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Microcivilization News

Patch 0.6.10

Patch notes 0.6.10 Nov 19th 2023


  • Some startup issues caused by Sound Adapter incompatibility should now correctly log
  • Automatic slowdown on crisis can now be toggled in settings.
  • Material Workshops Charges should no longer cause game to crash when their value is over-boosted.
  • Pasteur unique hero should no longer block Unique Crises.
  • Key shortcuts should be unbindable with escape.
  • Autoclick should no longer cause invalid multi-kill of low HP crisis.
  • Click heat no longer disabled in low population - it's rate is now merely tuned down on lower population levels.
  • Scenario dilemmas are now all manadatory and automatically opened.
  • Unit charging on reached unit cap will no longer continue.
  • Theater tutorial message fixed.
  • Guerillas are no longer so polite to steal only 1 gold from you.
  • You no longer have to move your mouse after salvaging Hero in Inbox to see details of the next Hero.


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[h2]Previous patches[/h2]

Patch notes 0.6.9 Nov 16th 2023

  • Unique crisees no longer grant achievement when timed out but not destroyed.
  • Autocombat should no longer yield multiple rewards from a single crisis.
  • Population achievement should now be granted correctly.
  • Windmill ability should no longer get nulled by recharge of other workshops.
  • Recharge Unit Hero traits should now correctly stack
  • Stonehenge now has chance of lotuses on research completion while giving a flat social crisis risk
  • Library Ability now has correct tutorial description
  • Losing worker should now be disable workshops from the least impactful first (leaving granary and barracks last)
  • Fixed variety of persistence corner-case issues preventing game to be saved and/or loaded correctly.
  • Getting killed by Unique Crisis will turn off Auto-research to prevent accidental reappearance of the same unique crisis.
  • Game now automatically slows to 100% speed when encountering crisis
  • Autoconstruction will no loner construct housing past current vagabond count
  • Sell Stone now gives a up-front gold reward.
  • You can now shift-collect all rewards of the same type at once
  • You can now shift-dismantle heroes in inbox (with same logic as inventory => bulk dismantle same Faction and Rarity)

Development Roadmap

Hi,

so it seems the launch week is almost over. First of all let me thank all of you who have decided to buy the game in the very first week and support me and my development work. Creating a game of my own has been my childhood dream and you all helped me realize it.



Second I want to thank to all of you who shared feedback on steam community and discord. Your input has helped tremendously to assess which direction to go next. Please continue to voice your concerns, spot bugs and suggest changes. This is what will make our early access phase go smoothly.

[h3]Yeah yeah, 'so success, much wow', now when will the rest of the game be done?[/h3]

Ok, so the following weeks will be still dedicated mostly to bug-fixing and stabilization of the current version. Number of device-specific issues are being reported, tons of feedback and quality of life enhancements are needed. And there is also a lot of community discussion that requires attention. This is very likely going to fill most of the time before winter holidays. Beginning from new year, I would start focusing on big features!


[h3]THE ROADMAP (yes this is a link leading to the google doc file)[/h3]


The road map is small and simple - exactly what I think it should be in this stage. The time is boxed to ~14 months which should be plenty to reach a full version of the game (And I know I will be sorry about saying this). This is broken down to 4 quarters with bunch of features each.

This does not indicate times of releases for these features. It merely indicates WHAT will be done, and ROUGHLY in what order.

Individual features might be released weeks or months after being 'done' and some might actually be released incrementally over a longer period of time (if there are practical reasons). This all depends on many things which are still concealed in fog of war. So treat the Roadmap like a big picture overview rather than a release plan now.

[h3]Can I try new features sooner than everyone else?[/h3]

Absolutely. In January I will open an Experimental branch to public. This will work pretty much like your usual beta branch and will contain upcoming builds before they are released into the wild nature. For now you don't need to worry I will share specific details how to join experimental beta testing in due time.

Note: Please bear in mind that all the features mentioned are in pre-design phase. Most decisions aren't made yet so please understand that no more details can be shared yet. If you want to know more, follow my regular fortnightly Log Mondays - these will still continue as before and I will share more news of the upcoming builds there.

This is about it for now. Have a nice weekend,

Ondrej

Patch 0.6.9

Hi everyone,

the first patch has just arrived.


[h2]Patch notes 0.6.9[/h2]

  • Unique crises no longer grant achievement when timed out (i.e. not destroyed by player).
  • Autocombat should no longer yield multiple rewards from a single crisis.
  • Population achievement should now be granted correctly (or rather not granted incorrectly).
  • Windmill ability should no longer get nulled by recharge of other workshops.
  • Unit-Recharge Hero traits should now correctly stack to increase the recharge speed.
  • Stonehenge redesigned: Now has chance of lotus on research completion while giving a flat social crisis risk
  • Library Ability now has correct tutorial description
  • Losing worker should now be disable workshops from the least impactful first (leaving granary and barracks last)
  • Fixed variety of persistence corner-case issues preventing game to be saved and/or loaded correctly.
  • Getting killed by Unique Crisis will turn off Auto-research to prevent accidental reappearance of the same unique crisis.
  • Game now automatically slows to 100% speed when encountering crisis
  • Autoconstruction will no loner construct housing past current vagabond count
  • Sell Stone now gives a up-front gold reward.
  • You can now shift-collect all rewards of the same type at once
  • You can now shift-dismantle heroes in inbox (with same logic as inventory => bulk dismantle same Faction and Rarity)



What is currently in my focus to improve:
  • More QoL improvements based on your suggestions
  • More startup issue fixes
  • Auto-construct and auto-combat improvements
  • Lags in hero and quest screen and lags caused by high volume of boosts
  • New hotkeys for QoL things
  • Better in-game communication of what is not part of Early access yet
  • Better icons/description for some hero traits


Thank you for your great support so far. As usual if anything breaks down, drop me an email to [email protected] or join us on discord

Have a nice day,

Ondrej

Microcivilization is out in Early access

Hi everyone,

finally the day is here. The game is now available for purchase!

Please join our discord for feedback and bug reports.

Good luck and have fun.

Ondrej

Ready for Launch?

Hello everyone!

it's 14 days till early access launch! The last two weeks have been rather busy with finalizations and post-beta updates as well as testing, balancing and constant re-checking the to-do lists of stuff that needs done before launch. So this update will again be a bit more organizational...

So how does Early access differ from Beta?

There's been a huge amount of ideas coming from you during our Open Beta. Also an (unexpectedly smaller) list of bugs. And there was a proportionate temptation to fix and implement all these to the Early Access right away. Knowing however that there is no other beta testing before launch, I had to keep the number of changes relatively small (and safe).

Generally the content of Beta will remain the same as Early access launch version.

There are a few UI tweaks, rebalancing changes and Quality-of-life features. And also Steam Achievements. There's also mappable control settings, slightly better tutorials (yes still much to improve there) and a bunch of new Crises to face. One significant point is - your Beta save games will not be usable in Early access version.

Closed Beta is shutting down today

Thanks to all of you participating the Closed Beta. You have been a tremendous help over the past weeks. Unfortunately it is time to shut down the beta branch and prepare the whole system for a new structure. Later today I'm going to shut down the closed beta access. For those who'd like to continue supporting development of this game, I'll have a new beta structure ready after launch. So watch this space for more announcements.

Demo to be disabled in a week

As highlighted in a previous update, I will also be taking the Demo down. One reason is that the Player experience is now too different from the Full Game and thus I don't think it would be a smooth transition from Demo right to the Early access version. Second reason is that during post launch phase, I will not be able to properly support two separate game versions at once (without going crazy). So at the end of this week I'm going to turn the demo off as well.

That's everything for this week. Looking forward to the Launch day in two weeks on Nov 13th.

Cheers,

Ondrej