1. Microcivilization
  2. News

Microcivilization News

Beta Minor Update 1.0.4

[p]Hi,[/p][p][/p][p]as I mentioned in monday's regular update, I am releasing a minor update for Experimental Beta branch. It contains a number of important changes - mainly based on what has been found during last 3 weeks of beta. [/p][p]We now have exactly two weeks until go-live to stabilize it. Any defects you find, please be so kind a let me know about them either here on Community forum, email me on [email protected] or join our Discord https://discord.gg/DrMN7YQG[/p][p][/p]
1.0.4 minor update
[h3]Crises & Combat[/h3]
  • [p]Updated Crisis health calculation. Crises should be significantly easier to kill early on on all difficulties. Late game is a little closer to the previous version (but also noticeably easier)[/p]
  • [p]You can now trigger Crisis' attacks prematurely if the attack is Shielded (by Fort or any other block rate ability) by clicking the Attack symbol itself. This makes Fort-based builds faster to use in combat.[/p]
  • [p]Fort units are now more expensive.[/p]
  • [p]Fort unit block percentages flattened. Higher values on early forts and lower on later forts.[/p]
  • [p]Fort unit base damage rate reduced to 10% from 15% effectively reducing damage by a third.[/p]
  • [p]Defensive Perk now reduces fort block efficiency but grants more fort damage than before (compensating the previous nerf). [/p]
  • [p]Hard to block crisis perk was merged into Massive perk to simplify things. As a result it is now also present on more crises making Forts build less universal.[/p]
  • [p]Block inefficiency on Massive Perk scales down to -95% on high level (around level 100) making more realistic effect to fort usability in late game compared to the original -75%[/p]
  • [p]Fast was merged with Furious (obviously) with similar consequences as above.[/p]
  • [p]Both Massive and Furious perks effects now scale with Crisis levels - their negative percentages grow up to a certain threshold on about level 100. Their positive feats (double damage from X & Y) remains unchanged through levels though.[/p]
  • [p]Because of perk merge both Massive and Furious now spawn on Elite (and rarer) crises (where only the Fast and Hard to block originally spawned). [/p]
  • [p]Risk reduction reward dropped from Crises increased to -25% from -5% to all risks, but duration reduced to 2 minutes from 5.[/p]
  • [p]Heavy crisis attacks should no longer generate in first 30% of the attacks.[/p]
[h3]Secrets & Research[/h3]
  • [p]Reduced Tier 1 and 2 research costs[/p]
  • [p]Secret technology Cost scaling increased (polynome degree increased). Should now be far more costly to reach over 200 secrets.[/p]
  • [p]Ravens now only grant up to -85% cost reduction to Secret tech instead of -95% on level 10.[/p]
  • [p]Secrets only grant 2% research bonus per secret (flat research bonus increased to +10 from +5 per secret to compensate Tier 3 research performance)[/p]
[h3]Badges[/h3]
  • [p]Fixed Classicist and Lawmaker badges - they now correctly grant new effects Hero drop rate and Risk reduction. (Quest speed and Research power was already moved to separate Unique-Crisis Badges)[/p]
  • [p]With heavy heart I had to nerf Gods of Old and Ambition badges and replace recharge reduction with a non-economical boosts (reduction to wonder costs and Gold lotuses).[/p]
  • [p]Fixed description on Future era nemesis Badges (only the Idea Pathogen's Badge removes need to accomplish White lotus pledges to make nemeses mortal)[/p]
[h3]Hero/Idol abilities[/h3]
  • [p]Autocracy ability can now auto-click food button if needed. It will always use the last-pressed half of the yin-yang button.[/p]
  • [p]Pigs now grant Max Click Heat along with vagabond boost.[/p]
  • [p]Heroes no longer drop in Scenarios.[/p]
  • [p]Some hero traits now only drop from certain levels (most start to spawn at level 7+)[/p]
  • [p]Reduced some Leadership and Economy abilities scaling from Ability power multipliers (bonuses affect their values less)[/p]
[h3]Unique Hero abilities redesign[/h3]
  • [p]Saladin now only kills 1 population per 10 damage instead of 1 per 1.[/p]
  • [p]Tokugawa now boosts Barracks recharge by unspent workshop charges (1% per charge) instead of by inactive workshops[/p]
  • [p]Moses now automatically generates housing for half of gained vagabonds instantly[/p]
  • [p]Adam smith now boosting All caps (including units) by +100% instead of workshops-only by +200%.[/p]
  • [p]Marduk's negative trait reduces Research and Autonomy production by 50% instead of causing Brittle effect (double attacks received). His positive ability remained unchanged[/p]
  • [p]Gengis now affected by Red and Green heroes instead of only Green[/p]
  • [p]Shaka's ability now gives a flat Block chance instead of conditional death reduction[/p]
  • [p]Hammurabi now granting Click heat cooling per festival instead of 2% risk reduction[/p]
  • [p]Nyx workshop recharge nerfed to +100% (which due to incorrect label was previous version's actual value anyway)[/p]
  • [p]Pasteur's ability now nullifies Vagabond disease risk instead of blocking crises.[/p]
  • [p]Elizabeth's hero drop bonus increased to +50%[/p]
  • [p]Gandhi now increasing ability power (but also costs)[/p]
  • [p]Added new Augustus hero who reduces costs of festivals.[/p]
  • [p]Changed various non-unique traits on Unique heroes for slightly better synergy[/p]
[h3]Map & Perks[/h3]
  • [p]Silk now grants instant 50 Secrets instead of trade route costs bonus[/p]
  • [p]Chocolate's festival now grants +5 workers per instance (also its Food price was matched with other festivals). It will still override your pre-existing festival ability (though it should benefit from festival-enhancing abilities from heroes and techs)[/p]
  • [p]Disaster emergency quest no longer requires workers[/p]
  • [p]Disaster Emergency will be executed automatically by Autoexplore ability (if Extermination toggle is active).[/p]
  • [p]Quests can now be hurried from main screen by shift-clicking the quest-in-progress button (when you have money)[/p]
  • [p]Diplomacy quest cost and duration is no longer affected by distance. The cost and duration are slightly rising with Tech Era but they are generally faster and cheaper.[/p]
  • [p]Arrogant perk only increases crises by 3 levels[/p]
[h3]Wonders/Workshops[/h3]
  • [p]Granary sustainment bonus scaling reduced on higher tech eras (so that magnified granary doesnt have so massive effect)[/p]
  • [p]Oracle now boosting +75% autonomy instead of +100%[/p]
  • [p]Statue of zeus gives +1 per 500 metal instead of 250 (to be closer to conversion rate from market/colossus)[/p]
  • [p]Quarry and Blacksmith workshop now needs wood to construct the first level instead of stone[/p]
  • [p]Great lighthouse no longer costing 0.05 workers (a 4 year old bug)[/p]
[h3]Final Scenario[/h3]
  • [p]You can now play the Final Scenario and finish the main 'story'.[/p]
[h3]Bug-fixes[/h3]
  • [p]Fixed Cows (again) to correctly reduce Heavy unit cap as stated and also reduce correct number of heavy units per worker.[/p]
  • [p]Crisis fight estimation on map should now correctly take the crisis rarity into calculation[/p]
  • [p]Fixed Massive and Furious damage multipliers (they didnt work)[/p]
  • [p]Loading a save from 0.12 where barricade boost was active should no longer crash the game.[/p]
  • [p]Meta powers are correctly used when having Honor pledge[/p]
  • [p]Locusts should now have correct starting level. Starting levels of other nemeses were also re-adjusted.[/p]
  • [p]Added a hard minimum to all multipliers (0.01%) to prevent value conversion issues and crashes.[/p]
  • [p]Bolster no longer applies to each Fort/barricade and is fired only once.[/p]
  • [p]Fixed a bug causing a crisis attack to succeed if it kills a crisis via fort damage regardless of block roll.[/p]
  • [p]Fixed Theater random roll to make all Cultures drop with equal odds.[/p]
  • [p]Civilization of Sunset should now correctly Autoexplore and Autoexterminate with militia[/p]
  • [p]Civilizations of Sunset and Crescent should no longer have their forbidden units showing on Locks or Dilemma options.[/p]
  • [p]Qin Shi 's ability fixed (didnt work at all!)[/p]
  • [p]A few small code optimizations.[/p]

Leaving Early Access on Jan 22nd

[p]Hello,[/p][p][/p][p]today I will keep the update brief as most of this month's work was testing, patching and re-balancing. [/p][h2]Upcoming Beta update[/h2][p]This week I am going to update the Experimental beta branch with another patch. Except this time a few functional changes are coming along the usual set of bugfixes. [/p][p]This is therefore something like the final feature update of 1.0 before going live. I expect there will be a couple more bugfix patches for sure but I am freezing all feature development to minimize regression risks on launch date.[/p][h3]Notable changes[/h3]
  • [p]Reduced Difficulty[/p]
  • [p]Reduced some late-game cheesing[/p]
  • [p]Updated most old unique heroes (added 1 new)[/p]
  • [p]Added a few sounds and ability visual effects.[/p]
  • [p]Added Final Scenario[/p][p][/p]
[p]Specific details will be listed on the patch day (I hope within next two days once testing is finished). [/p][p][/p][h2]Leaving Early Access[/h2][p]As hinted in the title, the game will soon be leaving early access stage. Everything is going within expectations so I decided the date to be:[/p][p][/p]
January 22nd
[p][/p][p]Like I mentioned in previous updates, leaving EA doesn't mean that much for you as players. It is mostly just a message indicating that the game is no longer missing any feature. There will be future changes and more features, but those can be better described as Extensions & Improvements.[/p][h2]Post-1.0 features[/h2][p]I will continue working on the game past 1.0 with pretty much the same process. There is a number of features in the backlog for months of work, so there's not much rest in the view (though I do plan to take a few days off at some point :) ).[/p][p]I also plan to shift focus to some long-due 'technical' things after 1.0 (things which don't really bring new stuff to the game). Optimization of late-game gameplay is one good example. These things can take tremendous amount of time and I'll have to somehow come up with a stir-fry mix of these boring techy-things and interesting new features for each 1.X major update.[/p][p]I will create a more specific roadmap once we're past the launch day.[/p][p][/p][h2]What's next?[/h2][p]In the two weeks I will focus on beta-testing and stabilization. In spare time I'll be working on presentational stuff like store-page update and hopefully resuming my work on soundtrack composing (I gave up my wish to include full soundtrack in 1.0 - but would like to have it semi-complete in 1.1 or 1.2).[/p][p]Once we're out of Early access my intention is to start on The Endless mode - which will be probably the biggest feature after 1.0 (possibly stretching to more than one major update). If all goes well I would like to have something mocked-up to share in the update after the next one (so in 2 months time)[/p][p]That's all for today,[/p][p][/p][p]Have a nice day![/p][p][/p][p]Ondrej[/p][p][/p][p][/p][p][/p]

Beta patch 1.0.3

[p]Hi,[/p][p][/p][p]finally after a few days delay I was able to create this patch. Apologies - my family was (one by one except the dog) down with flu right before Christmas.[/p][p]Because of that delay I decided to include a little bit of rebalancing changes - even though they are rather minimalistic. But hopefully together with leveling fixes should address at least partly the unintentionally high difficulty.[/p][h2]1.0.3[/h2]
  • [p]Fixed Fort and Barricade blocking. Now all instances should correctly kick-in each attack.[/p]
  • [p]Fixed a number of crash corner cases.[/p]
  • [p]Fixed Evolutionary Sciences tech to be correctly assigned to future era tree when adopted.[/p]
  • [p]Fixed Disaster cleanup quests incorrectly mixing disasters when equally distant from home (resulting in unfixed disasters when cleaning many at once)[/p]
  • [p]Fixed an issue where loading a 0.12 game or older with active Barricade crashes the game.[/p]
  • [p]Mid-game Spawned civilizations now spawn with correct color and don't get completely broken. This however cannot fix existing maps with broken civs retrospectively, so you'll have to ignore those broken guys until your ascension.[/p]
  • [p]Initial tile levels were reduced to roughly match initial tech level or lower. This should include Civilizations as well as hostile critters.[/p]
  • [p]Tile leveling now faster when lagging behind the player a lot. Tiles can levelup more than 1 level each minute if the level difference is high enough (they can levelup up to 25% of the level difference each minute)[/p]
  • [p]Kaali click multiplier capped at +100%[/p]
  • [p]Mausolus nonunique wonder recharge bonus nerfed[/p]
  • [p]Solomon now giving correct gold amount (instead of 10 times the described value)[/p]
  • [p]Reduced Tier 3 technology costs[/p]
  • [p]Zeus passive ability impriving his statue now enhances Click Metal not Metal per second to synergize with Zeal.[/p]
  • [p]Vulture sustainment and growth bonus lowered.[/p]
  • [p]Badges gained from Unique critters now have a mention about this on their description (in case you don't know how you got them)[/p][h3]Some mild rebalancing for early blue shields[/h3]
  • [p]Shields rate-to-health is reduced on generic War crises(Ottomans etc). It scales up with tiers and difficulty.[/p]
  • [p]Removed generic -50% multiplier on Militia damage.[/p]
  • [p]Rebased militia damages (mostly going up).[/p]
  • [p]Hero Skill power multiplier trait on Heroes has been made more common and scalable. On Purple generic heroes it changed to Theater-enhancing variant (to be magnifiable). [/p]
  • [p]Added same Theater-enhancing trait to Blue heroes (replacing Thorns trait). [/p]
  • [p]Added similar Marketplace and library enhancing Ability power trait to all hero faction drops (although more rare and weaker).[/p]
  • [p]Hero Ability costs increased (proportionally increasing damage as well where applicable)[/p]
  • [p]Rationalism (Blue belief heroes) no longer uses Thorns ability (because Barricades now play similar 'counterattack' role with high damage). Instead Rationalism deals Damage directly and applies Slow to the crisis, similar to Dogmatism's Stun ability. (This is a bit of a 'hotfix' so I'll still have to come up with a better ability name)[/p]
[p][/p][p]Also Merry Christmas (yes I know I am late) and Happy New Year to you all,[/p][p][/p][p]Cheers,[/p][p][/p][p]Ondrej[/p]

Beta Patched to 1.0.2

[p]Hello,[/p][p][/p][p]as promised today on forum I am releasing a small hotfix:[/p]
  • [p]Civilization and Critter levels on map now do not exceed a limit correctly. This limit is based on your current tech level offset by a few levels for higher tiers, certain high-power enemies (Civilizations) and for Higher difficulty. Maximum should be T+16 in Ascension tier 4 playing on hard difficulty. [/p]
  • [p]The above fix is enforced retrospectively on your save. But you have to wait a couple of minutes for each tile to 'roll a levelup' event. That has only a certain small chance per minute so it may take a while before all your bloodthirsty lvl 180 civilization neighbours are on a killable level again.[/p]
  • [p]I decreased the initial level of spawned tiles on higher tiers and difficulties. This was base on old combat scaling. Now levels handicaps are more sensitive and difficult so the level handicap is no longer useful to change them too much over the progression.[/p]
  • [p]I fixed an embarrassing regression bug making workshop sprites visible before building (I am working on some stuff for the final scenario in between these patches in the same branch, so I broke this)[/p]
  • [p]Fixing a Disaster should no longer crash the game when the disaster times out in meantime.[/p]
[p][/p][p]Cheers,[/p][p]Ondrej[/p][p][/p]

Beta patched to 1.0.1

[p]Hi,[/p][p][/p][p]I've just released a small patch to BETA addressing crashes detected so far as well as some functional bugs discovered.[/p][p]Thanks everyone for help.[/p][p]Cheers,[/p][p]Ondrej[/p][p][/p][h2]Patch 1.0.1[/h2]
  • [p]Maximum multiplier 1,000,000% applied to graphene enhancement.[/p]
  • [p]Added Maximum boost duration as 30 minutes.[/p]
  • [p]Osiris now correctly boosting light units when used in Crescent civilization.[/p]
  • [p]Pyramid costs raised (scales polynomially now, not linearly)[/p]
  • [p]Fixed description on Leonidas indicating he affects Base damage only[/p]
  • [p]Social crises in Renaissance tech tree now spawn with correct level on higher tiers[/p]
  • [p]Levelup of heroes above max droppable level (150) now correctly showing description they can be leveled up to 200[/p]
  • [p]Should no longer be able to start on water (probably fourth times this bug reappeared - is that a sign?)[/p]
  • [p]Sunset civilization can now make Huns mortal with Fort units[/p]
  • [p]When below 50 heroes you now have a higher chance to drop hero from a crisis than another reward. This chance diminishes with each hero you have until the default ratio.[/p]
  • [p]Mausolus now correctly boosting damage as a Belief hero[/p]
  • [p]Cows Heavy unit conversion ability working as expected[/p]
  • [p]Critical hit multiplier dealing correct damage bonus[/p]
  • [p]Fixed various crashing bugs[/p]