Sipho v0.7.16 is now available!
Greetings! It's been a while since last update - summer has taken toll on development time with its social life occasions. Finally, the Autumn is here and we can finally sit back at our screens and deliver the Sipho content everyone awaits.
Speaking of updates, previous one has introduced a new kind of powerup which stacks and its effectiveness heavily relies on how many stacks it has. We already have more than 5 different powerups which need an easier way of tracking - telling which ones and when will fade away. Powerups are designed to be something that impact moment-to-moment decisions of fighting or fleeing so the information has to be readable at glance. Thus buff UI was added:
Hovering it also highlights affected zooids and what stats it provides - it should be especially clearer for new players what buffs do. In the future, more interesting effects can be shown in this space.
Most of the zooids were designed with simple ways of connecting them in mind. By experimenting, we have noticed that having more diverse zooid connections makes more interesting Sipho Layouts. Combined this experience with feedback that starting breed weapon Spike should be placeable at an angle we found that it can be a very (inefficiently) fun zooid!
Spike can now not only be placed at an angle, but also allows other zooids connect to it. The gif above shows new Spike placement taken to extreme. To place Spikes, or other multi-connection-point zooids at a different angle, rotate them with default key R.
As always, the nitty-gritty details can be found below:
Version 0.7.16f4
- Fix inconsistent race condition when initializing ZooidPlacementGhosts
Version 0.7.16f3
- Display damage in debuff description
- Show basic tooltip information upon hovering enemies in growth or aquarium mode
- Tweak zooid connection point UI. Do not show for zooids with standard connections
Version 0.7.16f2
- Move buff UI above skill bar
- Respect UI scaling when calculating tooltip pivots
- Use bigger brain way of showing zooid placement ghosts
Version 0.7.16f1
- Show connection points when growing new zooids
- Shift + Rotate rotates zooids in other direction
- Automatically detect anchors for tooltips - improves positions of many different tooltips
- Make Buff UI selectable with controller
- Add experimental option of increasing MaxWealth when picking up nutrition while being under MaxWealth. Needs game rebalance to work
- - Rename Zooid prefab files to reflect prefab type, zooid type and name so they are more easy to search in Editor
- None of Food Spawners are scalable so they are not important and don't block enemy spawning. Also fixes having too many food spawns in later levels
- Fix Freeroam not spawning enemies
- Add Buff UI which shows currently active buffs, debuffs and powerups
- Allow highlighting zooids outside Growth mode
- Tooltips can now also be dynamic and be updated each frame
- Handle sprite renderer copies without sprite
- Copy zooid shader properties when cloning materials - makes greaser, muck, agonizer buffs to display dissolve amount
- Display number of buffed neighbor zooids in tooltips
- Use sprite icon pivot to correctly display Spike position when growing
- Fix zooid selection saying "poop" the first time it's shown and there are no zooids adapted
- Fix error throwing when initializing Extra Zooid UI before Head Selection Controller
- Make a copy of zooid list when doing new game animation
- Spike has additional connection points
- But be 99% strict when checking for Sipho self-overlaps - still needs to be fixed on Layout level of logic
- Be only 75% strict when checking for overlaps when repositioning zooids - Growth Points already ensure correct positions
- Fix gathering more neighbors than a zooid should connect to - short-connected zooids will no longer created invalid distant connections
- Fix Leech bottom graphics being offset
- Fix Advena boss 3 throwing errors while trying to ungrow poisoned zooids
- Post-build updated assets
Files
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