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There have also been many other significant changes to the game, such as a major update to the auto-evo system that makes it run more than twice as fast *and* produce better species. This is without mentioning balance changes to toxins, oxygen resistance, and all the membrane types. We also made improvements to difficulty settings and UI functions, such as the process panel and new scrolling tooltips.
The Cell Specialization system has received significant upgrades. Most importantly, there is now a Cell Type Adjacency effect on Specialization. For each cell of the same type adjacent to a cell, it receives a boost to the bonuses it gets from specialization. This makes it very useful to place cells of the same type together as much as possible, which is something we want to encourage also for the conversion to tissues and organs in the later transition to the Macroscopic Stage. This adjacency bonus acts as a multiplier on the Cell Specialization bonus, so it is not as impactful if the cells aren't that specialized to begin with.
We've finally added the first new multicellular reproduction mode! "Sporulation" lets you select any cell type (even ones not part of your normal body plan at all) to spawn in as when you leave the editor (or tragically die and re-spawn). You can then use a new ability to convert that cell into the normal first cell in your body plan at will and grow from there. This allows you to, for example, create a highly mobile spore to quickly find a good spot to start growing in.
The most consistent topic of feedback recently has been concerns over toxin organelle dominance, and particularly players being hunted down by enormous swarms of small toxin-shooting cells. So, we've spent some time reigning in the toxins a bit from several angles.
- Overhauled auto-evo structure to make it much faster and to generate better species
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