Thanks for the testing. Most of these were already found but at least the indigestible membrane bug is new that no one else has noticed. You just made it in time as tomorrow there’s likely going to be a release candidate build to get another round of testing before considering the new version good enough for a general release.
The movement needs still more tweaking if it is to be exactly the same as before. Since the beta I’ve slightly buffed base movement for 2+ hex sized cells.
The physics shape orientation is different compared to the graphics, so that’s the root cause.
This is exactly why when making models for a game it is extremely important to have no root scale, rotation or offset in a model.
Yeah, something seems a bit off with that, but it seems that later they do get at least some resources so this might be a bit new early game exposed kind of bug: https://github.com/orgs/Revolutionary-Games/projects/5/views/1?pane=issue&itemId=44923543
Seems like a bug. Did you have more than 1 ATP? That’s the thresshold that healing should apply. For a single hex of cytoplasm that is a bit hard to achieve as that requires basically full ATP which probably doesn’t happen due to rounding.
Yes, I fixed it today:
There was a massive bug in the beta that engulf sizes were not recalculated. It was only calculated once for each cell on spawn (so player was the most affected cell).
That was also quickly fixed, and will be in the next build (RC is very likely tomorrow).
This seems new. I’ll put it on the issue board.
Yeah, the flagellum calculation factor was way too low. I’ve removed a divide by 100 from it so it now again affects the shown speed values.
I mean the FPS literally more than double.
We can advertise the new version as up to 100% faster.