Buttons such as "I agree" and "Everybody has joined" now say what they do: accept the new partner, start the courtship, enter the giveaway. One message also told you to press a button by a name it no longer had, and now quotes the real one.
Character controls name the exact action and consequence
Fixed
Courtship, catalog, and shop controls are clear on their own
Confirmation buttons now name the courtship, skin, subspecies, or shop action. Destructive choices also name what remains and what cannot be recovered.
Character, nesting, and shop messages are easier to follow
Buttons and errors now name the character, egg, nest, giveaway, or purchase they affect. When an action fails, the reply explains what needs to change before you try again.
Everything calls you a sprout now, because that is what you are
Your rank has said Sprouts since the day it was made, and every screen and every message still said member. One word for one thing is easier to trust than two.
Picking the skins your character carries twice in a row stops going wrong
Two picks landing at nearly the same moment used to collide, and the bot answered with an error nobody could act on. The second pick now waits for the first and wins, which is what picking twice should mean.
Fixed
A choice on a slow evening still lands
Making and editing a character now says it has your pick straight away rather than after everything is written down. Before, a busy moment meant the screen simply did not move, so people picked again, which is what caused the error above.
The species list, the skin field and the reply you get with no characters yet all said some version of "pick one" or "add one". Each of them names what it is asking for now.
The switch on a genetics roll covers every skin not everybody has
The switch originally covered only paid and referral skins. Personal, partner, and bug tracker skins are now covered because most players cannot access those skins either.
A genetics roll can skip the skins you have to buy
Some skins in the game cost money or come from referring somebody, and a roll landing on one you do not own was a roll spent on nothing. There is a switch on the command now that leaves them out, and it says which ones it skipped so a quiet result does not read as bad luck.
Characters, nests and the shop open once you have linked
Anything that acts on your game account now asks you to link first: run /link with your Alderon ID and /verify with the code the game whispers you. Until then there is no account for a character to belong to or for petals to be spent from.
Characters
Read-only commands remain available before linking
Species profiles and the skin list answer a question rather than change anything, so they stay open. So do tickets, reports and applying, because those are how you ask for help or get a link in the first place.
The price used to sit at the end of the name and the stock was a gray line under it. Both are now their own labeled lines, because they are the two things you are actually deciding on.
New
The shop clears itself out of the channel
Five minutes after you last touch it, it disappears. Turning a page or buying something starts the five minutes again, so it only goes once you have stopped looking at it.
The shop shows five things at a time with buttons to move through them, and you buy from a menu underneath. There is no /purchase command any more: it turned spending five petals into four steps.
New
The shop is visible to the channel
The shop used to appear in a private reply. The shop is now visible to the channel, while its buttons still respond only to the person who opened the shop.
The world
Writing to the bot gets you a fact
A direct message still explains that staff do not monitor the bot inbox. The reply now ends with a dinosaur fact instead of ending on a refusal.
Tidying the skin catalog without stranding anybody
Characters
Staff can retire a skin while characters still wear the skin
Everybody wearing it gets a message naming their characters and asking them to pick something new. No more opening your character three weeks later to find it blank and unexplained.
The command asks for diet, species, and name in order, then collects the remaining details on one screen. You no longer have to fit eight unexplained options into one command.
Characters
Your character can carry a hidden genetic skin
A skin your character carries but does not show is the half that matters when it breeds: it is what can turn up in the hatchlings. There was nowhere to record one before.
Characters
/editcharacter, for when you get one wrong
The editing screen lets you change the name, sex, worn skin, and carried skins. Skin choices update immediately when you change the character’s sex.
A hatchling can be albino, melanistic, piebald, or carry a rarer configured mutation. The default chance is two percent, and staff can adjust the chance for each season.
Nesting
Roll the skins again as often as you like
Rerolling changes inherited skins but never changes the original mutation result. A player cannot keep rerolling the same hatchling until a rare mutation appears.
Nesting
Name your egg and bring it in yourself
Claim it, name it, say what it is, then press the button once you are in-game on the right playable.
Nesting
Nests take a picture, a description and an egg count
Ask for fewer than the season allows if that is the story you want. Ask for more and you get the season maximum, which is only fair.
Courtship
/addcourtship brings somebody into a courtship
Everybody already courting has to agree, and the timer keeps running while they do. Nobody loses three days of waiting because a partner was asleep.
The character page lists the character’s current skin, carried skins, and family history. Carried skins can appear in the character’s offspring.
Nesting
A hatchling draws its look from both parents
Every hatchling draws from two parents, and two skins can combine into a third. A disputed clutch can be replayed exactly, so it can be checked rather than argued about.
Every version starts with a zero on purpose: 1.0.0 is the day the Reserve opens properly.