You can share your feedback on the release in the comments below or on our forums here: https://community.revolutionarygamesstudio.com/t/0-9-1-general-feedback-thread/8756
Patch Notes
- Reimplemented the MP calculation system (again)
- Added player population visualization dots on the map
- Added a few new patch event types that affect compound amounts
- Amount of ammonia in patches now dynamically changes based on consumption and production
- Switched Thermosynthesis to produce glucose rather than ATP directly
- There's a different intro cutscene now when starting with the panspermia starting location
- Added a new GUI error popup that opens when the game runs into an unhandled error to make sure players can more accurately report these and not continue playing for a while without realizing which can lead to very strange bug symptoms
- Auto-evo can now evolve toxin upgrades and they have an impact on the calculation now
- Auto-evo now takes reproduction cost into account
- Implemented a simple cell division animation based on physics pushing the new cell out
- Buffed hydregonosome by 20% to make it a good upgrade again
- Increased auto-evo strength on the player species in all difficulties
- Instant kill protection against damage is now a disableable difficulty option
- Stopped the player death timer when engulfed if the player has stored toxin as the player might be able to escape thanks to it
- Endosymbiosis GUI is now grouped based on whether the species are present in the current patch or not
- Added a sound effect for binding mode so that it finally has a unique sound rather than sharing the engulf mode sound
- Tweaked the engulfing sound to make it loop better
- The pause menu is now a singleton and the Thriveopedia as well to reduce allocations on scene change which might help with the random scene load bug
- Made global glaciation trigger slightly earlier
- Improved the microbe AI handling of escaping damaging hydrogen sulfide
- Partial mod support should be now usable, which had been broken since the Godot 4 upgrade. Harmony using mods don't work on Linux but they should work on Windows now.
- Removed inbuilt Harmony mod support as it was not working
- Fixed code mod loading not working ever since we switched to Godot 4
- Fixed loading saves where there are fired toxins
- Fixed fog of war and a few other settings resetting in custom difficulty on loading a save
- Fixed a case where sunlight was not properly restored after an event ended
- Fixed compound storage durations display not correctly taking special storage space into account
- Fixed major bug with auto-evo tolerance changes not actually working at all
- Fixed distance checks being mathematically wrong in the terrain system and added sliding terrain around when it doesn't fit to result in much tighter packing being possible
- Fixed the no longer eligible for achievements text appearing in freebuild as those games are not eligible anyway
- Fixed changing worlds in the auto-evo exploring tool not working correctly for the displayed map
- Reduced logging for Steam achievements sync
- Fixed some dependency updates in Arch that broke some build tools
- Fixed our setup instructions referring to the wrong Godot version
- Updated AngleSharp to 1.3.1
- Updated gdUnit4 C# package to 5.1.0-rc3
- Updated code checking tools version
- Updated BenchmarkDotNet from 0.15.5 to 0.15.6
- Updated gdUnit4 to 6.0.1 and fixed our microbe hash tests
- Updated test SDK version
- Updated System.Text.Json from 9.0.9 to 9.0.10
- Updated System.IO.Hashing from 9.0.9 to 9.0.10
- Updated many other C# dependencies and checking tools
- Updated translations