Species has a messaging system now!
Don’t worry: they are designed to be unobtrusive and easily ignored: the font is small, they use slow fades to appear and disappear, and they don’t make any noise. This is all partially because there’s likely to be a lot of repetitive ‘speciation spam’ in them, but mainly because City: Skyline’s fake-twitter is the most annoying game mechanic in all existence (in an otherwise great game). I erred on the side of not-being-an-obnoxious-twitbag.
Species has sexual reproduction mode and automated population control now!
I think I’ve discussed the automated population control before: it works by carefully adjusting the global food efficiencies in ways designed to dampen both population explosions and mass extinctions. It makes hands-off simulations easier to run.
Asexual/Sexual reproduction modes (or more accurately, Parthenogenic/Hermaphroditic reproduction modes), on the other hand, are new: I only implemented it this morning. I was surprised to find that Primum specium are actually quite okay at finding mates by smell. They don’t survive, but they do hang on for quite a few generations before extinction.
You do still need to give them more food to make up for the additional survival requirement. I’m planning on running a longer simulation later today to see whether it’s sustainable once they start speciating and the available mating pool diminishes.
I’m expecting this to have some interesting effects on speciation, as well. For one thing, sterile mutants will no longer be able to found entirely new lineages.
Species has fewer bugs than it did yesterday now!
Which is, yeah, pretty normal. We’re in bug fixing mode, which means I’m feeling more and more confident about when I’ll be able to release 0.9.0.