- Patch Notes - Version 6.7 - 2 August 2023
Finally! Exodus Borealis's largest non native English speaking playerbase can now play in their native tongue. Thanks to Wernke zur Borg, Exodus Borealis is now available in German! Reworked animations that had issues with lower level of detail, causing invaders to have visual glitches. Updated to a new version of Unity that includes many performance enhancements and platform specific bug fixes.
- Patch Notes - Version 6.6 - 15 November 2022
Improved lighting model. Illuminated windows will now cast light on nearby objects. Citizen lanterns and gems on towers will project more light, illuminating nearby objects. At nighttime, areas are darker when away from lights. If you prefer brighter lighting at night, the brightness can be raised in the settings menu. Productivity wasn't properly being applied to building based work. Mines weren't outputting faster, research wasn't researched faster, etc. This is now fixed. Productivity boosts have been re-balanced, research times have been rebalanced. Thanks magura for catching this bug! Wave difficulty curve tweaks. There are some skilled players are reaching a point where waves their defenses scale up faster than invader difficulty ramp can curve, resulting in the last 1/3 of a level dragging on and filling like a waste of time. Tweaks were made to allow the difficulty curve to bett…
- Patch Notes - Version 6.5 - 24 September 2022
Exodus Borealis has now been translated to Korean! Buildings that internally store output were stopping production if they were full based on all the input resources and produced resources, not factoring in if using input resources would free up enough room for output resources. This has been fixed. Increased textile mill storage space Several minor performance and playthrough tweaks. A few small bug fixes.
- Patch Notes - Version 6.4 - 26 August 2022
Fixed a bug that could cause resources to be lost when removing from a storage being tore down, and the destination to place those not being able to fit the whole of what was pulled out by a single fox. A few minor fixes and performance improvements.
- Patch Notes - Version 6.3 - 14 July 2022
Fixed bug on Kuro island. When loading a game, any paths or gates right next to obstacles would not have their pathing applied, meaning invaders could go through gates or paths wouldn't speed up. A few minor fixes and performance improvements.
- Patch Notes - Version 6.2 - 19 June 2022
A small subset of players were randomly having the game hang during invader attacks. The underlying issue is a Unity issue that has not yet been resolved. Changes were made to make it extremely unlikely (hopefully impossible) for that issue to be triggered. Much thanks to Natirs for helping me remotely diagnose and test the workaround for the problem! A few other minor fixes and optimizations
- Patch Notes - Version 6.1 - 25 April 2022
A new attempt at releasing the big 6.0 patch. There was a sizable bug in the new Unity 2021 release that was causing ~10% of the player base to crash after 5-10 minutes. After a full week of work trying to track down the issue, this is has finally been corrected! A huge thanks to @SoL64 for all the testing help! I was unable to reproduce the issue on my computers, so it was huge to have someone help me remotely try and debug the issue! New major version of fox/invader navigation. It should be more performant, a little smarter, let me know if you see anything odd or wrong with the navigation with this update. A few additional performance tweaks. Faster saved game loading.
- Patch Notes - Version 6.0 - 16 April 2022
New lightning model. Previously, for performance, only a limited number of lights can be active on the screen at once. This would result in lights being toggled on and off and was particularly noticeable in mazes with a lot of gems or with a lot of citizens walking around with lanterns at night. This new lighting model will support all the lights at once! Performance improvements. Along with the new lighting model comes GPU performance improvements. In late game testing with large villages/defenses, frame rates have been improved by 12-18%. If a general worker drops off the last needed resource for a construction and they have time, they will go ahead and construct the building. This should avoid those awkward moments where the last resource is dropped, then a worker on the other side of the map needs to come over and construct, resulting in a building not being constructed in time. Pos…
- Patch Notes - Version 5.9 - 12 February 2022
Eu não acredito! Exodus Borealis is now in Brazilian Portuguese! Update to steam integration. If originally the game started up with steam running, and steam was closed during gameplay, it would crash when attempting to update achievements/stats, this is now fixed. The "zoom" keyboard bindings did not work, this has been fixed. Piku island - Ruins on the far lowest level were aligned awkwardly, making it tough to build walls against. Ruins placement adjusted slightly. If you happened to have a save with walls near these ruins, tearing down and rebuilding walls touching these ruins is suggested. Both the teacher and researcher professions had equal rights to the smartest workers, now teachers will get priority over researchers A few performance optimizations added A few minor fixes
- Patch Notes - 5.8 (repatched) - 31 January 2022
This is a corrected version of patch 5.8. It had introduced a bug when upgrading walls to blast towers. As this bug was discovered right as I was going on vacation, i rolled back the patch. This is now that patch with that issue resolved. Fixed bug where if in the middle of a directional tower upgrade/downgrade and an attack is starts, it would deselect leaving the tower in a 1/2 upgraded state. Piku Island (The new 7th island) had a few rather interesting traversable routes on the side of some of the steep slopes. These invader walkable areas have been "tightened up". In addition, it was possible to lay a walls with buildings in such a way the "gate blocking" rule didn't trigger, allowing you to block off a path. With these updates it's possible (but unlikely) a save may have used a path that is now not possible, preventing you from placing any walls after the patch. If this is the cas…
- Patch Notes - b.5.8 - 6 January 2022
Fixed bug where if in the middle of a directional tower upgrade/downgrade and an attack is starts, it would deselect leaving the tower in a 1/2 upgraded state. Piku Island (The new 7th island) had a few rather interesting traversable routes on the side of some of the steep slopes. These invader walkable areas have been "tightened up". In addition, it was possible to lay a walls with buildings in such a way the "gate blocking" rule didn't trigger, allowing you to block off a path. With these updates it's possible (but unlikely) a save may have used a path that is now not possible, preventing you from placing any walls after the patch. If this is the case, it can be fixed by tearing down walls where its no longer possible to pass, and build new walls. A few other quite minor fixes.
- Patch Notes - b.5.7 - 17 December 2021
New island added: Piku Island - The path from the gate spirals down the tall volcano peak. With colder temperatures and a layout that circles the peak, this island should present a challenge! Unlocked after beating the first 4 islands. Added new setting to hide environment flowers. Fixed bug causing the smelters footprint to be rotated 90 degrees preventing it from fitting where it should. This will not effect already placed smelters, but any newly placed ones will use the correct footprint area. Dutch and Russian language updates.
- Patch Notes - b.5.6 - 8 December 2021
Added Dutch and Russian translations to the game! My sincere gratitude to the player base for volunteering these translations: Dutch by Stefan Kroon and Russian by Quotermain & Sergei Serov. Amazing work! If you are interested in seeing the game in your native language and would like the help, please reach out to me. Fix for a mega-ultra-late-game invader pathing bug. When mazes were of an extreme length, invaders would skip through the beginning of the maze, bypassing the first walls/towers. This is now fixed. Update to motion sick mode - Now in addition to removing rolling and swaying camera movement, the waves on the title screen are drastically reduced. Minor tweaks to invader anti stuck code - anti-stuck logic was rarely, but incorrectly being triggered very late game with lower framerates, in situations where invaders were blocked, waiting for invaders in front of them. This resul…
- Patch Notes - b.5.5 - 29 November 2021
Fixed a memory leak issue. This memory leak was quite impactful when using the mass update tool. Upgraded anti aliasing method from Fast Approximate to Subpixel Morphological. This is only very slightly less performant than the existing anti aliasing method. This should address some of the blurry and loss of detail at a distance issues some people have commented on. In addition, added a setting to allow disabling anti aliasing altogether. Fixed an issue where in a single wave, if two different invaders of the same type had two different elemental resistances, they would glow the same color.
- Patch Notes - b.5.4 - 26 November 2021
Several other small tweaks, performance updates, and fixes
- Patch Notes - 5.3 - 18 November 2021
Happy launch day, my sincere thanks to all the Early Access players who provided feedback! Fixed bug where pausing during an attack could cause invaders to get stuck. Updated so buildings destroyed the first few years won't kill their inhabitants, when slight population fluctuations can have a huge effect. A few other tiny tweaks.
- Patch Notes - 5.2 - 10 November 2021
Performance tweaks that should reduce/stop the slight degradation over multi-hour gameplay. Several other small tweaks and fixes
- Patch Notes - 5.1 - 3 November 2021
Updates to invader pathfinding. There was an issue for a small subset of people where invaders would sometimes get stuck at the entrance, resulting in them enraging at sunrise. There is redone invader spawning system and improved invader pathfinding + anti stuck logic in place that should now prevent this issue. If you continue to have this issue, please reach out to me! Much thanks to those on Discord who helped me resolve this bug. Several small tweaks and minor performance updates
- Patch Notes - b.5.0 - 28 October 2021
Completely rewritten game loading logic. Game will load faster, take up less memory, and run better on low end systems. Overall game size has been reduced by 25%. Pre-loading is done in the background while sitting on the title screen. This is a large and complex rewrite that affects all systems, let me know if you see any thing odd now happening! Improved citizen logistics logic. Several small fixes and enhancements.
- Patch Notes - b.4.6 - 10 October 2021
Foxes now have tails! Improved resource delivery planning logic. Now at high levels (2000+) up to 3 unique invader types can attack. All difficulty levels except hard will start with one more age 0 child. Added "mass update tool" indicators to buildings to make more clear what buildings are in range of a "mass update drag"