Repeated intro
Hello here, saviours of the World! We are thrilled to announce the first patch of the game, in which we focused on making the game more stabile and a bit easier.
What changed
0 fixes1 addition3 changes0 removals
addedBalance changes: - The cost of buying assistants has been reduced - Increased the price of the assistant decoder - Reduced the energy requirement of mines, in the workshop, at the assembly interface - Coins are now continuously produced from plants (e.g. what used to produce a green light every minute now produces a yellow light every half minute, if you don't pick it up the coins will merge as before) - The small steelhead mold that runs out of the Tier2 Tank type mold has been nerfed to a tiny variant called "Tier 0.5", which is weaker than the Tier1 steelhead - The bluepanel produces 10 energy at the beginning of each day - Added an arrow to guide the player through the beginning of the game, to make finding the objective easier
changedVisual changes: - Coin arcs have been brought to the foreground so they are always visible - The animation of the big blue wall has been improved - Coin sprites have been slightly optimized to consume less resources - Slightly changed animation structure of active large walls - Adjusted clipping on all sceens to improve widescreen visuals - Improved both the visual and mechanical aspects of the mold environment
changedOther changes: - Changed the spatial layer of energy lights that can be picked up - The game now runs in the background - Adjustable window size is now included if you want to play in windowed mode - Changed the introduction at game startup - Changed the look of the desktop icon
changedA major major handling change has been made to the price visualizer, improving the performance of the following objects: - Hatcheries - Tools - Assistant upgrader - Roots - Bluepanel - HS - Farmer upgrader - Architect upgrader - Bank - Assistant creator - Clones - Clone store - Chests - Workshop doors - Research station - Tool configurator - Lifeform selector
The Last Experiment: A Memetric Story changes
addedBalance changes: - The cost of buying assistants has been reduced - Increased the price of the assistant decoder - Reduced the energy requirement of mines, in the workshop, at the assembly interface - Coins are now continuously produced from plants (e.g. what used to produce a green light every minute now produces a yellow light every half minute, if you don't pick it up the coins will merge as before) - The small steelhead mold that runs out of the Tier2 Tank type mold has been nerfed to a tiny variant called "Tier 0.5", which is weaker than the Tier1 steelhead - The bluepanel produces 10 energy at the beginning of each day - Added an arrow to guide the player through the beginning of the game, to make finding the objective easier
changedVisual changes: - Coin arcs have been brought to the foreground so they are always visible - The animation of the big blue wall has been improved - Coin sprites have been slightly optimized to consume less resources - Slightly changed animation structure of active large walls - Adjusted clipping on all sceens to improve widescreen visuals - Improved both the visual and mechanical aspects of the mold environment
changedOther changes: - Changed the spatial layer of energy lights that can be picked up - The game now runs in the background - Adjustable window size is now included if you want to play in windowed mode - Changed the introduction at game startup - Changed the look of the desktop icon
changedA major major handling change has been made to the price visualizer, improving the performance of the following objects: - Hatcheries - Tools - Assistant upgrader - Roots - Bluepanel - HS - Farmer upgrader - Architect upgrader - Bank - Assistant creator - Clones - Clone store - Chests - Workshop doors - Research station - Tool configurator - Lifeform selector
Balance changes:
- The cost of buying assistants has been reduced
- Increased the price of the assistant decoder
Reduced the energy requirement of mines, in the workshop, at the assembly interface - Coins are now continuously produced from plants (e.g. what used to produce a green light every minute now produces a yellow light every half minute, if you don't pick it up the coins will merge as before) - The small steelhead mold that runs out of the Tier2 Tank type mold has been nerfed to a tiny variant called "Tier 0.5", which is weaker than the Tier1 steelhead - The bluepanel produces 10 energy at the beginning of each day - Added an arrow to guide the player through the beginning of the game, to make finding the objective easier
Visual changes: - Coin arcs have been brought to the foreground so they are always visible - The animation of the big blue wall has been improved - Coin sprites have been slightly optimized to consume less resources - Slightly changed animation structure of active large walls - Adjusted clipping on all sceens to improve widescreen visuals - Improved both the visual and mechanical aspects of the mold environment
Other changes: - Changed the spatial layer of energy lights that can be picked up - The game now runs in the background - Adjustable window size is now included if you want to play in windowed mode - Changed the introduction at game startup - Changed the look of the desktop icon
A major major handling change has been made to the price visualizer, improving the performance of the following objects:
- Hatcheries
- Tools
- Assistant upgrader
- Roots
- Bluepanel
- HS
- Farmer upgrader
- Architect upgrader
- Bank
- Assistant creator
- Clones
- Clone store
- Chests
- Workshop doors
- Research station
- Tool configurator
- Lifeform selector