Full notes
Full Sipho update
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Repeated intro
Hello all!
What changed
- Gameplay
- Performance
- UI and audio
- Balance
Sipho changes
We have been gathering feedback from community forums and watching various streamers play Sipho and got a nice list of notes that we are addressing with this update!
Budlings now feel much safer next to their parents and should not run away from big enemies. Especially those enemies who are threatening their mother colony!
There seems to be a disturbing lack of self-preservation among your offspring...
Enemy AI has been tweaked to be less aggressive to enemies that are much smaller than them - that makes more sense to make them dispose of something that is more threatening and only then go after small ones. The change is most impactful when the small one is the player!
A lot of bugfixes and performance have been done - especially related to level spawning and whirlpool level destruction. While there are things to optimise further, we hope this will help with stuttering a lot.
Version 1.0.1f4
More robust way of holding consumables should fix Polyp sometimes causing consumables to be unholdable
Do not update Environment Grid if things have recently been spawned
Version 1.0.1f3
Optimize whirlpool level destruction
Tweak Advena areas
Cache level spawner texture values - improves performance for levels based on texture lookup spawning
Version 1.0.1f2
Add Tooltip to separate canvas in Main Menu
Mover camera fast while in transition - fixes camera flying around after entering new zones
Fix growth zooid type categories not being disabled correctly
Version 1.0.1f1
Refactor enemy spawning to allow having different enemy counts per campaign level. Adjust enemy aggressiveness and counts
Add option to slow down game simulation if it is unable to keep up with target framerate
Alphas are guaranteed to drop relevant mutations
Fix whirlpools not spawning in Freeroam
Saenus Boss 3 creates currents a bit more rarely. Other boss fight enemies never flee
Pathfinder completes its path requests when setting new ones
Allow Mutations have differently constructed titles for localization. Add missing translations.
Refactor how campaign sipho zooids get swapped for variety - dynamically determine if swapping is possible instead of being hardcoded. Fixes enemies with impossible layouts appearing
Megalocyst explodes instantly instead of 0.1sec delay
Do not regenerate health when losing nutrition to overnutrition - fixes some bosses healing themselves for a while before allowing themselves to be over-dps'ed
Make Advena campaign areas a bit wider to navigate
Boss battle arena does not care if there is null sinkable to sink
Fix zooid info tooltip text to contain proper newlines
Better Leader following AI for minion Siphos
Enemies are less likely to attack smaller enemies
Display zooid type next to breed name in the tooltips
Improve some zooid descriptions
Fix leech teleporting
Mutation generation can skip types - allows Abrasive mutation to be applicable to Puffer, but not be generated for Structures
Enemy Spawner tracks and manages children of the children as well - fixes boss arenas sometimes being stuck after killing a boss
Siphos drop recently eaten nutrition if they're killed fast enough
Don't clump up enemies when spawning
Correctly dispose of player minions when starting new Epoch
Version 1.0.1a1
Revert to shape matching correctly when detecting NaN deformation values
Add obstacle inside shrimpy's centre so nothing gets moved or spawned in it
Cra'Than second boss waits before attacking
Update Environment Grid over several frames - reduces stuttering
Update pathfinding grid 1 chunk over time as now obstacle spawners spawn more consistently
Obstacle spawners update chunks dynamically over several frames
Do not spawn sizzler arc if distance is lower than 0.1 - fixes arcs flying away
Claw Weapons and Twister Swirls have unlimited overlaps
Fix flower petals in Buginis areas and enable their fade-outs
Polyp damages their target immediately when attaching
Use realtime in breed selection breed chosen animation so the animation isn't affected by time scale
Align level spawners with Environment Grid chunks - better overlap checking, better performance.
Give spawner manager one frame delay to spawned chunk checking - should allow physics to catch up and have valid raycast queries
Improve Enemy Spawner checking for unspawned chunks - include radius in search so moving spawned enemy is guaranteed to not later overlap the enemy
Source
Changelog.gg summarizes and formats this update. How we read updates.
