Changelog: Difference between revisions
Primal wiki (talk | contribs) CI sync from e443bbef9195ab1144cfa930a1c6c111982b2a7f |
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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. | ||
== v0.36.88 — Toast Icons Join The SVG Family == | |||
* Polish: the pop-up toasts (achievements, quests, mastery milestones, raid results and the rest) now lead with a drawn SVG icon instead of an emoji — the same hand-drawn style as everything else in the game. Emoji stay on only as a hidden fallback. | |||
== v0.36.87 — Close The Changelog From The Top == | |||
* QoL: this What's-new dialog now keeps its header in view while the entries scroll, with a ✕ close button up top — no more scrolling past the whole history to reach the Close button at the bottom. Escape and clicking outside still work as before. | |||
== v0.36.86 — Action Cards Read Right To Screen Readers == | |||
* Accessibility: the kibble and Scout chips on action cards are now real buttons a screen reader can find and press — before, the whole card read as one flat label and the chips inside were unreachable. Mouse and keyboard behavior is unchanged: click or Enter/Space toggles the action, the chips still do their own thing without starting it, and locked cards stay locked. | |||
== v0.36.85 — Escape Works In Every Dialog == | |||
* Fixed: pressing Escape now closes the scouting report, the drops list, the sell-all confirmation, Settings, and the changelog — in several of these it silently did nothing before. Every dialog also announces itself properly to screen readers and puts keyboard focus inside when it opens. Dialogs that need an answer (the welcome-back summary, the death screen, the cloud save chooser) still stay until you choose. | |||
== v0.36.84 — A Safety Net Under The Simulation == | |||
* Hardening: a bug in any one on-screen reaction to a game event — a toast, the loot feed, a sound — can no longer interrupt the simulation mid-step. Before, such a bug could cut an action short after it took your materials but before it paid out, and the autosave could keep that half-finished state. Now the error is contained and logged, the step completes in full, and everything else keeps running. | |||
== v0.36.83 — Fixed The Player Page Crash From Doubled Tonics == | |||
* Fixed: the Player page (and the battle sheet) could crash — and on mobile leave a stuck menu over the whole game — for saves where auto-drink had poured a second copy of the same tonic. Auto-drink now refills only its own potion line, so mixing two skill-speed tonics with AUTO armed can no longer double one of them up. Saves already carrying a doubled tonic clean themselves up on load, keeping the longer-running copy. And if a page ever does hit an error, it now shows a plain error panel with a way back to the [[Bank]] instead of freezing the game behind a dead menu. | |||
== v0.36.82 — No More Phantom Completions == | |||
* Fixed: when an action sped up mid-swing — a speed potion drunk partway through a tame, a tool rank bought, the weather turning — the time you had already banked could overshoot the new, shorter timer. The engine mis-counted that overshoot as extra elapsed time: completions fired for seconds that never passed, and the clock behind health regen and potion timers briefly ran backwards. Now the overshoot simply finishes the action once (you keep every second you actually waited) and everything after runs on real time. | |||
== v0.36.81 — The Primal Balm Gets Its Button == | |||
* New: a "Use Primal Balm" button at the top of the [[Stable]] roster whenever a balm sits in your bank. One click heals every hurt or injured dino in the stable, and the button shows how many need it. The balm has been craftable ([[Alchemy]] 86) and buyable at the Mark Exchange all along — but there was no way to actually use one. Now there is. | |||
== v0.36.80 — Salves Top Up Part Health == | |||
* Fixed: the Heal button on a pack dino’s card did nothing unless the dino was fully injured. A dino hurt on a hunt or expedition — say 40/46 HP — lit the button up, but clicking it silently refused. Salves and Primal Balms now also restore a dino that’s merely below full health, so your pack can be topped up on the trail. (Pack dinos still don’t rest-regen — resting only happens at home, off duty — but now the poultice actually works on them.) | |||
== v0.36.79 — Pack Points Tell The Truth, And Cards Stay Live == | |||
* Fixed: a dino’s "pts" on the Player page now match what it actually adds to your expedition strength. The Player-page number left out the bonus an ATTACK-role dino gets, so it under-counted your best attackers; it now uses the exact same calculation the battle screen does. ([[Stable]]-page pts are unchanged — those never claimed to include a role bonus.) | |||
* Under the hood: the way action cards, the battle sheet and other live numbers stay up to date was rebuilt on a single, reliable trigger instead of ~40 hand-written "watch this value" hints scattered across the screens. Those hints were easy to get wrong — a missing one was behind the train-card freeze fixed a couple of versions back — and they’re now gone. You won’t see any difference except that these numbers can no longer silently go stale. | |||
== v0.36.78 — Lighter On Your Battery == | |||
* The game now does noticeably less background work while it idles. It refreshes what’s on screen about eight times a second — but it used to rebuild the data for EVERY page each time, including all the pages you weren’t looking at: the dispatch board, dig sites, the food list, and every [[Trading Post]] row, rebuilt around 30,000 times an hour each for nothing. Those now refresh only while their page is open (and rebuild instantly the moment you switch to it — you can’t tell the difference by looking). Measured, this roughly halves the game’s steady background work, which on a phone means less warmth and battery drain from a tab you keep open all day. Nothing about what any page SHOWS changed, and the Trading Post tab still appears the instant trading unlocks. | |||
== v0.36.77 — Cloud-save Code Now Has Direct Safety Tests == | |||
* Under the hood: the cloud-save logic that decides whether an upload is safe — including the "is this the save I sent earlier?" check that prevents your own progress from ever being mistaken for a conflict — now has direct automated tests covering the exact tricky sequences behind past sync issues. Nothing changes in how the game plays; this is a safety net so those paths can’t quietly regress in a future update. One tidy-up rode along: signing in now fetches your cloud save through the same code path every other cloud action uses. | |||
== v0.36.76 — The Device Check Compares Honest Numbers == | |||
* Fixed: while the game is still checking your other devices at startup, it no longer re-saves in the middle of that check. On a slow connection, the 30-second autosave could stamp the freshly caught-up state over the save the check was about to read — so the "which save do you want?" comparison showed this device pumped up by its away-time catch-up and could recommend it over genuinely newer progress from another device, and the routine silent catch-up could turn into an unnecessary question. Saving and uploading now wait the few seconds the check needs (never more than a minute, even if the network hangs), then resume as normal. A slow check also no longer has its answer accidentally thrown away by the autosave’s retry — which used to keep cloud saving switched off for an extra cycle on every slow-network start. | |||
== v0.36.75 — Full Device Storage: Visible, Bounded, Survivable == | |||
* Fixed: the game no longer fills your browser’s storage with old safety copies, and it TELLS you if saving to this device ever starts failing. Every import, cloud-conflict choice and cross-device catch-up keeps a safety copy of the save it replaces — but nothing ever cleaned them up, so devices that sync a lot crept toward the browser’s storage limit. Only the five newest copies are kept now. If storage does fill up anyway, autosaves used to fail in complete silence — closing the tab could lose your session with no warning at all. A clear banner now appears the moment a save fails, stays until saving works again, and clears itself once space is freed. And a full device can no longer block CLOUD saving either — the cloud push (which needs no local space) now always goes through. | |||
== v0.36.74 — Cross-device Catch-up Survives A Failed Write == | |||
* Fixed: if the game failed to save an incoming cloud copy to this device — a full browser storage quota is the usual culprit — it could be left believing the copy HAD landed. The silent cross-device catch-up (open the game on a second device and it quietly adopts the newer save) and the Settings restore both recorded "this device now carries that version" before actually writing it; when the write failed, the next launch trusted that record and could push this device’s older save over the newer one without asking. The order is now write-first: the record only updates after the copy is really on disk, and a failed write leaves things exactly as they were — the game plays on, shows a sync error, and the next launch asks the honest "which save?" question instead of guessing. A failed import also no longer leaves the session silently unable to save at all. | |||
== v0.36.73 — A Failed Cloud Check Can’t Overwrite Your Save == | |||
* Fixed: a cloud check that FAILS — offline boot, flaky wake, a server blip — no longer lets this device overwrite your cloud save blind. The game used to treat a failed check like a finished one and start pushing; on a device that didn’t know your cloud history (a fresh browser, or a shared computer where someone else signed in last) that push could bury progress made elsewhere without the usual "which save do you want?" question. Now a failed check keeps uploads on hold and quietly retries in the background — your game keeps playing and saving locally the whole time — and uploads only resume once the game has actually seen your cloud save. The same hardening stops a misbehaving network from ever LOOKING like an empty account. | |||
== v0.36.72 — Sign In Once, Cloud Saves Stay On == | |||
* Fixed: signing in WITHOUT refreshing the page now keeps cloud saving fully alive. Signing in — or registering, or finishing a password reset — from the in-game login synced your save once, but the background protection stayed off until the next full page load: the every-minute cloud push, the goodbye save when the tab closes, and the freshness check when the game wakes from sleep were all silently dead, even while the sync chip said "synced". That was every new player’s first session. All of it now switches on the moment you sign in, and signing out now fully switches it off. | |||
== v0.36.71 — The Pack Banner Tells The Truth == | |||
* Fixed: the Player page’s "hunts N% faster" pack banner overstated your pack’s real effect by roughly 1.7× — it was computed with an old formula the game engine never actually used. The banner now reads the exact formula your hunts run on, so the number you see is the speedup you get. Example: attack 30 with a 50-attack pack really hunts 14% faster — the banner used to claim 23%. Only the displayed number changed; hunt speeds themselves were always computed correctly. | |||
* Fixed: TRAIN drill cards now unlock the moment their species joins your stable. Tame a Dire Wolf on the [[Taming]] page and "Train Dire Wolf" used to stay greyed — still claiming it needed the wolf standing right there in your stable — until you left the page and came back. The card now notices the tame instantly. | |||
== v0.36.70 — Welcome Back, Four Times Faster == | |||
* The game now loads much faster after a long time away. Coming back from a full night used to freeze the page for a couple of seconds on a computer — and far longer on a phone — while the away-time catch-up re-checked every achievement after every single completed action, tens of thousands of times. The catch-up now only re-checks achievements whose progress actually moved, which cuts the freeze by about four times (measured: 2.3 seconds down to 0.6 for an 18-hour absence). Nothing about WHAT you earn changed: the same actions, achievements, quest steps and welcome-back summary come out identical, down to the last number — only the wait is shorter. | |||
== v0.36.69 — Dig Crates Respect The Bank Cap == | |||
* Fixed: DIG crates now respect the bank cap. A dig finishing against a full bank could push you one slot over, which silently stopped your action and blocked every restart with nothing saying why — the same lockout v0.36.51 fixed for eggs and dispatches, through a path that fix never covered. Crate goods a full bank can’t hold are now skipped and listed on the welcome-back screen like every other skipped drop. SKULLS and pity PAGES are deliberately different: those always land, squeezing at most one slot over, because losing a first skull or your pity progress would be worse than a briefly over-full bank. | |||
== v0.36.68 — Old Saves Survive Removed Content == | |||
* Fixed: a save whose RUNNING ACTION was removed from the game in an update could no longer start — the game hit an error on every load until you wiped. It now boots normally: the vanished action simply stops, a notice tells you why, and everything else in the save is untouched. The same protection now covers a WORKER (or a very old save’s companion) whose species left the game — the dino stays in your stable, just unassigned, instead of the save being reset. | |||
== v0.36.67 — Nursery Graduates Keep Their Inherited Health == | |||
* Fixed: dinos raised in the NURSERY now keep their inherited HEALTH. Bred health was rolled and passed down correctly — the hatchling carried it — but the moment a baby grew up and joined the stable the stat was dropped, so every bred dino fell back to its species average. It now carries through graduation, flat: imprint boosts the combat stats, health stays what the lineage gave it, the same rule veteran growth follows. Applies to hatchlings graduating from now on; already-grown dinos keep the stats they have. | |||
== v0.36.66 — Rivals Counter Counts Down == | |||
* The [[Rivals]] count in the sidebar now shows how many tribes are LEFT to conquer instead of how many you have beaten. It starts at 15/15 and drops to 14/15 the moment you win a raid, so a glance tells you what is still out there. The progress bar under it still fills as you conquer. | |||
== v0.36.65 — XP Potions On Every Page, And Auto-drink == | |||
* The four XP potions — Focus Tonic, Sage Elixir, Scholar Elixir and Ascendant Elixir — are now on the POTION SHELF of every skill page, the Farm included. They boost the XP of whatever you are doing, but they had no skill of their own, so no page could ever show them and the [[Bank]] was the only place you could drink one. They cost a single tile: all four share the XP line, and tapping it opens the usual picker. | |||
* New: AUTO-DRINK. Every potion tile now has an auto pip. Switch it on and the moment that potion runs out, another one is poured — the same one you last picked, so switching tiers in the picker re-aims it. Switch it off and it stops. Each line is its own switch, so you can keep XP topped up without touching your speed brews. | |||
* Auto-drink keeps running while you are away, which means a long night can genuinely work through a shelf. Nothing is hidden: the welcome-back summary now lists every potion it drank, the same way it already lists what your workers ate. Lines you never switch on behave exactly as before. | |||
== v0.36.64 — Party Roles That Matter Everywhere == | |||
* All three party ROLES now pay out in every fight you pick. ATTACK leads the trail at power ×1.2, up from ×1.1. GUARD shields you for −15% damage each, down to −30% with a full guard, and it now works on HUNTS and RIVAL DUELS as well as on expeditions and delves — until today a Guard did nothing at all out on a hunt. SCOUT gives +10% flee chance and +4% Trail Cache finds, both double what they were. | |||
* Scouts also do two new things. On a HUNT they read the trail ahead: −6% hunt time each, to −18% with three. On a TAME they pick you a better one: +4% to the newcomer's starting stats each, to +12% with three — the only role bonus that stays with you, since a tame's stats are permanent. | |||
* Nothing about the encounters themselves moved. Every win rate was re-measured against its pinned band before this shipped, and none of them shifted; even a full party of four Attacks moves a real patrol by about one point. Your pack got better — the valley did not get easier. | |||
* The battle view called the Attack role VANGUARD, its old name, while the Player page beside it said Attack. Both say Attack now. The role itself was never affected — only the label on that one badge. | |||
== v0.36.63 — Tribe Buildings Reach Up The Ladder == | |||
* [[Tribe]] buildings used to want the same four Grasslands materials forever — wood, fiber, stone and hide — so nothing you unlocked after the first hour was ever asked for, and an upgrade was never a reason to go anywhere. Every building now climbs through three bands: starter goods, then something you make, then a biome material you have to travel for. | |||
* Each building sends you somewhere different. Living Quarters end up wanting Bogscale from the Murkwater, the Campfire wants Deepchitin from the Caverns, the Central Depot wants Slagplate from the Badlands, the Smelting Furnaces want Reefshell from the Coral Shallows and the Watchfire wants Rimepelt from the Frozen Wastes. | |||
* The early levels cost exactly what they always did, so nothing you were already saving for got more expensive. The new bands only open at levels above what most camps have built, and the scarce materials are asked for in small numbers — a dozen or so, not hundreds. | |||
== v0.36.62 — The Campfire Draws Wanderers In Faster Again == | |||
* Tester (Keltar): the Campfire promised to draw wanderers in faster, then quietly stopped doing it. Camp prestige and the Campfire shared one bracket, and prestige on its own was enough to pin the arrival timer at its one-minute floor — so past a point every Campfire level bought nothing at all, however much you spent on it. | |||
* The Campfire now lowers that floor as well. At the Iron Age ceiling a maxed fire brings arrivals down to about 33 seconds, and every level in between is a real step. If you have not built one, nothing changes. | |||
== v0.36.61 — Delve Cards: Real Drop Odds, And An Icon Each == | |||
* Rare drops no longer read 0%. Every cave's unique — the Glowworm Lantern, the Cavern Charm, the Fang of the Depths and the rest — is a real 0.2% find, but the card rounded it to a whole number and printed "0%", which said the drop was impossible. Twenty-three drops were affected: all eleven cave uniques and twelve Gamma Arena primal pieces. Nothing in the game actually has a zero chance, and the odds themselves have not changed. | |||
* Every cave has its own picture now. Seven of the eleven shared one icon, because a cave without art of its own borrowed its first drop's — and those caves share a first drop. Each now shows its biome. | |||
== v0.36.60 — Party Roles And The Heal Button == | |||
* The Vanguard party role is now called ATTACK. Only the name changed — the role your dinos already carry is untouched, and it still leads the trail at power ×1.1. | |||
* The Heal button on a dino card is always there now. It used to appear only while the dino was injured, so a dino sitting at part health showed no way to top it up and the button seemed to come and go. It is greyed out when there is nothing to heal, or when you have no salve — and the tooltip says which. | |||
== v0.36.59 — Phone Navigation: Four Tabs Along The Bottom == | |||
* The phone menu is now four tabs at the bottom of the screen — You, Camp, Skills and Frontier — and each one opens a list of its pages. It used to be a single row across the top holding all 26 destinations, 3,789px wide on a 390px phone: [[Farming]] sat 3,620px along it, so most of the game was a long sideways swipe away. | |||
* Tester (Shae): the row also never scrolled to where you were, so it "often loaded in the middle" and told you nothing about which page you had open. The tab you are in now carries a green dot. | |||
* The top of every page got 62px back — the row that used to sit there is gone. The tabs sit at the bottom instead, where your thumb already is, and the sheet opens above them so switching group is one tap. | |||
* Nothing moved on desktop. The sidebar is unchanged above 720px. | |||
* The new tab bar was covering things. Achievement toasts, the tutorial coach and the version badge sat underneath it and could not be read, and it painted over both the Settings dialog and the welcome-back summary, hiding the button that closes them. The bar now sits below anything meant to interrupt you, and everything anchored to the bottom of the screen clears it. | |||
== v0.36.58 — Fixes == | |||
* Tester (Shae, Galaxy S10e): the weather forecast hung off the left edge of the screen on a phone, so half of it was unreadable. It now fits the screen at any width — and the more amber you were carrying, the worse it used to be, because a longer number pushed the chip further left. | |||
== v0.36.57 — The Crafted Ladder: Armour Classes And Biome Materials == | |||
* Tester (Keltar): crafted armour used to be priced off your SKILL LEVEL alone, which said nothing about where you actually were — so a [[Crafting]] 55 Fiber Tunic gave 6 defense while a [[Smithing]] 58 Iron Plate gave 8. Crafted gear now belongs to a biome tier, and the two skills pay the same at the same tier. The Fiber Tunic and the Iron Plate are now worth exactly as much as each other. | |||
* Armour has classes. [[Crafting]] makes LIGHT armour, which spends part of its budget on attack; [[Smithing]] makes HEAVY armour, which puts all of it into defense; the biome drop sets are MEDIUM. Same worth, different shape — so the Fiber Tunic is no longer just a worse Iron Plate, it is a different trade. | |||
* Every level-up in a slot is now worth something. Seven crafted pieces used to give no more than something you had already unlocked — the Mangrove-Frame Shield at [[Crafting]] 63 matched the Bronze Shield at [[Smithing]] 42, twenty-one levels for nothing. That cannot happen any more. | |||
* Seven new armour materials — Bogscale, Deepchitin, Slagplate, Reefshell, Rimepelt, Windquill and Valehide — one for each biome that has armour you can craft there. They drop from that biome's hunts and, more slowly, its patrol, so making the Badlands plate now means going to the Badlands. Early recipes are untouched: nothing below the Murkwater needs a material, and weapons need none at all. | |||
* [[Hunting]] finally belongs somewhere. Every hunt now has a home biome and pays that biome's material — it had no link to a place or a creature at all before, just a level. | |||
* Some worn gear changed. Crafted armour is broadly stronger and now leans by class, and crafted weapons kept their power but climb evenly; the Hide Vest is the one piece that drops (4 defense to 3). Crafted gear also sells for more, because it is made of more. Nothing you own disappeared. | |||
== v0.36.56 — Expedition Tab: Combat Potions And A Jump Bar == | |||
* Tester (Keltar): the [[Expeditions]] page now carries your combat potions — Berserker Brew, Bulwark Brew, Bog Mint Tea and the rest — so you can buff attack, defense and regen right where you pick a fight instead of going to the [[Bank]]. Only ones you actually hold show up, so the page does not get longer. | |||
* Also (Keltar): a row of area chips above the list. Tap one to jump straight to that biome instead of scrolling past every section you have already cleared — the deeper you are, the more it saves, and it helps most on a phone. | |||
* Potions that do the same thing now share one shelf tile. Berserker Brew, Wrathroot Tonic and Titan Brew are all "+attack" and only one can run at a time, so the shelf shows the strongest one you own and a "2 more" tap opens a picker at the bottom of the screen to spend a cheaper one instead. Nine combat potions become three tiles. | |||
== v0.36.55 — Under The Hood: The Save-sync Rules, Written Down == | == v0.36.55 — Under The Hood: The Save-sync Rules, Written Down == | ||