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Future is Purple

Hi,

In this update I would like to share my thoughts how the Early access is going to work. Basically to set your expectations of what happens, how often, how you can participate etc. It has been some time since our last meaningful update so let's get straight to business.

[h2]Early Access universe[/h2]

In my last post I have shared a first version of the development roadmap for the next year. I wanted to do this as early as possible despite the amount of chaos a launch brings. Since I am now in the very first weeks into Early access I am still spending majority of time collecting new information and talking to community. And so not much actual development is being done yet.

There are suggestions flowing into Steam forum and Discord every day and there are new ideas popping up as a result. At the same time there are big and small bugs, balance issues, UX problems and exploits being reported and these need to be 'triaged' between upcoming patches, backlogs and the next content update.

So, due to the new flow of information, the development process I was using pre-launch is no longer optimal and will be slightly adjusted.

[h3]Patching - yes it will happen[/h3]
Patching is a no-brainer. It will work on ad-hoc basis. In the first two weeks I managed to release 3 small patches, mostly addressing exploits and some minor improvements of user experience.

Since the inflow of suggestions is very random, the patching activity will be parallel to new feature development and I'll simply release a patch whenever enough important issues appear. As before I'll try to sneak in some small improvements if possible (especially UI tweaks).

[h3]Upcoming builds in Experimental beta branch[/h3]
My current ambition is to release a Big Content Update at least once every three months. This is not a specific plan - the concrete release dates will have to be as usual synchronized with steam events and with beta testing. But roughly speaking four big releases in the next year sounds like a good frequency both for my development practices as well as for players.

Each build will be accessible to volunteer players willing to participate in experimental beta at least two weeks prior to the release of the content update (but hopefully for much longer).

The experimental branch will be setup for the first upcoming build most likely during January and I will share the password to get there.

[h3]What about those who can't run the game?[/h3]
There is a small number of people who are having trouble running the game on some of their machines. Unfortunately (in so far) the issues have been largely diagnosed as compatibility of the player's software/hardware with the game framework rather than a specific game code. So the solution has so far not been any code fix in the games source-code but rather detecting the particular piece of software or driver version that causes issues. Looking at other games in the same framework we do not seem to have a higher rate of these issues, but they are still a problem that needs solution.

To speed this up a bit I have created a specific Discord thread for this purpose. While it is possible for you to report issues like this on Steam Community I would strongly recommend joining us on the discord instead, where you have a chance to troubleshoot together with other people.

Compatibility issues are very fresh so please bear with me until the community has a decent documentation on those problematic scenarios. But for the time being this is going to take up maintenance time.

[h3]Dev log every 4th Monday[/h3]
Since the actual big builds frequency is going to be done in bigger updates I decided to also halve the frequency of these updates. Since some weeks will simply be consumed by ongoing support and maintenance or bug-fixing, there is not enough interesting info every 2 weeks. So from now on I will issue this update every fourth Monday instead.

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[h2] Purple Heroes big update in Q1 [/h2]

As declared in the past as well as in the roadmap, the fourth missing Hero faction is coming. Purple heroes will be focused on wealth accumulation and their advantage will be ability to convert wealth into everything else (potentially). For a price.

In the first big update planned for Q1 along with this purple hero faction I will also introduce new types of traits - Skill traits.

Having a Hero equipped with a Skill gives your civilization a new chargeable ability akin to Workshop abilities or Military Units (depending on whether the skill is combat or economic). Skills will be subject to progressing power, cost, cooldowns and various special mutations caused by Wonders - thus creating a whole new in-game mechanism to include in your build.

[h3]Gold is not what it used to be[/h3]
Gold system is undergoing a fundamental change. This will add some desired variability to the mid/late game as well as extend some of the existing minigame on map and quests. Gold is going to be a central piece in the hero economy and warfare but will also become more constrained and a potential source of new problems.

Gold mines will be added as well as a better Metal economy. Most changes will revolve around Hero traits and their rebalance and the new Shop UI.

[h3]Shop 2.0[/h3]
Shop items and the UI will be completely re-done to allow a more complex decision making in trade and also to open up some future possibilities planned to Q2 for its Map update.

With store being more flexible, gold will become more needed, but at the same time will become more difficult to produce and keep. While it is intended for gold to be the ultimate flexible resource, to actually transform it effectively will require some inventiveness from the player.

That's all I wanted to share at this point. Also I wanted to thank all of you who bought the game in the past two weeks and thus helped make the Early Access phase start with the right foot. Thank you!

I'll see you in 4 weeks on the next update,

Ondrej



Patch 0.6.11

Patch notes 0.6.11 Nov 25th 2023


  • Library ability no longer stacks to prevent divergent powerup with windmill. Instead repeated use increases its boost's duration.
  • Library ability strength now increases with upgrade level.
  • Multi-kills caused by auto-combat are now also fixed for Quest Crises.
  • Game can no longer be unpaused by unit keyboard shortcuts from a menu.
  • Night palette is now a bit brighter.
  • Babel tower Level achievements should now be granted by the correct level instead of one higher. The achievement should be granted retrospectively.
  • Moving Hero in inventory correctly renders level indicator with them.
  • Corruptions Score is now granted when curing Corruption during gameplay instead of when gaining the Corruption. The score is not granted when all Corruptions are auto-cured after ascension though.
  • Library Boost no longer mixed with other boosts indicators.
  • Hero sorting by Faction and Class were added.
  • Hero sorting is now done in cascading fashion - e.g. Sorting by Level will also sort same-level heroes by the other attributes.


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Previous patches


[h3]Patch notes 0.6.10 Nov 19th 2023[/h3]

  • 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.



[h3]Patch notes 0.6.9 Nov 16th 2023[/h3]

  • 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)

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.


--------------------------------------------------------------------------------------------------------

[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