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0.14.0 - Everythingbox
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== Added == * [[Traits|trait]] editor: Explore different units to unlock new traits! Click on traits to unlock them in the editor * trait editor: Add or remove unlocked traits to any character * trait editor: Some traits are unlocked after getting a special achievement! * movement wind animation effect for trees and and fleshy [[:Category:Buildings|buildings]] * new item generator. Now items can have a lot of different graded modificators instead of previous 2(suffix+prefix). Items from old saves could suck now tho, sry * new [[World Laws|world law]] - enable/disable [[Materials|minerals]] popping * new world law - enable/disable population growth for civs * new world law - enable/disable population growth for [[:Category:Creatures|animals]] * new world law - enable/disable [[tumor]]/[[Super Pumpkin|pumpkin]]/[[Spawner Monsters|bioblob]]/[[Spawner Monsters|cybercore]] tiles being removed after base building is dead * new world law - population limit of 100 * new world law - enable/disable making [[Unit Jobs|warriors]] for civs * new world law - seeds - trees and plants will spread seeds, growing more trees and plants around them * [[:Category:Resources|resource]] mechanic changed. High rank metals not abstract anymore, but an actual resource that needs to be mined * new mineral - [[adamantine]] * new mineral - [[mythril]] * new mineral - [[silver]] * new mineral - [[gems]] * new mineral - [[Common Metals|common metals]] * new mineral - [[bone]] mineral. Spawned in [[Corrupted Biome|corrupted biome]] * new resource - herbs. Civs collect it for [[food]] * new resource - candy. Can be found in [[Candy Biome|candy biome]]. Restores a lot of health * new resource - lemons. Can be found in [[Lemon Biome|lemon biome]] * new resource - evil beets. In corrupted biome * new resource - mushrooms. In multiple biomes * new resource - peppers. In [[Infernal Biome|infernal biome]] * new resource - crystal salt. In [[Crystal Biome|crystal biome]] * new resource - bananas. In [[Jungle Biome|jungle biome]] * new resource - coconuts. In normal [[Beach Biome|sand]] * new resource - desert berries. In [[Arcane Desert Biome|arcane deserts]] * drinking tea can give caffeinated [[Unit Statuses|status]] * eating crystal salts can give caffeinated status * eating crystal salts can give madness/strong minded traits * eating peppers can set unit on fire * eating peppers can give unit fire proof trait * eating mushrooms can give unit madness, strong minded, paranoid and/or content traits. Also powerup status * eating evil beets can give unit pyromaniac and/or evil traits * eating pie can give unit fat trait * eating pie can give unit slowness status * eating burger can give unit fat trait * eating burger can give unit slowness status * eating Desert Berries can give unit poison and slow traits * eating Desert Berries can give unit poison immunity * drinking ale can give slowness status * eating coconut can give shield status * eating candy can give tiny, giant, bloodlust and fat traits * eating lemons can give eagle eye, regeneration traits * eating banana can give unlucky trait * eating meat can give tough and strong traits * eating fish can give tough and strong traits * eating jam can give regeneration trait * eating sushi can give fast trait * legendary [[Weapons, Tools and Accessories|weapons/items]] now have special and unique generated names * legendary weapons/items will appear shiny in the tooltip, weee * legendary weapons/items can now include king names * legendary weapons/items can now include kingdoms * legendary weapons/items can now include kingdom's enemies * legendary weapons/items can now include kingdom's culture of weaponsmith * legendary weapons/items can now include city name where they were made * weapons would remember how many units they have slayed * if unit dies on territory of a village, his inventory/equipment would go to this village's inventory * new knowledge - equipment storage 1/2/3 * danger logic to city zones. If there's an enemy on a city territory - the local army/warriors would go there * kingdom customization: Press the kingdom banner in the village/kingdom window to do it * kingdom customization: You can change the banner designs of kingdoms now * kingdom customization: You can change the colors of kingdoms now * kingdom and village windows now have 2 race icons on top, to show which race they align with * new [[:Category:Biomes|biome]] - Arcane Desert. Units walk slowly in the desert (duh) * new biome - Lemon biome. It's a very ACCEPTABLE biome * new biome - Candy biome. The most evil biome * new biome - Crystal biome. It's very shiny * new vegetation - desert plants and desert trees * new vegetation - crystal plants and trees. Plants and trees give out a lot of minerals and don't burn * new vegetation - candy plants - give candy resource * new [[Powers|power]] - Arcane Desert Seeds. Magic seeds that keep turning into smooth golden desert sand, and then eventually fill the vast lands into Arcane Desert. * new power - enable/disable showing battles on the mini map * new power - enable/disable showing civ armies on the mini map (decoupled from king/leader button) * new power - enable/disable showing civ armies' attack target arrows * new tool spade - removes biome tiles only. * 3 new culture knowledges - that increase zone range for villages * 3 new culture knowledges - that increase max equipment storages for villages * biomes can now grow through 1-sized roads * [PC] with kingdom overlay on - when you mouse over a kingdom, you would also see enemy kingdoms highlighted with red color * [PC] Steam achievements! * [PC] Steam will show now how you're playing WorldBox in your Steam status * new [[Achievements|achievement]] - starter * new achievement - islander * new achievement - mainlander * new achievement - life is a sim * new achievement - the dwarf * new achievement - the creator * new achievement - the king of kings * new achievement - the accomplished * new achievement - the demon * new achievement - the broken * new achievement - planet of apes * new achievement - super mushroom * new achievement - the princess * new achievement - greg * new achievement - ninja turtle * new achievement - the corrupted trees * new achievement - the hell * new achievement - world war * new achievement - great plague * new achievement - touch the grass * new achievement - god mode * new achievement - traits explorer * new achievement - great traits explorer * new achievement - great traits explorer * new achievement - super traits explorer * new achievement[steam only] - the light * new achievement[steam only] - the sky * new achievement[steam only] - the land * new achievement[steam only] - the sun * new achievement[steam only] - the moon * new achievement[steam only] - the living * new achievement[steam only] - the rest day * health bar in spectate mode * pause or speed up the game in spectate mode * animations in detail windows - make the numbers go brrrr * animations in health bars - click click click * X effect when trying to spawn bush where not possible * X effect when trying to use fertilizer where it's not possible * deposit with bones will spawn in corrupted biome * new [[Traits|trait]]: death nuke. Unlocked via achievement * new trait: death bomb. Unlocked via achievement * new trait: death mark. Unlocked via achievement * new trait: super health. Unlocked via achievement * new trait: shiny. Makes shiny * new trait: flesh eater. Restores health when attacking * new trait: divine scar * smaller windmills ( windmills are tiered now ) * when you have kingdoms enabled and show kingdom names - race icon would be shown next to kingdom name text * sparkle effect for some minerals * [pc modding] some unifications, and work of asset manager for the future official mod support. Ask in chat * [pc modding] added SpriteTextureLoader for texture loading from Streaming Assets for the future. But can be used atm as well * [pc modding] refactored map icons code into MapIconLibrary which should be simple to use * [pc modding] moved world behaviors into WorldBehaviourLibrary * trees and plants now spread from other vegetations * increased chance for trees to spawn on zones without civ buildings * [PC] when you mouse over kingdom with enabled kings/ships icons with enabled Kingdom zones - the icons would be bigger by 300% * [PC] when you mouse over village with enabled kings/ships icons with enabled Village zones - the icons would be bigger by 300% * civ icons on mini map will adapt to zoom, to be more clear * trade boat icon will be a bit smaller on mini map * separate icon for boats for mini map * army banner on mini map now has two kingdom colors * fishing docks that allows to build fish boats right away * new border indicator for cities that are getting conquered * new effect for showing enemies of a kingdom * a chance that on units with unlucky trait meteorites would fall. Disasters need to be enabled for this * meteorite has a chance to spawn adamantine mineral where it landed * you will be able to see what a unit just ate if you zoom in * units won't eat if in battle * when windmill is destroyed - city would lose all the wheat * [PC] added icon of selected power near cursor * [PC] added animation for when cursor is over history HUD * new world generator template - continent - big landmass * new world generator template - islands - many smaller islands * new world generator template - donut - land with a lake in the middle * new world generator template - muffin - circled world * new world generator template - pancake - square world * new world generator template - dormant volcano - square land without biomes * new world generator template - bad apple - mountain with lands inside * new world generator template - anthill - tunnels inside mountain * new world generator template - chaos pearl - fantasy round world with many biomes * new world generator template - chaos lasagna - fantasy square world with many biomes * new world generator template - cheese - world with many lakes * new world generator template - world in a box - GET IT? * new world generator template - boring plains - unless...? * new world generator template - checkerboard - chessbox time * new world generator template - cubicles - Become an evil overbosslord * new world generator template - empty - * city will automatically produce low amount of biome specific food for easier start based on where bonfire is placed * hall will automatically produce low amount of biome specific food as second bonus * new [[:Category:Creatures|mob]] - lemon man * new mob - lemon boi * new mob - candy man * new mob - candy bear * new mob - crystal golem * new mob - crystal sword * color fade out effect for border zones, when you zoom in * [[Weapons, Tools and Accessories|weapons]] would show amount of kills * improvements to name generators * new [[Debug Menu|debug]] window. Made it look nicer and more handy to use * new debug window. Also added more fun options there and "cheats" that we are using in development for civilization logic * new debug window. Main point of it is still to be used for testing and partly can be used for modders to work with their mods * new debug window. The debug options make the game play not as intended and probably will bring some non related bugs and break the balance(haha, balance...sure). Beware! Below short descriptions of a few of them * new debug cheat - fast cultures. Cultures get on last level in a seconds * new debug cheat - infinity city resources. Gotta have it all * new debug cheat - fast city construction. Have big city to appear in whim * new debug cheat - fast city zone growth. All your lands belong to us. * new debug cheat - fast city fast upgrades. Done and done * new debug cheat - fast city fast population growth. Babies go * new debug cheat - fast city unlimited houses. For people, who still want to see the whole world to be in small houses * new debug cheat - fast units. Gotta go very fast * new debug option - when you hover over a unit - you will see where it is going * new debug option - show which city kingdom wants to attack * new debug option - show which zone kingdom wish to settle * new debug option - add more info to city/kingdom map title * new debug option - show what resources units currently holding * new debug option - show units favorite foods on the map * new debug option - text overlay for units/buildings. Shows some useful info about everything * new debug option - text overlay for cities. Shows what city wants to build next, etc * new debug option - show various targets for AI logic. Where they want to go, who they want to attack * new debug option - various tile/zones indicators. That shows city centers, farm places, danger zones for cities * new debug option - show zones on mini map which have people that are infected with mush * new debug option - show zones on mini map which have people that are infected with plague * new debug option - show zones on mini map which have people that are infected with curse * new debug option - show zones on mini map which have people that are infected with zombie virus
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