Ongoing v.10 Beta patches
Hi,
I did not want to spam community updates with beta updates to avoid confusion with actual v0.10 release but the amount of fixed bugs has grown quite a bit so i figured it would be good idea to share them as we are getting closer to getting v0.10 live.
Here's the list - it has been separated in four patches which were released throughout the last couple of weeks. So this is something like a cumulative report of the patches so far.
I will be optimistic here and say that the current 0.10.4 is the first candidate for live release of 0.10 and that I'll be able to publish it during next week. Unless new significant defects are found.
Thanks everyone for a great beta.
I did not want to spam community updates with beta updates to avoid confusion with actual v0.10 release but the amount of fixed bugs has grown quite a bit so i figured it would be good idea to share them as we are getting closer to getting v0.10 live.
Here's the list - it has been separated in four patches which were released throughout the last couple of weeks. So this is something like a cumulative report of the patches so far.
I will be optimistic here and say that the current 0.10.4 is the first candidate for live release of 0.10 and that I'll be able to publish it during next week. Unless new significant defects are found.
Thanks everyone for a great beta.
0.10.4 Patch
- Napoleon's ability now correctly named 'La Grande Armee'. This was the actual reason for 0.10.4 patch obviously.
- You can now collect rewards during crisis.
- Magnifying a tile no longer causes screen to be moving as if dragged.
- Fixed a number of numerical conversion/overflow errors in high population values causing crashes or incorrect display of information
- Fixed number formatting above millions to some of the most visible places. Overall number formatting is still horrible (a broader texts revision will be done after Tier 3 & 4 are in place)
- Added missing Nemesis indicator for Locusts
- 'Sudden Ascension' lock at the start of Future era will no longer be opened by Auto-research (unless Nemeses are checked to be auto-open too)
- Auto combat will no longer refrain from using light units against Thorns Crisis perks as long as the thorns damage only affects less than 1% population.
- Auto construct will now correctly build light units even if Mausoleum is active.
- Civilization Dilemma deck now always contains cards to collect all its Secrets. No need to 'recycle' the civilization.
- Tribal Village decks no longer allow secrets in other cards than 'Breakthrough oasis'.
- Badges in Inventory no longer overlap the damage texts. Now they instead overlap hero merge recipes texts (but it was done in a way that hopefully isnt too disruptive - until we find those badges a nicer home)
- On Tier 2 Non-future Nemeses now grow only 2 levels per appearance. Future nemeses still grow 5 levels per appearance.
- On Tier 1 Unique crises health has been significantly reduced.
0.10.3 Mini Patch
- Tier 2 Unique Heroes should now correctly drop from all sources.
0.10.2 Overweight Patch
- All Units now provide base Damage X-Y instead of a % multiplier.
- Units other than light units also have a special Multiplier that separates their damage in some 'fancy' way.
- Belief Heroes now provide a % damage multiplier instead of a X-Y damage.
- Ascensions and some secondary hero traits still provide added damage - enabling a build suitable for compensating low early unit damage in Tier 2.
- Hero screen is now showing Unit damage as individual indicators with a breakdown popup similar to resource indicators in-game.
- Light Unit pricing adjusted to make upgrading units more cost-effective with respect to Damage-per-resource. Tech-camping on spearman should no longer provide any economical benefit.
- Militia minimum damage now always 1.
- Militia self damage removed. Saladin's ability now adds +1 death per militia damage (previously it was simply tripling the self damage).
- Light Unit pricing changed.
- Generic Thorns trait damage (randomly appearing on blue heroes) significantly reduced (Thorns from Reflection ability unchanged)
- Barricade ability block rate reduced
- Forts block rate reduced
- Forts damage significantly reduced
- Forts damage now growing faster with upgrades.
- Active Forts now get exhausted when they fail their block check.
- Fort damage now explicitly showing its damage is repeated with every Crisis Attack.
- Some Heavy units cap bonuses removed.
- Heavy units deal three times more maximum damage, but less minimum damage.
- Heavy units now inherently deal stun based on relative damage.
- Stun duration on attacks doubled. Dealing 50% damage to the crisis will now stun for 30s instead of 15s.
- Removed stun related traits from Heroes except the Stun government Ability (for now)
- As a result of all above changes, Crisis Damage was lowered (forts being nerfed in general) while Health was slightly increased in higher levels (due to damage buff)
[h3]Balancing tweaks[/h3] - Added a Recreate-Map button.
- Tier 1 Starting territory is now smaller and grows with each new era unlocked.
- Tier 2 initial difficulty should be now reduced allowing a smoother start.
- Strategic resources occurrences are now doubled after unlocking Industrial Era and doubled again after reaching Tier 2.
- Reduced Gold/Autonomy production from Heroes. This progression is now also growing faster in lower levels and slower with higher levels.
- Reduced Marketplace sell rates on upgraded versions (now only gaining extra 0.25% per upgrade instead of original +1% per ugrade)
- Temple of artemis now correctly generating resources only if Autonomy maxed.
- After much contemplation Zeus Statue and Temple of artemis both add their resource values as bonuses (thus not affected by multipliers). Applying hero multipliers three times throughought the conversion chain has proven to be fun, but too diverging from other builds. So maybe later ok?
- Temple of artemis rate nerfed to 1 wood per 5 autonomy from original 1 per 2.
- Construction efficiency traits on Heroes and Ascensions now reduce Cost instead of boosting Production of the particular project type (e.g. Housing)
- Civilization Perks providing % of resource per worker now provide + flat volume per worker to their respective workshop (e.g. Silviculture or Tempering). This makes them also affected by workshop Magnitude.
- Future era units have been slightly nerfed (might appear more significant in light of other changes).
- Oligarchy's Garden skill power reduced
- Crisis rewards (Food, Gold etc.) on Tier 2 reduced to their Tier 1 values
- Secrets should no longer be farmable infinitely from Dilemmas. Instead there is a specified number of secrets indicating the occurences of particular Secret Dilemma card.
- The amount of Secrets in the tile's Dilemma Deck is now shown on the map to know how many keys you can actually grind.
[h3]Bugs [/h3] - Growth bonus now correctly adding extra Population for no extra food in all cases.
- Granary now correctly calculating overflow food for growth, avoiding emptying Granary when using its Charge ability.
- Fort adjacency achievement now achievable.
- Central Planning now reduces click heat instead of increasing it.
- Removed low-level Hero rewards from Tier 2 technologies
- Corruptions should be now correctly refreshed and no longer persist through ascensions
- Belief corruption should no longer crash the game
- Should no longer drop heroes of higher than maximum available level from dilemmas (45 on tier 1, 90 on tier 2)
- Trader perk should no longer crash the game when you gain a Trade perk from Village/Civilization. These duplicate perks now do nothing extra (something to be addressed in future).
- Save backups should now work correctly as they will no longer work directly after auto-saving (resulting in potential file lock issue).
- Tier 2 hostile civilization now correctly have hostile dilemmas deck.
- The incomplete Tier 2 scenario now shows 'unavailable' and cannot be triggered to crash the game. (This scenario is coming in the major update with Tier 3 as those two features are closely connected)
- Repulsors tech damage bonus now having correct icon and showing up in damage breakdown
- Fixed a crash occurring in fast forwarding time
- Limit on showing toggle skills has been removed. This was preventing some toggle hiding.
- Secrets indicator no longer showing on map before Tile Magnitude is unlocked
- Revealing Future technologies will now actually cost the secrets it is claimed to cost.
- Fixed a performance issue during late game, having a high number of bonus traits causing an unproportional lag.
- Fixed a performance issue during mass house construction due to events occurring on each house built. (Performance in late game scenarios is still pretty bad so more optimizations will be necessary. The two optimizations were relatively uninvasive though so it made it to the patch.)
[h3]'Damage-flip' update[/h3]
0.10.1 Patch
- Game speed indicator now moved to center of the screen (well, not exactly center, but above the yin yang button). Before you ask, yes this was the highest priority bug :)
- Incentive skill description now corrected to say it improves construction speed, not cost.
- Fort construction efficiency trait now correctly stating it affects fort units, not light units.
- Ascensions which are unaffordable due to low lotus now shown in different color (technically red but more like matte brick red)
- Fixed a bug with Housing Construction efficiency causing increase of all other materials while building a house leading to potential increase of gold profit when Marketplace was on.
- Nemesis should no longer countdown during Grace period (after fall)
- Merging of pre-0.10 heroes should no longer crash the game. Bear in mind that the result of such merge might not always respect the new rule of 'using only traits from source heroes' because such combination might not be droppable from 0.10 hero drop tables. A random valid 0.10 hero will drop instead.
- Badges should now be correctly granted and loaded from save (this should happen retrospectively for any badges gained prior to fix)
- Badges achievements should now be given correctly for all badges (this should also happen retroactively after load).
- Adjacent mines and fort achievements should now be correctly granted (unfortunately will require building them again, sorry)
- Newton and Moses unique heroes added
- Fixed a bug where Pyramids could no longer be built more than once.
- Fixed a few risk addition descriptions given by techs in Risk Breakdown
- Temple of artemis can no longer produce negative Wood
- Sudden Ascension lock can no longer be removed for secrets
- Cows, Wheat and other Rare technologies were updated and buffed a little bit.
- Tier 2 now allows 3 Rare technologies
- Widened building dropdown menu to show some of the longer texts in wonders (note that building menu is planned for complete rework, so this is just a dirt patch, I know the menu is ugly)
- Fixed Shaka's (and others) Stun trait description to show current Unit icon instead of fixed spearman.
- Also removed Shaka's stun trait to avoid early stunlock strategy.
- Fixed a bug where stunning more frequently than game-tick would result with perfect stunlock regardless of stun duration.
- Unique heroes with corruptions now show their unique face to distinguish them better from corrupted generic heroes.
- Autoskills were fixed. They should now have their first level abilities working correctly, using light units,militia and constructing housing.
- Autocombat now avoids hitting thorns with respective units and thus uses only forts when combatting T2 Social Crises.
- Autocombat now uses multiple forts 2s prior to an attack until at least 99% block chance has been achieved.
- Future era library upgrade now correctly calibrated and no longer produces 0 autonomy.
- Electricity now boosts Windmill instead of enhancing now-nonexisting skill.