Thrive

The main repository for the development of the evolution game Thrive.

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Thrive - Thrive 0.6.5 Latest Release

Published by hhyyrylainen 8 months ago

With this latest release the game performance is improved even further and memory allocation count is optimized. This is the final release for now trying to improve the game performance. Even though the main focus was on performance again there are plenty of other fixes and improvements. The big 2 new features this time are the fog of war for the patch map and organelle unlocks.

Read more in our devblog: COMING SOON

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

  • Implemented fog of war for the patch map, you now need to explore the map to find all the patches that exist
  • Added part unlock system. Some organelles are now locked until the player fulfils certain conditions.
  • Added multithreaded running of ECS systems. This improves the performance a bit more on systems with enough CPU cores.
  • Reduced memory allocations during normal gameplay by 75%
  • Auto-evo prediction now shows the gained energy first and population second
  • Hovering over a species name in the editor report now shows an image of the species in a tooltip
  • Added button to eject all engulfed things, helpful when you have ingested too poisonous prey
  • Thriveopedia now has inter-page links and external links
  • Added a button to open an organelle's Thriveopedia page when hovering over the organelle
  • Added multiple new microbe stage tutorials and reworked many existing ones as well as changed the tutorial flow in the editor
  • The initial tutorial message is now customized based on the life origin selected in the new game options
  • Added a new microbe stage music track that is exclusive to the vents biome
  • Reduced bacteria swarm spawn counts for larger bacteria to try to balance large swarms of killer bacteria that clear out all smaller species
  • Reimplemented pilus damage stab cooldown when dealing large amounts of damage at once, hopefully to prevent ejected cells from very quickly killing their engulfer
  • Previous gathered energy is now shown in the prediction tooltip for comparing to see how much the increase/decrease is
  • Did some further small system tweaking based on profiling for a bit more performance
  • Increased minimum entity counts a bit now that we have more game performance
  • Reduced density of big iron chunks to make them pushable by cells again
  • Fixed big iron chunks having their collision models rotated differently than the visual modes (this caused the visuals to now be rotated differently than before until someone can remake the model)
  • Added explicit check for available CPU features and making the game exit cleanly if the current CPU is not new enough. This is implemented through a small library which is loaded first and only after confirming things are good loading the main native code of Thrive is done.
  • Improved the handling of native library load not succeeding and the game needing to close (this shouldn't be a hard crash anymore)
  • Made compound cloud creation use interlocked operations rather than locks to slightly improve performance
  • Added middle mouse button for panning to the list of rebindable keys
  • Middle mouse button can now be used to pan in the society stage
  • Made the move and delete hotkeys work for macroscopic editor
  • Late multicellular speed now depends on the amount of myofibril metaballs
  • Added a cheat for unlimited growth speed
  • Cells now stop emitting mucilage when joining a colony, this should fix a really old reported bug
  • Tweaked auto-evo prediction GUI a bit to give more horizontal space for numbers
  • Fixed bug with colony member attach positions sometimes being incorrect which has been a bug for a really long time (note that this is different from multicellular body plan change bug)
  • Fixed engulfing used storage not taking things currently being pulled in into account leading to overuse of storage and ejection
  • Fixed engulfing not taking targets being in colonies into account, now the lead cell is no longer always yanked out of a colony
  • Fixed regression in previous Thrive version with multicellular growth buff not working leading multicellular growth to be half the intended speed
  • Fixed regression in entering engulf mode in a colony where other members could engulf but the player couldn't
  • Fixed editor button not re-enabling after exiting a colony
  • Fixed some bugs related engulfable being stuck with 0 contents, at least infinite toxin damage should be fixed
  • Fixed a crash when accessing incorrect cell colony member index due to one missing "=" character in the code
  • Fixed Thriveopedia map not displaying if opened before going once to the editor
  • Fixed slime jet activation only playing a single frame of animation, now a full animation cycle is always completed
  • Fixed bug with visual system setting Godot scale directly when a separate system should be doing it
  • Fixed microbe sound effects continuing after cell death
  • Fixed mouse click not working regression in signaling agent command wheel
  • Fixed toxin projectile visuals not loading properly from saves
  • Fixed fossilise buttons not updating their state when a species was fossilised, now the buttons correctly show the species as being fossilised
  • Fixed bugs with body plan editor and cell editor displaying their graphics at the same time
  • Fixed the 3D environment colour leaking into the cell editor in multicellular editor (the background is now disabled while in the cell editor and enabled when returning)
  • Fixed saving not working in the editor if a save made in the editor was loaded and the stage was not entered in between
  • Fixed an error being triggered when exiting from a save loaded in the editor without going to the microbe stage before quitting
  • Fixed the metrics panel entity counts not making much sense with the ECS changes
  • Added option to turn off the multithreaded world simulation in case it is slower or has other issues
  • Added new setting to control the number of native executor threads (affects physics performance)
  • Added some more models to the list in the gallery
  • Added some extra safety checks to task executor based on one recent crash report
  • Added some safety code to ensure ejected cells will despawn in a few seconds if they are dead
  • Added safety code against entities being stuck in dead engulfers, instead the engulfing state is now properly cleared
  • Added safety checks in editor enter button state apply to ensure the player hasn't died during the one frame it takes for the state change to apply after it is triggered
  • Added code to force all cells into normal mode when they are engulfed to make sure engulfed cells can't be in weird states
  • Added a check to ensure gas compounds add up to 100% in biomes
  • Made the benchmark get progressively more intensive to ensure it should always eventually end
  • Removed protoplasm from the game, it was an old buff for AI bacteria cells
  • Removed a few unnecessarily saved fields from save files
  • Added debugging feature to draw debug lines easily
  • Added debugging helpers for verifying ECS component access patterns
  • Wrote an overall Thrive ECS architecture describing document
  • Implemented dependent entity delete for future use in Thrive
  • Added .mo files to gitignore to stop people accidentally sending those in PRs
  • Updated our scripts to run on .NET 8
  • Fixed a few problems in the setup instructions (.NET 8, gold linker), added more info on submodules
  • Updated code style rules and checking tools
  • Added a styleguide section on avoiding memory allocations
  • Removed unused code constants
  • Renamed an interface in the code to clarify its purpose
  • Renamed UsedIngestionCapacity to UsedEngulfingCapacity in the code to improve clarity
  • Setup dependabot to automatically update our git submodules
  • Some native side code build options improvements
  • Applied our single letter LINQ lambda style across the codebase
  • Updated AngleSharp from 1.0.7 to 1.1.0
  • Updated YamlDotNet from 13.7.1 to 15.1.1
  • Updated Jolt physics engine
  • Switched translation files to no longer have source reference lines, this should reduce merge conflict amount massively, but most translation tools don't know how to look at the translation template file to find the reference line information
  • Updated translations
Thrive - Thrive 0.6.4.1

Published by hhyyrylainen 10 months ago

Here is a patch release to fix most of the serious problems found in 0.6.4 after the release and improve the game balancing. After this there's only some minor issues left from the ECS architecture refactor. There's only a few kind of new features in this release: panorama backgrounds for late multicellular editor and some better tooltips.

The new features that were introduced in 0.6.4 were covered in our devblog: https://revolutionarygamesstudio.com/devblog-39-a-foundation-for-tomorrow/

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

  • Balancing improvements: movement speed for larger cells was increased a bit, bacteria can now again spawn in larger swarms than just 2 at once, and debuffed colony movement bonus a bit to make sure colonies aren't faster than individual cells.
  • Added better tooltips for microbe action hotbar and become macroscopic button
  • Added panoramic 3D backgrounds for late multicellular editor. Before they were used just for the stage itself.
  • Fixed cells not appearing at all when using low thread count. The same root cause also caused cell rotations to stop working after some time in the game.
  • Hexes placed in previous editor session are now slightly darker to make them actually visually distinct
  • Engulfing animation now correctly stars from the engulfed object's world position
  • Fixed eukaryotic size bonus for engulfment not working
  • Fixed new health max not applying after exiting the editor
  • Fixed engulfing pulling in animation playing twice in a row
  • Fixed engulfing endosome graphics scale blowing up a ton when engulfing a specific object type
  • Fixed engulf eject animations not working at all
  • Fixed a crash related to despawning engulfed objects
  • Fixed a save error when a species had a chemoreceptor set to detect that species it was in
  • Fixed incorrect data being generated for multicellular body plan indexes which lead to a crash when colonies regrew lost cells
  • Fixed tutorial about leaving colony to be able to enter the editor being able to trigger in early multicellular stage
  • Fixed the reproduction bars staying white if the player died when the editor was available. Also with the same change compound bars will only update while the player is alive.
  • Fixed softlock when pressing the editor button but the player was in a microbe colony (not multicellular)
  • Fixed Godot warning that was printed when the editor was exited (this was from the options menu sound device list)
  • Fixed a Godot error when shutting down the game that was caused by PhotoStudio
  • Fixed crash in early multicellular stage related to organelle repositioning when exiting the editor
  • Mostly fixed microbe colony member positions. Members bound 3-4 cells away from the lead cell still have some rotation and positioning issues.
  • Made multicellular lost cell tracking ignore cells that no longer pointed to a valid cell index in a species' body plan. Most likely caused by removing cells from the body plan after that cell colony was spawned.
  • Going to the art gallery now disables the 3D menu background performance tracking which should fix unintentional low performance detection due to a lag spike
  • Removed old evolutionary tree build error message that should not be able to trigger anymore as we have had a save breakage point
  • Made speed cheats work much better, especially for larger colonies which got way too much bonus speed
  • Unified the cases of our JSON files, properties are now PascalCase everywhere (with internal names still keeping camelCase naming)
  • Fixed native library symbol upload script
  • Updated Nito.Collections.Deque from 1.1.1 to 1.2.1
  • Updated translations
Thrive - Thrive 0.6.4

Published by hhyyrylainen 11 months ago

This release focused on the massive refactoring of the gameplay code to an ECS architecture and a different physics engine. That took up the vast majority of the time, and there's still probably new bugs caused by those changes in this release. Still some potential performance improvements couldn't be finished in time, but will be looked at in the future to hopefully get even a bit more performance than these good performance gains. There were a few new features developed by contributors for this release.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-39-a-foundation-for-tomorrow/

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

  • Refactored the entire microbe gameplay code to use an Entity Component System (ECS) architecture and a different physics engine (Jolt). This took up the vast majority of the time spent on this release. As a result of this many things in the game will feel slightly different and there will definitely be new bugs that have slipped past us. We will attempt to quickly fix any new bugs introduced with this change.
  • The game performance is now 20-100% better than before thanks to the ECS and physics rework (different benchmark parts have different improvements, and different gameplay conditions also have different performance gains)
  • Improved auto-evo performance by about 50%
  • Added a native C++ library for Thrive that has the physics engine integration for now but we can in the future move computation heavy parts of the game there that might benefit performance
  • Added two new context specific microbe tracks that can play instead of the normal microbe ambiance when in those specific patch types
  • Added Thriveopedia pages for each of the organelles currently in the game
  • Fixed 2 very often reported multicellular crashes: InvalidOperationException: Sequence contains no matching element and ArgumentException: OrganelleTemplate can't be placed at this location
  • When low performance is detected in the menu the game will now prompt the player to disable the 3D menu backgrounds
  • Improved the visuals of the organism statistics panel and added / updated related tooltip icons as well
  • Chemoreceptor can now be upgraded to detect cells of a certain species
  • Added vacuole upgrade to specialize it for a certain compound. Specialized vacuole stores double the normal amount of the specialized compound but provides no storage for other compounds.
  • The pilus now applies damage based on the physics penetration amount instead of always a fixed value. Faster collisions result now in more physical damage.
  • The pilus can now be upgraded to an injectisome to switch the damage to be toxic (instead of physical) and also to apply the full damage no matter how light the hit is
  • Microbes now use the physics engine to turn which should result in reduced rotation related bugs or slight issues
  • Microbe physics shapes are now a single convex body which performs better and it much more closely matches the visual size of the membrane
  • Microbe colony physics shape is now a single combined body. This should fix rare bugs with pili detaching or toxins hitting self when firing them.
  • Multicellular colonies now use absolute positioning of members set by the editor. This isn't perfect (leaves gaps) but the problem with cells growing at the wrong positions randomly should be gone now.
  • Membrane data generation now happens in a background thread to reduce stuttering happening while cells spawn
  • Added a tutorial for negative ATP balance
  • The AI will now most of the time not try to engulf something it cannot digest
  • The AI will now remember what it was doing before a save thanks to the component data being easier to load fully intact
  • Added 3D panorama backgrounds for various patch types for the late multicellular underwater part. These were completed a while ago but were never accessible in game until now.
  • There's now a basic page name search in the Thriveopedia
  • Improved initial compound handling for multicellular colonies
  • There's now a tutorial for the become multicellular button as many players seemed to not realize it was a button
  • Duplicating a cell type now selects it in the early multicellular editor
  • Becoming multicellular now has a timeline entry for permanent record when it happened
  • Added early multicellular freebuild mode
  • Organelle chunks that are dropped now stop playing animations (for example flagellum swim animation)
  • Fixed the most often reported crash, which was likely due to Godot integration with Bullet physics, by switching physics engines
  • Fixed subshape out of range errors from physics also thanks to entirely redoing the gameplay physics
  • Fixed the osmoregulation editor tooltips not updating based on the difficulty and current membrane
  • Fixed the AI shooting too early at a target it wasn't pointing at yet due to rotation no longer being almost instant
  • Fixed bug with glucose reduction showing up sometimes as NaN
  • Fixed the global timeline not showing populations correctly
  • Fixed a bug with incorrect resulting MP in early multicellular from incorrectly calculated actions on separate cell types
  • Fixed saving bug with ObjectDisposedException with HostileEngulfer
  • Fixed an exploit with deleting and duplicating cell types giving infinite MP
  • Fixed a crash when double clicking on organelle move
  • Fixed organelle popup menu not being tall enough with certain languages selected
  • Fixed symmetry trying to place multiple unique organelles
  • Fixed a crash when loading a save while load was already in progress (the new load is now prevented until the previous save/load operation completes)
  • Fixed the auto-evo exploring tool map not panning to show the selected patch initially
  • Fixed keyboard navigation in input options
  • Added one more fix (the 4th) now against accidental cannibalism (when turning multicellular)
  • Added multithreading to microbe growth, made easier thanks to the ECS architecture
  • Improved externally positioned organelles to use much less CPU time
  • Various disposed object exceptions should no longer be possible to happen with the gameplay no longer using Godot Nodes to implement it
  • Player cell related change callbacks now use invoke to trigger to reduce the chance of a rare bug triggering with them
  • Failure to delete a save should now give a popup warning about the error
  • Art gallery slideshow now works for models as well as images
  • Added a new separate icon for oxytoxisome to no longer use the toxin vacuole icon
  • Added a new icon for osmoregulation
  • Photostudio is now slightly faster at creating images of cells
  • Switched the early multicellular editor to use images of cells instead of cell objects for showing the body plan. This improves the performance a ton when there were large body plans being edited.
  • Tweaked the colour of the editor confirm button warning badge to make it more consistent with the other GUI
  • Fixed some situations where the editor confirm button warning got stuck on
  • Added new cheat in the microbe cheat menu to control the current time of day
  • Improved the handling of creating organelle upgrade actions / changes in the editor
  • The GUI no longer grabs focus during intro video to reduce chance of accidentally interacting with the menu while the video is playing
  • Fixed art gallery filter categories not reacting to language change
  • Species colour not applying to all organelles problem should now be fixed due to the component architecture where all organelles should read the consistent colour values that are copied
  • Organelle graphics are now slightly more colourful and pop out against the membrane more
  • Some microbe colony related corner cases are no longer relevant, but there's undoubtedly new bugs still left to fix with the newly redone system
  • Steam: fixed username display not reacting to language change
  • Steam: fixed bug with displaying library licenses
  • Split microbe HUD to its own scene to have better organization of the microbe stage
  • Moved enzyme descriptions to our JSON files to no longer have hardcoded descriptions in the code per enzyme type
  • Improved internal organelle position code to use read only data references when the data should not be modified. Same improvement was also made to some simulation parmeters data that was also returned as modifiable objects.
  • Git submodule info (current commits) is now included when packaging the game
  • Created a system to distribute precompiled native libraries for Thrive to more easily setup the new version for partial development
  • Updated code checking tools version
  • Updated YamlDotNet from 13.1.1 to 13.7.1
  • Updated Microsoft.CodeAnalysis.CSharp from 4.6.0 to 4.7.0
  • Updated AngleSharp from 1.0.6 to 1.0.7
  • Added new languages: Bengalian, Belarussian, and Macedonian
  • Updated translations
Thrive - Thrive 0.6.3

Published by hhyyrylainen over 1 year ago

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 - Thrive 0.6.2

Published by hhyyrylainen over 1 year ago

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 - Thrive 0.6.1

Published by hhyyrylainen over 1 year ago

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 - Thrive 0.6.0

Published by hhyyrylainen almost 2 years ago

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 - Thrive 0.5.10

Published by hhyyrylainen about 2 years ago

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 - Thrive 0.5.9

Published by hhyyrylainen over 2 years ago

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 - Thrive 0.5.8.1

Published by hhyyrylainen over 2 years ago

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 - Thrive 0.5.8

Published by hhyyrylainen over 2 years ago

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 - Thrive 0.5.7

Published by hhyyrylainen over 2 years ago

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 - Thrive 0.5.6.1

Published by hhyyrylainen almost 3 years ago

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
Thrive - Thrive 0.5.6

Published by hhyyrylainen almost 3 years ago

We've continued making progress by fixing a bunch of small bugs and introducing new features. Some of the highlight features are: behaviour editor, auto-evo affecting the player, and a mod loader.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-30-now-in-stores-near-you/

Thrive is now available on Steam: https://store.steampowered.com/app/1779200/Thrive/
And Itch: https://revolutionarygames.itch.io/thrive
You can support future development if you want by getting Thrive from there.

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

  • Auto-evo can now cause species to split
  • Auto-evo now tries to fill empty patches with species split or migrated from nearby patches
  • Auto-evo now affects the player population
  • Added mod support (there's a few example mods available: https://github.com/Revolutionary-Games/ThriveMods/releases)
  • Added a new panel in the editor showing the predicted auto-evo population numbers for the player species based on current edits
  • Implemented the behaviour tab in the editor
  • Toxins can now be fired with less than the required amount of toxin, but they deal reduced damage in that case
  • Fixed some colony physics issues
  • Fixed a crash when cell that was going to bind just died
  • Fixed incorrect rotations in colonies that happened in some cases
  • Mouse hover panel no longer shows the exact compound values, instead only the rough category of how much stuff there is, is shown
  • Mouse hover panel now shows all cells of one species on one line instead of one line per cell
  • Balance changes
  • Microbe AI tweaks (toxin shooting, running away)
  • Current patch name is now shown with a fancier fading in and out large text
  • There is now a JSON debug mode that activates automatically on save failure. This will provide much better information to us regarding saving failures when players report them.
  • Extinction screen now has buttons to load a save or exit to the menu
  • Updated to Godot 3.3.4
  • Solved a save upgrade problem from 0.5.4 with extinct species still existing in historical graph data
  • Adjusted volumes of quite a few sounds and music tracks
  • Quitting the game now has a confirmation popup if it has been more than a few seconds since the last save
  • Added new tutorials to the editor and microbe stage to try to help new players have easier time with their first playthrough
  • Added credits in the game
  • Added licenses display in the game
  • Added a button in the editor to generate a random species name
  • Added a tutorial that pops up if the editor button is enabled for too long without the player noticing
  • The current species name is now prefilled as the save name when saving the game
  • Updated to a newer font version to fix some translations having broken characters (the font now looks slightly different)
  • Added a special extinction music track that plays on the extinction screen
  • Toxins no longer go through floating chunks
  • Added a key to hide the GUI of the game, useful for screenshots
  • Moving to any patch in freebuild is now possible in a single step
  • Increased the amount of personality mutation possible in a single step
  • Translation progress is now shown under the selected language in the options
  • Added tooltips for the bottom left buttons in the microbe stage
  • Implemented a custom dialog box class and switched over to it. Now many more dialogs can be dismissed with ESC
  • Implemented a tweaked colour picker that has better tooltips and translation support
  • It's now possible to control the number of worker threads from the options menu
  • Fixed a slight angle in the health and ATP bar filler textures
  • Added highlight effect to checkboxes and moved to using a custom checkbox control
  • Improved performance of line charts with many points
  • Win and extinction screens are now on top of the tutorials
  • Text in dropdown buttons is now localizable
  • A warning popup is now shown when attempting to open screenshots or saves folders if they don't exist
  • Empty datasets in graphs now have text saying they are empty
  • Engulfing button in hotbar is now hidden if cell can't engulf
  • Other GUI tweaks
  • Added hotkeys for delete and move in the editor
  • Implemented a proper system for game objects to refer to each other over multiple frames, this should fix at least one saving error
  • Auto-evo now uses all available executor threads when the loading screen is waiting on it
  • Music tracks within a single stage now cross fade
  • Added a cheat to spawn an enemy cell
  • Taking a screenshot now temporarily disables the colour filter if one was enabled
  • Improved the mouse over GUI element detection in the microbe editor
  • Fixed being able to get an enemy cell into your colony
  • Fixed editor button state not updating after colony bind and unbind
  • Fixed an exploit allowing the binding agent to be placed without the nucleus
  • Fixed AI species being able to evolve an organelle that can be placed just once, multiple times
  • Fixed some game settings applying while loaded in the Godot editor and causing issues
  • Fixed microbe colonies making compounds disappear if the colony members have different sets of useful compounds
  • Fixed save slot rotation not working with 10 or more saves
  • Fixed placed hex material colour not restoring when hovered with multiple hover hexes in the editor
  • Fixed keyprompts staying stuck on the screen if tutorial was disabled in the editor
  • Fixed organelles flickering when moving (was caused by render order of them not being fixed)
  • Fixed rare crash in compound cloud simulation
  • Fixed osmoregulation missing in some organelle tooltips
  • Fixed microbe intro restarting if space was pressed during it
  • Fixed ATP balance bar icons having one organelle placement delay in hiding or showing themselves
  • Fixed the reproduction bars being full after loading a save where the player is dead
  • Fixed the microbe stage background not working in really wide aspect ratio (it's still possible to get around this, but now any realistic resolution should work)
  • Fixed back to main menu buttons not working while a submenu animation is playing
  • Fixed a crash related to changing the chromatic filter options
  • Fixed a potential softlock if the game was paused before the tutorial popup
  • Fixed the reproduction cheat crashing the game if the player is dead
  • Fixed ESC pausing the loading screen
  • Fixed button press sound being restarted in the middle of it if another button was pressed too fast
  • Fixed duplicate player cheat not working after being in the editor
  • Fixed rigidity slider not re-enabling when undoing gives back some MP
  • Fixed floating chunk not properly checking for failure when retrieving touching microbes
  • Fixed some code still referring to membranes with old names. Fixes some missing info in membrane tooltips.
  • Made sure that cells with a cell wall that doesn't allow engulfing cannot enter engulfing mode, and stopped the AI from even trying it
  • Arrow key rebinding for movement should now work
  • Saving is no longer possible while extinct
  • The spinning Thrive logo in the loading screen now rotates smoothly
  • Extinction theme is now played just once
  • Added extra checks for allowed species name formats
  • Quit button no longer plays a sound to not have it sound glitchy
  • Fixed warnings about non-power-of-2 textures
  • Microbe editor grid is now created in the shader and not loaded as a texture
  • Tweaked the dissolve effect for chunks
  • Exiting the editor no longer prints to log that game locale was changed even when it wasn't
  • Entering the main menu ensures the game is not paused
  • Added defensive programming to one place in auto-evo where there was a very rare exception happening
  • Increased cheat cloud density
  • Added more explicit null checking in JSON serializer
  • Slight efficiency increase to auto-evo by reusing already computed energy balance in one method
  • Renamed the incorrectly named "remove organelle" input
  • Refactored microbe AI to use a common method to check what can be engulfed to reduce code duplication
  • BBCode in the game can now refer to some game constants
  • Slight input rebinding code refactoring
  • Mouse hover panel now keeps updating while the game is paused
  • Removed Godot editor (tool) load attributes to reduce Godot automatically breaking those(we are still looking for a permanent solution: https://github.com/Revolutionary-Games/Thrive/issues/2751)
  • Split Microbe class into multiple files to make it more manageable
  • Refactored the patch map setup code
  • Updated to C# 9.0
  • Updated SharpZipLib to 1.3.3
  • Updated the used game text extraction code to extract new Godot Node properties that were missing before from translatable strings
  • Format checking script will now detect git merge conflicts
  • Format script will now print out the text extraction tool version if translations are detected to not be up to date
  • Format script changes checking should now work properly on Windows
  • New languages: Danish, Ukrainian, and Hungarian
  • The "@" in process environment display is now translatable
  • Updated translations
  • Improved instructions for working on the game and PR templates
  • Added a documentation page about getting started with Godot
  • Sadly removed some work from people who we didn't manage to contact to sign our CLA
  • Steam: added mod uploader to workshop and loading subscribed workshop items in the mod manager in the game
  • Steam: Steam username is now used inplace of the operating system account name
Thrive - Thrive 0.5.5

Published by hhyyrylainen about 3 years ago

For this release we mostly focused on fixing things. With the most important being colony related fixes.

Read more in our devblog: https://revolutionarygamesstudio.com/shining-cell-colonies/

We are now accepting donations: https://revolutionarygamesstudio.com/donate/

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

  • Improvements to colony physics and member rotation issues
  • Added a new abilities hotbar with buttons for activating various cell abilities
  • Spawn system now uses a bag approach that attempts to more fairly spawn from each category. This along with other spawn system tweaks should fix bugs with iron not spawning where it should.
  • New iron chunk look
  • Improved microbe membrane visuals
  • Spawn rate is now reduced if the player is stationary
  • AI run and tumble behaviour has been improved
  • Key prompts now update the shown keys on keybinding change
  • Fixed an organelle related crash in the editor which happened for example when undoing and re-placing the nucleus
  • The help menu now uses compound icons and shows the current key bindings for actions referred to in it
  • Added a save upgrade system that allows upgrading 0.5.4 saves to this version. If this is kept up to date we can hopefully keep save compatibility for a long time
  • Fixed the ATP and health bars becoming stuck sometimes. Also ATP bar should now stay full better without quickly changing between being full and almost full.
  • Fixed showing the blank keyprompt icon
  • The ATP and health bars now remember the max values when the player dies, instead of reverting to showing the default values
  • Tweaked AI to hopefully avoid cells spinning around in a position where they were trying to engulf a chunk
  • Added audio output device selection to the options menu
  • The AI is now much more likely to move immediately after spawning
  • Processes can now run at fractional speed to allow running them for example when only a little bit of input compound or output space is available
  • Added an option to disable the GUI light on the editor button. Please report if disabling this feature helps you if you previously experienced the bottom right of the microbe GUI sometimes having parts of it disappear
  • There is now a separate icon for species in graphs when they go extinct entirely versus just from the current patch
  • Changed rendering mode to multithreaded in Godot
  • Auto-evo now models different energy sources better, which should result in better evolved species
  • Unbinding ESC from actions is no longer possible as it was not possible to get that binding back
  • Fixed a crash in mutations generation if the player entered a species name that contained a one letter word
  • Dragging and dropping a save onto the game window will now load that save
  • Improved the layout of the help menu texts, now they are again specified manually if they are in the left or right columns
  • Undo and redo buttons are now disabled while moving an organelle
  • Fixed organelles being marked as moved incorrectly if re-placed at their current location, allowing then to do a free proper move
  • Fixed a crash happening if the load game menu was exited, re-entered and load pressed
  • Fixed process panel not working correctly when the player had all organelles
  • Fixed crash in duplicate player cheat after loading a save
  • Changed the alignment of graph y-axis labels
  • The same microbe ambiance track can now repeat, instead of always switching to the other one when one ended
  • If save loading fails, the already loaded objects are now properly freed
  • Player cell is properly reset to normal state after unbinding a cell in unbinding mode
  • Entering the editor while in a colony should now be properly blocked, though it seems there is still a bug that can allow that
  • Options menu now scales to content size
  • Closing the pause menu with ESC when there are unsaved changes no longer happens
  • Saving or loading is now prevented if already in progress, this fixes a crash with rapidly pressing the quick save and load buttons
  • Pressing ESC in the options or load menu when opened from the main menu, now goes back to the main menu
  • Slightly refactored the code for the tooltip system
  • Fixed player species remove on extinction from list of species
  • Fixed options menu tooltips not showing when accessing it from the pause menu
  • Unbinding now always returns cells to normal state
  • Spamming F1 no longer cycles the fun fact / tip in the help menu
  • Compound amount labels in the GUI now update on language change
  • The game now prints C# and Godot locale on startup
  • Changed the order of game start prints to have more important information earlier in the logs
  • Added some extra error handling to JSON converter types
  • Reworked the compound names in translateable strings to allow overriding the default text, required by some languages to make sentences including compound names more natural.
  • Game languages list is now loaded just once instead of always when opening the options menu
  • Percentage values now use the translation system
  • Freebuilding label in the MP bar now reacts to language change
  • Updated translations
  • Updated the used automatic checking tools version, added more documentation for developers regarding CI usage
  • Added a helper script to reset current localizations from the master branch, hopefully useful to developers to resolve translation merge conflicts
  • Added a helper script to build list of changed files locally, useful for people who haven't setup pre-commit to have faster automatic code checking
  • Added helper script to clean out local Godot version, as it's known to automatically break
  • Changes to our code style document and additional automatic checks to enforce these rules
Thrive - Thrive 0.5.4

Published by hhyyrylainen over 3 years ago

Binding agents are finally here. This release got delayed because they weren't ready. Now they are ready so time for a release, but we didn't have time and resources to fix all bugs regarding them.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-28-colonizing-the-pond/

We are looking for a mac developer to help us with the mac releases as currently it may be broken.

We now have a sponsor button on Github linking to our Patreon

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

  • Binding agents added. You can now form cell colonies with other cells
  • Improved microbe AI. And fixed the AI being unable to fire toxins.
  • The AI will now get tired of endlessly trying to hunt the same prey, instead they move on after chasing a while
  • Fixed bug with glucose reduction not actually working. Glucose now decays properly over time. Fixed the editor compound graphs not displaying changes over time correctly.
  • Updated to Godot 3.3.2. Fixes problem with exiting fullscreen not remembering the monitor. Fixes some physics errors.
  • Renamed the appearance into the membrane tab
  • The cell visuals along with the membrane are now shown in the editor when on the "membrane" tab
  • The game now defaults to starting in fullscreen mode and only going windowed mode if selected in options (instead of doing the opposite). Hopefully encourages dedicated graphics to be preferred and fix some fullscreen entering bugs some people experienced.
  • Tweaked compound cloud visuals. Still not perfect but they are a bit closer to the nice looking clouds of 0.3.4. Hopefully also resolves the clouds flashing issue.
  • Organelle move cost is now reduced to 5 MP
  • Fixed organelles disappearing if moving was attempted with not enough MP
  • Changed the placeholder image file to be a transparent one. This avoids the problem in GLES2 mode with the Thrive logo being overlayed over the gameplay when a shader fails to compile.
  • The loading screen now shows a randomized piece of art
  • Added a button to cancel an in-progress organelle move in the editor
  • Balance tweaks to storage, toxins, pili etc.
  • Normal membrane now has a osmoregulation factor of 1. Other membrane factors were adjusted.
  • Moving organelles placed in the current editor session is now free
  • Tweaked mutations algorithm to make slightly larger cells
  • Cytoplasm now has a dedicated model when it is used as a cell corpse chunk
  • Organelle process tooltips now use bbcode to specify the contents. This allows translations to order things naturally, and also the tooltips now show actual keybinding values instead of just the default keys for actions.
  • Improved organelle rotations when placed with symmetry on
  • Fixed crash when spamming the editor button
  • Fixed crash when rapidly spamming the next button in the editor
  • Added a new cheat menu (F6) that has a few new cheats on top of the old ones
  • Fixed a bug with all keys getting disabled if input rebinding was canceled
  • The cell visuals are now only shown in the editor when you are on the cell editor tab
  • Data graphs now recalculate min and max values based on shown datasets
  • Flagellum tooltip now explains that the final direction it points out of a membrane affects the thrust direction
  • Editor fade in now happens after the loading screen instead of before
  • Switched the used noise library to better licensed one to allow different distribution channels in the future. This slightly affects the movement of compound clouds
  • Membrane rigidity now has a visual influence on the amount the membrane wiggles. Different membranes now have different base wigglyness amounts.
  • Improved the experience regarding turning the organelle place hover hex on after loading a save made in the editor
  • Compound amounts now have a tooltip and icon in the patch details
  • Light now works in the editor, slightly changing the visuals there. This makes organelles brighter in the editor. Improves the experience in GLES2 mode.
  • Exiting the editor with disconnected hexes is no longer possible by exploiting the not enough ATP confirmation dialog
  • Editor tooltips now react to language change
  • Fixed editor graphs showing lines with insufficient data
  • Rigidity slider tooltip now shows the middle value as +0 instead of 0. The tooltip also now displays the speed difference as percentage
  • Editor hexes should no longer be bugged in GLES2 mode
  • Environmental toxins now fade out instead of immediately popping out of existence when they are to be removed.
  • Shot toxins now fade out properly instead of immediately disappearing entirely on hit
  • Scrollbar thickness was increased to make them easier to use with the cursor
  • Cell entities are now removed much sooner after they have died
  • Fixed population number display when it gets very large
  • Fixed some wording in the editor tooltips
  • Thermoplast tooltip now says it is not implemented
  • Tweaked bottom right area in the microbe GUI
  • The MP costs can now be translated in the editor
  • Input key names can now be translated
  • Fixed some other places in the game that couldn't be translated
  • Translations updated. New languages: Latvian, Swedish, Estonian, Dutch, Thai, and Sinhala
  • Tweaked the undo tutorial text
  • Reordered microbe stage help text to put the text about winning and losing next to each other
  • Adjusted Godot tooltip positioning to make the cursor overlap less with them
  • Refactored custom theme out of microbe editor scene to a shared theme file
  • Improved automatic code checks to even further help with automatic pull request reviews
  • Internal refactoring on the organelle tooltips to make them easier to work with
  • Build changes, we now recommend dotnet for building
  • Updated code style guide
Thrive - Thrive 0.5.3.1

Published by hhyyrylainen over 3 years ago

This was originally planned to be the release with binding agents, but those haven't had progress done on them for a while, so here is a patch release with some important fixes that we didn't want to keep the players waiting for. The most important being the constant saving errors should be gone now (please open an issue if you still get saving errors), and we got a fix to the microbe AI being much worse than it should have been due to a small mistake in the code. This release also includes features that were done by this release.

Read more in our devblog / progress update hybrid: https://revolutionarygamesstudio.com/new-release-thrive-0-5-3-1/

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

  • Saving error regarding AI keeping references to disposed objects should be fixed now
  • Organelles can now be moved in the editor
  • Added graphs to the auto-evo report showing historical values
  • Fixed the AI being unable to act as a predator. This was broken when converting the code into C# for 0.5.0 release.
  • Balancing changes
  • Editor button should now finally be properly disabled when the player dies
  • Added a shortcut (by default alt+enter) to toggle fullscreen mode
  • Environmental toxins now despawn after a few minutes. This should reduce the ridiculous amount of toxins that could end up surrounding the player.
  • Fixed some popups not sizing correctly to translations
  • The MP bar now flashes if trying to change membrane types without enough MP
  • Added a button to open the logs folder
  • Added a .desktop file for use on Linux
  • Various small GUI fixes
  • The resulting mutation points arrow now uses a texture for nicer look
  • Player cell is now shown in mouse hover panel
  • Pressing enter on the species name enter now defocuses the input field
  • Fixed issues with some text not being translatable
  • Updated translations
  • General code repository related improvements
Thrive - Thrive 0.5.3

Published by hhyyrylainen almost 4 years ago

Here's another regularly scheduled Thrive release. We talked about including binding agents in this release, but sadly the pull request for them (https://github.com/Revolutionary-Games/Thrive/pull/1868) was not finished in time. Instead the plan is now to release 0.5.3.1 (https://github.com/Revolutionary-Games/Thrive/milestone/19) immediately once binding agents are done, along with whatever other changes that have been done by that point.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-27-multilingual-cells/

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 translations support to the game. The community has already done many translations at https://translate.revolutionarygamesstudio.com/engage/thrive/
  • Added key rebinding
  • Added process panel (press the test tube icon in the bottom left) to show running processes in your cell
  • It's no longer possible to make cells with disconnected hexes
  • Mutation code now also has a check to make sure it doesn't create disconnected hexes
  • When exiting the editor, organelles are now moved to be around the center of mass
  • Wall type membranes now prevent a cell from engulfing
  • Tooltip system improvements, editor organelle tooltips now follow the mouse around
  • Fixed a bug with tooltips sometimes getting stuck on screen
  • Membrane tooltips are now relative to the currently selected membrane
  • Big changes to the saving system to reduce the amount of logic needed after loading an object from a save. This will make future development easier. Unfortunately this new save format is incompatible with the previous one.
  • It's now possible to pan the camera in the editor
  • Extinct species are now mentioned much more clearly in auto-evo results
  • Fixed places where zero or negative delta could cause problems (https://github.com/Revolutionary-Games/Thrive/issues/1976)
  • Tried to fix bug with ObhectDisposedException from FloatingChunk preventing saving. If you still get that error when trying to save, please let us know as the potential fix needs more testing.
  • Added a popup warning when playing in GLES2 mode
  • Configuring the username for saves is now possible
  • Added back the arrow showing forward direction in the editor
  • Absorbing non-useful compounds is now blocked
  • Added a new button in the main menu to open our github
  • Added a button to open screenshots folder
  • Added a button to go to the translations website so that the community can easily find out how to help with translations
  • Fixed bug with loading a save where editor was available, now the editor button is correctly enabled after loading such a save
  • Music track fading has been improved
  • Fixed quick loading while quick loading causing issues, quick load is now prevented if load is already in progress
  • Floating chunks now use more accurate, convex collision shapes
  • New input system to make it easier to add future code that needs input handling
  • Fixed win and lose screens not being centered
  • Loading a save made in the editor now remembers which editor tab was open
  • The load menu is now more robust against broken or invalid format saves
  • External effects are now saved
  • Cell reproduction progress is now saved properly
  • Relative cell statistics now work correctly after loading a save
  • Editor undo history is now saved and loaded
  • Microbe editor camera zoom is now saved
  • AgentProjectile's emitter is now saved and reapplied on load
  • Microbe velocity is now loaded from saves
  • Hovered over compounds that show as 0.0 are now not shown
  • Quick save in microbe stage is prevented before stage entry is finished
  • Loading screen now has randomized tips
  • Auto-evo configuration is now loaded from JSON for easier tweaking
  • Invalid place sound is no longer played if you click below the patch map
  • Saving status message no longer prevents clicking any GUI buttons
  • Saving status message now fades out smoothly
  • Labels on the mutation bar now have colours
  • Random state is now saved and loaded
  • Added fallback fonts for translations that need special characters not present in the normal fonts
  • Added new easter egg messages to replace duplicates
  • ATP damage sound is now not played if a cell is dead
  • Added option to run auto-evo only after pressing the editor button
  • Health bar now goes to 0 if the player is dead
  • Player dying now explicitly disables the editor button
  • Renamed Lux to lx
  • Game version is now printed to logs on startup
  • Loading a completely incompatible save is now prevented
  • Quick loading a save made with a different version is now blocked. Those saves need to be loaded from the load game menu.
  • Fixed typo in bioluminescent vacuole name
  • Auto-evo now only starts after auto save in the microbe stage
  • Devbuild upload script now has more retries on upload failure
  • Thermoplast tooltip now mentions that it is unimplemented
  • Fixed one patch having incorrect environmental gas amounts
  • Fixed help menu mentioning the wrong number of years passing
  • Repo improvements (banner image, added code of conduct, updated setup instructions a bit, updated style guide, switched to pre-commit to make it possible to use on Windows)
  • Hooked up Weblate for the community to help translate the game (https://translate.revolutionarygamesstudio.com/engage/thrive/)
Thrive - Thrive 0.5.2

Published by hhyyrylainen about 4 years ago

It's once again time for a new Thrive release. We got a lot done for this release, this might be the longest patch notes so far.
We didn't manage to implement the process system panel, but other than that we got pretty much all the planned features in for this release.

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-26-learning-the-basics/

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

  • Tutorials were added
  • Editor UI has been redone + some other GUI tweaks were done
  • Auto-evo populations are no longer random, they are now computed using an auto-evo prototype algorithm
  • The new auto-evo algorithm makes the AI species to respond to the conditions in the patches they are in
  • Fired toxins and environmental toxins have a new particle effect
  • Many buttons in the editor now have tooltips
  • Saving and loading GUIs were improved
  • Spawn system has been partly reworked so that respawning no longer results in an abundance of resources while they are normally too hard to find
  • Updated to Godot 3.2.3
  • Cell physics should now properly match with the hexes in a cell (before it was incorrectly made so that all hex collisions were positioned at the cell origin)
  • Changing options during gameplay is now possible
  • Options are no longer automatically saved, instead they need to be manually saved when exiting the options menu to keep the changes
  • Sound effects and ambience now have separate volume sliders
  • Volume sliders should change the volume better, they now use a linear to decibel conversion
  • With 125% Windows scaling text in the editor should no longer get cutoff
  • There is now a time indicator in the editor showing the current year in-game
  • Trying to exit the editor with negative ATP balance shows a warning now
  • Failing to place an organelle now plays a sound
  • If you don't have enough MP to place an organelle the MP bar flashes
  • Hexes placed in the current editor session are slightly brighter to make it possible to tell them apart from old ones
  • Auto-save happens after the stage fade in now to no longer have all dark screenshots
  • F1 now opens the help menu
  • Added a tooltip for double membrane
  • Patches are now capped at 100% sunlight
  • Balance tweaks (especially to photosynthesis)
  • ATP balance bar now has tooltips
  • More editor buttons now play the button press sound
  • There's now a button in the load menu to open the saves folder
  • Clean up old saves button is now implemented
  • There is now a warning when loading a save made with a different game version, as save compatibility is not guaranteed currently
  • Delete selected saves is now implemented
  • Reproduction bar sides now individually turn white
  • Finding marine snow should now be possible
  • Fixed problem with auto save overwrite if only 1 auto save is selected to be kept
  • Membrane graphics no longer glitch out around 0,0,0
  • Changed population numbers from ints to longs to allow much bigger maximum populations
  • Taking a screenshot now also happens when pressing PrintScrn (before only F12 took a screenshot)
  • Microbe AI think interval was reduced from 2.3 seconds to 0.3 seconds to make them more responsive
  • MP bar in the editor now takes symmetry into account and shows how much the currently selected organelle costs
  • Osmoregulation change is now given as percentage in the membrane tooltips
  • ATP balance bars again show the totals
  • Player daughter cell is now prevented from splitting immediately after exiting the editor. This is to prevent 3 cells appearing after exiting the editor, which might confuse some to think that it is a bug
  • Rigidity bar now moves as far as MP allows when clicking on the bar
  • Loading a save made in the editor while in the editor now works
  • Patches now show their depth in the editor
  • Chromatic aberration checkbox can now be toggled by clicking the text
  • Species name and colour are now properly saved while in the editor
  • Increased the radius from which cells under the cursor are detected
  • The game should now appear in Windows program list / task manager as Thrive instead of Godot
  • General code and documentation improvements
Thrive - Thrive 0.5.1.1

Published by hhyyrylainen about 4 years ago

We got quite a few crash reports for 0.5.1 so here is a quick bugfix release to hopefully fix the most common crashes.

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 crash related to flagellum marine snow spawning. This seems to be the most likely crash to happen while swimming around in the stage.
  • Added a bandaid for crash related to trying to get the game version number (https://github.com/Revolutionary-Games/Thrive/issues/1505)
  • Fixed rigidity slider being able to take MP from future editor session
  • Editor tooltips no longer overlap with the ATP balanc ebar
  • Popup windows now have styling
  • Sliders in the GUI are now styled better
  • Cellulose wiggle is reduced
  • Background particles now stop when the game is paused
  • Saves list refresh improved
  • Extinct species are now removed from the game world
  • When loading bioprocesses it is now checked that no inputs are 0 or negative
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