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Microcivilization News

Patch 0.12.10

[p]Hello,[/p][p][/p][p]i've just released a tiny patch addressing the latest regression issue with Graphene Tech enhancement crashing the game. It now should also increase its price correctly (though the numbers will need to be a little more polished in a future version, they no longer resemble the original scale for the fix simplicity's sake) [/p][p][/p][p]Additionally I've also made Sell/Buy tile quests for alliances instant.[/p][p][/p][p]Cheers,[/p][p][/p][p]Ondrej[/p]

0.12.9 Patch

[p]Hello,[/p][p]a patch has arrived:[/p]
  • [p]Expedient means achievement should now work with Indigo lotus instead of Black. In case you have met the criteria for this achievement before this fix, loading a game should award you this achievement retrospectively.[/p]
  • [p]Windmill should no longer be usable on Workshops which are currently unusable (specifically Statue of Liberty with no Vagabonds around it)[/p]
  • [p]'Empty' Perseverance reward drop from some crises has been removed.[/p]
  • [p]Locusts should correctly show technology that makes them vulnerable even if you don't have that technology in the tree (which can happen in Tier 4). You still can't defeat them. But at least you know why :)[/p]
  • [p]Nebuchadnezzar's storage trait +X converted to +X% (same as was done with generic heroes in earlier version). This is to prevent annoying growth delays in early game.[/p]
  • [p]Judgements should no longer reward Black lotuses (instead they give Indigo)[/p]
  • [p]Mausoleum ability no longer requires autonomy cost. [/p]
  • [p]Production decrease/increase from Great Ceremonies and from Graphene enhancement should now stack to a single trait, preventing performance issues when hundreds of them are made.[/p]
  • [p]I have semi-temporarily added max level 160 constraint to all heroes. This is merely to avoid confusion that higher levels are in any way balanced. This will be expanded in the next major update again (I expect to 200). Note: dont worry if you've spent a lot of effort to levelling beyond 160. Levels above 160 will retrospectively return in the 1.0.[/p]
  • [p]Some minor ui fixes[/p]
  • [p]Some Save conversion issue from older versions have been resolved.[/p]

0.12.8 Patch

[p]Small patch targeting mostly a blocking issue with players unable to generate some Tier 3 maps early on or in the Conquistador scenario:[/p]
  • [p]Fixed a Map generator crashing issue[/p]
  • [p]Immortal crisis like Taming mammoths should no longer allow using units when all exhaustable HP and attacks destroyed.[/p]
  • [p]Damage-based stun now limited to 40s per blow.[/p]
  • [p]Fixed adjacency description on Graphene plantations[/p]

0.12.7 hotfix

[p]Hello,[/p][p][/p][p]I just released a tiny patch addressing game crashes in a few cases. This is just to address the most impactful problems I am seeing now - separately a patch for functional bugs and balancing will be done later on.[/p][p][/p][p]Thanks everyone for their help,[/p][p][/p][p]Ondrej[/p]

Tier 4 Update

[p]Hello,[/p][p]as promised I'm releasing the new 0.12 version LIVE:[/p]
  • [p]Hero ability rebalance[/p]
  • [p]Tile-based Trade route system replacing old trading[/p]
  • [p]Simplification of Black lotus farming (now Indigo)[/p]
  • [p]New Hard difficulty[/p]
  • [p]Auto-skill update including new Auto-expansion ability.[/p]
  • [p]New Map generation update with many features now under player control[/p]
  • [p]New Strategic resources[/p]
  • [p]Rare technologies rebalance[/p]
  • [p]Theater & Hero farming redesign[/p]
  • [p]New wonders.[/p]
  • [p]Changes to Predicament/Disaster system[/p]
  • [p]Access to Tier 4 tree Medieval, Renaissance, Industrial and Modern eras.[/p]
  • [p]New Artists to boost your meta-game[/p]
  • [p]New Judgements to fight.[/p]
[p][/p][p]Thanks to everyone for very efficient Beta test. [/p]