Monolith fix 4 - 0.50.4 - Metalith

heyo! patch 4 is up!
[h3]added:[/h3]
- Credits with handsome people are updated!
- New world law – Gene Spaghetti
- New world law – Mutant Box
- New world law – Glitched Noosphere
- New world law – Drop of Thoughts
- New world law – Grin Reaper
- New subspecies trait – Grin Mark
- New neuron for units with teleport spells that allows them to teleport to their home city
- Show passenger count in boat tooltip
- Show passenger species icons in boat tooltip
- Show carried resources in unit tooltip
- Meta windows now show the number and % of different subspecies for kingdoms, cities, alliances, languages, cultures, and religions
- Culture, language, clan, and religion now have a chance to get a few random traits on creation
- Border brush
- Wars now accumulate renown based on what happens during the war
- Split war duration (how long it lasted) and age (how long ago it started) for better comparison
- More info in war list elements
- Sort wars by renown
- Sort wars by duration
- Sort ended wars by time ended
- Sort wars by army size
- Sort wars by population
- Sort favorite items by the cities they are stored in
- Sort favorite items by their owners
- Species icon added to religion, culture, and language nameplates
- Skeletons now have subspecies
- World laws – added new category: Spawn
- Sparks effect on tiles draw
- Bowling ball charging
[h3]changes:[/h3]
- Improved header for war window
- Polished credits art
- Some summoned units via rites would join the caster's kingdom
- Grey goo that cannot move (Gaia's Law) will only make sound while visible
- Meteors and lightning strikes will now count toward the kill stats of whoever caused them
- Adjusted the "conversion" event: it now happens only in the plotters's own city and won’t affect outsiders
- Reduced the distance of conversion
- Connected the Chosen One trait to unlock instead of Regeneration
- Plant fertilizer won't surprise units anymore
- Biome mutation is now more rare
- Renamed world law to "Rat King"
- Mythril ore can now spawn in Celestial and Paradox biomes
- Adamantine and Mythril will no longer spawn in deserts
- Gems can now spawn in Clover and Rockland biomes
- Crystal plants and trees will now drop gems instead of Mythril
- Increased the chance to get a combat trait after dummy training
- Rebellion rite would ignore loyalty checks
- Player-forced rebellion plots will also ignore loyalty checks
- All cannibalistic creatures will now fight when hungry, not just wolves
- Changed how the Hotheaded trait works — it now triggers less often
- A city will be destroyed if no units are inside its borders when it’s attacked and can't be captured
- Handsome migrants won’t arrive if the subspecies population limit is reached
- All newborn babies now receive metas from their parents by default
- Changed how the culture trait "Ancestral Knowledge" works: it now gives half of the best learned attribute from each parent to the newborn
- Mute people won't show talk bubbles above them, but can still socialize
- Fixed bandit boat sprite
- New icon for zone toggle
- New icon elements for the war window
- Mages have Ancestral Knowledge by default
- Fireworks are less loud
- Firebombs and grenades are quieter
- Improved formula for natural deaths
- When spawning a new unit near an existing subspecies, default species traits won’t be added — only traits from the subspecies birth
- Magic rites now cost significantly more gold to cast
- When spawning a new unit that joins a city, it will immediately get metas (religion, culture, language) from that city
- Parked/waiting boats will now make units go inside more eagerly
- Living houses and vegetation now inherit the age of the object they were made from
- Units from spawners would use same subspecies of other units from spawner, even if they are far away
- Chart Comparison window will not clear previously selected items if they're still alive
[h3]fixes:[/h3]
- When a skeleton is spawned by a sapient unit, it will now join the caster's city and kingdom
- Religion/culture/language traits were not inherited after splitting
- Join or die – kings would switch while still being kings
- Dust will now make kings forget that they are kings
- Kings will now have to abdicate before switching to a city of another kingdom
- Using a tooltip on something right after a bomb destroyed it may have caused an error
- Ruined volcano was damaging units
- Fish not used by carnivores from storage
- Progress cloud saving between PCs
- A new civilization could convert a king without a city to their side
- Too many beehives
- Units were happy that another city was conquered even after they themselves were captured
- Using sleep on a dragon made it move weirdly
- Units of the same species but different subspecies couldn't fall in love
- Skeletons always spawned with bows
- Civ versions of mobs (like evil mages) were still attacking everything
- Units joined "neutral" cities instead of forming a kingdom
- Icons for boats were missing in tooltip and selected unit tab
- Language traits were not added from biomes
- Multi-unit selection wasn’t triggered when the cursor was out of world bounds
- When a kingdom scattered, other royal clan members – even if they were kings – could abandon the kingdom and form a new one
- When switching cities, units would stay in their old city armies
- When kingdoms joined alliances, and there was a war where the alliance was on one side, and another war with the same party on the opposite side, both wars would continue instead of ending one
- If a list was open and someone in that list died since it was opened, the window now refreshes
- an issue where a war list would crash if a dead kingdom was, for example, a bee kingdom
- Active wars are now counted properly in the power tab tooltip
- Active war statistic was off because it counted recent or favorited dead wars as well
- Tabs in the history window stopped working
- Count stats of all defenders/attackers after a war has ended, including those who left
- Show kingdom banners in war list elements of dead kingdoms and kingdoms that left
- Armies and bannermen won’t be moved into a new city after it’s founded
- Boats were sometimes cancelling orders for no reason
- Unit birth stat only counted 1, even when twins or more were born
- King's rule years were reset after loading
- Some animal civs wouldn’t build boats
- Babies always inherited the same traits from parents
- Items was rendered for eggs
- Some typos