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WARNING: Due to too many differences in the simulation settings, logged data, etc. Saves will not be able to be imported from previous versions. Individual bibites will be tho.

New Spatial Organs

I added 4 new organs that take up space inside the bibite's body, with apportionment genes to come with them! The genes will decide what portion of the bibite's internal area is used for which organ, and the size of each organ will greatly influence a bibite's metabolism. They will have to compromise and optimize the sizing of each organ based on their niche.

Armor : Replacing the DEF gene, and dedicating more space to armor will translate to thicker armor. This in turn will make you more resistant to attacks

Jaw Muscles: Replacing the STR gene, and dedicating a bigger area will result in stronger bites.

Move Muscles: Allows bibites to scale how powerful and efficient their movement is. Bigger Move Muscles allows a bibite to move and turn faster

Throat: Link between the outside world and a bibite's stomach. A larger throat translates to a larger mouth width and allows a bibite to take bigger bites.

Many new settings to control and tune all those systems

P.S. : In-game such representation coming next alpha

Combat Rework + small material rework

The way damages are dealt and prevented has been completely reworked . Damage dealt on bites are based on bite amount to try and normalize logic between biting pellets and bibites. The size/volume of a bite is based on the mouth opening, the bite strength and the material a bibite is biting following physics-based equations.

Biting damage is calculated as a % of max health, proportional to the ratio between bite area and the bibite's area. As max health is already linked to a bibite's area, this is analogous to damages being a direct representation of biting off a portion of a bibite's internals

Replaced Material's Hardness property with "Cohesiveness" in units of N/u. Which details how strongly a material holds together across a given boundary.

Added Armor Material, detailing the properties of armor, like weight, cohesiveness, and energy to create. Armor is now a physical barrier that an attacker needs to pierce before being able to damage a bibite (the armor strength is removed from bite strength)

Many new settings to control and tune those systems

All the new settings:

Arm Muscles Force (N/u^k) -> scales the amount of force that arm muscles exert

Muscles Sizing Propel Power -> Determines the sizing law for muscles being used to propel forward (1.0 means power scaling with muscle's cross-section, while 2.0 would mean the muscles' power scales with muscles area)

Muscles Sizing Turning Power -> Same as precedent, but for turning. Usually higher then the Propelling power, as turning is based on Torque and inertial moment.

Jaw Muscles Force (N/u^k) -> Same as for arms force, but for the jaw

Jaw Sizing Power -> Same as for arms sizing power, but at exerting force with the jaw muscles

Jaw Speed (u/s) -> Determines how fast jaws move by default, which determines the bite period (based on mouth opening)

Biting Damage Factor -> the factor that relates bite's %of damages to % of bibite area bitten

Metabolism Cost -> changed from fixed to area-based. Now defines the energy cost to sustain 1.0 u^2 of bod

Reworked many other settings so that they are normalized and linked to a bibite's area instead of a 'base bibite'

Smaller Changes

Mult nodes default activation now is correctly bounded and defaults to 1 when created

Updated Biology panel to show at least some information on new systems (proportion of every every organs, etc.)

Added some tooltips to Biology panels elements

Bibite length property updated to correctly reflect sprites

Removed viruses as menu options

Added all sigmoid outputs to the brain panel (So that they are visible even with no connections)

Increased WAGs default value to increase stability

Added Undo (Ctrl+Z) and Redo (Ctrl+Y) actions for settings edition and changes

Adjusted angular drag

Taking into account muscle mass when throwing (miniscule pellets will not go lightspeed)

Added world wrapping option (choice between that and shade avoidance)

Bug Fixes

Fixed stutter issue when pausing games in long sims

Fixed All settings not being properly saved with scenario (especially mutation parameters, and bibite spawn rate)

Fixed bug in the synapse removal process

Fixed positioning issues when dragging brain nodes with non-1.0 UI scale factor

Fixed energy stored in fat not being counted in a bibite's total energy and meat dropped on death

Fixed bug were an egg in the womb and in the world would not have the same mass

Fixed bug with missing settings in save/scenarios were not correctly reverted to default

Fat and Armor should now correctly be reset in old saves and scenarios

Fixed Growth not using the correct amount of energy

Fixed velocity rendering issue in Bibite Stats Panel

Fixed Bibites vision weight still being displayed when field of view is turned Off

Fixed Fat System so that the bibites will still create fat if the threshold is bigger than 1, if energy is full

Fixed Sizing of big bibites in species previews

Prevented bibites for splitting pellets in too small chunks

Fix to lineage mesh rendering

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Comments

leocaussan

Error with the build, reuploading soon