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Sipho News

Sipho 0.7.13f4 hotfix is now available!

Starting a game for new players is now fixed. Update also includes little sneaky gift of ading synergy between Sizzler and Muck and buffing Chiting structure zooid!
Version 0.7.13f4
  • Fix starting in tutorial


Version 0.7.13f3
  • Sizzler now deals damage to mucked targets
  • Really gather all environment object rigidbodies for disabling when pooling
  • Chitins now grow shells on zooids further away
  • Disable all rigidbodies attached to the environment object when pooling

Sipho 0.7.13 Update: Non-linear levels for real now!

Keeping up to our plans we have improved Whirlpools - you will now be able to choose which Environment to dive to, one out of two. This will add a little bit of strategy of choosing which breeds to encounter early and what bosses to fight. This improvement also allows us sneaking in surprise destinations.
Third Advena boss fight has also been improved thanks to our community feedback on Discord Server. We will continue improving and polishing the rest of the boss fights - hop and and share your ideas!
And the changelist:
Version 0.7.13f2
  • Tweak third advena boss arena
  • Remove logspam
  • Fix first frame of teleport having old center of mass which break distance calculation for siphos
  • Don't add number strings to translation dictionary
  • Change camera angle quantization to be enum
  • Improve EnumUI - add generics support, allow having enums with values which don't match their index
  • Fix missing final boss scene reference in Campaign scenes. Refactor how areas are handled
  • Add Growth camera rotation snapping and setting for it
  • Refactor how Areas are handled in Campaign. Allow selecting one out of two areas to dive to
  • Saves store a seed value
  • Adapting zooid now also gives nutrition amount of the zooid cost
  • Automatically gather layouts build. Add several builtin layouts
  • Enemies forget about food that was despawned immediatelly
  • Do not ungrow zooids when cancelling new zooid placement with right mouse click
  • Automatically determine which spawner is "important" and blocks enemy spawning while not has spawned itself
  • Third Advena boss ungrows and regrows poisoned zooids
  • Allow automatically uploading Steam builds

Updated Cra'Than environments are in Sipho 0.7.12!

Greetings, travellers of the depths! We are getting closer to finishing Sipho 0.7 branching level update cycle with new Cra'Than environments. Before moving on to exciting new things we have planned, we will also be improving some of bosses, to bring them up to a similar quality bar.
Version 0.7.12f1
  • Third Advena boss bounces around
  • More aggressive regular enemies
  • Tweak Cra'Than level 1
  • Add Ragdoll layer as Solid layer
  • Scale tentacle motor speed with scale
  • Brains are slippery
  • Fix old plant obstacle having colliders set up in a way which could make zooids stuck
  • Cra'Than Environment uses new sprites
  • More spawner-parent interaction modes for grid spawner
  • Add Cra'Than Red Tentacle environment object formation
  • Cra'Than Second Area uses new sprites
  • Grid spawner can now add value of parent spawner. Null spawn objects are also supported for having holes in spawns
  • Utility script for blurring images
  • Reset Environment Rot shader variable when exiting
  • Attempt to fix scale not being reset correctly for non-disable-overridden consumables
  • Add several utility scripts used for testing
  • Update Unity packages

Version 0.7.11f3 is now available!

Hey everyone, small hotfix update while working on finishing new Cra'Than levels and experimenting new physics. Stay tuned!
Version 0.7.11f3
  • Update Unity to 2020.3.9f1
  • Fix level scaling for Tutorial. Fixes black screen

Sipho Version 0.7.11 is now available!

Greetings!
This in-between large updates update addresses some of recent feedback points. Enemy threat evaluation has been re-written to be more easily controllable. This will help us to monitor and tweak enemy behaviour to become more predictable and feel fair to fight against.

Enemies now spawn at distance depending on level instead of fixed range - this fixed emergent difficulty rise which made enemies spawn more relatively densely in later levels. Players would end up fighting more enemies than intended at once which would negate any strategy. Now enemy spawn range scales with their size and environment.

Such scaling allowed us to make visible area around the player dynamic - later levels will now have more things spawned around and consequently add more view range. This should feel less claustrophobic and more rewarding for growing big. Things out of distance will be shrouded with blackness.

Energy Leech now attaches to environment bodies such as Spike Balls and holds them at distance! It then can be used as a makeshift Flail or as a shield against projectiles. We hope to have more physical objects in the future which could be exploited by this physical interaction.

Check out the changelog:
Version 0.7.11f2
  • Separate Enemy threat passiveness for defending and attacking. Tweak values for first levels
  • Replenish lost nutrition when adding nutrition as well. Nutrition pickups restore double if player has lost nutrition
  • Reset nutrition delta display timer earlier so it doesn't stack amounts that have almost faded out
Version 0.7.11f1
  • Add work-in-progress Mutation code
  • Add Math2D Utilities - AngleSafe and RotateByVector
  • Add Debug Utility to draw Arrows
  • Do not attach leeches to pooled consumables
  • Increase Energy leech pull force by 25%
  • Do not attach Energy Leech to zooid-owned non-damageable rigidbodies - fixes grabbing your own Spikes and Flails
Version 0.7.11a2
  • More responsive view change in Growth and Aquarium Edit modes
  • Spawn Simple Effect if there are no CameraFollows available anyway
  • Increase view distance in Aquarium
Version 0.7.11a1
  • Tweak enemy self-confidence
  • Head selection Siphos should not chase after invisible food
  • Do not set velocities on static rigidbodies
  • Serialize Camera in CameraFollow component
  • Refactor how Enemy threats are calculated
  • Another fix for error messages
  • Attempt to fix growth point UI error messages
  • Melee Power affects leech pull force. Leeches do not pulse if their target is not damageable
  • Detach leech from disabled objects
  • Reduce drag and mass of environment spike
  • Energy leech now attaches to dynamic rigidbodies and holds them at distance
  • Remove unused serialized stat data
  • Prioritise healing zooids with lowest health
  • Scale enemy spawners, max visible distance, level obstacle spawn distance with level
  • Use custom zoom for growth mode
  • Add black circle around visible camera area
  • Fix not registering Five Second Rule achievement
  • Fix game incorrectly counting pooled instances counts after playing one session. Fixes levels sometimes never ending
  • Fix leech having a limit on targets. Fixes sometimes not leeching on a potential target
  • Allow zooming out more and add black circle around visible range
  • Delay Destructible Egg death consumable time by 0.1s and make consumables inherit velocity so they feel and work better with Grabbers
  • Add Slippery environment object mechanic - Projectiles, Mines, Spikes and Grabbers slide-off slippery objects
  • Hide mouse cursor when Gamepad is used