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Patch 0.10.6

0.10.6 Patch


Hello, a small patch has been released just now containing difficulty tweaks for Tier 2, fixes for broken auto-build and a few other minor bugfixes.

[h2]Tier 2 Start Difficulty[/h2]

  • Tier 2 Neolithic & Classical era will now allow spawning Common crises as on Tier 1 (common crises have lower health, less attacks and have no Perk). Beginning from tech level 55 (medieval era) only Elite+ crises will spawn.
  • Removed some Tier 2 Tech tree locks on Neolithic era.
  • Crisis health for Tier 2 Neolithic and Classical era slightly reduced
  • Tier 2 Nemeses now start on level 45 which should be closer to their starting Tech level.
  • Slightly Increased Heavy Unit Cost to better match its damage multiplier compared to light units.
  • Social crisis thorns damage slightly reduced.
  • Reduced Bolster/Ferocity base cost making them available earlier in technology tree (note their damage is proportional to cost)
  • Reduced cost progression of Level-up recipe. Should be now easier on lower T2 levels to keep your heroes up-to-date.


[h2]Bugs[/h2]

  • Should no longer be possible to generate Heroes with levels higher than the tier maximum (45 for tier 1 and 90 for tier 2).
  • Existing heroes with levels above tier's maximum will now be capped to the tier's max value.
  • Secret button no longer disappears after exhausting secrets revealing future era techs. (It stays visible until secret mode turned off)
  • Marduk and Osiris should now have correct cost efficiency traits
  • Description on Incentive ability fixed
  • Concealed technologies should no longer be identifiable via title and research color during autoresearch.
  • Fixed an issue causing fast forward crashes.
  • Placing Unique hero bundle to merge slots should no longer crash the game. You can collect the bundle in this way too.
  • Strategic resources should now correctly spawn in multiple instances (2 after industrial era Tier 1, 4 on Tier 2)
  • Trade route cargo traits on purple heroes now have correct values

  • Autocombat will no longer avoid using heavy units due to Crisis Thorns .
  • Autocombat should no longer interrupt a stunned Crisis with another attack.
  • Autocombat can now use multiple units within the same tick
  • Autocombat Heavy units should now be used correctly even against Low Health crises when no other unit could have been used.
  • Autocombat should now only use militia and light units against Thorns when less than 0.5% of current population would be killed by the Thorns attack.
  • Autobuild should now correctly construct units during crisis.
  • During Crisis Autobuild will no longer build a unit which is not allowed by Autocombat. Outside of a crisis autobuild will construct any unit normally.