Primordialis
Primordialis 0.1
Version Date
Dec. 24, 2025
Patch Notes
Primordialis v0.1
[p]Happy Holidays![/p][p][/p][p]Primordialis v0.1[/p][p]gameplay changes & features:[/p][p]- Final music polish from Phrakture[/p][p]- A couple new creatures from Keith[/p][p]- Shrunk 4th and 5th biomes[/p][p]- Reduced number of entrances from first biome to the dark biome to prevent new players from focusing on it too much[/p][p]- Most combo cells have been removed from non-bosses[/p][p]- Added some Halloween creatures, enabled Oct 24 to Nov 1 in your local time[/p][p]- New cell types: Impact cell, Wandering neuron, Electromagnetic cell, Spinning cell, Heavy cell, Vascular cell, Ossifying cell, Stem cell, Transistor cell, Lightning cell (previous Lightning cell has been renamed to Shocking cell)[/p][p]- New mutations: Exploding corpses, [/p][p]- Increased regeneration with the Steady regeneration mutation from 10% to 25%[/p][p]- Strafing mutation now makes you move in cardinal directions, instead of being relative to your body orientation[/p][p]- Improved the ability to move with strafing during the ending sequence[/p][p]- Echolocation mutation now shows the locations of cell types[/p][p]- Explosive resistance now makes explosions non-lethal in addition to giving damage resistance[/p][p]- Parasitism mutation now allows regeneration in safe zones[/p][p]- Entropy reversal mutation now grants immunity to the negative effects of freezing[/p][p]- Increased the damage resistance from The walls are lava mutation[/p][p]- Combo cells now have a prompt to drop cell types. How combo cells work was intended to be something discovered on accident or through experimentation, but player expectations were not set properly for that to work[/p][p]- Added small chance for blank combo cells to appear, which allow you to choose both components[/p][p]- Single cell spikes not attached to any other cells no longer deal damage[/p][p]- Increased the minimum width of certain tunnels[/p][p]- The force generated by jet cells at high voltage is now capped[/p][p]- Increased genome size of breakaway cells from 0.5 Mbp to 1 Mbp[/p][p]- Increased genome size of spedometer cells from 0.375 Mbp to 3 Mbp[/p][p]- Increased genome size of breakaway cells from 0.75 Mbp to 4 Mbp[/p][p]- Slightly increased drop weight of acid cells[/p][p]- Obedient neuron now works on yourself[/p][p]- Poisonous cells now make adjacent cells passively immune to poison[/p][p]- Moved poisonous cells to a different spawn pool, they should be much more common overall[/p][p]- Increased the stickiness per sticky cell, they should now stick for about twice as long before detaching[/p][p]- Negating cells and Electric isolator cells can now chain with themselves and each other, without requiring a conductive cell in the middle[/p][p]- Power switch cells are now 0.8V when activated instead of 0.9V, to make them more reliable to toggle off[/p][p]- Doubled the charging rate of charging cells[/p][p]- Reworked lightning again:[/p][p] - Old Lightning cell has been renamed to Shocking cell. Its base damage has been reduced and no longer increases with voltage. Range is now proportional to the square root of the voltage (previously linear). Frequency scaling is unchanged. It should be more effective than before at shocking creatures[/p][p] - New Lightning cells will discharge when powered then unpowered, with lightning strength based on the peak voltage. If lightning overkills a cell its excess damage can spread to adjacent cells[/p][p]- Chain lightning mutation has been reworked. It now gives resistance to lightning damage and stun, and complete immunity to self-lightning-damage[/p][p]- Stasis cells' area of affect no longer scales with voltage. Cells in stasis can now slowly move, higher voltage stasis bubbles will result in less movement. These changes are meant to prevent situations where stasis results in getting trapped out of bounds[/p][p]- Heat from radiant cells reduced by 50% to make them more survivable[/p][p]- Added Acid cells to the starting weapon pool[/p][p]- Physics engine now supports rigid cells. Hard, Spiky, Electromagnetic, and Heavy cells are rigid by default, and any frozen cells are temporarily made rigid[/p][p]- Frozen cells have reduced biomass transfer speed[/p][p]- Frozen cells can now be shattered with sufficient force[/p][p]- Reworked a side boss[/p][p]- Exiting the edit menu with no cells in your body plan will no longer kill you. It was fun but too easy to do accidentally[/p][p]- Adjusted death condition to be based on biomass cost + biomass storage. This should improve survivability when you have low biomass cost hearts[/p][p]- Dead creatures will now revive if they regain biomass above their death threshold[/p][p]- The regneration cooldown recovery from collecting xp no longer decreases past 2250 biomass, previously it would get less effective the higher your biomass cost with no cap[/p][p]- Reworked cancer to be more customizable[/p][p]- Made the final boss arena 50% wider[/p][p]- Made the final boss faster to finish off when it has low biomass[/p][p]- Buffed first biome boss[/p][p]bugfixes:[/p][p]- Fixed more cases of softlocks in 5th biome[/p][p]- Fixed some cases where entrances to biomes could be blocked off[/p][p]- Fixed overcharge mutation not applying to always negative cells[/p][p]- Fixed overcharge mutation getting applied twice to power switch cells[/p][p]- Fixed negatively powered jets pushing things in the wrong direction[/p][p]- Fixed some parts of the environment not stopping when paused in sandbox[/p][p]- Fixed buggy wall collision physics in special area[/p][p]- Made line drawing mode in editor work better with undo[/p][p]- Fixed incorrect rendering of spikes in editor history[/p][p]- Fixed incorrect rendering of spikes after mirroring a selection[/p][p]- Fixed bug where saved body plans could save to the incorrect name when the save name is a substring of another saved plan[/p][p]- Fixed waypoint locations not getting saved[/p][p]- Fixed cells not showing up in the sandbox combo list[/p][p]- Fixed combo cells not being granted correctly between sandbox saves[/p][p]- Fixed reverting to default body plan when loading a saved game with a body plan over your maximum cost[/p][p]- Fixed mouse dragging being off with letterboxing[/p][p]- Fixed color/cell buttons still being visible while in the opposite mode with widescreen resolutions[/p][p]- Made final boss fight not activate when you are outside of its arena[/p][p]- Fixed fearful neuron's wall avoidance not using seeker cells properly[/p][p]- Made electrical connection of linking cells more consistent[/p][p]- Fixed bug where mutations would save incorrectly after using a waypoint[/p][p]- Fixed health gating cells not stopping poison[/p][p]- Fixed mutagenic poison not transfering between connected cells[/p][p]- Fixed breakaway cells and explosive cells draining biomass from from neighboring cells when they kill themselves[/p][p]- Added some safeguards for voltages and temperatures overflowing and becoming nan or infinity[/p][p]- Made high voltage lightning hit things more reliably[/p][p]- Fixed uncombined combo cell tooltips showing the cost reduction for the base cell type[/p][p]- Fixed crash when audio device is lost[/p][p]- Other keyboard inputs are now blocked when a text box is active[/p][p]- Fixed rare crash on startup[/p][p]- Fixed lua creature death functions not working[/p][p]- Fixed set_plan_cell crashing when passed an invalid cell type[/p][p]- Fixed icons being cut in half on certain graphics drivers (thanks h!)[/p][p]- Fixed rendering bugs when creating too many particles[/p][p]- Fixed cursor changes not updating until the mouse is moved when using hardware cursor[/p][p]- Fixed toggle seek and toggle ability settings not saving between game sessions[/p][p]misc:[/p][p]- Re-enabled gamepad support[/p][p]- Added inspector which by default activates when you press \. The inspector allows you to view the current state (eg. voltage, temperature, speed) of all your cells. You can also hover over other creatures when you press the inspect button to inspect them instead of your own body[/p][p]- Symmetry mode in the editor now supports all point group symmetries compatible with a hex grid[/p][p]- Duplicate cell types are now grouped together in the editor[/p][p]- You can now filter your cell types by pressing control+F or clicking on the search button in the lower left corner of the editor[/p][p]- Hovering over Phasing, Poisonous, or Feeler cell types in the editor will now highlight cells which are adjacent to the hovered cell type[/p][p]- Cells which do something in the outward direction such as Jet cells now have a small arrow indicating their direction in the editor when icons turned on[/p][p]- The fill tool in color mode now cares about cell types when you have cell icons turned on[/p][p]- Added loading screen tips[/p][p]- Zoom is now saved[/p][p]- Added warning when loading old saves[/p][p]- Small performance improvements[/p][p]- Enabled AVX instructions, which should improve performance on CPU's that support them[/p][p]- Adjusted threat level calculation for switching between ambient and battle music[/p][p]- Mutations are now preserved when you use the respawn tool in sandbox mode[/p][p]- Replay recorder now stops shortly after you die, unless in sandbox mode[/p][p]- Clicking on a body plan in your history no longer rewinds your history to that point to prevent accidentally overwriting your undo history[/p][p]- Added video settings for gamma and contrast[/p][p]- Replaced the radiant visual effect for better performance[/p][p]- Added new sound effect for high-voltage lightning[/p][p]- New lua function reset_position(), meant for use in the console if you get stuck out of bounds[/p][p]- New lua function set_input_delay(ticks) to simulate playing with network lag. set_input_delay(12) should be roughly equivalent to 100 ms ping. This is just a quick test to check if multiplayer is even viable, it does NOT mean that multiplayer is being developed[/p][p]- New lua function get_all_body_cell_ids(int body_id)[/p][p]- Added cell_count and plan_cell_count to body metatables[/p][p][/p]