Full notes
Full Evolve Lab update
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What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Fixes
- Store
Patch 1.0.13 is now live!
I am pretty excited about this patch since it is a bigger one and includes many new features that I have been working on.
New Features:
Post Combat Stats:
After each combat you now get the chance to inspect the enemy creature again and see which action dealt how much damage and what effects it applied. I also plan to expand this later on with more information such as damage prevented and other special interactions.
Alternate Combat Soundtrack:
My amazing composer has prepared an additional combat soundtrack with 5 different intensities. At the start of each run, one track is chosen at random which will be used for the rest of the run.
Depth Overview Improvements:
the depth overview now remembers which depth you last looked at, and you can immediately start a rematch after each fight. 🦑
Other UI Improvements:
Added a header that is displayed throughout the whole run that shows the current depth and how many lives you have left.
Added transitions between scenes.
Added many small UI improvements
Please do note that the run overview scene is still a work in progress and will be polished in an upcoming patch.
New Cores:
Bouncy Castle: Your actions gain +1 bounce stack.
Hardened Scales: Damage can only remove up to 5 scale stacks at a time and any additional damage is ignored if you still have scale stacks left. All of your Scale Armor actions have +4 health. Adds a Scale Armor action to your inventory.
New Modules:
Battery: Every 5 seconds, the creature gains +1 Energy.
Purge: On hit, removes 1 stack of each positive effect from the enemy.\\n\\nThis happens before damage is dealt.
Balance Changes:
- Pollution CoreChanged to: At the start of your first state, both creatures gain poison stacks equal to 50% of their health. Health decreased to 2 (down from 5).
Patient Core: You can no longer get negative effects while you are not on the battlefield
Time Bomb Core: No longer blocks the movement of creatures and summons. 🦑
- Damage Reduction Order ChangesI wanted to streamline the order in which damage reductions from actions and cores are applied. The new order is now the following: Absolute changes -> Multiplicative changes -> Subtractions. In each of these cores now take precedence over actions. This is an indirect buff for some defensive actions. For example, the Adaptable Armor Core reduces the damage to 0 (Abolute change) before shields or scales get removed. Before this change you would first lose scales and the shield stack and then Adaptable Armor would trigger.
Bug Fixes:
Fixed language settings sometimes resetting when exiting the menu. 🦑
Fixed a bug where stat modifiers and modules which only applied to sub actions (Plant projectile, Tadpole) would sometimes not correctly be previewed in the state machine.
Next I am working on a new run finished screen and I have also started work on hats and skins. I also plan to add a new action / module / core with each monthly reset, if possible to steadily make progress towards finishing everything for Planet 5.
And as always have fun playing and if you enjoy the game I would really appreciate a review ❤️
🦑: Features or bug fixes that resulted from community suggestions
Source
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