implemented controller navigation of tabbed GUI interfaces
- Welcome tutorial message now focuses the start thriving button by default
- Fixed a bug with options menu thinking there are changed options, if the settings file didn't exist
- Fixed a bug where left and right keys didn't work for GUI focus control
- Fixed a crash when an entity with attached fossilisation button was destroyed
- Added fossilisation buttons to more places
- Invalid fossil files are now skipped instead of crashing the game
- Fixed a bug in world generation where it failed due to not keeping track of a created tidepool patch
- World seed is now logged when map generation fails
- Light level updates are now no longer applied each frame to save slightly on performance
- Fixed a few errors that happened when Godot loaded our code into the Godot editor process
- Input rebinding controls are now destroyed when the options menu is closed. This reduces the number of background objects listening for inputs constantly.
- Cleaned up some old unused stuff in organelle data file
- Removed negative (or zero) passed time checks as Godot Engine should have a fix in now to guard against
- Removed the dependency on Python for our translations script now there's one less tool required when developing Thrive
- Updated our tools and scripts to use .NET 7
- Updated our style guide for .NET 7 new code checks and fixed new warnings they found
- Highlighted git submodule importance in our setup instructions
- Unified codebase by removing use of Godot meta in one place
- Improved the Github issue bug report template
- Added a support in our packaging script to target the web platform, but as expected the game is totally broken when exported that way (someone might come along at some point in the future and make it actually work, but we aren't promising anything regarding this)
- Improved text extraction for translation tool
- Translations files are now alphabetically sorted based on keys, which will hopefully make fewer PRs required to update translation files
- Fixed some trailing new lines in English text
- Added a new code formatting check to ensure correct XML documentation formatting
- Added a new custom code checking tool that finds some C# style problems and corrects them automatically
- Added code style check for incorrect whitespace in English text
- Updated translations
- Steam: added a warning popup when Steam initialization fails
Thrive 0.6.0
Here's one more Thrive version to close off this year. We've decided to call it 0.6.0 to close off a really productive year and set the stage for the roadmap to start being completed next year. The biggest features this time are the Thriveopedia and the day/night cycle (this needs to be enabled when starting a new game as we didn't have time to fully polish the feature). The patch notes are shorter this time than usual because a lot of time was spent on the new Launcher 2.0, which was released recently.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-35-dawn-of-the-living-fossils/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Added day/night cycle. Note that due to missing tutorials, balancing etc. which we didn't have time for, you need to manually enable this feature when starting a new game in the advanced options.
- Added the first few pages of the Thriveopedia to show info about the current game and show the evolutionary tree now in the game proper as well
- Added fossilisation feature to save selected species to the museum which can be loaded through the Thriveopedia to the freebuild editor
- Pilus damage now has a cooldown to prevent a ton of damage from it very quickly
- Balancing changes
- Fixed infinite compound ejection caused by negative compound ejection (only a bandaid fix for now due to time constraints)
- Engulfing now gives extra glucose on top of what the engulfed cell actually had
- Membrane colour transparency works again. Be prepared to have AI species evolve to be more transparent again to avoid being eaten by the player.
- Refactored our code related to species colour adjusting when used in graphs
- Fixed multiple issues related to organelle graphics rendering by changing their render modes and splitting organelles into transparent and opaque ones
- New intro video
- Added our social media and website links to the main menu
- Added safe mode start up after Thrive crashed before managing to start fully. Safe mode can disable all mods and video playing
- Digestion efficiency display in the editor now shows the separate values for each type of digestion to reduce player confusion regarding them
- Fixed panspermia being selectable with LAWK being on by default now
- Enabled word wrap for credits to fix some misaligned columns
- Saving being unavailable in some prototypes now has the warning about that shown correctly when manually making a save in the later editors
- New mucilage and slime jet icons
- Starting with no mods enabled but having installed mods now shows a heads up notifying that mods need to be enabled first before they work
- Fixed evolutionary tree being cutoff even when fully zoomed out
- Added some features used by Thrive Launcher 2.0. Added button to exit to the launcher when the launcher is hidden and would otherwise be difficult to return to from Thrive. Store versions of Thrive now use seamless launcher mode to not show the launcher window before starting Thrive.
- Improved performance of our custom rich text labels by only registering input listening when necessary
- Saving now uses a new Godot API to generate the screenshot PNG this avoids an unnecessary temporary file write to disk and should be faster as a result
- Fixed a rare crash when using a lot of slime jets
- Added a bandaid on infinite compound ejection due to engulfed object having compounds with NaN amounts in it
- Added some guards against dividing compound amounts by zero this should hopefully reduce how often the NaN compounds bug happens
- Changed scene change mod callback to trigger slightly earlier
- Updated some code comments related to the saving system
- Fixed localization update script writing BOMs in .po files on Windows
- Fixed some typos in the English text
- Updated translations
Thrive 0.5.10
Another Thrive release is here. The biggest features this time are the timed reproduction system, slime jet organelle, auto-evo exploring tool, a lot of fixes, and many smaller tweaks.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-34-sticky-phylogeny/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Switched reproduction to be more time based, cells now generate free compounds towards reproduction, and have a maximum use rate for growth compounds
- Added new slime jet organelle
- The player can now move to any patch their species is in or next to such a patch
- Unhandled C# exceptions are now logged in game logs. If you get any of these please send the logs to us.
- Added auto-evo exploring tool which allows running auto-evo and inspecting the results
- Balancing changes
- Auto-evo is now 60% faster by having more data caching
- Replaced the ambiance tracks with completely new ones
- Made some progress on the macroscopic stage prototype
- Fixed auto-evo population number difference between text report and graphs
- Reworked auto-evo predation calculations
- MP text on organelle selection buttons is now replaced by an MP icon
- LAWK is now on by default
- Entity limit is now a weighted so that fewer big cells spawn
- Potentially fixed a bug that allowed things to spawn over the entity limit
- Fixed entity limit constraining compound cloud spawns
- Fixed a major bug in the spawn system which caused a lot of outdated species spawners to exist. This should stop extinct species spawning and the player's old species spawning when moving to multicellular.
- Fixed a save load problem related to engulfing with clearing objects
- Fixed some situations where the dynamic MP calculation ended up at the wrong resulting MP, please let us know if you still see incorrect MP calculations
- Rigidity slider is no longer ever disabled, bugs were fixed related to its MP use
- Updated to Godot 3.5
- Added new multicellular music tracks
- Added one more piece of multicellular concept art
- Patch name overlay is now on top of the movement tutorial
- Added a welcome tutorial for early multicellular
- Added a tutorial about exiting a colony to continue growing in microbe stage
- Implemented radio button functionality for our checkboxes
- Increased species split and migration rate to fill the larger maps faster
- Tweaked procedural patch map connection logic
- Fixed patches with duplicate names in regions
- Fixed tidepool patches being able to directly connect to oceans
- Fixed classic map patch connections not saving correctly
- Added some controller input handling options in preparation for proper controller support
- Planet seed is now shown in the editor
- There's now separate button to hide/show the environment panel
- Fixed auto-evo having a chance to read gameplay adjusted population numbers, which may have caused problems
- Thrive now asks for window close confirmation if there are probably unsaved changes
- Fixed low performance in the report tab coming from our custom rich text labels way too often re-parsing their content
- Report tab now again reacts to selecting a different patch on the patch map tab. Also improved performance when selecting patches.
- New game options now mentions and links to the performance options
- Created a new system to save customized versions of game configuration objects, used for difficulty and auto-evo configuration. These allow old saves (in the future) to benefit from difficulty tweaks we do to the game
- Added a few new cheats
- Added the start of a resource loading manager system that should make the one linux crash we get reports about not happen by making the save screenshot loading happen differently
- Opening the art gallery lag is now reduced by loading images gradually
- The loading screen art now changes every 10 seconds
- Prevented broken translations from crashing the game
- Fixed an internal error with pause locks clearing with an unsuccessful save load
- Tooltips now pick their direction better
- Made a slight tweak to excess save deletion
- Fixed some text in the GUI not reacting to language change
- Fixed patch animations not playing in the patch extinction screen
- Species name entry box now check the length of the input text visually and rejects too long names
- Added GPU, current renderer and used GPU memory display to the options menu
- The game now Waits for the loading screen to fade in before starting save load
- Reduced the processing time used by axis type inputs
- Disposed properties now have their paths logged when saving
- Auto-evo now doesn't start while the stage is still fading out to prevent the game locking up for a while if only one background thread is used and auto-evo was set to not run during gameplay
- Auto-evo run is now canceled if the game is exited to not leave multiple runs in the background if saves are loaded in quick succession
- Tweaked the visibility of compound clouds a bit
- Improved the height of the difficulty setup GUI
- Updated compounds panel toggle button icon
- Mod loader now gives a better error if a mod's .pck file is missing
- Added a debugging tool to write current Godot SceneTree to a file
- Our draggable scroll containers now hide the scroll bars by default
- Fixed loading saves with engulfed objects in certain weird states
- Fixed and improved engulfment related text and values in tooltips
- Fixed warnings regarding GlobalTranslation when loading saves
- Fixed a crash when closing the game with a game pausing popup window open
- Fixed clipping not being enabled for the input configuration menu
- Added a button to open our feature suggestions site
- The exact commit and time Thrive was built is now shown in options
- Exact build info is now shown for DevBuilds in the main menu
- Save counting should no longer break if there are saves with bad numbers in the names
- Graphs now use a cache for their data points to allow their re-use
- Graph tooltips are now destroyed properly
- Converted scripts in our repository from ruby to C#
- Updated our code checking tool version
- Fixed being unable to start the microbe stage scene directly from the Godot editor
- Fixed a few code naming inconsistencies related to dB
- Fixed the code for cell visual hashes using one field twice
- Updated our setup instructions to recommend dotnet 6 SDK
- Small git config change should collapse translation update diffs now by default
- New languages: Norwegian, Vietnamese, Croatian
- Updated translations
Thrive 0.5.9
Another few months gone and it is time for another Thrive release. This time we have quite many huge features like procedural patch map, reworked engulfing mechanics, new game settings (including difficulty settings), cilia organelle, thermoplast, and continued work on later stage prototypes.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-33-a-whole-new-world/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- The patch map is now procedurally generated
- Reworked the engulfment mechanics. Now you carry around the things you engulf while they slowly dissolve
- Added new game setup screen with various basic and advanced things that can be configured
- Added an option to select the entity limit in the menu this way players with weaker computers can reduce the amount of entities the game tries to spawn
- Added a simple implementation of the thermoplast
- If you run out of population in one patch, you are now kicked out and need to continue playing in another patch where you still have population
- Cilia organelle is finally in the game (after been wanted since 2014). It affects how fast cells and colonies can turn. Big cells need cilia to turn as fast as they currently do in the game.
- All cells in a colony can now fire toxins
- Reworked spawn system to have many more cells in the game at once making the game feel less empty and tweaked cloud spawning.
- Added a 50% damage reduction to cells with a nucleus
- Population indicator in the HUD now shows your patch local population instead of total global population
- Added the next part of the prototypes that starts adding the late multicellular stage (macroscopic). It's much rougher than the earlier prototype
- Cell editor in the multicellular prototype now has 50% discount on MP
- Added a warning in tooltips for organelles that require a nucleus
- Improved auto-evo production calculations with goal of making various 1 hex organelles perform better
- The editor now dynamically computes based on the overall done changes how much MP is left
- Added a new debugging overlay with a few new debug helping features. If you report lag please show what the metrics panel shows (especially the number of game entities).
- Added special main theme remix for the art gallery
- Made colour change an action, it now works better in multicellular editor
- Saving is now possible in specific parts of prototypes. In early multicellular the swimming around in the cell stage is one such part
- Fixed toxins not firing in the cell facing direction, instead they fired in the direction the cell wanted to point at
- Part selection buttons no longer show the name labels by default as long names (especially in translations) cause line wrapping at bad positions. For now the labels are invisible by default (but can be toggled back on in the options if so preferred)
- Placing a unique organelle now deselects the organelle selection button
- ATP balance bar tooltips now show without delay and follow the mouse
- Fixed hover organelle not shown while moving an organelle if no organelle type was selected
- Added a hex placement sound
- A button press sound is now played on the part selection buttons
- Fixed ATP and HP values being able to go offscreen, now they clip properly and have a tooltip that has the full value
- Pressing space in the microbe stage now pauses or resumes the game
- Selected dataset visibility now persists between editor sessions in graphs
- The editor now shows a warning if a previous action is still in progress when trying to do something else.
- Moving an organelle is now prevented on the wrong editor tab
- Added a check against engulfing starting on destroyed microbes
- The game is now paused while the prototype warning popup is open
- Fixed microbe sfx sound volume not being correctly updated
- Changed the mutation algorithm to not need to retry entirely when it causes a disconnected hex
- Refactored our game screen fade manager and tweaked the fades. Tweaked the main menu and pause menu fades.
- Changed state changing actions in physics to run later, might have some impact on physics related crashing
- Added undo/redo for the early multicellular editor along with removing cells feature
- Fixed game being able to unpause incorrectly when exiting the pause menu
- Environment panel state is now remembered and stored in saves
- Prevented quick saving and loading while game is fading in or out
- O2 and other gases in the GUI display now use subscripts
- Fixed open folder buttons not working on mac
- Tweaked binding agent size and render order of nucleus ER and golgi components
- Added safety checks against obsolete species spawning
- Dead microbes now can't spawn more chunks with an organelle type than what they had. No more cells dropping multiple nuclei
- Save cleanup now deletes save upgrader created backup files
- Tweaked multicellular editor control placement to be aligned
- Editor button available tutorial now uses the GUI element highlighting to make really sure the player notices the button
- Species naming is now much more scientifically accurate second part of name is no longer capitalized
- Added an art gallery where concept art, models and music from the game can be viewed
- Added a tooltip to the organelle delete option explaining a few cases when it is disabled
- Fixed toxin clouds visually appearing at 0,0
- Fixed save writability check not working if saves folder was missing and tweaked save write attempt failure popup dialog
- Added an option to turn off the background microbe particles, they now also appear by default in the microbe editor
- Tweaked early multicellular editor font sizes
- Microbe stage random number generator object is now saved
- Added a cell stage Easter egg
- Updated our styleguide and added automatic check for float format
- Force pushes should no longer break our CI pipeline
- Improved our custom bbcode support for key icon displaying
- Updated Jetbrains CLI tools version
- Three slight code cleanups for DetachAndFree, FloatingChunk, and editor tooltips
- Early multicellular editor now says it is loading that and not the microbe editor
- Tweaked the frame delta translation a bit to make it clearer for translators
- Updated translations
Thrive 0.5.8.1
This release focuses on performance improvements and other smaller fixes.
Read more in our PU: https://revolutionarygamesstudio.com/progress-update-04-30-2022-patch-0-5-8-1/
Note: the binaries for Windows and Linux have been reuploaded as the previous versions did not report crashes correctly.
Note 2: Mac binaries have been reuploaded with a slight platform specific fix to make them actually run.
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Fixed major problem with the spawn system not being able to despawn things as fast as it spawned. This should give a major improvement to later game performance
- Improved game object processing speed and added some multithreaded processing to them
- Fixed crashing in text formatting when using our localized text class to guard against bad translations
- Fixed incorrect translation bbcode being able to crash the game
- Updated to Godot 3.4.4
- Switched to a different Steam client library to make the Steam build work on Windows 7
- New mod loader improvements to have inbuilt Harmony support
- Fixed enemy spawn cheat not making the spawned cells despawn
- Fixed auto-evo using energy balance instead of consumption when calculating populations
- Reduced flagellum energy cost to 4
- Fixed unintended cannibalism when player becomes multicellular
- Fixed an issue with the player species not spawning in multicellular
- Fixed dead cells being able to be added to a colony causing issues
- Fixed bacteria group spawns spawning things that immediately despawn
- Added a new more detailed metrics panel (default key is shift+F3) to be able to see game performance in more detail
- Microbe editor now shows the total storage of a cell
- Added a new microbe stage ambiance track
- The options menu now shows the resolution the game renders at
- Main menu music now fades out when starting a new game instead of cutting out immediately
- Fixed patch map nodes reacting to the scroll wheel
- Partially fixed NaN compound storage amounts by resetting them to 0
- Fixed incorrect "{0}" shown in save upgrade fail message
- Fixed our custom colour picker leaking Godot objects
- Simplified logic slightly in name permutation generation
- Romanian language is now available in the game
- Updated translations
Thrive 0.5.8
The biggest feature in this version are the signaling agents and the new early multicellular prototype. A word of warning, though, to anyone testing out the prototype, it will have a much higher concentration of bugs and important missing features than elsewhere in the game.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-32-making-history/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Added new signaling agent organelle, it allows the player to give a few commands to other cells
- Added early multicellular stage prototype. To access you need to be in a big enough cell colony (and not using freebuild mode). This prototype includes some new music tracks meant for the multicellular stage.
- Patch names are now procedurally generated. No longer will you always have to explore Pangonia
- Colony members now affect how fast a colony can move, their mass now has a slowing effect but their flagella will help the colony move
- Being in a colony now gives an osmoregulation discount based on how many cells there are in the colony
- Increased compound cloud brightness in brighter biomes to make them much easier to see
- Added buttons to the abilities hot bar for unbinding and signaling agents (signaling button for now requires you to hold down the associated key to use)
- AI now knows how to use the chemoreceptor
- Sessile species should no longer be able to get stuck in engulf mode in the AI
- New model and icon for the chemoreceptor
- Generated membranes are now cached to reduce lag spikes also slightly made the membrane generation algorithm faster as well
- Cell corpse chunks are now added to be counted in entity limit which seems to help a bit with performance
- Increased entity limit considering the recent performance improvements. It's also no longer save file specific so older saves will also use the new limit now. The entity limit no longer considers colony members as separate entities.
- Taking damage due to being out of ATP now has a specific sound for it
- Auto-evo now takes environmental compound availability into account when calculating fitness
- Balance tweaks, includes adjustments to organelle costs
- AI will now stop moving if it is out of ATP and wait to recharge
- Brought back the accidentally deleted win screen background
- Binding mode sound now fades in and out better
- Loading screen tips are now formatted properly and also parse bbcode instead of displaying the raw markup
- Chemoreceptor colour is now automatically selected to match the compound colour in the modify GUI
- Clicking outside the species name box now tries to accept the new name and flashing the box if the name is invalid
- Extinction music now starts earlier to sync up more dramatically with the appearing extinction text
- Tweaked the wording of most of the tutorials
- Made the tutorial highlight background darker to make tutorials pointing to GUI elements more obvious
- Switched chemoreceptor to use a different algorithm based on rays around the cell to find compound positions
- Added a command line flag (to be used with a new launcher version) that disables all videos as one player had a problem with the intro video crashing their game
- Disabled the X button on the organelle modify popup as that seemed a bit too error-prone to a player
- Saving will now detect if the save name is too long or invalid and give an error instead of silently failing to write the save to disk
- Charts will no longer show "x" or "y" incorrectly when they weren't supposed to
- Added some code to the binding process that tries to detect disposed cells earlier, hopefully improves sometimes buggy binding
- Added a way for Godot objects to skip queued method invocations without any warning messages that were previously quite prevalent from bbcode in the editor
- Implemented custom logic to workaround Godot colour picker pick from game window having a (potentially crashing) bug
- Improved theming for file dialog
- Removed duplicate phosphate icon file
- Disabled resizing the editor report tab panels as that could break the text layout
- Moved to using a new C# feature (nullable references)
- Changed style instructions to prefer targeted new (C# feature)
- Removed our custom PathUtils class that is no longer needed as C# has a builtin path combine method
- Updated our styleguide and tweaked automatic code checks
- Translations file updating script now fixes trailing whitespace which can appear on Windows
- Translations now use no line wrapping, this time unnecessary changes caused by that with Weblate disagreeing with gettext seem to be finally fixed
- Updated translations
Thrive 0.5.7
The biggest feature in this version are the binding agents and editor report improvements. And of course we also got a lot of small fixes and tweaks done.
Read more in our devblog: https://revolutionarygamesstudio.com/devblog-31-whats-that-smell/
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Added chemoreceptor organelle which shows lines towards detected compounds. Note: old saves are compatible but the chemoreceptor won't work until you die and respawn if you loaded an older save.
- Implemented the organelle modify menu. For now only used for the chemoreceptor
- Implemented the timeline tab in the editor showing world or patch related events that have happened in the game world
- Updated to Godot 3.4.2. We are using a custom Godot build as our Breakpad code was not merged yet.
- Reduced max entity count a lot again. This should make it so that extremely low performance of the game doesn't happen anymore. We are still investigating the performance issues and will increase the game entity counts again once we have addressed the part of the game that is actually too slow.
- Added a crash dumping system back to the game. Combined with the latest launcher version this allows reporting the crashes to us developers to view on ThriveDevCenter Note that the crash reporting is not implemented for mac, yet.
- Fixed the choppy intro video playback in the previous release caused by Godot removing optimized webm playback on Windows
- Fixed flagella animations not working after update to Godot 3.4
- The report tab of the editor now has a patch selector drop down that allows changing patches on that screen to easily view the graphs for other patches
- Player species is now always printed first in auto-evo results and other species are in alphabetical order
- Added a button on graphs to show the graph in bigger size to more easily see what the graph shows
- Adjusted microbe movement sound
- Added a separate ice damage sound instead of using the general damage sound for them
- Double clicking a save now loads it or asks to overwrite it if double clicked in the create save menu
- A few more tutorials are now forced (the close button for them has been disabled)
- Cell speed calculation has been improved regarding flagella that don't point backwards. Now speed is calculated along the direction the player's cell can move the fastest in, which is not necessarily forwards.
- Movement ATP drain was also updated with the above change, and now it also only considers flagella that can push in the maximum movement force direction. So no longer do forward facing flagella show up in editor as costing ATP when in fact they can't operate at the same time as backwards facing flagella.
- Added scientific flavour text for the pilus
- Disabled multithreaded rendering option which seemed to cause rare issues while not helping at all in normal use
- Improved look and tooltip positioning for the editor sliders
- Added a sound effect for when cells collide hard enough
- Increased the fade duration when changing music tracks
- Remade the trash icon as higher resolution and added a pressed state for the trash buttons
- Graphs now group extinct species separately
- Tweaked the visuals of the toxin particle effect
- Tweaked the patch name display fade animation
- Reduced small iron chunk mass so that they are easier to push around than the big chunks
- Fixed external effects on extinct species causing errors
- Fixed graphs using 32-bit integers to hold data, which caused the graphs to not display correctly when species populations got too high
- Fixed tutorial boxes being on top of the pause menu in terms of mouse clicks
- Fixed dialog resizing sometimes expanding them in the wrong direction
- Fixed pause menu, win and lose screens not resizing when the game window is resized
- Fixed a bug in our hybrid 3D audio player class not actually behaving spatially
- Fixed the widths of a few organelle tooltip titles
- Fixed refresh button in mod manager sometimes causing duplicate mod entries to appear
- Fixed really long save names causing GUI layout problems by enabling text wrapping for them
- Fixed pressing ESC in the game over load menu not closing the right thing
- Fixed folders ending in ".thrivesave" being detected as save files and causing problems
- Fixed the randomize species name button not being the same height as the text box it was next to
- Fixed some scenes (that are intended to be used like this) not being able to be started directly from the Godot editor due to resource loading order
- Disabled mouse wheel scroll on colour picker bars as they are usually within a scroll container causing issues depending on mouse positioning when scrolling
- Auto-evo prediction runs are now cancelled earlier to try to avoid error prints regarding them failing due to the player editing their species again before the run finished
- Reduced the volume of microbe-theme-7 to be more inline with other music
- Slight source code cleanup by moving the food source classes to the namespace they should have been in
- Updated our CI checking tools
- Improvements to our build scripts
- Updated translations
Thrive 0.5.6.1
Here is a patch release for 0.5.6 trying to address the most reported issues regarding auto-evo taking too long and being too punishing. Various other fixes and improvements also got done while those other things were being worked on.
Installation
For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/
Alternatively, download the relevant file below for manual installation.
Patch Notes
- Added a panel showing auto-evo prediction raw numbers to help players understand how auto-evo sees their species
- Various changes hoping to improve auto-evo experience: fixed iron not being taken into account, fixed marine snow density not being taken into account, added extinction if too many species present in a patch, greatly improved auto-evo speed (about 20x faster now)
- Pili in colony members now function correctly
- Reduced max game entities to 300 to reduce late game lag
- Excess compounds from engulfed chunks are now released as clouds
- Removed the X close button in the undo button tutorial as people were too happily skipping it
- Updated to Godot 3.4
- Fixed flagella pointing direction being sometimes broken, especially when at 0,0 coordinates
- Fixed auto evo using energy balance instead of total consumption in a few calculations
- Empty saves list now shows a text saying no saves exist
- Tweaked engulfing sound, it now fades in and out
- Fixed binding agents organelle duplicating when preparing for reproduction, now the code uses the organelle unique property to detect which ones should not be duplicated to be future-proof
- Changing maximum FPS is now possible in the options
- Fixed a disposed microbe bind by running the attach callback on the next frame, like it was supposed to run as per old code comments
- Detached colony cells now keep their rotation that they had in the colony
- Changed the auto-evo prediction tutorial to mention the new prediction panel that can be opened to show all the numbers for it
- Added validation to save names (and stricter species name validation) to ensure saving doesn't fail due to file writing issues when filenames contain invalid characters
- Added a global lock around save image resizing when loading for display, this seems to help around a Godot multithreading issue that caused / causes crashes when opening the load menu
- Fixed bugs regarding the binding agent sometimes being the wrong colour
- Fixed problems with colour picker texts being able to be too wide
- Fixed old Godot version being mentioned in our documentation
- New mod form now requires internal name to start with a capital letter
- Added documentation regarding profiling the game
- Updated our styleguide and git usage guide
- Auto-evo results now react to language change
- Fixed auto-evo prediction texts not updating on language change
- Warning popup on trying to open a non-existent directory should now work on Windows
- Dehydrated builds now ignore some file types, which should result in less dehydrated downloads per devbuild, thanks to a new godotpcktool version that supports name filtering
- Full mod info now includes internal name
- Various modding improvements: forgetting uploaded Workshop mod details, manually entering an existing ID, mods can specify if they require a restart, mod uploader now allows entering change notes and it now warns if preview image is too large, the uploader also now remembers the details that were last used to send an update, tweaked mod manager layout
- Mod manager scene can now directly be launched from Godot for debugging
- Enabled autowrap on mod load caveat text to ensure it doesn't go offscreen in some languages
- Switched to using NetAnalyzers package instead of the deprecated one we used before
- Updated translations