# 0.6.8 / 0.7.0 Release Planning

**URL:** https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102
**Category:** Meta
**Created:** [June 18, 2024, 7:01pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102 "2024-06-18T19:01:44Z")
**Posts on this page:** 8
**Page:** 1

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 18, 2024, 7:01pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/1 "2024-06-18T19:01:44Z")

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Here’s the release planning thread for the next release. I forgot to make this for a few days.

I’ve finally managed to fix a bug with (there’s now one confirmation that this works) older CPUs failing even though they had SSE 4.2:

> <https://github.com/Revolutionary-Games/Thrive/pull/5240>
>
> \*\*Brief Description of What This PR Does\*\*
> 
> Turns out the problem was our C++ …code being compiled for Sandybridge architecture. The solution is to compile it against Nehalem which is the oldest architecture that supports SSE 4.2
> 
> Also has updated Jolt and the other native lib changes recently.
> 
> \*\*Related Issues\*\*
> 
> \<!-- List all issues this PR closes here with the closes syntax: 
> https://docs.github.com/en/github/managing-your-work-on-github/linking-a-pull-request-to-an-issue#linking-a-pull-request-to-an-issue-using-a-keyword
> If this is not related to an issue, it should be described in more detail why this PR is needed here instead.
> \--\>
> closes #5239 (hopefully, pending testing from someone who has this issue).
> 
> \*\*Progress Checklist\*\*
> 
> Note: before starting this checklist the PR should be marked as non-draft.
> 
> \- \[x\] PR author has checked that this PR works as intended and doesn't
> break existing features:
> https://wiki.revolutionarygamesstudio.com/wiki/Testing\_Checklist
> (this is important as to not waste the time of Thrive team
> members reviewing this PR)
> \- \[\] Initial code review passed (this and further items should not be checked by the PR author)
> \- \[\] Functionality is confirmed working by another person (see above checklist link)
> \- \[\] Final code review is passed and code conforms to the 
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md).
> 
> Before merging all CI jobs should finish on this PR without errors, if
> there are automatically detected style issues they should be fixed by
> the PR author. Merging must follow our
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md#git).

The problem was compiling our native code targeting Sandybridge microarchitecture so the C++ compiler automatically optimized things with more advanced instructions. Compiling the no-AVX library variant targeting Nehalim microarchitecture fixes the issue.

So I feel like it’d be pretty nice to put out a 0.6.7.1 patch **tomorrow** before I leave for vacation. One slight concern I have is that the release might have some bugs with the re-enabled Harmony mod support, which I’d only have one day to fix.

Thoughts? Should I make that patch release?

* * *

Back to the next proper release, it’s likely going to be the completion of the 0.6.x release milestone items so it might be named 0.7.0 if everything completes on schedule.

As a reminder here’s the roadmap items still left:

> **[Release Roadmap](https://wiki.revolutionarygamesstudio.com/wiki/Release_Roadmap)**
>
> This page contains a rough roadmap of future features for Thrive. For already complete features and done releases you can read the releases page on our Github,

As can be seen, there isn’t actually that much keeping us from 0.7.0.

I plan on tackling the feature to switch to a related species on game over, but many of the other ones I’d like help with balancing and making.

Here’s the release milestone I’ve created and pre-filled with leftover issues:

> **[Release 0.6.8 Milestone · Revolutionary-Games/Thrive](https://github.com/Revolutionary-Games/Thrive/milestone/40)**
>
> The main repository for the development of the evolution game Thrive. - Release 0.6.8 Milestone · Revolutionary-Games/Thrive

Right now I’m thinking that late August early September would be when the next release is.

So what is everyone else planning to work on? And is that 0.6.7.1 patch a good idea?

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 18, 2024, 7:02pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/2 "2024-06-18T19:02:47Z")

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### Author: ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)
#### Post date: [June 19, 2024, 9:55am UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/3 "2024-06-19T09:55:26Z")

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I’ll be available for help on any concepts needing immediate attention, though the latter end of July is going to be pretty busy for me.

If any programmer is looking for features not immediately focused on by the road map to work on, I recommend these:

> <https://github.com/Revolutionary-Games/Thrive/issues/4432>
>
> Based on discussions here: https://forum.revolutionarygamesstudio.com/t/size-osm…oregulation/1043
> 
> Implementing some sort of non-linear cost related to size would represent an aspect of the square-cube law and force the player to more holistically consider the morphology of their creature when placing parts. 
> 
> Note that this cost would probably be represented as its own thing in the "Organism Statistics" panel in the editor rather than just being a tweak of osmoregulation, as osmoregulation is its own thing.

> <https://github.com/Revolutionary-Games/Thrive/issues/4433>
>
> Based on discussions here: https://forum.revolutionarygamesstudio.com/t/surface-…area-volume-and-ratios/978
> 
> The surface area to volume ratio of an organism is a very important biological characteristic, especially for unicellular organisms. Being able to figure out a parallel to this ratio in Thrive would allow us to attach cool gameplay effects which will help reinforce the player's morphology.
> 
> A way to calculate the number of hexes/hex faces exposed to the surface in the editor would be the main point here. I think having this number be compared to mass/size would then work well enough to approximate surface area to volume.

Especially the non-linear osmoregulation since that is an older concept. I think these two fit nicely with .6’s focus on parts and editor mechanics.

Furthermore, if anyone wants to further focus on combat, do let me know.

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### Author: ![HexapodPhilosopher](https://thrivedevforum-cdn.b-cdn.net/letter_avatar_proxy/v4/letter/h/ecae2f/32.png) [@HexapodPhilosopher](https://forum.revolutionarygamesstudio.com/u/HexapodPhilosopher)
#### Post date: [June 19, 2024, 11:50am UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/4 "2024-06-19T11:50:03Z")

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Here are some things I’ll be focusing on:

- New phosphate chunks
- Organelle visual and efficiency improvements
- New damage effects
- New sulphur chunks
- More new icons

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### Author: ![Titan](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/titan/32/2267_2.png) [@Titan](https://forum.revolutionarygamesstudio.com/u/Titan)
#### Post date: [June 19, 2024, 4:58pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/5 "2024-06-19T16:58:53Z")

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I’ve not been too active recently but here’s what I _want_ to get done for next version:

- Finish Thriveopedia update
- Port sprinting PR to new version and finish it
- (maybe) Extended Thermoplast gameplay
- (maybe) further diversification of gameplay between food sources

I might also do some combat stuff too (e.g. Injectisome working with new toxin types and stuff like that)

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 19, 2024, 5:05pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/6 "2024-06-19T17:05:55Z")

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> [@Titan](#):
>
> - Finish Thriveopedia update
> - Port sprinting PR to new version and finish it

These two would be extremely nice as there’s one work item for me that is blocked by needing to get that `ThriveScriptsShared` merged in. And sprinting will prevent 0.7.0 being released, so it’d be nice to get that existing work finished so that I don’t have to redo it when the time comes that it might be the last issue holding up 0.7.0 release.

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### Author: ![Gamedungeon](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/gamedungeon/32/2202_2.png) [@Gamedungeon](https://forum.revolutionarygamesstudio.com/u/Gamedungeon)
#### Post date: [June 19, 2024, 5:15pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/7 "2024-06-19T17:15:15Z")

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I currently just want to get the Miche prototype done, and we will see from there.

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### Author: ![Bolsa](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/bolsa/32/2191_2.png) [@Bolsa](https://forum.revolutionarygamesstudio.com/u/Bolsa)
#### Post date: [June 19, 2024, 9:32pm UTC](https://forum.revolutionarygamesstudio.com/t/0-6-8-0-7-0-release-planning/1102/8 "2024-06-19T21:32:07Z")

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i’ll focus on finishing the Panspermia (and perhaps the tidepool) starting cutscenes. And then i’ll be available to help any other team members if they need anything.
