Changelog: Difference between revisions

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The '''newest updates''' are listed first. Amber is the valley's currency.
The '''newest updates''' are listed first. Amber is the valley's currency.
== v0.36.55 — Under The Hood: The Save-sync Rules, Written Down ==
* Groundwork, with nothing to see in game. The rules that decide when your save is written, when it is sent to the cloud, and what happens when you switch devices were spread across the code as a set of flags. They are now one place with tests around them — including a test for each of the five save-sync problems reported in the past, so none of them can come back unnoticed.
* No change to gameplay, progress, balance or your save.
* The sync journal in Settings now stamps each line with the game version that wrote it — so if you ever send a screenshot of it, it says which build produced what.
* Part 2: the game now actually uses those rules. The eight scattered flags that used to coordinate saving and syncing are gone, replaced by the single tested component. Behaviour is deliberately unchanged — this is groundwork so the next fix in this area lands somewhere provable.
== v0.36.54 — Smoother Skill Pages, And A Bank That Scales ==
* Opening a skill page rebuilt its whole action list from scratch, several times a second. It is now worked out once and reused — the skill pages should feel noticeably smoother, especially on a phone.
* [[Bank]] lookups no longer slow down as your bank grows. At a small bank you will not notice; with hundreds of slots filled it is dramatically faster.
* No change to progress, loot, balance or saves.
== v0.36.53 — The Away Screen Learned 44 New Jokes ==
* "While you were away…" now rotates through 45 different headings — "Look who remembered they own a valley.", "Nobody was eaten. Great success.", "A complaint was filed. By a dino." — so coming back is a little less samey. The original line is still in the mix.
* A line will not come round again for at least 12 returns, so you should get a good few weeks of play before one repeats.
* Cosmetic only: nothing about your progress, your loot or your dinos changes.
== v0.36.52 — The Loading Screen Tells You It Is Catching Up ==
* Coming back after a long time away, the game has to replay everything that happened while you were gone — and on a phone that can take a good few seconds. The loading screen used to just say "Loading Primal Idle…" the whole time, which looks like it has hung.
* It now names the wait: "Catching up on 18h away…". Short absences are unchanged — the notice only appears when there is actually a wait worth explaining.
== v0.36.51 — Fixed: A Full Bank Could Silently Stop Your Action ==
* With a full bank, a laid egg (or a returning dispatch squad) could push your bank one slot past its limit. Once over, the game considered EVERY action unable to store its output — so whatever you were doing quietly stopped and would not restart until you freed a slot by hand, with nothing on screen explaining why. Leaving the game running about six hours on a full bank was enough to trigger it.
* Those deposits now respect your bank limit the way every other passive source already did. A full bank still means some drops are missed — but your action keeps running, and the bank can never end up over its own cap.
* The "While you were away" screen now tells you what a full bank cost you, with a row per item — so a missed drop is something you can see and act on, not something that quietly disappears.
== v0.36.50 — A Much Lighter Game Loop ==
* The game now rebuilds its screens about eight times a second instead of sixty — roughly 90% less background work every second you have it open. Phones and laptops should run cooler, hold framerate better, and drain noticeably less battery on long idle sessions.
* Nothing you touch got slower: progress bars, hunt timers and duel bars still move at full smoothness, and anything you click still updates the instant you click it.


== v0.36.49 — Heal Your Dinos From The Player Page ==
== v0.36.49 — Heal Your Dinos From The Player Page ==