Trapleons: Your species succesfully evolves the ability to retract themselves in their shells! It is easier to fend of predators now, which causes your population density to increase.
Retractableness: 2/2
Unspent evolution points: 1
Carvicts: The tip of the leg of the Carvicts grows sharper, and several barb-like extensions appear, making it easier for Carvicts to use tiny cracks in the rock to climb. Your territory expands to the lower edges of the Trench
Better Climbing: 1/1
Unspent evolution points: 0
Inanti: Most types of venom do no longer affect the Inanti, allowing them to spread their territory to the edges of the Hydrothermal vents. They are more easily spotted there however, making hunting harder.
Venom Resistance: 3/3
Unspent evolution points: 0
Wingeds: The Wingeds have grown incredibly strong in a few generations! They are easily able to shatter most shells and corals with a quick slap of their wingfins.
More Strength: 3/∞
Unspent evolution points: 0
Zanz: You continue eating large schools of Ironside-krill, causing your species' population to increase and your territory spreading further southward.
Unspent evolution points: 2
Baac-Dreh: Telepathic impulses have become more understandable for your species. They can signal Danger, Food and Currently Single to each other, but they have to be pretty close to each other to do this. As your species heads deeper into the caverns they start feeling the temperature and pressure rising, but this still doesn't seem to hurt them. Both the caves and creatures start growing bigger the further you head in, and some of you have infected extremely fast, worm-like fish the size of an Anaconda. They seem to be able to dig small tunnels through solid rock.
Telepathy: 2/4
Unspent evolution points: 0
Runt: The Runt continue on evolving their pressure and cold resistance, allowing them to swim higher and higher. Your population density increases since there's more space to swim.
Omnivority, Pressure and Cold Resistance: 2/4
Unspent evolution points: 0
Garooda: The Garooda continue hunting outside of the trench, growing fatter with every prey they take down. Some of them succumb to diseases and parasites carried by the foreign creatures, and a few of them have drifted off with a strong current, causing the population outside of the Trench to dwindle, whilst the population inside of the Trench is still steadily growing.
(What kind of random events were you thinking of?)
Unspent evolution points: 0
Quitions: Please at least mention the name of your species in your posts. It's not that hard and saves me a lot of trouble. The Quitions are starting to detect small differences in heat in the water, allowing them to avoid warm-blooded creatures more easily. Cold-blooded predators are harder, but not impossible.
Heat Detection: 2/3
Unspent evolution points: 0
Ironside Krill: You have started dropping Iron Balls of Krill on your predators. This seems to scare most of them for a little while, but usually, the Krill are not fast enough to get so high that the ball actually does some damage.
Unspent evolution points: 1
Seadain: The Seadain are now in possession of glands excreting chemicals that affect their current hosts. A generation ago, they used to be quite generic, but this generation possesses the ability to excrete different substances, based off your current host. This has greatly helped several species, which used to be incapacitated by pain fairly easy, but can now continue swimming instead of stopping. The Seadain population density greatly increases.
Glands 2/2
Unspent evolution points: 0
Mard: the Mard have developed a precious substance makes tissue grow extremely fast and removes pain from the area it is applied to. [!RANDOM MUTATION!] This substance also turns dead or infected tissue in wounds into energy for the Mard and their hosts, which is very beneficial for both of them. The Mard territory now also consists of the entire Central Hydrothermal Vents, Reefs and Caverns.
Healing Substance: 2/2
Unspent evolution points: 0
Perrangos: Your ancestors lived in the Southern Caves for centuries, but this new, reef dwelling variant called the Perrangos have clamed the entire Southern Reefs as their territory. They are an easy prey, because their luminescence attracts predators and makes it hard to hide for them. There is a lot of concurrence with the Carvicts for food, but in the end there is enough to keep your population stable.