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Microcivilization News

Patch 1.0.9

[p]Hello,[/p][p][/p][p]releasing a small patch including small changes to war balancing mainly to reduce the initial spike in difficulty.[/p][p][/p]
1.0.9
  • [p]Indigo tutorial message no longer pops up infinitely on tier 3[/p]
  • [p]Re-emerging from tier 3 now makes all ascension locks visible correctly.[/p]
  • [p]Party Hard, Party Harder and Utopia achievement now granted correctly[/p]
  • [p]Fixed a frequent Crash during 'Fast forward' Preview on load screen[/p]
  • [p]Added some ui indication to autonomy abilities to hint they can be configured[/p]
  • [p]Autoconstruction, exploration and combat now have basic configurations on (this affects only newly created games).[/p]
  • [p]Removed the one-off food cost from Festivals (as it is quite irrelevant) and changed the desription to make it more clear it requires food per second.[/p]
  • [p]Added a festival cost reduction to Tier 3 to make it affordable (with some food production)[/p]
  • [p]Crescent barracks should use Autonomy as stated[/p]
  • [p]Unique Crises now spawn later in game (after unlocking Renaissance)[/p]
[h3]Reducing early Hostile crisis difficulty[/h3]
  • [p]Hostile crises now only cause 0.5% war risk on distant tiles.[/p]
  • [p]Falling from a War crisis while a Hostile Civilization is known (home revealed) will automatically create a Dilemma offering some additional grace period options.[/p]
  • [p]Electricity technology's Lock is causing normal hostility on normal difficulty (Forever-Hostile on Hard)[/p]
  • [p]Reduced max level limit of tiles on Tier 4 and Hard difficulty (tiles should now be closer to your level)[/p]
  • [p]Levels of War crisis spawned from Risk is now semi-capped by highest Hostile Civilization level (but only down to 10 levels of difference). If no such civ is present, it uses your tech level like before (like other risks).[/p]
  • [p]Reduced tile attacks amount on Ottomans[/p]
  • [p]Slightly Reduced Slave Revolt and Ottomans blue shield amount[/p]
  • [p]Reduced initial hostility chance of civilizations in early game.[/p]
  • [p]Reduced Tier 1 civilization expansion speed (2 tiles per 4 minutes instead of 3 minutes)[/p]
  • [p]Slightly reduced damage resistance of Massive/Furious perks[/p]

Version 1.0 is out!

[p]Hello,[/p][p][/p][p]today I am releasing the game from Early Access and officially marking it a version 1.0.[/p][p][/p][p]Many thanks to all you all who were brave enough to try the early access in its unstable days, who helped testing the game a gave me new ideas and inspiration over the past two years. It was a lot of fun to work with you and I hope it will continue in the same manner after this milestone.[/p][p][/p][p]As with all major releases, I will be monitoring bug and balancing situation closely for the next few weeks until the version is free of any annoying problems. Do not hesitate to contact me via email ([email protected]) Discord (https://discord.gg/CSuaSBRvGf) or here in the Community forum.[/p][p][/p][p]Have fun,[/p][p][/p][p]Ondrej[/p]

Beta patch 1.0.8

[p]Hello,[/p][p][/p][p]after some consideration I decided to release one more patch before go-live with some hopefully-safe-minor-changes and bugfixes.[/p][p][/p][h2]1.0.8[/h2]
  • [p]Quest hurry cost preview now correctly shows even if not having enough gold[/p]
  • [p]Fixed bug causing first Judgement lock with Michelangelo to be initially hidden (though reappeared after load)[/p]
  • [p]Spawned Civilization will now abort existing quests in its tile preventing various problems.[/p]
  • [p]Reduced diplomacy quest war risk to 5%[/p]
  • [p]Crisis Tile attacks on midgame crises should now affect tiles on the borders instead of random (making them less impactful to your adjacency bonus network)[/p]
  • [p]End of scenario 2 should now eliminate perseverance bonuses and prevent carrying them over to Tier 3.[/p]
  • [p]Decreased initial conquistador level to 4 (from 5) but increased their level gain per appearance to 5 (from 3)[/p]
  • [p]Vultures now have Housing cost reduction trait with their Sustainment trait instead of a Growth bonus.[/p]
  • [p]Chichen itza now reduces festival cost by 50% in addition to its +300 flat Research bonus (which increased from 100)[/p]
  • [p]Chichen itza active ability now freezes Predicaments (stops their countdown) while active (the Cannot fall effect still stays). Its duration was boosted (though it cannot stack - you have to micromanage). Its death rate now DROPS with magnitude instead of rising (which is less fun but more practical). Let's go sacrifice some people today![/p]
[p]Cheers[/p][p]Ondrej[/p][p][/p]

Beta patched to 1.0.7

[p]Hello,[/p][p][/p][p]after running more testing through beta and some feedback I am sending out another patch containing minor rebalancing. Well technically it is a major rebalancing but only for a small amount of things - mainly in early game (possibly at the cost of making late game a bit more cheesable/easy). But I really did not like how some abilities were providing much value until mid game. [/p][p]This is hopefully last change of this type, now I'll see if I can finish all re-testing and get a stable version towards live release.[/p][p][/p]
1.0.7
  • [p]Increased windmill's flat food bonus[/p]
  • [p]Moved Strategic Resources I ascension right next to classical era and made it cheaper. This should make it affordable from ascension 1 given its impact on difficulty.[/p]
  • [p]Economy skills power and scaling significantly increased to make them usable in early game.[/p]
  • [p]Economy skills now require both autonomy and gold to operate (cost of the 'complementary' resource of the faction is still the higher one - i.e. what this faction doesnt produce via free workes)[/p]
  • [p]Nerfed ability price bonus on theater, increased its cooldown bonus (can bring skills down to 10s cooldowns if magnified)[/p]
  • [p]Fixed Zeal ability time stacking (no longer doubles the duration)[/p]
  • [p]Marketplace resource sell rate now has diminishing return (Gold=0.25
  • Resource^0.4). In practice this nerfs the effect in mid/late game - making about 60% less gold on 10k resources sold than before patch - but it significantly boosts it in early game.[/p]
  • [p]Mercenaries now recharges heavy units to makes the skill more useful and heavy units more accessible for mitigating black shields.[/p]
  • [p]Garden ability has returned closer to its former glory with high base value. [/p]
  • [p]Nerfed Hero Ability damage bonuses from generic hero traits (they now provide about half the value which matches 'realistic' bonus values from other sources like festival or strategic resources)[/p]
  • [p]Increased salvage culture rewards[/p]
  • [p]Tier 2 civs now correctly spawn on level 40 instead of 85 [/p]
  • [p]Reduced library flat autonomy production to roughly match new marketplace[/p]
  • [p]Fixed premature crisis attack trigger with Barricades only[/p]

Beta patch 1.0.6

[p]Hi,[/p][p][/p][p]i've released a small patch for Beta targeting some newly found bugs and rebalancing.[/p]
1.0.6
  • [p]Defender perk heavy unit recharge reduced to 1% from 2% per second[/p]
  • [p]Military Alliance diplomacy card now requring lot less soldiers[/p]
  • [p]Raised Stun and Slow abilities damage[/p]
  • [p]Reduced ability cost increase to 30% from +40% per era (i.e. from traits on technologies that accompany +30% damage increase).[/p]
  • [p]Gandhi cost increase reduced to 75% to equalize his abiltiy power increment.[/p]
  • [p]Increased barricade damage[/p]
  • [p]Fixed Black shield indicators - was often showint -1 damage while a lot more was taken.[/p]
  • [p]Reduced Black shield power early on (scales with levels up to original pre-patch power at level 40)[/p]
  • [p]Disaster which times out aborts any active Disaster removal Quest preventing a crash[/p]
  • [p]Disaster removal quest duration is now proportional to Disaster's duration (10%)[/p]
  • [p]Shaka (and other heroes besides artists) should no longer affect Judgement combat[/p]
  • [p]Arrogant (+Crisis levels) and Unruly (flat Uprising risk) negative perks are unlocked later (Renaissance era)[/p]
  • [p]Added two new early-game-friendly negative perks to Classical era: Cynical (-% Hero drop) and Gluttonous (double food costs - e.g. quests and festivals)[/p]
  • [p]Starting secrets should now be correctly granted.[/p]
  • [p]Ability boost from exploited 'drinks' Strategic resources raised from +20% to +30%[/p]
  • [p]Slightly reduced maximum levels on civs and critters so they cannot surpass your level that much.[/p]
  • [p]Fixed a bug causing a crash when collecting Beastly recipe while having one of the idols infused. You can no longer use infused idol in this recipe - you have to 'dismantle' the idol out first.[/p]
  • [p]Fixed a bug allowing more unique idols to be equipped when infused,[/p]
  • [p]Lotus badges from future era nemeses should now be working as expected.[/p]