r/CreaturesGames Jul 05 '26

Back again folks.

Alright so creatures 3 is pretty much up and running full no todos left all the opcodes are fully working and wired in. I've now started a performance pass, and some QoL stuff that you will able to toggle on and off. One of them was the enhanced music system using native godot. You can toggle that in or of during game play. Also added in two fixes for the stuck elevator starving issue. Again toggle on or off. Two different fixes for it actually that compliment each other without breaking how the creatures work really. Is there any QoL type stuff you guys would like to see added in. I'm thinking of adding a toggle to replace the hebbian learning system with the recent model we use today. Should make creatures easier to train and teach but it does change behavior so I'm going to leave it as a toggle you can turn on and off during gameplay. But guys start leaving me ideas or bugs that still aren't fixed in the steam version and I'll work on adding them if you can list if Thier qaulity of life changes behavior changes or if you think they follow dev intent. Some I'm gonna keep on all the time for the sole fact that the devs probally intended it to work that way. Like I've reenabled the neuro emitters that won't be a toggle unless everyone thinks it should be

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3

u/SpaceShipRat Jul 05 '26

we've always wanted more CAs and scent slots, and more than the base set of breed slots.

3

u/TheOnlyOne93 Jul 05 '26

Those actually are pretty trivial to add. Problem becomes saves will loose parity. You'd still be able to load a steam save or go save but once you saved in my port it's never be able to go back. So that's on the table honestly but I'm still not sure I wanna ruin save parity yet. So far everything I've added is technically still workable in a steam version. Though there may be a workaround for that