The Halloween feat will now unlock inside a micro universe
Exotic mass now counts towards Galactic Landfill and Supermassive
Fixed issues with queue timers and kindling kindred trait
Dark Energy now applies to windmills in antimatter universe
Game optimizations
Bug fixes for queues
Fixed bug with war droids
Freight Train upgrade now adds a trade route to freight yards instead of trade posts
Toxic troll achievement
Spatial reasoning rounding fix
Fixed application of plasmids with antiplasmids
Updated description of bleeding effect
Added achievement for synthesizing an anti-plasmid
More readable achievement page
Fixed power errors with hell dimension turrets
Crate/Container rounding is now applied after spatial reasoning
Added extra text to the asteroid belt description to call out the necessity of assigning space miners
Evil Ents can now burn flesh in the smelter
Swarm Satellite redesign
Swarm Satellites cost and output decreased
Control Stations can now control 10/18 swarm satellites
Iron mining ship swarm plant discount now applies to all swarm plant costs
New upgrades to increase output of swarm satellites
"Q" key now works with research queue
Added settings option to not enforce queue order
Decay challenge no longer shows the star level for Joyless
All universe types can now be seen on achievements
Genus completion is now marked on sentience
Challenges can now be toggled during evolution
Inspiration event now gives a temporary buff to all science production
Added Slave Market for slaver races to buy slaves as an alternative to catching them
Added Crate/Container storage amount to the build crate/container tooltip
Added a button to cancel all trade routes for each resource
Employment is now color coded depending on staffing levels
GPS satellites now add additional trade routes
Added stats tracking on reset mechanics used
Added a message when completing the launch facility
Added icons to challenges and races in evolution stage to indicate level of challenge completion
Added a settings option to disable the queue hot key
The queue hot key is now disabled by default because it breaks the game for some users
Fixed several bugs with celestial races
Only one demonic invasion event is now required to reach a hellscape planet
New city categorization can now be switched off in the settings tab
Holding Q while clicking a building will now queue it instead of constructing it
Fixed bioseed reset bug when seeding from a planet without a special property
Added a hire merc option to fortress, mercs hired here go directly to the fortress
Default patrol size is now 10 instead of 4
Adjuted margins in city tab/space tabs to slightly reduce vertical scrolling
New Tower of Babel flair
New planetary modifiers: Toxic, Mellow, Rage, Stormy, Ozone, Magnetic, and Trashed
City Categorization by NotOats
Chinese Translation
Fixed issue with gene editing costing the wrong type of Plasmid
Fixed Bone label in Graphene plant
Fixed issue with Plywood not unlocking when removing Kindling Kindred trait
Antimatter Universe
Bleeding Effect line of CRISPR upgrades, requires Anti-Plasmids to unlock
Balorg can now unlock queues
Fixed aria labels in mass ejector
Queue reordering no longer swaps the dragged item with the one in the target spot
Added timers to research queue
Cost adjustments are now applied to queue timers increasing their accuracy
Cath windmills now generate power instead of just looking pretty
Fixed Spanish strings file, language now loads again
Added special tech tree to sacrifical altar to boost its effectiveness per sacrifice
Restored windmills to cath
Challenge Multiplier Dark Energy rounding calculation fixed
Added extra information to blackhole description when it reaches destabilization point
Added a warning to stabilize option that it will reset your exotic matter
Fixed display issue with frenzy appearing to never drop below 1%
Updated the tooltip values on farms and farmers to include the hellscape penalty
Fixed Evil Ents so they start with Gather Stone option
Fixed double windmill issue with evil universe races
Spanish language updates
Added warnings to challenge modes in micro universe that you will not receive credit
Restored broken perks
Bug Fixes
Universe Update, explore ~~ 4 ~~ 3 new universe types:
Heavy Gravity Universe
Micro Universe
Evil Universe
New Decay Challenge
Antimatter universe is still forming, coming soon
Dark Energy effects added, unique per universe type
New Plasmid scaling formula
Blackhole mass added to Stellar Engine
Stuff I probably forgot about
Spanish translation provided by RanaPeluda
Fixed Ent fanaticism
Modals are no longer unnecessarily wide
Smelter modal now shows the fuel production for each type
Mantis Fraile trait replaced with new Cannibalize trait, eat your own citizens for buffs
The Fortress will now remember the number of troops assigned to it and attempt to keep it at that level
Made some adjustments to Soul Gem drop odds
Added a message when you discover your first Soul Gem
Portuguese translations updated by Rodrigodd
Buildings will no longer be added to the queue if holding down a multiplier key
Fixed a problem with smelters that could cause their production to become stuck in a high state
Fixed initial display state of containers in storage management tab
New layout for selecting challenge genes/modes during end of evolution stage
Fixed bug with low support elerium miners that caused them to miscalulate miner outputs
Added a threat level warning to fortress
Pacifist Achievement is now unlocked by unifying without ever initiating an attack
Fixed issue with nucleus DNA bonus not applying from correct cell stage evolutions
Building timers now count down without refreashing the popover
Long action titles will now wrap instead of overflowing the button
Fixed a bug that could cause the research queue to clear items from the building queue
Fixed bug with some construction projects not refreshing the page after being built with the queue
Space exploration missions can no longer be queued more then once at a time
One off projects are now removed from the queue if completed manually
Queue timers now track crafted resources
Demonic attractor soul gem drop rate increase buffed from 5% to 8%
Updated some fortress related tooltips
Mousing over the star rating in the top left corner now lists which challenges are active
Time until ready added to unaffordable actions
Active build queues wiped due do internal game breaking format change
Construction timers added to build queue
Construction and research completed by queues are now logged to the messege list
Improved drag and drop support for queues
Drag support for queue sorting
Fixed resource display bug that occured when buying a mass ejector
Minor traits now show the number of ranks from phage or genes spent
Building queue now works in space
Added a seperate research queue
Fixed rock quarry awarding 4% stone bonus instead of the stated 2%
Fixed rendering bugs with the blackhole and mass ejector
Bug Fixes for queueing system
Building Queue system v1.0
Urban Planning, Zoning Permits, and Urbanization queue related techs
New CRISPR upgrades for enchanced queueing
Stats and Achievements separated into separate sub tabs
Disrupter rifle upgrade for soldiers
Mass Ejector can no longer be unlocked before completing the Stellar Engine
Changed "Special" text color in night theme to be easier to read
Fixed misnamed mantis trait key
Fixed Iron smelter paying out 10x intended amount
Disappearing craftsman fix
Interstellar space is now unlockable
Interdimensional travel is now unlockable
New mangement tab for Crates & Containers
Power generation breakdown
Improved resource breakdown layout
Leathery trait buffed
Chameleon trait now adds a combat rating bonus
Optimistic now also applies to the minimum morale rating
Smarter Smelter fuel switching
New CRISPR unlocks
Fixed some screen reader issues with the crate modal launch button
Added a warning to the Genetic Dead End challenge if you are on a hellscape planet
Joyless Challenge
??? - Nothing to see here, move along
Changed No Cripser gene into the Weak Crisper gene
Genetic Disaster Challenge
Special action icon is now properly flagged as a button
ARIA Improvements for Factory and A.R.P.A.
Slow and Hyper traits can now combine
Added new achievements: Creator & Explorer
Added perks for Mass Extinction, Creator, and Explorer
Centaur can now pick Fanaticism
Challenge multiplier is now applied to phage gain
Fixed SR descriptions of buildings that lack affordability
Fixed resource highlighting of buildings that have zero costs
Fixes for Ent Fanaticism not releasing some resources
Aria improvements for the smelter modal
Improved screen reader resource affordability description of buildings/research
Resource highlighting on structures
Balorg slaver trait added
Ziggurat bonus now applies to the oil extractor
Geology Oil rich/poor no longer applies to oil extractor
Added resource alternate row coloring
Added an affordability hint for screen readers
Fixed some bugs with awarding a random minor trait from fanatiscm
Dimensional Compression now charges the correct cost
Extreme Dazzle casino upgrade
Metallurgist minor trait, buffs alloy
Gambler minor trait, buffs casinos
A.R.P.A. projects now use resource approximations for large numbers
Cement Factory renamed to Cement Plant to reduce confusion with the regular Factory
Key multipliers now work inside the factory modal
Imps and Balorg now have access to advanced crafting tech
Imps and Balorg now have access to windmills
Balorg can now set their taxes below 10% and above 30%
Portuguese translation by Rodrigodd
DNA Sequencer upgrade
Gene Assembly cost increase to 200k
Synthesis now applies a bonus to auto crafted genes
Ambidextrous buffed
Ambidextrous now has a greater effect on auto crafting
Genetic modification system, customize your race with minor traits
Shotgun Sequencing upgrade for genome research
Randomly gained minor traits will no longer stack unless they have all been unlocked
Genes are now gained from random mutations
Synthesis line of CRISPR upgrades
Satellite and Observatory cost reductions
Fibroblast minor trait
Iridium is now unlocked by constructing an irdium mine instead of the moon base
Helium-3 is now unlocked by constructing a helium-3 mine instead of the moon base
Genome sequencing now defaults to on when first unlocked
Added missing hellscape achievement
Fixed spatial reasoning and phage interaction
Fixed warmonger unlocking requirement
Added special action description buttons for screen readers
Unlocked CRISPR upgrades are now listed as perks
Control/Shift/Alt click now works with power on and off buttons
Quantum Manufacturing upgrade
Quantum Swarm cost lowered from 465k to 450k
Thermomechanics upgrade for alloy production
Ziggurats unlockable via ancients upgrade
Cement factory has a more clear label in breakdown lists
Resources at the millions breakpoint and above are now shown with 2 significant decimal points
Reduced the creep cost of Observatory
Reduced the base knowledge cost of Observatory
Reduced the Brick cost of Boot Camps
Evil has been unleashed
Fixed issue with having exactly 251 Plasmids that would break your resources
Fixed issue with planet generation that caused it to always use the same seed
Fixed unlocking of mass extinction achievement
Fixed potential fuel consumption bug with power plants
Phage can now be earned from space resets, phage extends the plasmid diminishing return breakpoint
Dimensional Warping cripsr upgrade, applies phages to spatial reasoning
Added special windmill tech for carnivore path to equalize power grid
Space Stations now give 5 Elerium storage instead of 4
Fixed bugs with the hell planet and gas planet survey mission
Fixed bug that prevented the planet description tooltip from triggering
Aluminium now properly requires you to build a metal refinery
Planets choice now has more depth to it, each planet can be poor or rich in various resource types
A mineral poor planet suffers anywhere from 1 to 10% penalty for that resource
A mineral rich planet gains anywhere from 1 to 20% bonus for that resource
The fire event no longer triggers for aquatic races
The first interstellar probe now contributes to the number of potential target worlds
All interstellar space probe costs are now cheaper
Added indication of current challenge level to top bar
Added H tags for accessibility
New Hospital, heals wounded soldiers faster
New Boot Camp, train new soldiers quicker
Lowered research cost of Mass Driver from 170k to 160k
Lowered Iridium cost of Mass Drivers
Updated Mass Extinction unlock requirement
Global bonuses are now multiplicative instead of additive
Decreased base Elerium cost of Exotic Lab by 4
Creative trait decreases cost creep instead of providing a flat discount
ARPA 100% button replaced with remaining percentage value
New experimental military advice
Statues now cost Aluminium instead of Wrought Iron
Nav Beacon now costs Aluminium instead of Iron
Helium-3 Mine now costs Aluminium instead of Copper
Elerium Mining Ship now costs Titanium instead of Iridium
Iron Mining Ship now costs Aluminium instead of Titanium
Dimension Compression upgrade now works correctly
Aluminium can now be looted from battle
Aluminium resource added to the game, research Bayer Process to unlock Metal Refinery which in turn unlocks Aluminum
New Metal Refinery structure for producing Aluminium
Alloy is now made out of Aluminium and Copper
Sheet Metal is now made out of Aluminium
Oil Powerplant and Propellant Depot now cost Aluminium instead of Steel
Some minor accessibility improvements
Blackhole achievement now gives a permanent perk for completing it, the perk strength depends on the achievemnt level
Fixed issue with event timer being frozen after changing planets
Fixed the unlocking of upgraded versions of some achievements
Cost descriptions now show approximations above 10,000
Re-evaluated starvation breakpoint
Added Infested Terran achievement
Titanium price is now reset after unlocking Hunter Process
Resources now have a 25% chance of their market price changing per day, up from 10%
Fixed stats tracking on demonic invasions so it actually tracks new invasions
Fabrication facilities now increase craftsman cap
Added stats tracking on demonic invasions
Detail Oriented buffed to 50% from 33%
Rigorous buffed to 100% from 66%
Crafting bonus now shown for each resource
Temple Faith bonus now applies to crafting in no plasmid challenge mode
Mastery bonus now applies to crafting
Fixed a bug that removed MAD when achieving unification
Fixed missing options in evolution stage with picking avians after space reset
Activating challenge genes now provide a bonus to the number of plasmids earned
Reduced Nano Tube and Neutronium costs of bioseeder ship
Reduced Mythril cost of Space Probes
Mastery Bonus now unlockable in crispr
Fixed bug with elerium mining that could cause negative mining when you lacked asteroid miners
Fixed low power warning not clearing when you have no buildings active
Fixed Sporgar label of Cottages in Steel & Mythril Beams research
Gene Mutation research will no longer turn off when you run out of knowledge, instead it will pause
Human creative trait buffed from 2% to 5%
Troll regenerative trait buffed to heal 4 wounded per day instead of 2
Ogre tough trait buffed to 25% from 10%
Gecko optimistic trait buffed to 10% from 2%
Arraak resourceful trait buffed from 5% to 10%
Dracnid hoarder trait buffed from 10% to 20%
Shroomi toxic trait buffed from 10% to 25%
Wolven pack mentality trait now applies to apartments
Reduced Nano Tube cost of Mining Drones
Matter compression now applies to Wharfs
Xenophobia now applies to Wharfs
Plasmids earned by mutation now apply to no plasmid challenge run
Reduced Nano Tube cost of Mining Drones
Challenge mode achievement tracking
Vocational Training for craftsman
Spelling and grammer fixes
Fixed incorrect reject unity reward text
Added some clarification to breakdown of stress
Fixed a bug with factories converted from some pre 0.4.0 save files
Space reset option, control the destiny of your next race
Challenge Modes
New Stuff to discover
New Achievements to unlock
Added missing Cyclops racial trait
World Domination, maybe
Added soft reset option
Fixed bug with riot event that caused it to trigger on high morale instead of low morale
The Gas Moon and the Dwarf planets are now accessible
New technologies based on new discoveries made in deep space
Wharfs can now be unlocked after discovering oil
There is now an alternative method of unlocking steel
Night Theme updated, popovers are no longer bright
Trade route tooltips now include money being imported or exported
New crisper upgrades for crafting
Warmonger achievement requirement lowered from 10% to 8%
Added code to fix peculiar failed space launch game state
New offical Evolve Discord
Fixed a problem with negative craftsman counts that could result from craftsman dying
Warmongering is now tracked and high casualties may impact morale
Deplating the mercenary pool will temporarily increase their cost
Three new achievements related to war
Fixed issue with production breakdowns not showing when income was only produced by trade.
Fixed issue that prevented affordability check from refreshing on space missions.
Mythril Craftman now unlock correctly
Fixed a bug that could pause the game if you ran out of Titanium
The Asteroid Belt is now open for business
Robotics Upgrades
Automation renamed to Machinery.
Assembly Line upgrade for factory.
New Orbit Structure: Navigation Beacon.
New Red Planet Structures: Space Control Tower and Space Factory.
Reduced number of monuments required to unlock tourism from 4 to 2.
Cement plant workers now round their contribution to 2 decimal places.
Red planet mining now correctly attributes to the red planet in breakdowns
Fixed bug that would let you launch the space missions without the proper resources, this would corrupt your game file and break the game.
Added code to detect games corrupted by the previous bug and fix them
Fixed Fanaticism bug that wouldn't release lumberjacks when you have ent gods
Added building check redundancy to auto correct game states that shouldn't occur anyway
Space V1 Update
This opens the first steps into space exploration, more to come... this is not the end
Rebalanced storage caps to help the game feel more idle friendly
Fixed bug when picking Fanaticism with cath gods that wouldn't release your farmers
Fixed bug when upgrading weapon technology that wouldn't immediately show the increase in army rating
Fixed bug which could let you get free barn or warehouse upgrade by essentially skipping over the tech
Added aria button roles to many button like elements that were not technically buttons
Fixed bug with Rock Quarry that prevented the 2% bonus from working unless you had electricity unlocked
Revamp of farmer, lumberjack, and quarry worker jobs. These govern the most basic materials produced and can now assign as many workers as you like to these positions.
Farms now directly produce food instead of determining farmer cap.
Lumber Yards now increase lumber production instead of governing lumberjack cap
Rock Quarry now increase stone production instead of governing quarry worker cap
Sawmill powered on bonus reduced from 5% to 4%
Rock Quarry powered on bonus reduced from 5% to 4%
Stock Exchanges no longer cost Knowledge
Fixed a display bug that could cause farmers to falsely show they produced more food then they actual did
Added alternate row coloring to the market to help distinguish rows
Sporgar race redesigned into a parasitic race that spreads through infecting victims
Currency is now required before unlocking Basic Storage
Primitive Axes are no longer gated behind Basic Storage
Foundry now requires Metal Working to unlock and no longer requires Cement
Research tab now defaults back to new when resetting
Fixed issue with not being able to buy something if you had consumption on a resource and the cost was the same as your max capacity
Fixed issue with max affordability check not refreshing on evolution stage
Experimental Red-Green color blind theme
Fixed an issue that accidently set the default tax rate to 2% instead of 20% for new games
Tax system revamped. Taxes can now be adjusted more granularly and effect morale instead of production.
Cement is now a requirement for theology since cement is needed for temples.
Every genus type now has its own evolution path
Rescaled crate/container volumes. There are now substantially less crates/containers but they do a lot more per crate/container.
Spatial Reasoning now correctly applies to crates & containers
Increased base value of several major storage facilities
Added storage timers
A.R.P.A. costs in popover now update their affordability check
Buildings and Research that can not be afforded due to low capacity are now marked in red text
Added additional validation to ensure save strings belong to evolve before importing
Fixed army rating display when rating doens't calculate to a whole number
Fixed listing order of some resources
Smelter Iron bonus breakdown fixed
Added Selenophobia to breakdown lists
Settings option to disable multiplier keys
Added labor validation to coal miners
Key Multipliers now work with job and trade route assignment
Added +- symbols to trade route to distinguish import vs export
Manually crafting resources now gets all the same bonuses as auto crafting
Fixed Recombination crispr upgrade
Death limits added to each war campaign level
War assessment added for each war campaign level
Uranium Breakdown Fixes
Breakdown Accuracy Enchancements
Some Kindling Kindred costs reduced
Fixed bug related to Fanaticism and Ent gods with foundry workers assigned to make plywood
Plasmid bonus now applies to the sundial
Fixed some spelling errors
Completed research can now be viewed on a seperate tab under research
Removed Plywood requirement from Stock Exchange for players with Kindling Kindred trait
Fixed a CSS issue in the A.R.P.A. projects tab
University starts slightly cheaper
Added Spatial Superiority crispr upgrade
Added Spatial Supremacy crispr upgrade
Exporting a save string now automatically selects the text and copies it to the clipboard
Added new capacity breakdowns for various resources
Added changelog link to version listing
Added protection against loading a corrupt save string
Greedy trait is now less greedy
Spelling error fixes
Resources that are at greater then 99% capacity now change color to indicate they are at cap.
Attacks from rival cities should no longer cause more wounded soldiers then you have.
Assigning craftsman when no citizens are free will no longer take the labor from another job.
Gluttony trait lowered to 10% from 25%
High Metabolism trait lowered to 5% from 10%
Fixed Sheet Metal not being added to craftsman list when unlocked.
The 5% library bonus was only applying to scientists which was not intended. This now applies to the sundial and professors as well.
Fixed an issue that allowed you to get extra benefits from under-powered wardenclyffe towers and biolabs.
Fixed Key Multipliers getting stuck down.
Fixed bug that could cause player to get free extra crafted resources when using the +5 option.
Reordered buildings in Village tab to group them more logically.
Fixed a bug that was causing soldiers to become immortal.
Fixed some bugs with morale that caused some weather patterns to apply a different value then was reported.
Added weather to Food breakdown.
Added a 5% bonus to global knowledge production on libraries.
The Hivemind trait no longer applies to farmers as this was especially punishing.
Evolution 2.0: Redid the evolution stage of the game to make it feel less tedious and like it matters more to the next phase of the game.
Fixed a bug that has the intended effects of Pessimism and Optimism traits swapped.
First public release