Full notes
Full Heliotropism update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Balance
- Performance
- Fixes
Heliotropism changes
Teams Thoughts
We are trying to slow down on mutation introduction to try to maintain consistency of the game, while implementing some comeback mechanisms and enabling other ways of playing the game. Next week there will be 10 mutations, as per usual, but for today, we will keep the 100 we already have.
Additions
High Numbers Notation
Game now shows numbers bigger than 1.000 as engineering notation.
Second Bloom
Your tree will now enter a second bloom during Autumn if you didn't purchase any non-random mutations from the shop until then.
When entering a second bloom, the shop content will be re-roled and your leaves will produce flowers as if it was spring.
Balance changes
Late game
Mutations obtained after the fourth year no longer count towards collections
Winter is significantly harder after the fourth year
Other Changes
Small Changes
Free mutation obtained at the end of each winter moved to the shop following it.
Tiles are now placed much faster when the ctrl key is held
Tooltips for capacity, flowers, energy and water now include their current values as well.
Mutation Changes
Water reserves now shows how much water it has consumed
Optimizations
Game now handles the late-late game way better, allowing for numbers up to 1e60
Added a config option to turn off dynamic tiles to increase performance
Fixes
Fixed a bug that made explosive bloom always be active, regardless if you had the mutation or not
Fixed a bug where Cernunnos would stop showing crises after the fourth year
Fixed some bugs regarding shop open/close hitbox
Source
Changelog.gg summarizes and formats this update. How we read updates.
