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Microcivilization News

Leaving Early Access on Jan 22nd

[p]Hello,[/p][p][/p][p]today I will keep the update brief as most of this month's work was testing, patching and re-balancing. [/p][h2]Upcoming Beta update[/h2][p]This week I am going to update the Experimental beta branch with another patch. Except this time a few functional changes are coming along the usual set of bugfixes. [/p][p]This is therefore something like the final feature update of 1.0 before going live. I expect there will be a couple more bugfix patches for sure but I am freezing all feature development to minimize regression risks on launch date.[/p][h3]Notable changes[/h3]
  • [p]Reduced Difficulty[/p]
  • [p]Reduced some late-game cheesing[/p]
  • [p]Updated most old unique heroes (added 1 new)[/p]
  • [p]Added a few sounds and ability visual effects.[/p]
  • [p]Added Final Scenario[/p][p][/p]
[p]Specific details will be listed on the patch day (I hope within next two days once testing is finished). [/p][p][/p][h2]Leaving Early Access[/h2][p]As hinted in the title, the game will soon be leaving early access stage. Everything is going within expectations so I decided the date to be:[/p][p][/p]
January 22nd
[p][/p][p]Like I mentioned in previous updates, leaving EA doesn't mean that much for you as players. It is mostly just a message indicating that the game is no longer missing any feature. There will be future changes and more features, but those can be better described as Extensions & Improvements.[/p][h2]Post-1.0 features[/h2][p]I will continue working on the game past 1.0 with pretty much the same process. There is a number of features in the backlog for months of work, so there's not much rest in the view (though I do plan to take a few days off at some point :) ).[/p][p]I also plan to shift focus to some long-due 'technical' things after 1.0 (things which don't really bring new stuff to the game). Optimization of late-game gameplay is one good example. These things can take tremendous amount of time and I'll have to somehow come up with a stir-fry mix of these boring techy-things and interesting new features for each 1.X major update.[/p][p]I will create a more specific roadmap once we're past the launch day.[/p][p][/p][h2]What's next?[/h2][p]In the two weeks I will focus on beta-testing and stabilization. In spare time I'll be working on presentational stuff like store-page update and hopefully resuming my work on soundtrack composing (I gave up my wish to include full soundtrack in 1.0 - but would like to have it semi-complete in 1.1 or 1.2).[/p][p]Once we're out of Early access my intention is to start on The Endless mode - which will be probably the biggest feature after 1.0 (possibly stretching to more than one major update). If all goes well I would like to have something mocked-up to share in the update after the next one (so in 2 months time)[/p][p]That's all for today,[/p][p][/p][p]Have a nice day![/p][p][/p][p]Ondrej[/p][p][/p][p][/p][p][/p]

Beta patch 1.0.3

[p]Hi,[/p][p][/p][p]finally after a few days delay I was able to create this patch. Apologies - my family was (one by one except the dog) down with flu right before Christmas.[/p][p]Because of that delay I decided to include a little bit of rebalancing changes - even though they are rather minimalistic. But hopefully together with leveling fixes should address at least partly the unintentionally high difficulty.[/p][h2]1.0.3[/h2]
  • [p]Fixed Fort and Barricade blocking. Now all instances should correctly kick-in each attack.[/p]
  • [p]Fixed a number of crash corner cases.[/p]
  • [p]Fixed Evolutionary Sciences tech to be correctly assigned to future era tree when adopted.[/p]
  • [p]Fixed Disaster cleanup quests incorrectly mixing disasters when equally distant from home (resulting in unfixed disasters when cleaning many at once)[/p]
  • [p]Fixed an issue where loading a 0.12 game or older with active Barricade crashes the game.[/p]
  • [p]Mid-game Spawned civilizations now spawn with correct color and don't get completely broken. This however cannot fix existing maps with broken civs retrospectively, so you'll have to ignore those broken guys until your ascension.[/p]
  • [p]Initial tile levels were reduced to roughly match initial tech level or lower. This should include Civilizations as well as hostile critters.[/p]
  • [p]Tile leveling now faster when lagging behind the player a lot. Tiles can levelup more than 1 level each minute if the level difference is high enough (they can levelup up to 25% of the level difference each minute)[/p]
  • [p]Kaali click multiplier capped at +100%[/p]
  • [p]Mausolus nonunique wonder recharge bonus nerfed[/p]
  • [p]Solomon now giving correct gold amount (instead of 10 times the described value)[/p]
  • [p]Reduced Tier 3 technology costs[/p]
  • [p]Zeus passive ability impriving his statue now enhances Click Metal not Metal per second to synergize with Zeal.[/p]
  • [p]Vulture sustainment and growth bonus lowered.[/p]
  • [p]Badges gained from Unique critters now have a mention about this on their description (in case you don't know how you got them)[/p][h3]Some mild rebalancing for early blue shields[/h3]
  • [p]Shields rate-to-health is reduced on generic War crises(Ottomans etc). It scales up with tiers and difficulty.[/p]
  • [p]Removed generic -50% multiplier on Militia damage.[/p]
  • [p]Rebased militia damages (mostly going up).[/p]
  • [p]Hero Skill power multiplier trait on Heroes has been made more common and scalable. On Purple generic heroes it changed to Theater-enhancing variant (to be magnifiable). [/p]
  • [p]Added same Theater-enhancing trait to Blue heroes (replacing Thorns trait). [/p]
  • [p]Added similar Marketplace and library enhancing Ability power trait to all hero faction drops (although more rare and weaker).[/p]
  • [p]Hero Ability costs increased (proportionally increasing damage as well where applicable)[/p]
  • [p]Rationalism (Blue belief heroes) no longer uses Thorns ability (because Barricades now play similar 'counterattack' role with high damage). Instead Rationalism deals Damage directly and applies Slow to the crisis, similar to Dogmatism's Stun ability. (This is a bit of a 'hotfix' so I'll still have to come up with a better ability name)[/p]
[p][/p][p]Also Merry Christmas (yes I know I am late) and Happy New Year to you all,[/p][p][/p][p]Cheers,[/p][p][/p][p]Ondrej[/p]

Beta Patched to 1.0.2

[p]Hello,[/p][p][/p][p]as promised today on forum I am releasing a small hotfix:[/p]
  • [p]Civilization and Critter levels on map now do not exceed a limit correctly. This limit is based on your current tech level offset by a few levels for higher tiers, certain high-power enemies (Civilizations) and for Higher difficulty. Maximum should be T+16 in Ascension tier 4 playing on hard difficulty. [/p]
  • [p]The above fix is enforced retrospectively on your save. But you have to wait a couple of minutes for each tile to 'roll a levelup' event. That has only a certain small chance per minute so it may take a while before all your bloodthirsty lvl 180 civilization neighbours are on a killable level again.[/p]
  • [p]I decreased the initial level of spawned tiles on higher tiers and difficulties. This was base on old combat scaling. Now levels handicaps are more sensitive and difficult so the level handicap is no longer useful to change them too much over the progression.[/p]
  • [p]I fixed an embarrassing regression bug making workshop sprites visible before building (I am working on some stuff for the final scenario in between these patches in the same branch, so I broke this)[/p]
  • [p]Fixing a Disaster should no longer crash the game when the disaster times out in meantime.[/p]
[p][/p][p]Cheers,[/p][p]Ondrej[/p][p][/p]

Beta patched to 1.0.1

[p]Hi,[/p][p][/p][p]I've just released a small patch to BETA addressing crashes detected so far as well as some functional bugs discovered.[/p][p]Thanks everyone for help.[/p][p]Cheers,[/p][p]Ondrej[/p][p][/p][h2]Patch 1.0.1[/h2]
  • [p]Maximum multiplier 1,000,000% applied to graphene enhancement.[/p]
  • [p]Added Maximum boost duration as 30 minutes.[/p]
  • [p]Osiris now correctly boosting light units when used in Crescent civilization.[/p]
  • [p]Pyramid costs raised (scales polynomially now, not linearly)[/p]
  • [p]Fixed description on Leonidas indicating he affects Base damage only[/p]
  • [p]Social crises in Renaissance tech tree now spawn with correct level on higher tiers[/p]
  • [p]Levelup of heroes above max droppable level (150) now correctly showing description they can be leveled up to 200[/p]
  • [p]Should no longer be able to start on water (probably fourth times this bug reappeared - is that a sign?)[/p]
  • [p]Sunset civilization can now make Huns mortal with Fort units[/p]
  • [p]When below 50 heroes you now have a higher chance to drop hero from a crisis than another reward. This chance diminishes with each hero you have until the default ratio.[/p]
  • [p]Mausolus now correctly boosting damage as a Belief hero[/p]
  • [p]Cows Heavy unit conversion ability working as expected[/p]
  • [p]Critical hit multiplier dealing correct damage bonus[/p]
  • [p]Fixed various crashing bugs[/p]

v1.0 Beta has Started

[p]Hello,[/p][p]let me invite you to the beta-test of version 1.0 using the experimental branch pass-key: [/p][p][/p][h2]WelshCorgiPembroke[/h2][p][/p][p]Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert your key to the text box. [/p][p]The branch is already activated and should contain game version 1.0.0.[/p][p]This beta will run for a minimum of four weeks after which the game will transition out of Early access moving on to the next phase of development.[/p][p]Because the beta is long there are a few features I decided to add mid beta - most notably the Final Scenario will be unlocked later before the go-live.[/p][p][/p][p]Here's what changed (sorry it's a bit long list):[/p][p][/p][h3]Scenarios, Judgements, Ascensions and other Meta-stuff[/h3]
  • [p]Tier 2 scenario now has slightly improved initial layout, some civilization perks and a few secrets to start with.[/p]
  • [p]Babel tower now has a visible Goal for descriptive purpose (otherwise the scenario is unchanged)[/p]
  • [p]Hard difficulty only granting +100% lotus[/p]
  • [p]Enlightenment points now need 100 gold lotus instead of 250[/p]
  • [p]Added a few tutorials around indigo lotuses and judgement combat[/p]
  • [p]Judgement combat made a little easier and scaled by difficulty.[/p]
  • [p]Meta powers (Consonants etc) spent in Judgement combat fully recover if losing the fight. (Artist skills dont though)[/p]
  • [p]Artists are slightly cheaper to level up.[/p]
  • [p]Added milestone locks to ascension tree to tier 3 and 4 to smooth the progression of Idol and Artist levels. These locks also provide some instant rewards that effectively make the progression cheaper.[/p]
  • [p]Level up of Unique heroes is now more expensive in culture than of Rare heroes.[/p]
  • [p]Spirit culture bonus granted by activated Idols is now rewarded from defeated crises (based on crisis level), not passively over time.[/p]
  • [p]Culture Farmer perk was added which multiplies culture gained (using theater, so can be further boosted with Magnification). This perk also makes all Unique Crises drop an extra Theater Refill reward.[/p]
  • [p]Cookout Quest from Vulture Idols now generates Culture points (random type, mostly spirit).[/p]
  • [p]From Tier 4 you can now choose whether ceremonial wonders use the Tier 3 Red lotus ceremony (with prod penalties) or the old Gold lotus one(with no penalties). This is controlled by a new 'Good old Ceremony' Perk.[/p]
  • [p]Nemesis scenarios in Tier 4 were temporarily removed. They will be linked to other build features planned in a future update.[/p]
[p][/p][h3]Dilemmas[/h3]
  • [p]Tribal villages dilemmas redesigned. Each card has three types of answer:[/p][p]Good answer - leading to moderate reward but costing some resources. This answer always removes the village.[/p][p]Bad answer - leading to high reward but penalizing with black lotus. This answer also removes the village (and typically causes combat)[/p][p]Dismissive answer - leadin to modest reward but allowing to draw another dilemma card.[/p]
  • [p]Village dilemma effects were boosted so they are relevant even in late game (typically a permanent +X% production multiplier)[/p]
  • [p]Civilization diplomacy dilemmas work similar to Village dilemmas:[/p][p]1) Good answer - immediatelly leads to improving diplomatic state (Allied if Neutral, Neutral if Hostile).[/p][p]2) Bad answer - immediately leads to worsening diplomatic state. [/p][p]3) Dismissive answer - a modest reward effect but no diplomatic change.[/p]
  • [p]Last card in the deck will always have a definitive change in the option 3 (village destruction in case of villages and random diplomatic shift with civs).[/p]
  • [p]Besides being Hostile Civilizations can now also be Forever-Hostile - preventing any diplomacy and somewhat changing your options in dilemmas.[/p]
  • [p]Civs can only be made Neutral from Hostile once (with some exceptions like coal or new Locks). Next time they would turn Hostile from your diplomacy they will turn Forever-Hostile instead to prevent endless diplomacy farming.[/p]
  • [p]Destroying a civilization will grant a unique hero (only selected basic bundles of heroes spawn here however). This hero can be seen upfront on the civilization tile details, so you can plan who to kill and who to spare accordingly.[/p]
  • [p]Allied civilization now grants a unique Perk to your civilization - this can also be seen on Civ tile details for planning purposes. There's currently 6 Civiliztion perks.[/p]
  • [p]You can also fund improvement of Allied tiles directly with gold to maximize your neighbour adjacency bonuses and trade effects.[/p]
  • [p]A hostile civilization brought to its knees (reducing tiles below 5) can once re-roll their perk and become your Ally (simulating a vassal relation)[/p]
[h3]Tier 3[/h3]
  • [p]There are now only two Ancestral ruins dilemma cards. They give 3 choices for a resource (either Red lotus or Secret depending on the card). [/p]
  • [p]One choice grants large reward but sacrifices existing hero. Another choice gives moderate reward but sacrifices a future hero. Small reward is given when no sacrifice is made. [/p]
  • [p]Unspent Secrets now generate flat +5 research amount and also multiply research by 5% per Secret (this is a general effect not just Tier 3).[/p]
  • [p]As a result of above, tier 3 ancestral ruins no longer offer Dilemma options for research. Research is gained from secrets early on.[/p]
  • [p]Rebalanced tier 3 research progression as well as combat difficulty based on other changes.[/p][p][/p]
[h3]Combat[/h3]
  • [p]Unblockable attacks on nemeses can be removed when nemesis damaged[/p]
  • [p]Barricade now dealing more damage and has less block rate (which also scales much less with ability power)[/p]
  • [p]Barricade now has no cooldown (Autocombat can use it like forts to spam until a 99.999% block rate if possible)[/p]
  • [p]Militia cap is now directly affected by free workers (+1 per each)[/p]
  • [p]Enlist ability (on Republic heroes) only affects militia recharge speed[/p]
  • [p]Enlist no longer costs autonomy when militia is fully recharged[/p]
  • [p]Barracks damage boost reduced percentage.[/p]
  • [p]In later eras, some crises now have shield perks which makes them resistant to different combat styles. [/p]
  • [p]Black shield reduces flat number from every attack. This makes low damage abilities like militia or light units far less effective. [/p]
  • [p]Blue Shield reduces 95% damage from Light, Heavy and Fort units. This opens opportunity for Militia and hero ability damage.[/p]
  • [p]Yellow shield doesnt reduce damage, but it regenerates fully after short period of time.[/p]
  • [p]All shields are displayed as extra Hitpoints on the crisis bar and their effects are destroyed when the shield's hitpoints is reduced to zero.[/p]
  • [p]Original unit resistance crisis perks were removed, and are now simplified into two main Perks - Massive & Furious.[/p]
  • [p]Massive crises are resistant to Heavy and Fort units but take MORE damage from Light and Militia. Furious crises are working the other way around.[/p]
  • [p]Heavy units are now heavier (more damage & metal cost) and can be made even heavier with a perk. Hannibal now makes them EVEN heavier[/p]
  • [p]Heavy units are now implicitly less effective in material/damage compared to light units. but their higher damage multiplier makes them more suitable for burst damage when capacity increased appropriately. [/p]
  • [p]Besides reducing risks, Hawk Idols now also increase unit capacity.[/p]
  • [p]Critical hit removed from generic idol trait list, instead given to Golden calf idol ability. The only other instance is on Artemis temple.[/p]
  • [p]Critical hit now deals 30x damage instead of x10 (chances on traits reduced accordingly though)[/p]
  • [p]Red shield government (Law) now has a Shatter ability - detonating your own active forts for damage (based on actual fort damage) - its old Incentive ability was moved to mausoleum replacing its original ability.[/p]
  • [p]Zeus statue now giving ability power boost for 5s (similar usage as barracks but for abiliies, not units).[/p]
  • [p]Colossus nerfed, ability now detonates other workshop charges for massive damage, colossus damage is affected by its passive ability power multiplier. Passive colossus bonuses are smaller now.[/p]
  • [p]Eiffel tower ability now deals Heavy unit damage (and can be boosted as such with barracks but also multiplied with windmill), its passive autonomy per free worker nerfed.[/p]
  • [p]Quests and rewards no longer ger blocked by ongoing crisis and can be collected freely.[/p]
  • [p]Autocracy scaling nerfed,[/p]
  • [p]Patriotism bonus nerfed and increased cooldown.[/p]
[h3]Map Tiles[/h3]
  • [p]Nerfed adjacency bonuses on tiles - especially the percentage bonus on Gold Adjacency.[/p]
  • [p]Damage bonus on Strategic Tier 2 nerfed but added strong secondary unique effect per type.[/p]
  • [p]Public schooling no longer changes village benefits, instead it will give +10% workers in general. After I disabled Urbanization last update I realized that modifying tile behaviour from techs was a bad idea (while it may be a positive net effect mathematically, it breaks the strategizing effort psychologically)[/p]
  • [p]Trade routes are more expensive in the beginning (costing 3 gold per tile initially).[/p]
  • [p]Traderoute technology traits now reducing this cost by 20% each.[/p]
  • [p]Highest-tier strategic resources can now be gathered from neutral territory same as Oil/Coal (i.e. you can raid a hostile Civ tile owning it, then steal it)[/p]
  • [p]Unique critters no longer exist from staret. Instead they now spawn randomly on map for a limited time after which they disappear. They are always very highlevel and difficult to defeat. They will drop unique Badges however if you succeed.[/p]
  • [p]These new unique crisis Badges can be farmed infinitely but with higher owned count the unique critters are less likely to spawn (this is just a simplified mechanism, which I think will soon evolve to something more sophisticated)[/p]
  • [p]Strategic resources are spawning with more spacing in between them.[/p]
  • [p]Basic strategic resources now grant a lot more resources.[/p]
  • [p]Primitive tier 3 quests (slash&burn, cutdown) are no longer usable from classical era[/p]
  • [p]Food consumption increased and Food Sustainment nerfed so that more food sources are now needed in general[/p]
  • [p]Reduced food bonus from ascensions and certain technologies[/p]
  • [p]New Food-related basic strategic resource - Water spring.[/p]
  • [p]Only up to 3 Tile/FreeWorker civilization perks can be picked per run.[/p]
  • [p]Tile perks (Farmer, Lumberjack etc.) now boost also adjacency bonuses.[/p]
  • [p]Free worker perks (Silviculture, Intensive Farming etc.) now also multiply resource production per free worker.[/p]
  • [p]Villages grant +2 workers in adjacency 3 now only.[/p]
  • [p]There is now a Perk granting +1 Worker from all villages but it belongs to the category of 'max 3' tile/worker perks.[/p]
  • [p]Exploit quests was added for strategic resources. It will consume the resource and convert it to a passive bonus (permanent) depending on the resource tier.[/p]
  • [p]Added Civilization of Crescent:[/p][p]This civilization can be picked on map start as a perk (once unlocked from ascension tree).[/p][p]Cannot use Fort units (instead all fort bonuses are affecting light units)[/p][p]Can build Quarries on grasslands.[/p][p]Light units are built using stone.[/p]
  • [p]Added Civilization of Sunset[/p][p]Cannot use light units - all light unit effects into forts.[/p][p]Can build villages on hills.[/p]
[h3]User experience and Quality of Life[/h3]
  • [p]There are 8 hero inventory slots now free of charge.[/p]
  • [p]Added scrollbar to recipe menu[/p]
  • [p]Humility perk should correctly show warnings from quests potentially affecting it.[/p]
  • [p]Other white lotus perks should correctly warn when technology rendering them failed is being selected or when other actions like that may happen.[/p]
  • [p]Humility perk tile limit increased to 20.[/p]
  • [p]Bulk dismantle in inventory now also limited by class. So shift dismantling a purple square rare hero will only dismantle all purple square rare heroes.[/p]
  • [p]Damage indicators now better grouped&reused (less spam)[/p]
  • [p]Game runs in 60 fps[/p]
  • [p]Can Merge 10x per click for Levelup recipe and also preview levelup results.[/p]
  • [p]Can use 10 and 100 units/workshops with single click (using shift/control hotkeys or new toggle button on the main screen)[/p]
  • [p]Can fast-send quests on map using shift[/p]
  • [p]Reward buttons grouped to stacks so more are visible at the same time.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed perk drag visual bug in 2560x1440 on starting screen[/p]
  • [p]current hero build is saved[/p]
  • [p]cleopatra no longer affecting other nonhero dmg bonuses[/p]
  • [p]levelup reward from crises affects artists[/p]
  • [p]several other small bugs.[/p]
[h3]Heroes[/h3]
  • [p]New heroes added to two new bundles.[/p]
  • [p]Existing bundle badges boosting recharge speed reduced from 10% to 5% per badge[/p]
  • [p]Heroes were shuffled a bit within existing bundles that correspond to Tier progress[/p]
  • [p]Heroes until Classicist bundle (including) are now all droppable in Tier 1 (and also as reward from Civilizations destruction mentioned above)[/p]
  • [p]Lawmaker and gods of old bundles contain Tier 2 heroes[/p]
  • [p]New Beastly and Ambition bundles contain Tier 3 and 4 heroes.[/p]
  • [p]Heroes whose abilities affect Tier 2 wonders have been appropriately moved to drop only in Tier 2 and later[/p]
  • [p]Napoleon now boosts Eiffel tower (obviously) and has been moved to tier 4.[/p]
  • [p]Nebuchadnezzar now also in Tier 4.[/p]
  • [p]Because there are now more cohesive ways to protect from disasters and predicaments Square hero abilities in their old form are no longer needed.[/p]
  • [p]Square hero (Economy) abilities now actually affect economy by adding construction material production to Workshops. Material effect is the same for all faction colors but the type of workshops affected is different.[/p]
  • [p]Economy ability determines the workshops nor directly by name but more vaguely by its production resource. Therefore they are further boostable by other hero effects and magnitude.[/p]
  • [p]Economy abiltiy cost scales with buildings affected so it is quite expensive compared to Leadership ability if you want to use it fully.[/p]
  • [p]Leonidas only affects militia max damage (they always have min damage 1)[/p]
  • [p]Qin Shi gives 0.5 free tiles per fortress tile now[/p]
  • [p]Windmill boosting from unique heroes was shuffled and nerfed a bit.[/p]
  • [p]Caesar no longer scales damage with level[/p]
  • [p]2 New Unique idols. Unique idols now have a stronger version of the non-unique charged ability which however also grants a disadvantage (inability to use one type of workshop).[/p]
  • [p]Raven Idol now grants a new Technology instead of generating secrets. This tech can be researched repeatedly with increasing cost and rewards that secret instead.[/p]
  • [p]Rat Idol now provide same mechanism for a tech that grants predicament 'cure'.[/p][p][/p]
[h3]Disasters Update[/h3]
  • [p]Disaster effects from Predicaments (or any other source) are now placed on map tiles. Each disaster debuff has its separate timer but also can be removed by a special (very expensive) 'emergency' quest (which i potentially faster depending on distance and quest speed). One tile can have only one disaster at any time, thus your civ size being a hard limit to disasters active at a time)[/p]
  • [p]Disasters only affect your owned tiles and each disaster type may affect only certain biomes/improvements. Social disasters only affect villages,forts and your home tile for instance.[/p]
  • [p]Disaster effects are almost the same as before - but some have slightly been changed so that their effects can stack when multiple instances exist. Disasters now however also nullify all tile traits while they're active.[/p]
  • [p]Rats Poisonous Crisis perk damage now scales up with every Rats debuff[/p]
  • [p]Meteors now gives Fiery Crisis perk adding damage to all attacks (this is effectively the same effect as before but now scales in same manner as Rats' poisonous perk and is presented as a crisis perk)[/p]
  • [p]Resentment Thorns damage now working in the similar manner as the two above. Base damage was reduces as it can scale with individual resentment instances. Risk reduction effect was removed from Resentment.[/p]
  • [p]The much hated industial pollution now 'merely' doubles construction costs (instead of preventing them during crisis).[/p]
  • [p]Fear now only doubling autonomy/gold costs. No longer doubles crisis attacks received.[/p]
  • [p]Chaos reduction effects slightly lowered.[/p]
  • [p]Economic Depression Gold cap reduction reduced.[/p]
[h3]Achievements[/h3]
  • [p]~30 New Achievements were added[/p]
  • [p]'This is fine' achievements condition changed to be more accurate to the Dog meme. You old achievement will disappear now though.[/p]
  • [p]Conqueror achievements condition changed. They need you to conquer map before specific Tech Era, not specfic Ascension tier - meaning they can be accomplished later on if you want (and should be probably easier to do so). Old achievements you have will stay yours (they were actually more difficult to reach)[/p]
[h3]Future era/Late Game[/h3]
  • [p]Tier 4 nemeses cooldown reduced.[/p]
  • [p]Late Future era now adds endless map enemy spawn. each of these enemies reduce research so you need to quickly dispatch them to progress through the tech tree.[/p]
  • [p]Future era now has flood perk starting from one technology. flood will incrementally turn tiles into water around your home until majority of land is flooded[/p]
  • [p]You can gain a technology allowing creation of land mass tiles via stimulated volcanic activity. Chance for strategic resources included. Try this at home today![/p]
  • [p]Dystopian technologies (like Language correction) removed from future era (temporarily, to be integrated to other dystopian features in a future update)[/p]
  • [p]Changed future era tech effects, moved unit unlocks from dystopian techs to base techs.[/p]
  • [p]Future era now jumps by two levels with every technology row[/p]
[h3]Festivals[/h3]
  • [p]Two new festivals are added. Festival of Labor, Festival of Culture[/p]
  • [p]All festivals now require food per second to bee used (increases with each active festival)[/p]
  • [p]Festival of culture boosts ability damage (has a long duration)[/p]
  • [p]Festival of labor doesnt have a passive effect instead it will generate workshop random charges at the end.[/p]
  • [p]The basic Festival is now festival of Fire - boosts research % and also gives flat research amount (so this festival now acts identically in tier 3 instead of there being two different festival types)[/p]
  • [p]Shamanism rare tech now makes each festival provide +20% gold/autonomy[/p]
[h3]Other changes[/h3]
  • [p]Commerce penalty increased so it is now harder to go too far above Gold Reserves.[/p]
  • [p]Gold from marketplace selling nerfed.[/p]
  • [p]Great lighthouse nerfed from 5% to 2%[/p]
  • [p]Crisis difficulty estimation added on map to highlight dangerous enemies in red (details showing estimate of units needed to destroy)[/p]
  • [p]Removed Magnitude III special traits on workshops, magnitude now only multiplies traits.[/p]
  • [p]Overall Windmill recharging nerfed so it should be harder to over-use it.[/p]
  • [p]Great library now granting research per autonomy (to prevent abuse for new Secret/Predicament tech)[/p]
  • [p]Artemis temple now giving its bonus if autonomy above 50%. Bonus wood Value is granted as base allowing bonuses synergy comparable to lumbermill[/p]
  • [p]Library now giving facility cap %[/p]
  • [p]Fort and a few other abilities performance optimized[/p]
  • [p]New negative perk boosting risk-based crises level was added.[/p]