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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)