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.