1. Microcivilization
  2. News

Microcivilization News

Demo Minor update

Hi,

a few tweaks to the demo have been released along with bugfixes:

  • Babel tower now summons a unique crisis with each level - passive level risks lowered.
  • Vagabonds now eat your food
  • Vagabonds are now the first to be killed when receiving damage from Crisis.
  • Tweaked how indicator values appear when vagabonds are added/removed
  • Can now purchase a 20s stun of crisis for gold
  • Marketplace charge gold reward increased
  • Recipe sell values lowered


Bug fixes:
  • Fixed a crashing issue when Fire risk was combined in a specific way
  • Fixed a crashing issue when Hero button was dragged and dropped on Collect button at the same time as the button was clicked
  • Fixed a crashing issue that rarely could occur when Crisis was destroyed at specific period of time within the game loop.
  • Fixed a crashing issue that rarely could occur when Quest was started.
  • Fixed visual bug on merge button when pressing enter


Have a nice weekend,

Ondrej

Microcivilization coming to Tiny Teams Fest

Hi,
I am proud to announce that Microcivilization was selected to be featured in Tiny Teams festival which will begin on August 3rd.

Be sure to check it out, it will have a number a of great games, demos and discounts from the smallest development teams out there!

See you there next week,

Cheers,

Ondrej

Micro-log Monday #6



Hello,

it seems it's another dev-log time! This time let's split between Demo and Full Game stuff. So here's all the fancy news.

Demo


As you may have noticed, Demo has received a bunch of bugfixes. Having proper crash analytics helped discover some game-crashing issues in the first couple of days. There was also a number of issues reported on Community Hub and on Discord. Thanks to everyone for their time and effort in raising these issues, it's a great help.

[h2]Leaderboards[/h2]
The Demo now contains leaderboard integration. You probably didn't notice that, since all the leaderboards are currently hidden. First of all I need to address some balancing issues and content gaps before the leaderboards are started. But Leaderboards are going to be activated within the following two weeks as soon it makes sense to start comparing progress.
I do not yet have a final list of what is going to be measured - I am happy for any suggestion in comments.

[h2]New Unique Heroes[/h2]
Three new Heroes have been added. Caesar, Cleopatra and Hammurabi. You can find all three of them through defeating Crises as usual. A few recipes have been added and a brief balancing of traits done. Poor Ozymandias was also given a Unique ability. The balancing is still far from over, so please be patient it might take a few more iterations.

[h2]Old Harvesting animations[/h2]
I've added an animation of tree cutting and field harvesting (stone animation is missing yet). These animations are actually not new but about 1.5 year old, being one of the first animations I have created for the game (not the first, the first one was the smoking guy). They're not super quality - the trees weren't even made in a pixel-art editor back then (since I didn't have a clue then how pixel-art was done and have been making all in Gimp!) but they have nostalgic value so you will have to suffer them for a while.
This is how it looked in in September 2021 - the game was exactly 11 days old and had mere 2,535 lines of code:


[h2]Other changes & bugfixes[/h2]
A number of smaller changes was done and already listed in release updates - you can check that here.


Full game


Aside from demo update, not much time was left to work on Early Access roadmap and push the Beta branch to a playable state. Reprioritizing work due to some new things happening (I will share more this week) was the main reason. But there was some progress in following areas:

[h2]Save game redesign[/h2]
Save games as described in Micro-Log Monday 4 are separated into independent areas. This allows me better to control when a breaking change is introduced to the game (remember - we plan to go with Early Access - so lots of potentially breaking changes). So there will be a few updates in the near future that will further split down saves to smaller parts so that your game is as uninterrupted as possible during this volatile phase of development.

[h2]Tech tree[/h2]
After finishing some missing Icons and tech descriptions, we now have a semi-final tech tree structure for the main game. The tree will be separated to 6 different Eras (which you will first have to unlock - more on this another time).
  1. Neolithic
  2. Classical
  3. Medieval
  4. Renaissance
  5. Industrial
  6. Modern

Each era will have approximately 20 technologies. You will have to run through a 'Crisis technology' to reach next one (possibly more than one such tech per era). Each era will contain pretty much an extrapolation of what you can see in demo - new house types, new units, workshop upgrades and productivity increments. As you can guess from the demo UI full game also has three additional Workshops - Theater, Library and Blacksmith - unlocked in classical Era. There's also a third Unit type (Heavy Unit) and a new Construction Material (Metal). Progress through eras will also introduce new Crisis types with different attacks.

[h2]What is Next[/h2]
The full game Graphics now contains everything 'must-have' for Early access core game - workshops, icons, UI, crises, quests, map tiles etc. That doesn't mean I'm done there but I can now focus on other 'must-have' areas.
The next step is adding Ascension tree with first two Ascension Tiers. Since this is a work estimated for the next 4 to 6 weeks I will share this in chunks as the work gets completed. My intension is to include some elements in demo as well so that players have more clear view of the main game flow.

That is all for today, see you soon.

Cheers,

Ondrej








Demo Minor Update

Pleasant Friday to you all,

I'm pleased to announced that today, the Demo has received a minor update. Most of the changes are based on your feedback, bug reports and ideas from Community Hub and Discord. Here's the list of changes:

[h2]Gameplay[/h2]
  1. Babel tower is now an optional challenge. Ascension can be triggered on demand after researching the last technology. (babel tower still forces ascension if you fall)
  2. Free housing shows alert when it is too high and causes fire risk
  3. Yin Yang button 'heat' is now showing the actual heat value in the button's popup as well as in crisis risk popup
  4. Button heat now has a maximum. When reaching Yin Yang button heat maximum the player is penalized by a new debuff experiences new fun feature.
  5. Demo playtime has been slightly shortened (about 10%) through various settings (no actual features removed, things are just a little faster to achieve).
  6. Added wishlist button for new players
  7. You can now refuse any reward (except dilemma card) by right-click
  8. Missionary quest (Barbarians tile) now rewards Population instead of Vagabonds
  9. You can now quickly confirm a Hero Merge by pressing Enter (you can also right-click heroes to move them instantly to a merge slot)
  10. After seeing how many Heroes some of players have been collecting, there's now a recipe to sell Rare heroes for Gold.
  11. Bruegel now awarded for level 10 Babel tower instead of 15.
  12. Ozymandias now has a Unique ability.
  13. You can disable some of the most GPU-taxing effects through a new toggle button in-game (a temporary solution until these features are optimized)


[h2]Defect Fixes[/h2]
  1. Fixed Babel tower spawning a flying pop on first level (to prevent heated debates whether this game promotes religious ideas of a 'flying Moses')
  2. Fixed marketplace ability being unable to sell Stone charge when no stone project was selected
  3. Fixed a visual bug where Risk Chance indicator would disappear when any risk component exceeded a very high value (something like 200% or so, I really don't know, the math was just wrong)
  4. Fixed an incorrect warning number when disabling barracks/granary ('you will lose X units') when also owning Tiles boosting the cap.
  5. Fixed bug preventing collecting heroes into tab 2+ with collect button (or rightclick) when first tab was full.


These bugfixes were already deployed as hotfix last week
  1. Fixed an issue where Improving a Map tile could improve a different one instead
  2. Fixed an issue where Muting sounds would keep a sound playing (and would also spam your log file)
  3. Fixed defective trait on Caesar
  4. Fixed bonus % unit damage values on generic heroes (they didnt scale correctly with level)


[h2]Technical improvements (more-or-less) [/h2]
  • Breaking changes in future Demo updates should now preserve your Heroes and Ascension progress correctly (breaking changes would then only lose some or all progress in current run - see log update 4 where this is described in more details)
  • Added simple analytics integration to measure play session length and crash frequency (as Steam's native report becomes less useful with no time filtering functionality)
  • In case you're backing up your saves you'll now see a new file quick.research.save - eventually i'll add more files as i break down the save data to independent blocks. This doesnt have any effect on the gameplay (only affects how things reset during potential breaking game updates).


That's all for today, I'll share some more info on our regular fortnightly Monday update.

Enjoy the weekend!

Cheers,
Ondrej

Major Demo Update Released

Hey all,

today I've released a new version of the Demo. Check out my Monday post for more info on what's included.

As usual please report any issues either on discord or [email protected] I can't overstate how helpful your bug reports have been so far.

Have fun!

Cheers,
Ondrej