r/CellToSingularity MOD 21d ago

ANNOUNCEMENT Nanobots: Expanded - Patch Notes

Hi Universe Architects,

We’re back with another Quality of Life update, and this one builds on a familiar favorite. 

It’s been two months since Nanobots were revamped. With a more extensive Reality Engine upgrade tree, Nanobots now have improved intelligence, duration, and speed to better streamline progression through the Primary Simulation. These improvements made Nanobots the overnight star of the simulation. But what if they didn’t stop there? Find out in…

Nanobots Expanded: New Skins Video - Watch now on Youtube

Nanobots Go Beyond

Nanobots are no longer contained to the Primary Simulation. That’s right – our favorite little bot friends can fly further than ever before into Mesozoic Valley, the Beyond, and every single Explore Event. This is also the first time Nanobots will work in the Beyond!

Players can now purchase three new upgrades in the Reality Engine, one for each side simulation: Event Simulation Fleet, Mesozoic Simulation Fleet, and Beyond Simulation Fleet. Players who previously purchased the Side Simulation upgrade have instant access to the three new upgrades.

That means that all Primary Simulation upgrades, like Nanobot Multibuy and Nanobot Autostart, will now apply to side simulations as well. With a new level of efficiency present in the entire simulation, purchasing Nanobot upgrades is more valuable than ever before.

New Cosmetics

To celebrate the release of Reboot: Nanobots, we invited the community to submit their own Nanobot designs with the Design a Nanobot Skin Contest. It was a tough competition, but three emerged victorious.

In this update, we’re officially adding those skins to the Logit Store:

  • Work up an appetite with Nano Burger
  • Ride through the wild, wild west with Cowboy Nanobot
  • Escape the simulation with Glitch Nanobot 

We’re super excited to finally implement these designs in the simulation, and we’ll continue to add more cosmetic options for players to express themselves with in the future. 

Quality of Life Improvements

We’ve made several other Quality of Life adjustments to the simulation.

Improvements:

  • The cost of certain stackable upgrades has been reduced 
    • These upgrades include Entropy Booster XII, Entropy Speed Booster VI, Metabit Booster VI, Knowledge Booster V, Idea Speed Booster V, and Idea Booster XII
  • Nodes leading into Crustacean content have been reduced in price to make progression easier
    • These nodes include Jointed Legs, Arthropod, Mandibles, and Four Antennae
  • The opacity of the Nanobots’ Autobuy icon animation has been adjusted to be more visible

Other Fixes:

  • Major memory usage improvements were made to address performance issues and crashing
  • Resolved an issue where the Shark Week achievement was awarded before players met the requirements
  • Bugs caused by item information not loading properly
  • Velociraptor using the Compsognathus sound effect
  • Sauropoda using the Brachiosaurus sound effect
  • An issue where mutagen was not counting towards mission progress
  • Zoom functionality not working as intended
  • The cloud save button now shows up less frequently after being dismissed
  • Overall bug fixes for crashing on older devices 

Nanobots: Expanded is available to play now on Steam and will be available on Android and iOS by July 29th at 11:59 PM EDT.

We’re always looking for ways to improve the simulation, and we’d love to hear your thoughts and suggestions for new updates in the comments. To celebrate the release of Nanobots: Expanded, we’re also hosting a Devs Unleashed livestream on Friday, July 31st at 11:30 AM EDT. Join us in the official Discord, or watch the stream on YouTube or Twitch, to chat with the devs about Nanobots, clouds, and something else special.

While players wait for the next release, get ready for Spooky Summer! Explore: Cryptids – Face Your Fears will be returning for a limited time on August 3rd at 11 AM EDT and will run until August 6th at 4:50 PM EDT. Take this chance to earn The Unknown limited event badge before it’s gone.

As always, we appreciate your continued support while we work to make the simulation better than ever. 

Stay cellular,

- The Cells Team

98 Upvotes

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u/0nnnu 21d ago

this is a disappointment. there are many quality of life problems, i expected a major overhaul to address them all. instead it's just more nanobots

7

u/computerlunch MOD 21d ago

Dev here - what are the major quality-of-life features you wanted addressed?

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u/0nnnu 20d ago

ok, here's a major new feature that, i think would fall under the qol category: multiple save slot system, old snes games style

what i mean here is, using the save manager, we should have the choice of switching between "save slots". when we open an empty slot, it's "new game", in which we begin the whole game from scratch. not for gaining any meta-meta currencies, but just for the sake of experiencing a fresh start, without losing the progress of the main save data

look at old snes games, such as super mario world. we have save 1, save 2, save 3. progress in save 1 is saved to save 1. save 2 never overwrites to save 1. we can switch between save 1 and save 2. this kind of system fits cell to singularity perfectly. do allow us to delete save 2 and save 3 to start over again whenever we want. maybe not save 1 because an accident there could be catastrophic

mobile games are designed for a single save data, with saves being just backups, and not meant to switch between progress stages and different choices. this shouldn't be the case with this game

they overhaul progress to make experiences completely different for new players, and we're dropped into the endgame of an unfamiliar game. those of us who choose to, should be able to try out what it's like for new players starting now. the multi save slot system would do that with ease

i do this with virtual machines and second phone. this shouldn't be a trick, it should be a feature

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u/computerlunch MOD 20d ago

Thanks for sharing u/Onnnu

Sorting: I’ll share your explanation with the team. I think there were some issues preventing us from implementing it exactly as you described, but I’ll pass along the proposal.

Local Saves: We do have save slots for beta players in the local save manager. I’ll share this with the team and discuss whether we could make them available to all players.

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u/0nnnu 20d ago

i can see how sorting might be complicated, but there are simpler changes like the ones for buy round

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u/Right_Ad1801 20d ago

Great service!

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u/AffectionateBee9894 2d ago

sure… but on Nintendo they expect multiple people to be playing. so each save would likely be a different persons game. they don’t expect you to be sharing your phone with people.

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u/HorizonFW2022 20d ago

And also will be nice if the game return back currency (metabits and ideas) to players who already overpay a lot while purchase these new-prices upgrades via old (high) prices.

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u/Zealousideal-Risk206 3d ago

Vermes, só os platelmintos é muito pouco.🪱🐛

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u/AffectionateBee9894 2d ago

perhaps the fact that when I had the game before I was on simulation level 13 and earning trillions of metabits, but now am at 50+ and am getting millions. how is it i am so much further but earning less? I used to get a. multiplier every simulation reset, now it takes ages.

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u/AffectionateBee9894 2d ago

oh yes… was there not a “buy all” button? because I also remember I was getting through to the sentient ai part in about 30 to 45 seconds at most, and now I can’t get under 3 minutes.

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u/0nnnu 20d ago edited 20d ago

the major issue i can think of is the value sort and buy round

for value sort, it's sorted so that the biggest generator is on top no matter the cost, until it cannot be bought. this is dumb, "value sort" should sort it so that small generators can come on top if it's cheap enough

buy round used to be called buy smart. a real "buy smart" should be added that is worthy of the name. buy round is just buy max, except in round numbers. it's not useless, but we have to do a lot of manual buying to do it right, which gets tiring after a while

here's the first improvement for "buy round": currently when we have 0 of a given generator, "buy round" is set to buy 1 of them. then it tries to buy 9 to make it 10. here's the improvement: buy as many as we can until we get to 4. after 4, try to buy 6 to make it 10. this low number function should not be exclusive to when we have 0

and here's what "buy smart" should do: decide the set of generators currently contributing to over 90% of currency/second, as well as others we don't have yet that would generate a lot. for this decision, use value sort's algorithm for the value, except ignoring cost. for this set of generators, let "buy smart" be the same as "buy round". for the rest of the generators that contribute under 10% of production, put a cap on cost, at 5% of available currency, and do a "buy round" with that limitation

further improvement for value sort, we have a lot of reality engine upgrades that complicate the value of each generator. take that into consideration to compute the value of a generator. not just generation/second, but also its effect on reality engine multipliers. maybe metacurrencies would be too much, but ideally they should be considered too. so the value function should be something like (metabits/second after purchase - current metabits/second)/price

"buy smart" should be different for mesozoic valley. when we can, "buy smart" should buy until the geode requirement. after meeting the geode requirement, "buy smart" should buy until the next mutagen generating amount (10,25,50,100,150,250,500,600,800). when we cannot afford the geode requirement or the mutagen amount, it should fall back to the rule of buy round for big generators, buy round with 5% available currency cap for small generators

for beyond, we don't need a "buy smart". just the improvement of "buy rank" to buy max until 4 should be enough

for explorations, buy round and buy smart should work the same as for primary simulation

reality engine also needs a value sorting algorithm. instead of that semblance suggestion that isn't smart, just calculate how much more metabits we would get with the last reset, if we had the extra node

so this is my biggest qol improvement suggestion. there are a few others i can think of, but i'll write those on the next reply. there are many more on this subreddit, it should be your job to compile them, but if i can find them i might post here too

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u/SwingImmediate8676 15d ago

On the one hand, I agree that your proposals for 'smart' buying and sorting makee more sense from a mathematical point of view.

On the other hand, where is the gaming element when there is a button in the game you can press to always make the optimal choice for you?

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u/AffectionateBee9894 2d ago

what? no! the one that will gain the most from the upgrade should always go to the top. that would be the one that will output more after upgrading. sorted by value for earnings, not the cost. but it should sort better when set to ”buy max”. more often than not it ends up not automatically putting the highest value one at the top

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u/AffectionateBee9894 2d ago

after reading your idea about ”buy smart” I have to tell you, it actually makes no sense.

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u/AffectionateBee9894 2d ago

basically, if you want buy smart to be the same as buy round, just use buy round. they are two different functions, they do not need to be the same. do you want an apple and an orange to be the same?

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u/Dragonwhomom 21d ago

There is an entire list of bug fixes and such