- Major new feature: The Connection-Positive Brain! variable-size brains are here!
- Major new feature: Climate! more depth and dynamic to droughts plus temperature range changes over time now! Can your agents survive the Ice Age or brave the Tropical rain forests?!
- Increased world dimensions by 50%! New patterned tickrate for cells to counteract the FPS loss (and gain more than before!)
- Cell eyesight is back! Optionally, agents can see the cells near them with their eyes
- Added a new input: Repcounter. This addition was long overdue!
- Improved the historical graph: it now scrolls from the right to the left, scaling vertically, and indicators for days and epochs. Very nifty!
- 3 new music tracks and new sounds and graphics (nothing crazy, just color balances and Selected Agent Display polish.
- Configuration file changes, but it should be the only thing compatible from before. Still, we recommend regenerating it when you have the chance if you're copying.
- Bugfixes, lots of them! Even more smaller features! See all the details in the Version History document.
Version 0.07.2 changes:
- Added Island Chains and Lakes feature: terrain will generate with lakes and islands to balance out desired ocean percentage, and additional configs have been made available to tweak terrain gen
- Jump feature rework: agents have a vertical position and velocity, where acceleration changes velocity, and velocity changes position. Agents appear to "get closer to camera" when jumping
- Encumbered feature rework: agents can be encumbered at increasing levels, and each level multiplies movement speed by a debuff amount. Agents can hardly move after 3 levels.
- Improvements to agent movement calculation and energy exhaustion from movement
- Added new autoselect modes: Best for each major terrain type, Fastest, and Sexiest, to name a few. Use "shift"+[top row numbers] as hotkeys
- Added a metabolism profile view and balanced the metabolism visual color scheme, again
- Fixed several bugs, including sexual reproduction bugs, mirror eyes updating on agent birth, Ocean Percent in the GUI being overriden, and bugs with relative autoselect mode.
- Performed some code optimization and cleanup
Version 0.07.1 changes:
- reformatted the cell vision to be like agent vision; it sees only the max value of all cell layer colors, not the additive between layers (so, before, the fact that fruit and plant both += green eyesight meant green was brighter than red, and could have been brighter than our max allowed AMBIENT_LIGHT
- Corrected an order of operations issue with agents not taking hazard damage when exposed to hazard while boosting, which was not exactly intended to also unintentionally gave boosting agents unnaturally long life.
- fixed a bug where tiny agent's extra eyes were not getting set to the daylight value as expected in some scenarios
- fixed a bug with the relationship message for relative autoselect, and removed kinrange as a beneficial factor in calculation, providing more accurate selections.
- reduced meta mutation rates
- balanced some brain mutations
- adjusted metabolism coloring again. Now is: black (0, priority health) -> red -> yellow -> white (0.5, balanced) -> cyan -> azure (1, priority repcounter)