It is once again to test a release candidate.Some of the major features if you decide to test this will be the timed reproduction system, auto-evo exploring tool and various fixes and tweaks in a bunch of places.
I played all the way until the late multicellular editor. However, at this point, once I press the âCONFIRMâ button, the game crashes without leaving any message. Find below the link of the save file, just before clicking the âBecome macroscopicâ button:
Concerning timed reproduction, in the microbe stage feels OK in my opinion. However, in the early multicellular stage, it gets too high. It took about 20 minutes for my final organism made of 20 cells, even with the stores of ammonia and phosphate full. As well, the âinstantaneous reproductionâ cheat does only grant access to the editor, without creating the full organism. Therefore, in order to access the late multicellular stage, I am forced to have to wait.
Apart from that, the new mucilage agent is very fun to play with and I also enjoyed a lot messing with the auto-evo exploring tool. Good work!
EDIT:
I forgot to add that, in early multicellular, every time I go back into the editor, my cell body plan gets slightly modified. Usually, a couple or so of my cells are moved with respect to the previous editor cycle.
I can confirm. I didnât fully debug but it seems like the slime changes now crash the macroscopic prototoype.
Someone needs to either duplicate the microbe HUD changes to the macroscopic or remove those parts from the base mechanics.
I already knew that the balancing is off there as we didnât get a game designer to balance that part.
Edit: also @aleixcoma are you sure the game logs didnât have any crash information? We should now have a code change merged that adds an unhandled exception handler.
Oh that, I do remember seeing that kind of thing somewhere for a thread but at least for me this thread doesnât show up anywhere on the forums home page like that.
------------ Begin of Unhandled Exception Log ------------
The following exception prevented the game from running:
System.NullReferenceException: The instance of type NodePath is null.
at Godot.NodePath.GetPtr (Godot.NodePath instance) [0x00003] in <19daba5d5ae94c7483bcc78b7907d0ef>:0
at Godot.Node.GetNode (Godot.NodePath path) [0x0000b] in <19daba5d5ae94c7483bcc78b7907d0ef>:0
at Godot.Node.GetNode[T] (Godot.NodePath path) [0x00000] in <19daba5d5ae94c7483bcc78b7907d0ef>:0
at StageHUDBase1[TStage]._Ready () [0x001d0] in <ccd24901990a444f9e5eed06097dc0c9>:0 at MulticellularHUD._Ready () [0x00000] in <ccd24901990a444f9e5eed06097dc0c9>:0 at (wrapper managed-to-native) Godot.NativeCalls.godot_icall_2_451(intptr,intptr,intptr,bool) at Godot.Node.AddChild (Godot.Node node, System.Boolean legibleUniqueName) [0x00011] in <19daba5d5ae94c7483bcc78b7907d0ef>:0 at SceneManager.SwitchToScene (Godot.Node newSceneRoot, System.Boolean keepOldRoot) [0x00027] in <ccd24901990a444f9e5eed06097dc0c9>:0 at EditorBase2[TAction,TStage].OnEditorExitTransitionFinished () [0x00092] in :0
at LateMulticellularEditor.OnEditorExitTransitionFinished () [0x00007] in :0
at TransitionManager+Sequence.StartNext () [0x00094] in :0
at TransitionManager+Sequence.Process () [0x00087] in :0
at TransitionManager._Process (System.Single delta) [0x00019] in :0
Please provide us with this log, thank you.
------------ End of Unhandled Exception Log ------------
That would have been very useful to see first. As that would have basically almost allowed me to come to the same conclusion I came to after testing myself that the macroscopic stage scene has a configuration issue meaning itâs not playable at all.
Substances for âevolutionâ are being recruited for a very long time, I tried to score the cell with all substances through the cheat mode, everything is being collected for a very long time for the necessary substances for evolution
Productivity in multicellular mode drops significantly, it became a little worse than before (fps 3-6)
This version includes the new timed reproduction system that prevents players from skipping through generations too fast even if they are full on compounds.
Have you tried setting the entity limit to âtinyâ in the performance options?
I have to say that new timed reproduction sometimes takes really long, especially with big or multicellular creatures as mentioned by @aleixcoma .
Also i think i found bug where even single cytoplasm is growing up in really slow pace. Unfortunately i donât have currently any footage or logs.
If you donât already know the logs folder, you can start Thrive go into the options menu and there in the misc options thereâs a button to open the logs folder. The game keeps the last few runs of Thrive worth of logs, so you can open the game a couple of times after the crash without having lost the logs.
That will be adjusted. Before the RC multicellular didnât get any balancing.
If nothing else weâll probably at least double the speed there:
Cells need to overcome the base cost to be considered fully grown. The base cost is more than 10 times bigger than a single piece of cytoplasm.
So I tried it out and I gotta say, loving the timed reproduction! Of course, it should be balanced better when itâs fully out, as others have said, but all in all, it opens up new possibilities when it comes to evolution, like making an actual plant cell is viable now, without locking yourself from progressing further.
One mechanic that I noticed though, is that you canât engulf cells with a specific cell wall now? I donât remember it being a feature in prior version and Iâm not that big of a fan in itâs current state.
Donât get me wrong, it makes the game more fun by providing a challenge, but I think itâs a little annoying at the moment.
So many cells eventually evolve a cell wall that is non-engulfable, making âhuntingâ much more difficult. There should be special organ that allows you to break down those walls while engulfing at the cost of a large ATP consumption or some other biological weapon, as the pilus later gets unwieldy, but thatâs just my opinion.
I can see this update making the game more fun and rewarding to play, though obviously, things need to balanced.