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Lizards and stuff

Hi,

I hope you are all well. Today I'm going to share a few small things from the upcoming Tier 2 & Future Era update version 0.10. I'll have some good news and some bad news.

Because things are a bit rough I'm not able to share all artwork I wanted (a lot is still very much work-in-progress) but regardless of the difficulties in the past couple of weeks I'm getting closer to a playable beta version.

[h2]When is the next Beta?[/h2]

So let's get to the important business first. The beta for 0.10 is planned to
[h3]start somewhere between Friday Dec 13th and Dec 20th ending by end of December[/h3]

That is assuming beta goes with the same pace as two previous major updates... I have no idea if the player engagement will be the same during pre-christmas time. We'll see. If needed I'll make the beta week or two longer.

[h2]Some bad news[/h2]

As I mentioned this version has been rather difficult and I have accumulated a slight delay so had to do some unpleasant rescheduling.

[h2]Fewer Heroes and Wonders[/h2]

My ambition was to double the number of heroes for Tier 2. While this is still my ambition I know for sure this will not be possible in such short time frame, especially considering these heroes will need to form specific combos with the new wonders and perks. So in general I will have to add heroes by smaller batches. Either as part of major updates or smuggled inside smaller patches.

[h2]No new music[/h2]

While I do have 3 new tracks composition in progress none of those tracks is yet ready to use. Also my wish is to 'remake' the existing depressive piano track for a better sounding piano instrument and fix some of its melodic stupidities....so lots and lots of work in this area yet.

[h2]Class perks postponed (again)[/h2]

This was the hardest decision because I have spent about two weeks working on redesigning of the class perks and their new visuals. They are now working in a more interesting way that should create more combinations with new stuff and I do like the new mechanisms lot better than the previous ones (remember I descoped this feature from 0.9 because the designs were too simplistic back then).

This time the reason to exclude this from 0.10 is the testing and balancing time needed to do this feature in combination of new Future Era and 40 additional levels.

[h2]The good news - Crisis Perks[/h2]
One feature I am looking forward to test and expand in v 0.10 is called 'Crisis Perks'. This is no magic - all Tier 2 crises will be granted special passive or active abilities which will make them in some way harder to fight. Some perks will depend on the Crisis category (Fire, Plague, Uprising, etc.) some will be randomly generated (e.g. for random Rare crises which need some 'extra kick').

For instance a crisis may be resisting damage from some source (e.g. a light unit). It may cause your block shields to be less effective. Or it may periodically 'cast' a special effect on you.

A new Robot Uprising encountered in Future Era on higher levels. This one has an offensive 'Fast' Perk improving the crisis' speed.

Crisis perks will be mostly aimed at defending the crisis from the player, rather than making the crisis more offensive. However exceptions to this will exist. As usual this first batch of crisis perks will be only a 'starter pack' with more variants coming hopefully based on beta feedback.


[h2]Bigger Map & New Crisis Types[/h2]

Not originally planned, but it felt irresistible to increase the map size for Tier 2. Adding more civilization rivals and making them more dangerous will be part of the update. However it also felt like a new type on neutral 'critter' crisis is a good idea. So we'll have another type of Crisis next to Cannibals, Mammoths and Barbarians. For now I only intend to introduce this new Crisis type to Tier 2 for simplicity's sake.

Giant Obese Lizards will be added to the mix. Sorry I cannot explain my reasoning for this choice ... It was purely instinctive and emotional decision.

Future Era will of course include its own set of crises and problems. I have added two new Disasters into the 'Predicement' system (the bombs).

  • One of them is Economic Depression which lowers your Gold Cap making gold worthless and slowly bleeds your Housing every second.
  • The other one is Resentment which negates all your Risk Reduction bonuses and slowly but steadily increases your Click Heat.
New Nemeses will be added strictly to the Future Era. This one's concept is called 'Idea Pathogen'. For some of the Nemeses however, there will be no 'mortality' condition for Tier 2, only to be made mortal in Tier 3 (we'll see if that's reasonably playable)


[h2]What's Next?[/h2]

In the remaining time til Beta I still have a lot of Future Era artwork to polish, and add initial Hero/wonder set. Along with an already pre-designed new trait mechanisms and of course the long promised fifth hero slot!

This is all I have for today. I'll be in touch as soon as the Beta is ready!

See you soon,

Ondrej

Redesigned Abilities & Endless Future Era

Hi,

this week's update is going have a more greasy feel to it than usual. With version 0.9 out and most of my time spent supporting players or patching (almost 3 weeks total time out of 4), the current game version is somewhere mid-way towards a presentable state that would normally be for a Monday Update. But I figured I can show that state anyway. Just please bear in mind that all is very 'work-in-progress' and will likely change a lot as soon as testing comes in play.

There's a lot of activity going on at once. We have new hero/government ability redesign roughly in place. We have new UI layout, we have endless mode, we have future era technologies. Let's talk briefly about all of these.

[h2]What's wrong with Abilities?[/h2]

To be clear, we are talking about the features like Enlist, Bolster, Mercenaries, Garden, Festival and Zeal trigger abilities as well as Autocracy and Oligarchy toggle abilities. Anything you can have on the UI as extra buttons except Units and Workshops. In case this is confusing I'm using both term Skill and Ability but I mean the same thing. Because of new features added in the past major upates there are several problems which I think are worth pointing out:

  1. Skills are gained by unreliable ways: randomly dropped Hero skills and technology. This makes them less available to use throughout the game-play as you progress in tree and hero levels.
  2. It is always a compromise of a passive ability on a Hero to instead pick a skill. This lowers the appeal of active skill.
  3. There are little skills useful early on.
  4. There are different ways skills progress with power (some are limited by resource, some scale with levels)
  5. Resource like gold/autonomy is difficult to use effectively in many situations and are therefore often useless.
  6. There are several ways the abilities draw resource costs and how that cost scales making things more complex to understand and plan.
  7. Many skills cannot have any cooldown because they scale with cost - thus requiring frequent casting (e.g. Enlist or Festival).
  8. Government abilities have grown weak compared to new abilities.


[h2]What to do about this?[/h2]

At the core of the new changes for 0.10 is a somewhat symmetrical design of skills and unification of the mechanisms behind them. First step is to move all abilities to Governments - which are granted and fixed for every Class and Faction combination. That way you do not have to compensate on passive random generic traits. You always have some abilities available.

Illustration of the new hero ability design. Ellipses represent triggerable skill, Recangles a togglable skill and dotted rectangle is a passive ability. Colors represent factions while position within the 'reverse T' shape indicates the hero slot/class as in the in-game inventory. Teal names are skills originally granted by Technology. Pink names are those originally available from random hero traits. Yellow names are new Skills.


[h2]Belief and Law hero abilities[/h2]

The general idea is that each Belief and Law hero now has exactly one of Triggerable Abilities previously available elswhere. I moved most of the existing abilities like Bolster to the faction governments (i.e. same for all heroes of that faction) and where no reasonable skill existed added a new one to fit that faction. These abilities now scale with Hero Level and have a cooldown and either gold or autonomy cost depending on the faction color.

[h2]Leadership abilities[/h2]
Leadership slots still have a toggle ability. But I completely redesigned them and either moved or converted existing abilities to a Leadership Toggle. For instance Enlist is now a toggle ability on Blue faction which will have an 'affinity' towards using militia.

[h2]Economy abilities[/h2]
The economy governments are (at least for now) simply providing a passive always-active bonus.

[h2]'Mana'[/h2]
As mentioned elswhere, Autonomy and Gold are treated as a 'Mana' resource that is spend by using abilities. All new skills will now use their respective resource based on faction. Red/Purple factions will use up Gold while Green/Blue will use Autonomy.

At the same time these factions will also generate this resource by default (initially in very small amount provided by free workers) so that you can use the abilities from relatively early on.

Example how the heroes skill redesign now exists in the 0.10 branch. Icons and descriptions are still very rough. You can also Ignore any values - no balancing has occured there yet

[h2]New UI Panel layout[/h2]

For various reasons I decided to redesign the layout of the UI panel. Mostly to make skills more coupled with units but also to make space for potential extra stuff in tier 2 and 3. Limit on wonder/workshop numbers also calls for potential extra slots (by whatever rare/expensive means).

Very early mock of the new panel with extra row added to accommodate new skills. Graphics is only a 'usable temporary' will likely need more polish later


[h2]Future Era and Endless mode[/h2]

It is now more or less clear how Future era will work technically. It will be using a combination of the existing technology tree with something i think is commonly known as 'endless' research where player will also not be guaranteed to reach further depending on their power (something you could call a rogue-lite element). So how are all those things going to work together?

[h2]What is the future era exactly?[/h2]

First of all let's talk about what the Future era represents.

Future era will represent technological advancements following the Internet. Yeah you could say we're already living in the future! Future era will however be longer to play than other eras we have previously (my estimate is future era to be worth 3+ normal eras depending on how long you manage to play).

I have made some early mock-ups for some technologies I'd like to place into the tech tree of the future era that would cover the first part (more stuff to be added probably as player gains more powers in Tier 3 and Tier 4)

Early mock-up of technological concepts for first part of Future era. More high-tech stuff will come later.

[h2]What's the deal with endless?[/h2]

I have yet to test the idea but the basic thought I have now is to make future era work similar to Tower of Babel. If you fall you ascend (with all due rewards). So the challenge is to proceed through all the new risks and predicaments without dying.

There will also be 'new things' that will make progress increasingly harder. Dystopian Horrors Eternal Comforts that will be meant to stop your progress and freeze you in a merciless (though fun) status-quo.

[h2]New research mechanisms[/h2]

To make this new problem possible, research in future era will be concealed. You will no longer know what you're researching until you are stuck with it. And some technologies will not be so nice. Of course there will be a mechanism to reveal a concealed technology. But it won't be for free...

There will be several fixed 'Major' technologies (as per the mock image) which will be randomly available in the tree, but there will also be an infinite number of 'minor generated' technologies which will provide a combination of good and bad traits. The exact mechanism of mixing fixed and generic technologies is yet undecided.

This is all for today. Next time I'm hoping to show you some visuals for the future era!


See you next time,

Ondrej


Hotfix 0.9.9 & 0.9.10

Hello,

due to regression defects introduced by optimizations in patch 0.9.8 I made two small hotfixes today addressing secondary-effect bugs. Apologies for the inconvenience:

0.9.10 Patch
  • Fixed a regression issue causing Tribal village quest crashing the game if the Village got destroyed in the meantime (e.g. via separate pending Dilemma on the same village)


0.9.9 Patch
  • Fixed a regression issue causing Workshop Upgrades to stay available after completing them.

Patch 0.9.8

0.9.8 Patch
  • Crisis Auto-Pause was added to the Settings allowing you to stop the game automatically when Crisis appears
  • Some cases in which Fast-forwarding AFK playtime crashes have been fixed
  • Fast forwarding performance issues causing virtual 'freezing' have been fixed.
  • A few optimizations for Fast-forwarding were done to slightly improve the deteriorated speed. (More optimizations will be needed in the future updates)
  • A bug was fixed which caused Combat during Fast forward to result in loss, due to many Crises spawning at once preventing player from defending in time even though they were OK if played normally.
  • Dismantle popup should no longer appear for clicking empty place of workshops which arent yet built
  • Collosus ability now actually spends the money it says it will cost.
  • Nemesis level is now shown before triggering it to allow player make some life-decisions.
  • Crisis attacks which can Kill the player will now show an warning indicator if their population is low enough to die from this attack.
  • Village and Diplomacy quests should now correctly decrement their Card Deck if the game is loaded furing the quest.


Because this patch contains performance optimizations and thus is slightly more likely to contain new bugs, please be sure to let me know if you spot any new defect, email to [email protected] or join us on discord https://discord.gg/kU5RBHWAWy

I usually try to avoid invasive performance optimizations in patches but the current state of Fast Forwarding was horrible and optimizations were necessary. Apologies for any inconvenience.

0.9.7 Patch

  • Map Tile count stats used for Achievements are now updated also when claiming tiles (so you will get lumberjack achievements even if you do not plant the forests yourself)
  • Midas now giving correct amount of Gold.
  • Having any favorite hero in merge area will now correctly display a warning message 'Cannot merge favorite hero'.
  • Strategic resources Quest now correctly decrease the Repetition number when Game is Loaded. This originally caused extra Quests which could be sent but which did not provide a genuinely new bonus (that bonus would still be showing on map, but would not on the workshop).
  • Map tile levels should no longer grow when fast-forwarding your Away time,
  • Allied civilization home tile now provides adjacency bonus to all neighbours (same as your home tile)
  • Corrupted heroes in culture slots II. and III. will now expire their Corruptions correctly.
  • Pyramids should no longer be made obsolete by Monotheism tech.
  • Pyramids with activated Ceremony should now contribute to the original Pyramid Steam Achievement.
  • Wonders made obsolete should get their Workers vacated automatically.
  • Chichen itza should now really really work correctly.