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Update notes via Steam Community

Patch notes: v1.0.0

Gameplay

- Added a tutorial

- (Full version only) The Algae species now collects dropped cells from anywhere, since it cannot move to reach them

System

- Added a logging and crash reporting system

Bugs / Misc

- Fixed a bug that caused having too many armor cells to crash the game

- Fixed a bug that caused unlocking every mutation to crash the game

- Fixed cells placed later on your alien triggering less often than cells placed earlier

- Fixed explosive cells looking for targets from the center of your alien instead of from the cell itself, which made them unreliable on larger builds

- Fixed the "Vampirism" mutation behaving incorrectly

- Fixed the "Emerald Splash" mutation not applying its bonus damage

- Fixed bosses not dropping any bonus cells

- Fixed ranged and charger enemies spawning in each other's proportions, which resulted in roughly twice as many ranged enemies as intended

- Fixed charger enemies not getting faster as waves progress

- Fixed a bug that caused poison to behave incorrectly with multiple poisoned enemies

- Fixed a bug that caused collision to behave incorrectly in some cases

- Fixed a controller navigation bug in the alien editor

- (Full version only) Fixed the Anomaly species reducing your damage instead of increasing it

- (Full version only) Fixed void cells dealing damage as the Biohazard species, which is not supposed to deal damage directly

- (Full version only) Fixed staying outside the safe zone in Supernova being unable to kill you

Balance

- Nerfed lightning cells and reduced their drop rate

- Nerfed speed cells and reduced their drop rate

- The speed cell's distance bonus is now measured against how far you can actually build at your current xenomass, so placing one on the rim is a real decision at every point in a run

- Reduced base cell drop rate

- Nerfed energy regeneration

- Reworked how movement speed scales with energy level

- Nerfed Living Arrow, Flicker and Impact Velocity, Charged Up, Crab Convergence, Least Resistance, Reserves, Perfect Shell, Annihilation and Critical Mass mutations

- (Full version only) Nerfed Overgrowth

- Reduced enemy spawns early game, increased enemy spawns late game

- Increased enemy health scaling

- Increased boss scaling

- Mutations no longer all cost 1 DNA

- Increased xenomass gained per wave

- Increased the cost of Distant Influence

Patch notes: v1.0.1

Graphics

- Improved lightning VFX

- Made the "Danger Zones" boss ability visuals less confusing

Bugs / Misc

- Updated the tutorial text color to match all the other text

- Fixed Shatter mutation being the wrong color

- Fixed Danger Zones dealing damage after they have already expired in some cases

- Fixed a bug that caused the "Bullet Hell" boss ability projectiles to disappear too early

- Fixed a bug that caused enemies to spawn with significantly more health than intended

- Fixed collisions being calculated wrong in the case of extremely long limbs

- Fixed a bug that could cause the game to crash after unlocking all mutations

Balance

- Reduced the movement speed and acceleration penalty for low energy

- Increased energy regeneration

- Boss abilities now deal half of the boss's contact damage instead of the full amount

- Nerfed the "Danger Zones" boss ability

- Increased boss scaling

- Increased bonus scaling for offensive cells

- Nerfed explosive cells

- Nerfed void cells

- Increased player projectile size

- Player explosions now scale with cell count

- Increased cell drop rate

- Increased cell drop rate in the early game

- Increased enemy spawn rate in the early game

- Reduced peak enemy spawn rate in the late game

- Increased enemy health scaling

- Reduced ranged enemy range

- Slightly increased player base speed

- Reduced corrupted mutation chance

- Reduced pricy mutation chance

- Improved the mutation system and significantly rebalanced a large number of mutations

- Reverted some of the previous DNA price increases

- Increased xenomass increment

- (Full version only) Reworked difficulty 4: Now grants half healing at the end of a wave instead of no healing

- (Full version only) Reworked difficulty 5: Now reduces energy regeneration and increases energy drain.

- (Full version only) Reworked difficulty 9: instead of 2 bosses per boss wave, each wave's boss hazard now periodically appears during normal waves

- (Full version only) Halved how much enemy health and damage increase per difficulty level

- (Full version only) Cells dropped in the Supernova area now spawn inside the safe zone

- (Full version only) Reduced player damage taken from explosions in the Hyperzone area

- (Full version only) Enemies now also take damage from explosions in the Hyperzone area

- (Full version only) Buffed Aberration species

- (Full version only) Buffed Biohazard species

- (Full version only) Buffed Voidborn species

Gameplay

- Cells should not fire at enemies that are just about to die anymore

- Player cells now start the wave off-cooldown

- Poison now ticks faster and lasts shorter

- Swapped boss order

- (Full version only) "Supernova" safe zone now moves

- (Full version only) Reworked the "Chaos Rift" area

- (Full version only) Reworked "Algae" species

System

- Reworked the score system to be more indicative of a player's performance during a run

- Added a total score tracker in addition to the existing high score tracker

- The game now pauses on controller unplug

- The game now pauses on focus loss

- Fixed issues with the game not minimizing on alt-tab in some cases

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