Dev Blog #27 – Patch 1.1.4 and Gene Crafting
Cleb - September 14, 2017
Today we released patch 1.1.4 and you can check out the patch notes here. This patch includes 3 new scenarios survive, disease, and defend.
Survive:
In survive you will be given some time to create your bacterial colony, after which the level will begin to fill up with different level hazards. The higher the difficulty the quicker the zone will become engulfed.
Disease:
In Disease you will have to either severely damage the host, or kill it. To kill the hose you will have to kill all of the host cells in the level. The harder levels will have more opponent bacteria as well as stronger immune systems.
Defend:
Defend is the opposite of disease. You will have to defend the host by killing the invading bacteria and keeping the host from getting too damaged. In higher difficulties you will have to keep the host healthier, and will have more deadly bacteria to deal with.
With the addition of these three scenarios we are going to stop working on scenarios for awhile, other than to make balance changes or fix bugs as they arise.
Gene Crafting
Next we are going to go back to the genetic engineering system. First we are going to attempt to fix all of the bugs that we have found (with your help and your bug reports) regarding gene generation and genetic engineering itself. Then we are going to work on our gene crafting. Gene crafting will give players far more tools for managing their genes and units.
Blueprinting genes:
Genes can be turned into ‘blueprints’. When they have been turned into a blueprint, a copy of that gene can be created at any time using nucleotides. You can make as many copies of the blueprinted gene as you can afford. Blueprinting genes does come with a risk. Each gene will have a blueprint chance(which you may have already noticed on your genes); and if you fail to blueprint the gene, it will be destroyed.
Assembling genes:
Each gene has a nucleotide cost to be constructed. Once a gene is blueprinted it will be able to be constructed for that nucleotide cost.
Disassembling genes:
Each gene has a nucleotide salvage amount. This is the amount of nucleotides you will get when you salvage that gene. When you salvage a gene, it is destroyed and you are given the nucleotides for that gene.
Gene Synthesis:
A player can spend a number of nucleotides to try and create a random gene. There is some risk with as this process can flat out fail, or give the player a very bad gene. The more nucleotides spent, the higher the chance of getting rare and powerful genes.
Gene Optimization:
A player can spend nucleotides and time in order to try and change a preexisting gene. Players can only optimize one gene at a time, and must wait until the attempt is finished before they can attempt to optimize another gene. This puts that gene at risk of being destroyed. The player can set up what they would like to try and change, or they can just try and reroll the item in general. Re-Rolling the whole gene is cheaper, and faster, but has a higher chance of complete failure, and the outcome can be uninteresting.
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