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DESCRIPTION

Only unlockables.sav is compatible.
File structure changed a bit, but saves still go in the same folder.

Windows:
https://mega.nz/file/NapwRIzJ#kc0ShbRJ8AD1Ea2p6aoJMttjeT8UimcjLpZGGq06pEM 

Linux:
https://mega.nz/file/wGoggAAT#Kh3k2Yu2SKhMya8gja0kiYf7BFaPEDwg9GpsFtO8YKY 
+
https://mega.nz/file/QWpmlLya#o6xsb7qrSTJsOqcrpKy0w-gqc3oRIhd5L8syQXrXVj4

(forgot some parts in the first linux upload. Unpack in same folder)

Changelog:
Characters/Content:

  •  added new story path/alternate ending
  •  10 new species. 6 new uniques. 
  •  new achievements/professions/traits
  •  new events/scenes etc.

Challenges/statstics:

  • Added scaling difficulty option. unlocks in character creation after beating the game.
  •  Scales infinitely, but after 10 some modifiers just repeat.
  •  keep track of highest difficulty/score/challenge wins for each character

Farm:

  • simplified farm interface/less micro management (more incentivised to keep pairs once set up)
  •  removed attraction and related stats for breeding
  •  farmpairs increase bond each day up to 10. Resets upon breaking 
  •  bond increases efficiency of everything farm related by 10% each
  •  can toggle characters between producing eggs or twice the amount in crystals
  •  replaced the current settings (slow/vigorous etc.) with side-activities for various bonuses (farming/milking/sextraining...)

Quick character management:

  • Added town screen to quickly see/manage all your characters (middle mouse button)
  • Can easily move them around between places/activities
  • Toggles for relevant information
  • Quick access to all character locations

Freeplay:

  • Changed freeplay to remove most time based scaling.
  • No time pressure for anything. Difficulty is mostly player controlled. 
  • 80%+ completing a portal raises the worldlevel to that portals hostility
  • Worldlevels work similar to ng+, raising difficulty and level caps.
  • Starting level/gene caps are lower than usual

QoL:

  • added quickstart setting, allowing you to skip intro events (simulate default selections)
  • In party prep: can click on empty item slots to filter inventory to that type
  • In inventory can click avatar to select next. Removed the small character tooltips from inventory
  • In battle, can hold middle mouse on a character to show tooltip
  • enemies with gifted or special trait will have a star in name. Enemies with death triggered passives are also marked
  • Sell-toggles for party-prep/crafting window. Generally shouldn't need keyboard for most things now.

Gameplay/Balance:

  •  Changed evo's adapt mechanic: can now permanently learn/collect traits. learned traits can be adapted onto characters. Druid/Crea have/unlock a restricted variation of that ability.
  •  ranged attacks now use all ap instead of requiring 2. (can move before. Restoring 1 ap lets you attack again etc.)
  •  Simulates rituals with starters at game-start
  •  Druid has a unique skilltree branch based on selected element to support spirits. And some other new abilities
  •  removed mana penalty for shadow characters for not being in shadow
  •  amphibious no longer has a penalty for land movement (now objectively better than basic movement)
  •  Combat-Exp gain doubled but reduced based on a characters level 
  •  fused characters can't be used for rituals, but gain +50% exp
  •  Your party fully heals on portal/relay tiles. Party-teleport costs crystals now
  •  Traits are partially weighted based on lvType, including mutagen.
  •  new rare (<1% chance) genetic traits based on lvType. (characters with special trait will have a star in combat)
  •  More stamina fairies spawn
  •  magicwater removes mana from enemies when in water.
  •  magicice also affects characters on snow
  •  adaptable mc-trait only doubles potion uses, but is cheaper
  •  more skillcombos
  •  Early portal/guaranteed first arena battle rewards increased.
  •  Some lymeans got some electric skills
  •  native species rework: portals have main and subspecies. Most species will be hybrids of a mainspecies. Other part can be either. (Easier to know weaknesses of portals etc.)
  •  lizards/mermaids are more likely to spawn in water and mermaids spawn less on other tiles. (most portals will have at least one aquatic sub species)
  •  Tamer starts with new creature. Elementalist can evolve basespirits into that creature

Unity/UI stuff:

  • updated unity version, so some rare issues should be fixed
  • starting launcher thing was removed. 
  • Added ingame settings for resolution/fullscreen.
  • Can resize window
  • Smaller file size
  • Generally should run better/use less ram etc.
  • added custom cursors based on character (not sure if i like those)


Syvaron PATREON 129 favs
VIEWS1
FILES1 file
POSTEDFeb 13, 2021
ARCHIVEDJun 10, 2026