Defeating the enemy mound provides a bonus to hunting and exploring
Added base and bonus filters (total base or total bonus % across all traits)
Bug Fixes
1.1.2 - Sep 6th, 2014
Locked maxed out traits and mutations, they won't lose value after reaching highest possible point
Sort order of the army determines promotions, not level.
Bug Fixes
1.1.1 - Sep 5th, 2014
New Score Function
Bug Fixes
1.1 - Sep 4th, 2014
Army ranks and jobs.
Added Forts
Fixed bug that let idle players gain multiple mutations
Added Export / Import
1.0 - Aug 30th, 2014
Production completely overhauled
Added requirements to obtain new mutations. They'll need to be improved to become eligible to mutate again. So you can't just ignore existing mutations and get more.
Shift key allows "all" commands for the mounds such as "Recycle All"
Changed some multipliers on enemy types. Again, it'll be harder.
Speed changes related to Vitality have changed. It'll increase faster at lower levels.
0.4 - Aug 23th, 2014
Fixed Wars. They now save and unlock properly, so you can find everything. New item type increases max boosts.
Critters can die in battle if their health reaches zero
The enemy no longer attacks you. Your army when not fighting, sends a scout to unlocked tiles to take a look.
Shift click locks a critter so it won't sort out of the hatchery
0.3 - Aug 19th, 2014
Added Wars. While at war, but enemy still attacks, but never with an ememy stronger than you haven't already defeated. There are now new genes, mines, and artifacts to discover.
Added Achievements
0.2 - Aug 12th, 2014
Got the barracks working although it may need to be balanced. Enemy strength is based off your current generation number, so the battles can be easy or hard.
Move commands now are group selectable, and the army can be killed to provide fine tuned replacement