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Sipho 0.9.0 - A new Epoch begins!

The deep waters have changed - what was once a simple endless loop of growing, adapting, eliminating your foes and resting is no more. Instead of laying down your Zooids after finishing the game you will now be able to repeat your journey in a new Epoch. Some may call it a New Game Plus!

Each new Epoch starts after your long slumber, getting a wake up call to climb back onto the top of the food chain. After your first Epoch, Nature starts to Mutate and shift towards chaos. Each dive brings new Mutations to your foes and each Boss kill awards you with a choice of one. Alpha creatures also reward you with a choice of Mutation - but beware, the one that isn't picked gets applied to the rest of the creatures.
That is some highly mutated Sipho right there

New Epochs and Mutations will give new opportunities to experiment with builds that were not possible before - some Mutations may even change Zooid properties that affect their placement. Other Mutations will simply make you faster, stronger or prolong buff durations!


Gameplay Changes

Your run will no longer be ending in the area after the last boss. You can choose to roam The Open Waters (formerly Freeroam) and fight your former creations freely, but entering a Whirlpool will again bring you to a first Level. You will be stripped of Nutrition, but will not lose anything that has been Adapted or Mutated. A new Epoch will begin.

In following Epochs Mutations are introduced - permanent buffs that stack and affect your colony in different ways. Currently there are 4 Grades of Mutations with increasing effect with each Grade:
  • Grade I: Usually affects all Zooids. These Mutations are weak, but can stack up quickly if combined with other Mutations.
  • Grade II: A group of Zooids is affected - either whole Breed or type of Zooid - Combat, Movement, Utility, Structure. These Mutations can enhance your strategy or allow shifting it towards previously non-viable one. These Mutations have stronger effect than Grade I.
  • Grade III: Affects specific Zooids and have strong effects. Some stats, like the new Neighbor Reach stat will increase how far, for example Zenoplate, Splitter or Greaser buff their Neighbors - a strong effect which even affects how your Sipho is shaped.
  • Grade IV: Affects specific Zooids with very strong effect and can have drawbacks. Designed to change your playstyle and strategy. Negative effects can be countered with lower Grade Mutations.


Mutations can be acquired and will be applied to Enemies in different ways:
  • Each dive to a deeper Level awards enemies with Grade I and II Mutations - the difficulty gradually increases, keeping you on your toes.
  • Each non-boss, non Level 1 and not The Open Waters level will have an Alpha creature spawned which will be Mutated with two additional Grade I-III Mutations. Killing it will allow you to choose one to keep and another to give to your opponents. A risk-reward opportunity to make your Sipho even stronger.
  • In addition to Zooids, regular bosses will drop Grade I-III Mutations and the final boss will award you with Grade III-IV Mutations.

As you might notice, Grade IV Mutations are never awarded to Enemies - this is intentional as this allows us designing more game-breaking mechanics without compromising the difficulty. We can never be certain that there will be enough counter-Mutations for adverse Grade IV effects and Layout designs so that Enemies stay competitive and varied. For example, some built-in designs can be broken with Grade IV Mutation which increases Spike Damage by 500%, but reduces Range to close to 0.

Layouts that have been Autosaved will retain Mutation information. This will preserve Mutation context in which that Layout works. In the future, we will add Layout Mutation manipulation to Aquarium so irrelevant Mutations can be stripped off or new ones added.

Changelog

You can find the long list of changes on Pastebin.

These new additions are massive and best explained while playing the game. Don't hesitate, jump in Sipho and let us know how you like them.

The future

This 0.9.0 update marks a huge leap forward and little remaining steps towards Sipho 1.0.0. Development will not be slowing down - in the near future we will be polishing up remaining boss fights, improving enemy AI and getting ready to come out of Early Access. More on these news will come soon. For now we are prototyping new Breed.
If you are interested how the game is made, we sometimes stream development on Twitch
Join our Discord community if you wish to chat with other players, share your strategies or creations and gives us feedback on early builds!

Sipho 0.8.3f4 Hotfix

Fix whoopsie and random errors that have surfaced after engine update. Enjoy!
Version 0.8.3f4
  • Handle unplugging input device if it was plugged in before
  • Fix Steam not initialized errors
  • Fix projectiles never dying if they keep colliding with triggers. Also gradually kill off projectiles that are slower than 50% of their intended velocity

Sipho 0.8.3 - Layout browser improvements

This update marks a new step towards Layout management as we have envisioned.

Layout Browser now displays previews of layouts which makes layout management much more pleasant and allows to see what is going to be grown without exiting the window.

It works by Layout Window requesting for previews of displayed layouts and the Layout Preview Generator either provides existing layouts or queues a request to render a preview for layout. Then Siphos are spawned in the background to have their layout image taken. Selected layouts take priority and no longer displayed layouts without previews have their requests automatically retracted. Large siphos grow over several frames to not resource hog the game, so some may take several frames to render a preview. If you have a very low memory machine you can reduce the number of cached layouts in options menu.

Descriptions can now be added to saved layouts in Layout Browser, allowing to describe lore or intended strategy of the layout. Descriptions are included in exported layout data.

We now also track kills of the layout in Campaign mode. It should be an interesting trivia to look after at some time - who is your greatest nemesis?

In the future, we hope to speed up Layout preview generation process by saving generated previews as files on disk, so they don't have to be regenerated every time the game is opened. This would also allow us to embed layouts in images and allow sharing images instead of just layout text.

We have made some notable mechanical changes:
  • Projectiles now have their "age" reset after being bounced-off a surface. This mainly happens in Cra'Than zones and could make some interesting interactions by using walls to reach enemies further away or around corner
  • Flail base now has smaller collider than its "head" - this means that now Flail zooid, when retracted, fully blocks attacks from the front. It is, however, still susceptible to poison or flanking attacks, but it should have some interesting defensive properties now.
  • Speaking of Flails, a new movement type has been introduced called "Twin Stick Spin" - it allows having a free spinning Sipho, which allows "windmilling" with multiple flails. Holding Right/Left buttons makes Sipho spin clockwise or counterclockwise, Forward/Backward buttons move it to or from where the mouse is pointing at.


We have seen reports of Sipho not running well on new Macbooks (M1 architecture). We have updated engine and plugins to newest versions which fixes several issues - UI glitches and Steam support.

Time to tidy up all those autosaved layouts and take a Flail for a spin!

Version 0.8.3f3
  • Clone Advena boss 3 layouts properly
  • Include Warden of The Depths in Layout Browser
  • Fix exceptions if game is exited while previews are being generated
  • Update Unity packages


Version 0.8.3f2
  • Tweak Layout browser spacing
  • Select neighbor Layout Browser entry if selected one disappears
  • Fix Layout Browser search getting defocused when it filters new Layout results
  • Tone down description colors in Layout browser
  • Lock input when editing Layout description


Version 0.8.3f1
  • Layout browser size tweaks
  • Show more statistics and description of Layout in Layout Browser
  • Layout Browser improvements
  • Better way of detecting if renderer cloner can be moved or will it be destroyed
  • Update engine to 2021.3.0f1
  • Fix copy-paste typo in handling Sipho change of Campaign Logic


Version 0.8.3a3
  • Update Unity version to 2020.3.33f1


Version 0.8.3a2
  • Update Steamworks.NET to 20.1.0 Package
  • Fix null ref exception in zooid graphics initialize if no Camera Follow is existing
  • Make Flail base collider much smaller so the Ball part covers it completely from projectiles
  • More refactoring to support separate Zooid Physical and logical radii
  • Handle player death Layout kill tracking when there's no killer
  • Separate Zooid Radius from Physical Radius to support arbitrarily sized Zooid colliders
  • Reset projectile age if it bounces or slips off a surface
  • Fix Cra'Than Environment Holes bugging out if spawned in zero timescale
  • Fix weird built-in layouts
  • Basic kill/deaths info in Layout selection
  • Include layout name in Sipho death logs
  • Put UI icons to an atlas
  • Add Skull icon
  • Track layouts that are killed by player and which ones kill the player
  • Track all Layout Guids in Layout Database
  • Add compressed layout format for exporting Layout strings
  • Fix Layout browser selection scrolling
  • Add Global Unique Identifier to Layouts
  • Tweak how Layout Browser looks
  • Make current Sipho Layout information panel buttons selectable only in Growth mode
  • Fix keyboard/controller navigation in Layout Browser not selecting layout type toggles
  • Use Linear color space for rendering Layout Previews
  • Show player's layout evolution when player dies
  • Invoke Zooid kill callback before zooid is removed from its Sipho
  • - Layout saving refactor
  • Add Realtime Preview generation priority which renders preview while gameplay is unpaused
  • Track player's Layout evolution throughout Campaign play session. Does not persist through restarts yet
  • Add more layout hash tests
  • Approximate Layout hashes are order-independent
  • Add OnKilledSipho callback for Siphos
  • Disable Random Motor Speed component when pooling
  • Cleanup tutorial code which used old ways of updating Layouts
  • Try rendering High Priority Layout previews as soon as possible
  • Add Approximate Hash calculation for Layouts
  • Clean up several built-in layouts
  • Block Tooltip raycasts below Layout Browser
  • Sort layouts consistently


Version 0.8.3a1
  • Automatically determine Layout Preview resoltion
  • Add Layout Preview Cache Size and Resolution settings to Graphics Options Menu
  • Cull Layout browser elements according to their visibility in viewport. Prioritize preview for selected Layout
  • Use rigid mode for preview generator Siphos
  • Grow layout preview Siphos over time instead of stalling to grow whole layout instantly
  • Generated Layout previews are transparent
  • Add Layout generator which generates Layout previews for Layout browser while the game is paused
  • Add Twin Stick Spin movement type convenient for round Siphos
  • Menu Stacks are local

Sipho 0.8.2 - Better performance, more synergy and new effects

This update brings polish to various parts of Sipho.

Most notably - performance, which after latest physics update has not been as good as with older physics. It was expected as calculations are now more complex, but reports have shown that some players were unable to play in certain parts of the game. We would have left optimisation phase for 1.0 release, but we tackled this issue now, as we want to keep the game as accessible as possible. Not only we have spent time improving physics calculations related code, but also optimised other parts of the game to give more CPU room for physics to run.

Some of Powerup effects were quite dated - coming from the older times when Powerups have been just introduced and never changed since. Other effects were placeholders which weren't replaced for a while. We took an opportunity to make visual effects more consistent and fit a more realistically into Sipho world.

We are always looking for ways to improve mechanics in the game by tying up different zooids with synergies. Either through stats or other more interesting interactions. Thus we have finally added support for Leech and Energy Leech to benefit from Penetration stat. Leeches will now slurp on more targets as Penetration stat scales. The leech graphics behaviour had been also updated which looks quite satisfying.
New Powerup effects and Buffed Leech in action.

Another, more fringe mechanic was added to Sniper zooid. We wanted to try this for a long time and while Sniper was already a strong zooid due to its ranged capabilities, it didn't differ much from other projectile weapons. We made its projectiles carry status effects. Sniper Projectiles can now be imbued with Sizzler energy, can be Poisoned or Mucked if they pass through a cloud and carry these effects onto targets as if the Sniper's owner was applying them. This makes fighting with Sniper more interesting - your damage type depends on what you are fighting. Or you can come up with elaborate Layouts to imbue your projectiles with deadly effects.

Version 0.8.2f1
  • Make Sizzler and Muck damage logic based on Reactions - this allows doing damage when Muck is applied after Stun and allows Sniper projectiles to carry this effect
  • Buffs can now react to each other
  • Change Soul Eater base Penetration stat to 3 and scale additional stat increases by 300% - 1 additional stat increase would actually increase Penetration by 3
  • Wait one frame after activating a skill before activating another so that it's easier to time ordered skill use


Version 0.8.2a4
  • Add Damage powerup remove effect
  • Dirty prefabs
  • Add fade-out effects for Cooldown Reduction and Cra'Than powerups
  • Sizzler now damages Damageables other than Zooids if they are Mucked
  • Reduce Sizzler penetration base value to 4
  • Update Sniper description
  • Sipho Eggs do not explode on contact if they're stunned
  • Food containers and Sipho eggs can now be debuffed
  • Sniper projectiles now carry over debuffs to their targets
  • Add IDamager interface for damage callbacks and use it with Projectile
  • Allow BuffManager have no zooid.
  • Tweak Powerup effects
  • Fade out ripple effects when entering growth mode
  • Increase size of deformable parallel job batches to reduce overhead caused by the job system - fast machines are already fast at this and slower ones will benefit from less overhead
  • Pre-calculate inverse mass ratios outside of soft body loop
  • Normalize constraint direction
  • Use regular lerp instead of slerp for slightly faster orientation lerping
  • Optimize soft body calculations by not converting rotations to angles and back
  • Add Slerp for lerping orientations


Version 0.8.2a3
  • Initialize GraphicsConnectorSystem on BeforeSceneLoad rather than BeforeSplashScreen


Version 0.8.2a2
  • Saenus Boss 3 enemies are now more goal-oriented (to kill the player)
  • Cra'Than powerup effect is now black
  • More robust leech calculations
  • Use Frame Skipper for Boid-based boss ability checks
  • Use Frame Skipper to skip pulling in consumables with Eaters
  • Fix Cra'Than holes not counting their spawn time correctly after FrameSkipper changes
  • Jobify GraphicsConnector position updating
  • Fix FixedFramSkipper not skipping frames correctly. Add utility method to check for skips
  • Remove unused EaterGraphic script
  • Add method to remove script from all prefabs
  • Execute Deformable Fixed Update latest in the frame so it has time to complete Deformation Jobs
  • Add performance log to GraphicsConnector update
  • Optimize Zooid consumable consumption search - now they will only try to consume if Siphonophore overlaps nearby food by its radius
  • Optimize Zooid Overlay controller
  • Fix leech weapon accessing position of dead zooid in rare cases


Version 0.8.2a1
  • Add teleport delta to leech tongue positions when Sipho is teleported
  • New Powerup effects that fit in better in the world.
  • Speed Powerup effect is now a cool shadow instead of blue sparks
  • Renderer cloner can now clone Sprites onto Particle Systems as well
  • Allow Following Effects not have Particle System
  • More leech polish
  • Improve leech graphics
  • Update leech graphics
  • Leeches now attach to multiple victims based on their Penetration stat
  • WIP Leech Penetration support
  • Fix Cra'Than Holes spawning things after they have been disabled. Also simplify some other components that get disabled when pooled
  • Advena boss 3 ungrows zooids only if there are enough poison stacks to kill
  • Bump year :^)
  • Mines (Poison and Muck mines) don't explode when touched by Bombs (Burstopods)
  • Avoid infinity and NaN in recent wealth
  • Add Optional Debug to Reward On Death
  • Move tooltip scripts to separate folder
  • Correctly get world corner tooltip positions for non 16 by 9 screen resolutions. Correctly calculate tooltip direction for world objects
  • Allow getting key down if Input Manager is null
  • Make it easier to hover mouse over Zooid unlock pickup by adding larger UI collider

Sipho Version 0.8.1f1 hotfix is here!

Version 0.8.1f1
  • Complete soft-body constraint calculations earlier if constraint errors are below threshol - should significantly improve physics performance
  • Fix null exception when event zooid dropping Sipho is killed after player is already dead
  • Fix whirlpools getting NaN size when spawning at the same time as level ends