Patch 1.0.11
[p]Hello,[/p][p]it's time for another patch. This time I made a few invasive changes mostly for balancing purposes (and usual bug fixing). There are a few tiny changes in information flow / tutorials as well but those are only some quick patch changes. A bigger update of tutorial and information system is planned for a future (probably major) update.[/p]
1.0.11
[h3]Civilization Recovery update[/h3][p]After some discussion on the forum, discord and individual email exchanges (and save analyses) I revisited the recovery flow of decimated civilization and decided to do some changes in fundamental mechanics to remove some unnecessary micromanagement. [/p][p]The idea was to not add economical advantages to normal gameplay or make actual combat less difficult (lot of nerfing has already happened so let's let that settle for a bit). The following changes aim to simplify some complexity and increase the speed/safety of recovery when a complete or partial collapse of civilization happens. [/p][p]Note: This but first slightly more invasive step. Another step in the future will be an incentive system for the actual recovery process. I have tried a very simplistic solution for this locally but testing has proven it will need proper user interface integration on several places and reasonable scaling and variation. So I decided to descope it from this patch and build it properly for another targeted update. I'm already playing too much of a cowboy with the changes below.[/p][p]So here's what changes now:[/p]- [p]Losing workers no longer abandons tiles completely. Tiles with insufficient workers will be still yours but shown as inactive (no traits from these) and will automatically reactivate when workers are regained. This eliminates the need for reclaiming territory on each fall or worker drop.[/p]
- [p]Tile attack from certain crises will now only destroy improvement on that tile and will not unclaim (I will reintroduce actual territory loss as a separate ultimate attack for some boss crises at some later time but will need to make it more interesting).[/p]
- [p]Auto-explore ability's improve option will now automatically re-improve any owned tile which no longer has improvement created by the player (e.g. destroyed by crisis). The preview button will show the intention on each tile - bear in mind please that existing saves will not automatically pick this information up. You either re-improve the tiles or test it in new ascension.[/p]
- [p]Nemesis locks are now generated after the milestone lock on each rare technology. These milestone locks are now all population based for a more reasonable population level to withstand the nemesis.[/p]
- [p]Nemesis lock now includes crisis difficulty estimate for its initial level.[/p]
- [p]Nemesis warning dialog now appears every time a player attempts to unleash it.[/p]
- [p]Standard four Rare-tech Nemeses attack sets has been slightly nerfed, plus they no longer deal Disaster attacks.[/p]
- [p]Unique crises now have a smaller rate of Ultra-attacks[/p]
- [p]Reduced stone cottage cost and increased its housing capacity[/p]
- [p]Fall Grace period increased to 7 minutes on normal difficulty and 3 on hard difficulty from original 5 and 2.[/p]
- [p]Falling now also creates a short 3m boost for double housing construction efficiency and growth rate.[/p]
- [p]IMPORTANT CHANGE: Unit button right-click now selects it for construction instead of a left-click. This now therefore works even during crisis when a Unit would otherwise be used or when it is ready to be used outside crisis.[/p]
- [p]Unit usage allowed by Rare technologies is now only possible 7 seconds after crisis instead of original 3 seconds (this is to minimize accidental usages). This is a temporary mitigation of the issue. This feature is due for an upgrade eventually in a later update so the User experience will be changed as well.[/p]
- [p]Unique heroes should now drop more from under-levelled crises. In other words, anti-trash mechanism which automatically replaces low-level heroes to culture drop will not apply if the rolled hero would be unique. This should not only make unique farming easier in late game but also give a more steady income of unique in the normal playthrough.[/p]
- [p]Hero rewards containing Unique heroes will now display confirmation dialog if Right-clicked to salvage them to prevent accidental dismantle.[/p]
- [p]Destroying civilization via Siege invalidates all existing dilemmas for that civilization preventing various problems and crashes.[/p]
- [p]Fixed a bug in unit discharge causing the first discharged unit to be removed immediatelly. This was also leading to units instantly removed after finishing a quest.[/p]
- [p]Fixed a bug causing a crash when trying to spawn more than 8 civilizations via flag locks.[/p]
- [p]Unit discharge is now proportional to their number correctly, so it is faster the more units you have above the limit[/p]
- [p]Tier 2 white lotus pledge Valor now using the same Tech as a limit as in Tie4 - Nanotechnology (instead of Genetic engineering)[/p]
- [p]Fixed a bug allowing Space elevator to be destroyed by some Crisis attacks.[/p]
- [p]Autoexpansion service will no longer attack unique critters on map[/p]
- [p]Increased Tutorial Messages contrast and fixed z levelling on Research screen to prevent unreadable text. Highlighted tutorial messages to be more visible in Message log. [/p]
- [p]Added hint how to extract idol from an infused hero in the hover detailed text. [/p]
- [p]Black lotus penalty references now indicate it is an actual penalty, not a benefit.[/p]
- [p]Reduced Tier 3 enemy civilization initial and max size slightly.[/p]
- [p]Reduced Tier 3 enemy civilization initial level from 15/25 (normal/hard) to 6/9. This was causing weird situation with Raids slowly decreasing in levels as the tiles downgraded to match your low tech level.[/p]
- [p]Added Level number to quest buttons with Crisis[/p]
- [p]Increased Spirit points from salvaging Idols to match Hero yield.[/p]
- [p]Hard Difficulty now yields double Culture from all sources (except from certain fixed rewards like Ascension locks). Note that this is applied to base reward vale so it doesnt show those extra green 'Bonuse culture' notifications like other culture bonuses do.[/p]
- [p]Devoted grounds pledge wording changed a bit to indicate Devoted grounds are done on map.[/p]
- [p]Click heat indicator is now visible when 'Showing details' is on (left Alt) even if below 300 heat.[/p]
- [p]Correct popup should appear at the end of Final Scenario (seriously how more stupid bug can you make in a 1.0 release?)[/p]
- [p]Napoleon should correctly boost metal instead of wood.[/p]
- [p]Cleopatra no longer affects damage perseverance reward trait[/p]
- [p]Siege quest is now slightly faster[/p]
- [p]Unique Critters can no longer spawn on Devoted Grounds (and thus should no longer ruin your day)[/p]
- [p]Autoexplore preview no longer shows preview when the button is invisible (due to autoexplore not being unlocked)[/p]