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Releases: Revolutionary-Games/Thrive

Thrive 0.8.3

16 Aug 09:01
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This release brings achievements and starting planet customization to the microbe stage. Also a new visual ripple effect has been added along with many more smaller bug fixes and new features for the microbe stage. The multicellular prototype has also received quite many improvements, the most major will probably be the fix to the cell layouts not being exactly remembered between editor sessions.

Read more in our devblog: https://www.revolutionarygamesstudio.com/devblog-48-planet-achievements

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 a set of 12 microbe achievements
  • Added simple planet customization options to the new game screen
  • Added new hydrogenosome organelle
  • Added a microbe movement ripple effect
  • Improved auto-evo generation diversity
  • Made hydrogen sulfide diffuse between patches and buffed events that generate it
  • Increased max zoom out distance when playing as a large cell colony
  • Intercellular matrix is now represented in the multicellular stage with visual links
  • Implemented preview images of multicellular species
  • The multicellular editor now remembers the exact hex layout between sessions and no longer does a conversion process that sometimes shifted cells around
  • Implemented tooltips for multicellular cell selection buttons
  • Added a graphical setting that slightly tilts the camera towards the cursor, which can be enabled in the game settings
  • Made water currents affect bigger cells more strongly to be able to push them around
  • Updated the icon for hydrogenase
  • Tweaked balancing of the easy difficulty preset
  • Tweaked balancing of toxins
  • Mucocyst activation now requires 50% stored mucocyst to activate it
  • Buffed thermosynthesis and radiosynthesis by 20%
  • Microbe colonies now have passive reproduction enabled for them in the form of gaining free compounds needed for reproduction while part of a colony
  • Added an in-game list of achievements
  • There is now a new look to our options menu with checkboxes replaced by toggle buttons and various other tweaks were also made like moving options around
  • Metabolic stability pressure in auto-evo no longer penalizes sessile species as harshly
  • Fixed digestion being stuck at 0 / 0 when engulfed cell produces resources
  • Fixed tolerance tooltips sometimes always showing debuffs when the theoretically perfect tolerances calculation failed due to not taking organelle effects into account
  • Fixed the glaciation event ending leaving light levels in some cases to be incorrect
  • Fixed the move to patch button staying active when the patch extinction popup was triggered multiple times in a row
  • Fixed engulfing in cell colonies using capacity information from the wrong cell
  • Fixed key rebinding when there were conflicts not working
  • Fixed queued chunk spawns being able to spawn too close to the player's position
  • Fixed errors when glaciation ended related to re-applying original patch conditions
  • Fixed the 2x game speed mode not speeding up the day/night cycle
  • Fixed a problem with cell type colours not updating by making the colour part of the visual hash for them
  • Fixed ATP warning staying active in the multicellular editor
  • Fixed iron meteor event not being able to add iron to a patch that didn't have any iron
  • Fixed the hydrogenase tooltip claiming that the organelle used hydrogen as an input when in reality the fermentation process results in hydrogen being released
  • Fixed species preview images not updating when the species mutated
  • Fixed freebuild species missing tooltips showing what they look like. Note that species that go immediately extinct still don't have tooltips.
  • Fixed the process panel list being empty if opened initially when the game is paused
  • Fixed auto-evo being able to place macroscopic organelles in the microbe species
  • Fixed the timeline tab showing nonsensical glucose reductions if playing a single Thrive playthrough for a very large number of generations
  • Compound bars in compact mode now use a font with shadow for better visibility of numbers against the bar backgrounds
  • Improved the handling of scrollbars in the timeline tab with too tall scrollbars being now less likely to appear, but they still do sometimes
  • Fixed jittery creature movement in the ascension ceremony screen
  • Fixed editor cancel button focused mode visuals
  • Fixed organelle names in tooltips not updating when changing the game language
  • Fixed chemical equation titles not updating on language change
  • Made signalling agents from colony members available for use even if the primary cell doesn't have them
  • Save list now has a tag for saves that cheats have been used in
  • Added a popup message the first time cheats are used in a game
  • Removed accidentally leftover text in the new game setup screen about passive reproduction
  • Cell type editor now validates the new type name immediately on entering the name
  • Made sure species bacteria status is always up to date in the species class
  • Made the editor tabs disallow swapping between them if there is an in-progress action that needs to be completed first
  • Improved the direct stage start cell for multicellular
  • Converted all NodePaths in our code to direct node references that were added with Godot 4. Hopefully this makes long Thrive play sessions a bit more stable.
  • Steam: added achievements
  • Updated an outdated command in our setup documentation
  • Made our game export script to delete the test runner before starting as that caused failures
  • Tweaked our code checking tools to not report false positives on some Godot scene files
  • Tweaked our code checking tool ignore list
  • Updated unit testing framework, including updating gdUnit4
  • Updated xunit version
  • Updated Thriveopedia content
  • Updated translations

Thrive 0.8.2.1

14 May 13:06
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This is a small patch release to address a few problems in the previous release. The most visible is that the cell guidance lines are now their proper colours instead of always being black. This small release is also meant to be the first version fully signed and supported on Mac (to coincide with Launcher 2.2.0 release).

Read our latest devblog for the major features introduced in 0.8.2: https://www.revolutionarygamesstudio.com/devblog-47-current-events

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 the tutorial and chemoreceptor guidance lines always being black and hard to see
  • Improved background brightness for OpenGL mode when microbe background blur was enabled (it is still not as correct looking as Vulkan mode)
  • Fixed the mouse being unable to click in the top left corner of the screen due to a always present node that was not set to mouse ignore
  • Fixed process panel speed indicators not speeding up in double game speed mode
  • Clear the selected cell type in macroscopic when the type is deleted
  • Added a command line flag to skip initial mod loading
  • Some native library build tweaks
  • Updated unit testing packages
  • Updated translations

Thrive 0.8.2

03 May 10:22
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This release adds a bunch of new environmental things to the game. There's now water currents that move microbes around along them making sessile cells easier to reach new places. The currents are visualized with particles flowing along them. There's also much more violent events in the form of meteor impacts and a global glaciation events. These events shake up the gameplay with new resources and new challenges like the entire planet surface freezing over and limiting available sunlight to photosynthesisers. Existing players will also notice a reworked and expanded tutorial as well as various graphical changes, a plethora of minor new features, and many bugfixes.

Read more about the latest major release: https://www.revolutionarygamesstudio.com/devblog-47-current-events

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 water currents that affect microbes and particles that visualize the currents
  • Added a global glaciation event that reduces light on all surface patches and adds ice chunks
  • Added meteor impact events
  • Added resolution scaling options to render at lower resolutions for more performance
  • Added a loading screen for stages during which graphics are loaded and shaders compiled to reduce stuttering during gameplay
  • Implemented the bioluminescent vacuole, though the gameplay impact is minimal so far (the lights look pretty, though)
  • Added an option to change the world size when setting up a new game
  • Upgraded to Godot 4.4.1 (from 4.3) which has fixed many bugs we had with Godot 4
  • Tutorials now have a new mode where only tutorials that haven't been seen before are shown. And the old option of completely turning off the tutorials is now only in the options menu. We hope that this will help returning players who have historically skipped all new tutorials that they hadn't even seen before.
  • Added a popup after the welcome tutorial prompting the player to select their preferred 2D movement mode. Hopefully with this change there won't be more feedback on the default movement mode.
  • Added 7 new tutorials covering some extra parts of the microbe editor as well as the microbe stage
  • Fixed incorrect randomness sampling in the chromatic aberration effect which caused some weird looking edges
  • Reordered the organism statistics panel to put less important stats at the bottom and make the compound balances visible without scrolling down
  • Removed percentage symbol from the compounds chart
  • AI members of the player species dying now affect the population and reproductions give population bonuses
  • Added a button to play the game in double speed
  • Made organelles in the cell affect environmental tolerances, now the tolerances feature is more strategic as organelles can save on MP that would otherwise be needed to be used in tweaking tolerances
  • Increased maximum tolerance debuffs and MP costs
  • Added optimal value markes to the tolerances GUI
  • Made higher firerate toxins consume less toxin per shot
  • Lowered the volume of sound effects from non-player entities by 30 percent
  • Reduced player species spawn rate by 50% to make it less likely to experience the player's species overcrowding them
  • Increased the radius at which AI cells are no longer forced to move towards the player to "get on stage"
  • Buffed chloroplasts 20% to make them a more tempting upgrade from thylakoids
  • Iron metabolism no longer depends on co2
  • Fixed realism issues in the wording of iron metabolism
  • Added a large sulfur chunk variant
  • Added a button to view the classic text-based auto-evo report
  • Added instant kill protection for the player when the player's health is above a few units of health to prevent deaths from large single damage events
  • If the player moves to an empty patch an AI species is now forced to teleport there to ensure the player always sees other species in the environment, even if auto-evo hasn't managed to spread there yet
  • Added a 'T' suffix to primary displays of population to finally try to solve the confusion some players have that think that a population of 100 microbes literally means just 100 individuals, whereas in reality there has always been an abstract multiplier for the numbers as entire oceans have very high number of bacteria
  • Added an auto-save the first time the editor becomes available
  • Tweaked ice chunk visuals
  • Updated the look of the hydrogenase organelle
  • Added HUD message warnings when binding or engulfing mode ends due to running out of ATP
  • Added a graphics option to use low quality background blur for more performance
  • Added anti-aliasing type selection to allow switching to other kinds besides MSAA
  • Added anisotropic filtering options
  • Removed option to turn off passive reproduction as that mode was not balanced and was not going to receive any balancing work
  • Disabled tolerance warnings in multicellular as tolerances are not implemented for multicellular yet
  • Improved the performance of the patch map redraw logic to reduce lag when clicking on patches of the map
  • Added a tutorial prompting the player to place a nucleus after many generations in the editor in case the player forgot the early goal
  • Fixed the news feed no longer working with our new main website
  • Fixed tolerances making it harder to survive after getting a patch extinction and having to return to a previous patch. The game now helps out by adjusting tolerances automatically to not get debuffs in the new environment.
  • Fixed lag on the patch map with large maps
  • Fixed jittery particle emitters in main menu background 3 by enabling interpolation
  • Fixed some process input numbers not showing enough decimals and instead showing up as 0 when they are in fact above 0
  • Fixed temperature compound inputs never showing any decimals
  • Fixed ATP consumption bar to show 3 decimal places like the production bar already did
  • Fixed at noon light level label not using rounding
  • Fixed light level bar sizing in the editor
  • Fixed incorrect indicator colour not applying to save name text box
  • Fixed the radiation damage effect not being audible
  • Fixed initial compounds in multicellular not giving glucose correctly. A fix had been made earlier to the microbe stage but was forgotten to apply to the later stage as well.
  • Fixed incorrectly sized ground plane in the industrial stage
  • Fixed sizing of some tutorials
  • Fixed wording in toxin tooltips claiming they use oxygen by default
  • Fixed a typo in the auto-evo explanation popup
  • Fixed Easter Egg chunk causing warnings
  • Fixed fossilization buttons not taking screen distortion into account, their positions are more accurate now
  • Fixed an extra horizontal separator being visible in the rigidity tooltip
  • Fixed extra horizontal separator visible in the organelle upgrade tooltips
  • Fixed lysosome upgrade GUI being slighty too short
  • Fixed the auto-evo explanation popup being slightly too short by default when using a single energy source
  • Fixed art gallery sounds that were paused resuming on closing it
  • Fixed microbe benchmark using a bad seed and not generating interesting species
  • Fixed damage on touch system trying to deal 0 chunk damage
  • Added a safety workaround for loading saves with invalid compound cloud system state (the state is reset on load)
  • Added safety code to the evolutionary tree to allow displaying it even if some generation's data is missing. The tree can display itself now but the missing data will still be missing.
  • Fixed our shuffle bag implementation to shuffle bags with just 2 items
  • Fixed a crash when directly starting an editor scene through the Godot Editor
  • The game window clear colour is now set to to black in exported versions to hopefully avoid some bugs where a grey background is sometimes visible on Windows
  • Tweaked the minimum size of the process panel
  • Added a tooltip for the process panel toggle buttons
  • Improved multicellular growth code to not use a method for iterating that required extra memory each time
  • Added Mac build signing and notarization to our build script
  • Updated our style guide to begin with a brief section on special considerations as Thrive is a game
  • Updated code checking tools
  • Fixed some code warnings from new checking tool versions
  • Fixed localization update script looking in some folders it shouldn't and finding unintended build files
  • Enable automatic running of gdUnit4 tests by our CI pipeline
  • Fixed technical issue where Dependabot had deleted the Jolt submodule
  • Did various tweaks to our CI pipeline to try to share used disk space more efficiently
  • Updated setup instructions regarding .NET and Godot version
  • Updated System.IO.Hashing from 9.0.2 to 9.0.4
  • Updated System.Numerics.Vectors from 4.6.0 to 4.6.1
  • Updated Harmony from 2.3.5 to 2.3.6
  • Updated AngleSharp from 1.2.0 to 1.3.0
  • Added a new language: Alemannic
  • Updated translations

Thrive 0.8.1.1

24 Feb 08:47
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This is a small patch release to make multicellular stage work again as there was a major bug that slipped into the previous release that completely prevented playing the multicellular stage.

Read more about the latest major release: https://revolutionarygamesstudio.com/devblog-46-environmental-tolerances-update/

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 multicellular cells after the first one immediately starting to die. This should make multicellular now playable again.
  • Doubled decay of radiation when taking damage to reduce overall taken radiation damage once it starts
  • Fixed units of compound types shown in the GUI for how many seconds the storage lasts
  • Fixed extra horizontal separators being visible in the membrane tooltips
  • Added safeguards against cell colony members with missing components, now those colonies are force disbanded to allow the game to continue
  • Updated translations

Thrive 0.8.1

22 Feb 12:38
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Our focus continues to be on completing as many microbe roadmap items as fast as possible. This time we have many new gameplay features and changes like environmental tolerances, radiotrophy food source, and reworked, full thermosynthesis implementation. No to mention all the smaller GUI improvements, bug fixes and new look for the patch map with all connections drawn as lines. Also a big announcement is that we have decided to split multicellular stage into two: early multicellular is now called just multicellular, and a new stage called macroscopic is what takes over the late multicellular as it was previously called.

You can read more in our devblog: https://revolutionarygamesstudio.com/devblog-46-environmental-tolerances-update/

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 environmental tolerances, which means cells need to be adapted to the temperature, pressure and other stats of the patch they live in or otherwise they get various negative effects. Conversely perfect adaptation leads to bonuses.
  • Added radiotrophy as a new food source, which allows using radioactive rocks to generate energy
  • Thermosynthesis is now finally fully implemented. The feature now requires moving between local hot and cold areas to generate energy only when the cell's temperature is going up.
  • Added microbe background blur and enabled distortion effect by default
  • Added region connection lines to the patch map and tweaked its visuals to make it clear which patches link together
  • Added an option to select between the different fullscreen modes supported by Godot Engine. When using exclusive fullscreen mode this fixes a one pixel border problem on Windows.
  • Late multicellular was split into its own full stage: Macroscopic
  • Implemented multicellular organism statistics panel
  • Added per cell type ATP balance bars to the multicellular editor
  • Increased auto-evo population change effect strength on the player from 20% to 50% and made it a configurable difficulty option
  • Changing organelles back to their base state no longer refunds the upgrade cost. This fixed an infinite MP exploit with the refunds
  • Improved the accuracy of the algorithm used by organelle suggestions, this should make the suggestions more accurate and no longer suggest adding a nucleus too early
  • Made environmental light match the gameplay light cycle to make the environment darker during the night
  • Marine snow density now depends on existing species instead of always being there
  • Improved microbe AI to be able to use the feature to enter engulf mode even if out of ATP
  • Tweaked thermosynthesis related text and icons
  • Updated various icons to be SVG files to no longer be blurry at high resolutions
  • Added displays in the editor to show reproduction cost in terms of ammonia and phosphates
  • Improved cell image generation to make it less likely for the images to be cutoff
  • Updated various tooltip and tutorial text to be more clear and accurate in relation to new game features
  • Added a new overall tips Thriveopedia page to help new players
  • Added the miche viewer to the auto-evo prediction explanation popup
  • Added sulfur chunks as energy sources to auto-evo
  • Added a new sulfur chunk variant
  • Auto-evo can now evolve the slime jet
  • Auto-evo can now evolve the mucocyst
  • Added lysosome effects to auto-evo and made auto-evo able to evolve them
  • Added a tutorial about early goals to the microbe editor (finding a good patch and then getting the nucleus)
  • Added a tooltip for the cell rotation rate stat to explain that organelle placement affects it
  • Added an option to the growth order menu to show organelle coordinates, which now defaults to off for clearer look
  • Reordered the charts in the report tab to have more important ones at the top and environmental conditions last
  • Increased efficiency of organelle position finding code for organelle growth so that big cells don't cause lag spikes
  • Added Banana Biome Easter Egg
  • Changed migration button to say "Migration Manager" to hopefully clear up the functionality
  • Increased efficiency of position calculation for new organelles in auto-evo which should increase overall simulation speed by about 20%
  • Fixed the organelle suggestions system sometimes suggesting unavailable organelles like myofibril
  • Fixed the alternative compound balance mode not working at all
  • Fixed membrane stat comparisons in tooltips and made them only show stats that are different to the currently selected membrane
  • Fixed auto-evo prediction not updating on patch change or on behaviour slider change
  • Fixed tutorial lines that pointed to nothing by allowing tutorials to temporarily hide the lines if there is nothing to point to
  • Fixed the editor sometimes needing multiple clicks after closing a popup menu by making sure our input manager always forwards key up events to all listeners
  • Fixed patch events showing on undiscovered patches
  • Fixed sprint strain bar continuing to go up when engulfed
  • Fixed the lysosome upgrade GUI being slightly too short and having a scrollbar
  • Fixed hitting floating toxins in engulf mode triggering a message about being too small to engulf them
  • Fixed the game getting locked up when trying to move the rigidity slider when you have exactly 0 MP
  • Fixed inventory icons being behind some windows when dragging them
  • Fixed patch notes popup not grabbing focus correctly
  • Fixed modal popups staying open when moving on from an editor component
  • Fixed an error in multicellular editor when clearing the cell selection
  • Fixed an issue in our native lib management tool incorrectly checking for Mac libraries in certain usage situations
  • Refactored MP system to calculate things as floats to make smaller edits work better (especially with lowered mutation cost)
  • Endosymbiosis processes are now cleared when entering multicellular to not permanently lock the player out of a potential food source
  • Added clarification in chemoreceptor tooltip that it can also be used to detect cells
  • Added a tooltip for the compound handling modes in the new game setup to try to explain the rough idea behind each mode
  • Improved zoom behaviour in the evolutionary tree and tweaked the dragging limits
  • Updated all of the social media buttons in the main menu
  • Removed an unnecessary memory allocation in auto-evo organelle upgrade attempt code
  • Made our custom modal dialog manager close open dialogs when changing scenes as the old parent GUI is deleted
  • Changed direct multicellular starter cell to work with the new no oxygen environment
  • Removed extra data calculations from auto-evo energy balance calculations
  • Refactored code related to the microbe editor organism panel
  • Removed trailing spaces from the chromatic shader
  • Steam: updated the wording on our thanks for buying the game message to avoid negative undertones. The thanks popup also now defaults to being permanently dismissed after clicking OK once.
  • Added a new translation: Japanese. Only a little bit of the game has been translated yet so please help out if you can.
  • Added Tatar language to be selectable, though the translation work hasn't started yet. If anyone can help out this translation, please do.
  • Updated Thriveopedia content
  • Updated setup instructions to tell to install dotnet 9
  • Bumped license year to 2025
  • Tweaked Dependabot configuration for dependency updates
  • Updated AngleSharp from 1.1.2 to 1.2.0
  • Updated Harmony to 2.3.5
  • Updated Nix build flake
  • Updated System.IO.Hashing from 9.0.0 to 9.0.2
  • Updated translations

Thrive 0.8.0

21 Dec 12:15
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This release focused on completing the last 0.7.x roadmap items, most of which were related to the microbe editor. This release has new editor features like a way to control organelle split order and an organelle suggestion. Also a lot of tooltips and other displays in the editor were improved and fixed. Besides the editor there are a lot of microbe stage improvements, the most visible being redone microbe organelle and membrane graphics as well as improvements to the dynamic compounds system.

You can read more in our devblog: https://revolutionarygamesstudio.com/devblog-45-suggestion-of-an-update/

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 an organelle suggestion that is shown in the editor which gives info on what auto-evo would like the player to add
  • Added a new tab in the editor to control organelle split order for more fine tuned control over ATP during reproduction
  • Reintroduced Mac builds of Thrive. Thrive is again playable on macOS but this is not official full support yet.
  • Balancing changes to microbe storage: most organelles now give much less storage to make storage an actual gameplay mechanic that needs planning
  • Created new membrane textures that help make the 3D membranes of different types more easily distinguishable (as the change to 3D membranes made all the membranes look very similar)
  • Reworked all organelle 3D models
  • Added sulfur chunks
  • Added a bloom strength slider and enabled it by default
  • Added an underwater vent eruption event that creates extra hydrogen sulfide and carbon dioxide in the patch
  • Added a miche viewer to the patch map tab
  • Improved gas update logic to make sure gases don't add up to over 100%
  • Made compounds move much more freely between patches
  • Made nitrogen dynamic
  • Added hydrogen sulfide compound consumption by species
  • Added iron chunks being oxidised by oxygen making them less common once oxygen starts spreading through the world
  • Removed experimental compound production mode as it was too unbalanced and didn't get any work done on it since the last release
  • Improved the microbe AI in terms of when it uses sprinting
  • Mucocyst can now be used by the AI to defend itself
  • Added difficulty options for what to do with stored compounds after reproducing
  • Added disk caching for generated species images. This makes displaying species images a lot faster after restarting the game and loading a save. By default the cache aims to use at most 1 GB of disk space.
  • Reduced unlock requirements of gas-dependent organelles
  • Reduced base endosymbiosis time costs by one
  • Lowered hydrogenase ATP output by 10%
  • Made slight balancing tweaks to photosynthesis glucose production and glucose use of a few ATP-generating organelles
  • Renamed Nitrogen-Fixing Plastid to Nitroplast
  • Made glucose reduction text only apply to discovered patches to make the percentages higher to make it look like a more important message
  • Added a warning tooltip for the speed stat in the editor about how it is not fully accurate
  • Added an icon for the mucocyst upgrade
  • Reworked the experimental siderophore feature action icon
  • Made engulfing info be last in the membrane tooltips like it was previously (before tooltip refactoring broke it)
  • Added a new and more visible cell membrane animation
  • Increased visibility of engulf wave effect slightly
  • Added bigger warning when enabling experimental features mode
  • Added tooltips for chemoreceptor upgrade GUI amount and distance sliders
  • Updated nitrogen icon to not have glow anymore to be more consistent with other compound icons
  • Tweaked some GUI element alignments to be more similar to what they were before we upgraded to Godot 4
  • Added a tip in the unlock tooltip that endosymbiosis is an alternative unlock method
  • Fixed process toggle buttons not always matching the underlying process states and fixed processes re-enabling by themselves when organelles reproduced
  • Fixed hex popup menu being able to operate on deleted hexes which could be exploited for infinite MP. Also fix a related bug in the prototype editors.
  • Fixed not all patches showing up in the editor report patch selector dropdown
  • Fixed a bug in the volcanism effect that caused it to add way more CO2 than originally intended
  • Fixed non-LAWK unlocks showing after loading a save
  • Fixed aspect ratio of sunlight icon in daytime selection bar
  • Fixed chemical equation arrow to be vertically centered
  • Fixed a bug where compound diffusion between patches could move too much compound
  • Fixed auto-evo migration usefulness calculations using the wrong miche tree
  • Fixed organelle scale-affecting upgrades not applying while moving that organelle to a new location
  • Fixed bug with osmoregulation cost being shown on upgrade tooltips
  • Fixed osmoregulation showing in rigidity slider tooltip
  • Fixed lag when zooming out a draggable container while it is still displaying its initial animation
  • Fixed the timeline incorrectly claiming some species to be extinct
  • Fixed moved cell in body plan editor being invisible if no cell type to place was selected
  • Fixed a missing wordwrap on a label in the mod manager
  • Fixed multiple bugs in our species visual hashing algorithm that made memory caching also less efficient
  • Fixed extinct species not having previews in auto-evo exploring tool
  • Made auto-evo exploring tool show patch events, note that historical view for events doesn't work yet
  • Disabled temperature miche being generated when in LAWK mode (no species could occupy it but for clarity it is entirely disabled now)
  • Added two new multicellular loading screen artworks
  • Tweaked PhotoStudio image capture distance math
  • Made organelle tooltips not constantly try to refresh their displayed chemical equations
  • Added an energy icon for the later stage prototypes
  • Linked late multicellular prototype jump force to mass to make jumping speed more consistent
  • Added proper content for the Thriveopedia page of ferroplast
  • Added code for UV unwrapping of macroscopic creatures, but there's no textures yet so the code isn't enabled
  • Native lib install tool now prints full paths to try to reduce potential confusion
  • Started backend work on allowing more kinds of unit tests for Thrive using gdUnit4
  • Added workaround in the C# interop code to work with newer native library compiles
  • Added a few explicit garbage collector calls when the game is loading to hopefully reduce chance that it runs during gameplay
  • Updated to .NET 9
  • Updated YamlDotNet from 16.1.3 to 16.2.1
  • Updated System.Numerics.Vectors from 4.5.0 to 4.6.0
  • Updated automatic code checking tools
  • Improved a few aspects of our CMake files
  • Steam: Fixed workshop upload dialog not showing all error conditions
  • Updated translations

Thrive 0.7.1

26 Oct 11:18
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This release brings dynamic oxygen levels to the world that are produced once photosynthesis evolves. We also got a lot of graphics tweaks, and even new experimental graphics effects that can be turned on in the options. And those aren't the only very visual changes as the editor GUI got multiple improvements to give better insight into what auto-evo and cell processes are doing. This release completed most of the 0.7.x release roadmap but a few items couldn't be completed in time so this release was not called 0.8.0, which is now planned to be the version number of the next release.

You can read more in our devblog: https://revolutionarygamesstudio.com/devblog-44-oxygenating/

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 world now starts off with no oxygen and photosynthesis, once evolved, will add oxygen to the world. This effectively locks many organelles that require oxygen during the early game.
  • Created a new much more graphical auto-evo report screen
  • Implemented the food chain tab in the editor
  • Added 3D membranes for microbes
  • Improved the Thriveopedia with various new pages
  • Converted the old help menu to open a relevant Thriveopedia page with links to important pages
  • Upgraded to Godot 4.3
  • Added a microbe background distortion shader effect that can be enabled in the options (this may become the default in the future)
  • Added an experimental bloom effect that can be enabled
  • Added mesh subdivision for the convolution surfaces to make them look better
  • Metabolosomes are now locked until reaching a patch with oxygen
  • Added hydrogenase as an early game glucose to ATP converting organelle
  • Switched default toxin type to cytotoxin and modified the toxin creation process to not always require oxygen
  • Renamed oxytoxy to just toxin in general toxin contexts where other toxin types are also used
  • Iron respiration no longer requires oxygen to keep it viable in the vents biome
  • Added an upgrade for flagellum for picking between long and short variants that have different energy cost and speed
  • Added a new music track for the tidepool biome
  • Added a new music track for the ice shelf biome
  • Buffed engulfing resource gain
  • Increased engulf size requirement for big phosphate chunks
  • Added multiple new ice chunk types for more variety
  • Made AI wait behaviour not trigger as much when out of just one compound type to reduce unnecessary AI sessility
  • Added resource limiting mode for the ATP bar to view what would happen if some resource was missing from the cell storage
  • Increased opacity of microbe membranes
  • Added a new bump map for the microbe membranes
  • Changed membrane bump map UVs to not distort with the membrane animation
  • Added new radio and check button icons as SVG images
  • Added one new microbe loading screen image
  • Added type icons for compound and environment panels
  • ATP balance bar tooltips now show which compounds are required to produce that amount of ATP
  • Tweaked editor GUI to be closer to what it was before the Godot 4 update
  • Abbreviated per second as just "s" in chemical equation speeds
  • Updated the space and industrial stage prototype visuals
  • Reduced pulling cilia power a bit when there are many of them
  • Added an animation for when something is digested so that it shrinks to a small size instead of just visually popping out of existence
  • Redid compound icons as SVG images
  • Reworked patch and some UI icons as SVG files
  • Created priority levels for PhotoStudio image generation to avoid important images taking minutes to load on slower computers
  • Added an in-memory image cache for the PhotoStudio to speed up displaying images of the same species again
  • Added a GDExtension for Thrive that will be used in the future to improve various things
  • Added a compound cloud benchmark
  • Added experimental dynamic compounds feature where patches dynamically change their available compound amounts based on the species that are in it
  • Fixed mucocyst to work in cell colonies
  • Fixed water currents not affecting chunks correctly ever since the ECS refactoring probably
  • Fixed loading screen loading spinner not spinning smoothly
  • Fixed Thriveopedia search not working
  • Fixed a bug where the editor showed patch compounds as they were during the previous generation
  • Fixed initial species compounds calculation never giving iron due to calculating only with available compounds in the default biome type
  • Fixed the strain system always taking movement ATP while not moving
  • Fixed used matter storage size flickering when ejecting too big objects that no longer fit in storage
  • Fixed some cases where ejected cells wouldn't properly die and despawn
  • Fixed saving status text not fading out properly
  • Fixed image sizes in concept art gallery cards
  • Fixed clicking on a miche node that is empty not clearing the info box which was pretty confusing GUI behaviour
  • Reduced lag spike on selecting different patch to show details for
  • Added a limit to the recent patch notes shown to ensure it doesn't try to display truly ridiculous number of notes for someone who hasn't played Thrive for years
  • Fixed editor saves failing to load with a completed endosymbiosis action
  • Fixed right editor panel being able to be too wide in certain translations
  • Fixed auto-evo being able to remove the nucleus as a mutation
  • Fixed art gallery model viewer not working correctly with 3D menu backgrounds being enabled
  • Fixed "x worlds" text not being translated initially in the auto-evo exploring tool
  • Hopefully fixed some engulf digestion and cells dying during it issues that caused cell chunks to spawn
  • Added missing models to the art gallery model viewer
  • Reimplemented debug line renderer as a GDExtension to make it much faster than before
  • Refactored our compound related code to use enum values to simplify a lot of our code that needed to define special operations for various compounds
  • Added code project for running small code benchmarks easily in the future
  • Organelle tooltips are now dynamically generated from the organelle JSON data
  • Improved our setup instructions for compiling on Linux
  • Added new automatic code style checks related to post-increment
  • Updated YamlDotNet from 16.0.0 to 16.1.3
  • Updated Jolt Physics Engine
  • Tweaked the pre-commit hook to be much shorter
  • Updated code checking tools
  • Improved our wiki content updating script
  • Updated wiki text content
  • Updated translations

Thrive 0.7.0

31 Aug 07:49
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This release marks the completion of the 0.6.x roadmap. Next up we'll be working through the items on the 0.7.x roadmap. For this release the major features are a new auto-evo algorithm based on miches that should generate much better AI species, and there's now a convolution surface algorithm which gives macroscopic creatures a "skin" in the prototypes. There's also a lot of smaller new features and tweaks to the microbe stage as usual. The last roadmap items to be completed where engulfing balancing and fixing as well as allowing continuing as a related species in easy mode.

You can read more in our devblog: https://revolutionarygamesstudio.com/devblog-43-meshes-and-miches/

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 completely new auto-evo algorithm based on a miche algorithm. This should massively improve the species auto-evo generates.
  • Added convolution surfaces to add "skin" to macroscopic creatures to no longer display them just as a collection of metaballs
  • Added sprinting ability to get a quick burst of speed
  • Updated the compound cloud visuals with a new shader for more textured look
  • Added new environmental chunks that emit phosphate
  • Added feature to command the player species to migrate to new patches without the player having to move themselves
  • Added mucocyst upgrade for slime jet which turns it into a defensive shield
  • Added option to switch to a different species on extinction in easy mode instead of getting a game over
  • Added a red screen flash as indicator for the player taking damage
  • Added customization of toxin toxicity, which allows selecting between more damage per single shot or faster fire-rate
  • Increased toxin initial velocity a bit
  • Made cell turning speed ramp up much much faster when not pointing at the cursor. This makes the strategy of needing to overshoot the cursor past the direction you want to point at for maximum turning speed unnecessary.
  • Microbe AI can now move sideways when trying to reach chunks or other cells
  • Fixed eukaryotic engulfing size multiplier to be 2 instead of 1.5
  • Prokaryotes now drop smaller cell chunks that are easier to eat
  • Buffed dropped cell chunks to have 3x more compounds in them
  • Added a cap to how many chunks a dying cell can drop to prevent absolutely massive cells causing issues
  • Entering engulf mode without ATP is now possible at the cost of a little bit of health
  • Added pilus damage cooldown on ejecting something to prevent ejected cells from immediately dealing massive amounts of pilus damage
  • Increased maximum chunk count a bit to hopefully help with visual despawning
  • Added buttons to the process panel to toggle individual processes on or off
  • Cell colony members now forward messages to the HUD, which for example, allows indigestibility messages to be forwarded to provide info to the player as to why they can't eat something while in a colony
  • There's now a few second cooldown before health regenerates after taking damage
  • Added experimental siderophore feature that reworks iron gameplay to make it require shooting projectiles at big iron chunks to break off small chunks to then eat them
  • Added a basic process panel view to the editor
  • Added slider to resize metaball to be placed in the macroscopic editor
  • Added simple X-axis symmetry mode to the macroscopic editor
  • The prototype rocket launch animation now approximates an orbit entering manoeuvre instead of going straight up
  • Tweaked when the low performance warning is triggered
  • Fixed a bug where engulfed objects can get stuck in an incorrect state (entities in incorrect state are now force ejected)
  • Fixed bug with the events timeline clearing wrong parts of the timeline after 20 generations
  • Fixed organelle icons being cutoff in the Thriveopedia
  • Fixed species preview tooltips not working in auto-evo explorer
  • Fixed species preview tooltips not working in the timeline tab
  • Fixed input keybindings menu not showing modifier keys along with graphical key representations
  • Fixed slight visual artifacts with mixing clouds near the screen edges
  • Fixed mouse hover panel checked world position under the cursor not taking our distortion shader into account (chromatic aberration option)
  • Fixed various aspects of main menu 3D backgrounds 2 and 3
  • Fixed multiple places in the editor where too long translations caused issues
  • Fixed one 3D background having a particle emitter set to update at a limited framerate
  • Fixed not being able to rebind inputs to CTRL, Shift, and ALT
  • Fixed bug with rebound keys not displaying in key prompts correctly
  • Fixed species colour not applying to all strands of cilia
  • Fixed editor timeline global and local buttons being pressable at once
  • Fixed word wrap not being enabled for auto-evo prediction panel, which caused issues with too wide GUI controls in some languages
  • Fixed radial selection menu text being offcenter
  • Fixed bug with editor button staying active while going to a later stage
  • Thrive now prints the time when the game is started to log files
  • Reduced memory allocations in microbe mutation generation
  • Added a shader for iron chunk depletion and slightly updated the iron visuals in general (this is unused currently but is planned to be used in the future)
  • Removed old auto-evo configuration options that are no longer used
  • Made key prompts queue a refresh on data change instead of loading an updated icon immediately
  • Wrote code documentation for BiomeCompoundProperties
  • Added backend support for LAWK-locked organelles to be handled by the endosymbiosis system
  • Updated some of the code README file badges
  • Updated YamlDotNet from 15.3.0 to 16.0.0
  • Updated code checking tools version
  • Fixed our shader code check not working properly after the Godot 4 upgrade
  • Removed old mutation code that the new auto-evo no longer uses
  • Improved our threaded run generation script error messages
  • Added TODO comments to a few places we could use graphics pooling as new graphics instance creation is one of the heaviest parts of the game in terms of performance currently
  • Added more instructions regarding gettext to our setup instructions
  • Updated translations

Thrive 0.6.7.1

19 Jun 08:55
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This is a quick small patch release to fix a few major issues that were resolved since the last release. The most major fix is that many more older CPUs should be able to run Thrive now. This problem was caused by a build configuration setting unintentionally targeting much newer CPU instructions than intended.

You can read the details about 0.6.7 in our latest devblog: https://revolutionarygamesstudio.com/devblog-41-endosymbiosis-time/

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

  • Changed compilation options for the fallback native library that should now work on older CPUs that only have SSE 4.2 and no newer instructions
  • Fixed the game getting stuck when selecting 32 native executor threads
  • Re-enabled Harmony mod loading as this no longer seems to cause the game to get stuck on start up with Godot 4
  • Reduced unnecessary StringName allocations related to key prompt icons and checking pressed inputs
  • Updated YamlDotNet from 15.1.6 to 15.3.0
  • Updated Jolt Physics Engine version
  • Updated translations

Thrive 0.6.7

15 Jun 09:33
7613d38
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Here is a release full of new features to make up for the previous few releases that were light on new features. The main 3 major new features are: endosymbiosis, day/night cycle enabled by default, and toxin customization. These add much more variety to the microbe stage and hopefully make the game significantly more enjoyable. Endosymbiosis allows you to create an endosymbiont organelle from another species giving a free copy of that organelle and unlocking placing that organelle. Day/night cycle has been polished up with some new GUI features in the editor to make it easier to determine if you can survive the night and as such is now enabled by default. The toxin customization feature allows using different toxin types that have different effects for more interesting toxin gameplay. Besides the major features we also have a variety of smaller changes and bug fixes (including one fix for the game freezing during gameplay).

Read more in our devblog: https://revolutionarygamesstudio.com/devblog-41-endosymbiosis-time/

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 endosymbiosis. It is now possible to engulf other species to turn them into free organelles and also to unlock those organelles in an alternative way compared to the normal unlock conditions.
  • Added customization for toxin organelles to select various toxin types that have different effects than oxytoxy
  • Added different colours for different toxin types
  • Day/night cycle is now enabled by default but can still be turned off
  • Added ferroplast organelle, which is the eukaryotic variant of rusticyanin
  • Cells spawning close to night time (or during night) get extra resources to help them survive the night
  • Buffed cell corpse chunks
  • Added alternative unlock condition for oxytoxisome that unlocks it after dying multiple times, this models how prey species can become toxic instead of only predator species having access to toxin
  • Added custom inventory item drag icons and updated land tree placeholder model
  • Fixed auto-evo mutations code using exceptions for normal flow control, this fixes at least one identified case where the game would freeze completely
  • Fixed compound bars when max storage amount is less than 1
  • Fixed fluid currents system force not applying, this bug was likely present ever since the ECS refactor
  • Fixed iron chunk collision model scaling and fixed their rotation differences compared to the visual models
  • Fixed HUD messages font shadow not working
  • Fixed a brief flash of the game when exiting the freebuild editor for the first time
  • Fixed multiline text edit style not working correctly
  • Fixed cheats being able to enable the editor button when already going to the editor which allowed causing a crash in the game by clicking the button again
  • Fixed some problems related to multicellular species trying to enter binding mode
  • Made AI cells that depend on resources that aren't present during the night be more sessile during it
  • Added new GUI and warnings to the editor to show if storage space and compound production during the day is enough to survive the night for photosynthesisers
  • Added a display in the editor showing how long each compound takes to fill up, this will hopefully help in planning for how to survive the night with enough resource generation during the day
  • Made auto-evo consider surviving the night more to penalize species with not enough storage or resource stocking up during the day
  • Created a new custom model for ice chunks to be separate from the particle effects also present in the patch
  • Added support for organelle upgrades overriding the base model of the organelle, which will be used more in the future
  • Added custom model and icon for injectisome upgrade
  • Added custom physics time to metrics panel, this feature was done last December but somehow forgotten to be added until now
  • Added support for loading more shape types to our physics engine integration in preparation for use with organelle shapes
  • Created custom collision shapes for all organelles to finally properly fix them
  • Tweaked glucose reduction effect code a tiny bit to be clearer
  • Made orphaned node count in metrics panel ignore intentionally cached nodes
  • Improved organelle model data handling to keep model path variables and scenes in a single data container to avoid future mistakes with mixing up data for different scenes
  • Fixed some code warnings and fixed a bug in metaball moving that this uncovered where the parent metaball reference was not updated correctly
  • Removed unused thermoplast mesh file
  • Updated Jolt Physics engine
  • Updated YamlDotNet from 15.1.2 to 15.1.6
  • Updated xunit from 2.8.0 to 2.8.1
  • Updated code checking tools
  • Updated translations