In this update3
Full notes
Full Quail Game update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Quail Game changes
New
Automation:
I've added two automation tools, an Automatic Egg Seller and an Automatic Quail Seller, both have filters you can customize such as if they should sell mutated eggs/quails, which qualities to sell, if they should sell a quail if it has a custom name, etc. And can be upgraded to automatically sell an unit faster
Automatic Egg Seller: Sells 1 egg every 30 seconds
Automatic Quail Seller: Sells 1 quail every 5 minutes
Shiny Quails!
Each quail has a 10% has a chance of being a shiny when hatched from an egg, these have an alternative color palette and have a sparkling particle effect, though that will be changed at a later date for more quail specific and relevant particles ( such as sparks on the robot quail )
Changed
Mutations:
Mutations now go from 0 to 5 ( used to be uncapped and could be negative ) and is now shown as a % on an Egg/Quail's details ( 5 is 100%, 0 is 0% )
In turn how this affects mechanics has also been reworked, i.e. higher % egg laying mutation means they lay faster, instead of taking longer as it was before
On hatch if a mutation does occur it chooses a value from -0.3 to +0.3, if a mutation goes under 0.01 it gets removed from the quail
Mutation names on quails are now more readable, ie instead of JUMPSPEED it's now Jump Speed
UI:
The inventory is now a grid, making it easier to see eggs/quails, and their basic data ( Name, value, etc ) is shown as a tooltip when you mouse over them
Entries on the inventory now have a little icon if they have mutations
UI elements with effects now reset to their default state and shape when hidden
Floors on the floor shop now show if you already own them instead of showing the price, and the bottom panel is hidden until you select something
Upgrades:
Most upgrades had their cost scaling doubled, as I felt they're too cheap and scale too slowly
Upgrades can now scale linearly or logarithmically, it doesn't matter what this means just know that normal upgrades and automation upgrades have their prices scale differently
Many internal changes to make my life easier, some scripts were unnecessarily complex or spaghetti-coded. This is still an ongoing process and many spaghetti is still left untangled
Fixed
Eggs no longer lose mutations when loading a save
Some minor optimizations to how dropped eggs managed tooltips when moused over
Join The Roasted Quail discord to keep up with annoucements, report bugs or suggest ideas!
Source
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