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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