In this update4
Full notes
Full The Last Experiment: A Memetric Story update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- UI and audio
The Last Experiment: A Memetric Story changes
The game space and how it works, the way to get resources and the way to explore the map have changed with this patch. There are new adventures for existing players and a more fluid, easier-to-play experience for new players. Thank you for your trust so far, we will be back with another patch soon!
Visual only:
Black transitions fill the playing fields
Background colour transitions per layer, simulating humidity, refining reflections
The horizon has been raised
New bluepanel design, which is both more understandable gameplay-wise and more visible in the screen size
The soil has changed colour
The transparency of the water, its colour, the degree of reflection, all changed, and is more responsive to time of day changes
The cave has been slightly altered due to camera changes
The ground is covered with stones and objects, which are growing out of the "grass" that the different plants are growing
Changed the colour of the shadows
Changed the lighting of the cave
Changed camera system:
Changed Camera delay time
Cameras only switch on and off when they really need to, and we have chosen to switch them off and on separately
Changing the position of cameras, greater area visibility
Also, the time for cameras to roll over has changed due to position changes
A more fluid experience
The cameras take into account significantly more parameters than before, including when they have to travel a long distance or when the character is standing still
Cameras do not "Easy in Out" on all occasions, but apply separate fine starts and separate fine arrivals depending on the situation, or ignore these values in recognition of the situation
Content updates:
Gear manufacturer has been put into play 10 light for energy, For more freedom, the game offers several different game variations
Repair parts manufacturer has been put into play 6 light for energy, For more freedom, the game offers several different game variations
Embryo manufacturer has been put into play 20 light for energy, to release more organisms more efficiently
The Simple Assistant also produces coin with a 33% chance per encounter with the bluepanel. This could lead to new play styles that rely more on helpers and less on creatures
Moulds should come in a different loop
Fewer moulds spawn at the same time, which saves resources. All mould castles are active from the very beginning of the game. Also, they are timed precisely so that the different races arrive at the base camp at approximately the same time, giving you a more varied campaign in skills and colours
Changes compared to the previous gameplay
There are rocks that restrict movement, the whole map is impassable, you can only go so far before you have removed the mould castles. This adds to the pleasure of exploration
Temporarily no skill selector, this is a test to see how well it works for players.
Abilitys can still be picked up and swapped from the clone assembler and are still random. This is an attempt to make players realise that they have to work for a new ability
The character starts every game without an ability
No longer gives coin, gratis
As the utility of the Assistants increased with their potential coin producing ability, the prices changed accordingly
The helpers and the blue panel also expect more between 2 coin releases, reducing the resource demand of the game
Changed the sound of the coin arc
Coin pool mechanics have been created for a portion of the coins that can be picked up on the ice field. This reduces the resource requirements of the game in many cases. Several micro options have been reduced. It also provided the possibility to increase the number of coins that appear on the playing field at the same time.
The bluepanel inventory reduced to 24 coins from 48
Changed the speed of moulds
Source
Changelog.gg summarizes and formats this update. How we read updates.
