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0.14.0 - Everythingbox
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== Changes == * [[Developers and Contributors|credits]] are updated * some game text/translations changed * [[elf]] base damage 15 -> 8 * [[dwarf]] base max age 110 -> 130 * dwarf base armor 4 -> 8 * [[druid]] won't spawn [[Grass Biome|grass biome]] seeds anymore * druid will spawn tree fertilizer * effect for selected kingdom is not full white anymore * "succession crisis" won't happen if kingdom is under max city limit * the more [[Villages|cities]] go independent - the less chances for the next city to join it * updated logo in the game with a brighter steam version * [android/ios] updated launch icon * [[World Laws|world law]] - auto spawn trees renamed to random seeds * trees can be spawned on vegetation now. Before if plants grew anywhere, trees had trouble spawning * decreased vegetation growth timeout * [[Jungle Biome|jungle]] trees could give [[Food|bananas]] * [[Infernal Biome|infernal]] plants would give peppers * [[Corrupted Biome|corrupted]] biome have evil beets * [[Savanna Biome|savanna]] plants would give wheat and herbs * default map generator changed to generate huge continent instead of many small islands * overhauled the new world window! it has now templates you can pick from * map sizes in new world menu now show size number and icon * biomes won't generate per island anymore, instead they could take parts of the world * rewritten village logic for build order, for easier balancing, future mod support, etc * civ races have a bit different build order now * [[Watch Tower|watch towers]] will only be able to be built near borders if there are no other buildings nearby * [[Mine|mines]] will only be able to be built if there are no other buildings nearby * [[Windmills and Farms|windmills]] will only be able to be built if there are no other buildings nearby * [[Unit Jobs|farmers]] will sow farm fields close to windmills now * harvested wheat will give 1 wheat per plant now * amount of placed farm fields increased by 66% * [[House|houses]] can only be built near other buildings * the amount of zones the city can have won't depend on the amount of buildings the city has anymore. Only on civ/culture/[[Unit Stats|unit stats]] * amount of houses [[Villages|village]] can build would depend on amount of zones village has * amount of buildings village has doesn't affect max amount of zones village can have * new village window layout. Now with tabs * village windows now shows the kingdom's banner * added kingdom/village icon to banner element * can see which items currently in village inventory * city now has item [[Weapons, Tools and Accessories|equipment]] inventory, instead of keeping 1 of each kind. Storage increased based on new culture tech * building shadows now generated and should look better * added max 3 limit to miners who goes into mine * [[Materials|minerals]] can be spawned by brush again * minerals not infinite again and will be depleted * minerals can randomly pop in the world depending on biome * [[mine]] mechanic - when miners use mine, instead of giving resources to the city right away - minerals would spawn nearby mine instead. Mineral is based on biome where mine is placed * miner trait - gives better mineral spawn chance. YO [[Dwarf|DWARVES]] * [[Corrupted Biome|corruption]] biome giving curse changed from 5% to 0.5% chance * generated initial kingdom [[Banner Colors|color]] would be more random, instead of always starting from same ones * kingdom color themes won't depend on civ [[Race|races]] anymore * adjusted some kingdom colors themes * roof colors and city title colors are now the same * [[boats]] won't have short stops while moving anymore * [[Weapons, Tools and Accessories|weapons/armor/accessories]] not require [[gold]] anymore * [[copper]] equipment now cost 1 metal to produce * [[bronze]] equipment now cost 2 metals to produce * [[iron]] equipment now cost 3 metals to produce * [[silver]] equipment now cost 1 silver to produce * [[mythril]] equipment now cost 1 mythril to produce * [[adamantine]] equipment now cost 1 adamantine to produce * ores removed. Metals are instead created right away from the metals mineral * metals renamed to [[Common Metals|common metals]]. They now include bronze, copper, iron * tweaks to [[Unit Jobs|bannermans]] logic. They would move more towards the enemy's territory if there's no enemy nearby * new warriors won't try to join an army that not in village, resulting in warriors run 1 by 1 to bannerman. * army would stop going to their target to fight, if the city is not an enemy anymore * [[Swamp Biome|swamp]] revamp: reswamp. Swamp acts like normal ground, instead of liquid. Civs can make villages there now. But it slows units down * swamp biome can be generated in new world * swamp biome can spread now * sickle would remove only plants and other vegetation now. Biome tile removal moved to spade tool * [[Windmills and Farms|farm]] field [[tiles]] can be removed with demolish and spade tool now * farm fields would "die off" slowly when not near [[Windmills and Farms|windmills]] * [PC] zones won't highlight on mini map, if they are behind UI where cursor is * increased rate of [[Acid Blob|acid blobs]] spawn * removed maximum amount of zones limit per city/stats * instead, the city has a maximum zone range from the center of the city. Range is increased based on [[:Category:Buildings|buildings]]/[[traits]]/[[Culture Development|culture]]/[[Kings and Leaders|leaders]] * [[Human|humans]] base zone range set to 3 * [[Orc|orcs]] base zone range set to 4 * [[Elf|elves]] base zone range set to 5 * [[Dwarf|dwarves]] base zone range set to 4 * [[Statues|statue]] would give +1 zone range * maximum amount of livable [[House|houses]] village can have, now depends on zones and other building bonuses * [[well]] gives +3 houses * [[Statues|statue]] gives +3 houses * [[docks]] give +1 house * [[Temples|temple]] gives +2 houses * [[Town Hall|hall]] gives +2 houses * [[bonfire]] gives +3 houses * increased amount of wood given from trees * decreased limits for max storage for resources * +1 zone range per 1 stewardship from city [[Kings and Leaders|leader]] * hall tier 1 doesn't require a [[Culture Development|knowledge]] anymore * windmill tile width changed from 5 to 3 * shadows optimizations * shadows now enabled for mobile platforms by default * wheat crops would grow if you drop plant fertilizer on [[Windmills and Farms|farmfields]] * succession crisis after king's death only would happen, if kingdom has more cities than the maximum it can support * [[Unit Jobs|bannerman]] would be colored with the main(roof color) kingdom color now * [[Kings and Leaders|king/leader]]/[[Boats|boat]] color would use the main kingdom(roof color) color now * group leader would seek to destroy towers, to be able to start a conquest of a city * units won't join the active army, if the army is already somewhere else. Instead they would stay in the village until the next battle/defending * group leader would move slower, so his army could keep up with him, instead of being a leeroy jenkins * [[armies]] attack only if they have at least 80% of max units * if a city is under attack - even if capture not happened yet, because there's an army from another town - it won't be able to replenish soldiers * if king is immortal, and lived very long - he will become corrupted and his personality would change to militarist * if king is immortal, and lived very long - he can become evil * [[Traits|trait]] evil max cities 0 -> -3 * instead of kingdom sending all armies to one target, the decision would be made by village leaders * [[Villages|city]] won't revolt if their army is already fighting somewhere * city won't revolt if they don't have an army * trait tough changed armor 2% -> 10% * trait tough changed warfare 0 -> 1 * trait skin burns changed diplomacy -1 -> -2 * trait skin burns changed warfare 0 -> 2 * trait eyepatch changed warfare 0 -> -1 * trait crippled changed diplomacy -1 -> -3 * trait evil changed warfare 0 -> 10 * fish boat changed health 500 -> 100 * side buttons in kingdom view now have a tooltip * side buttons in creature view now have a tooltip * tier 2 and 3 [[house]] knowledge cost decreased by 60-70% * when [[Rebellions|revolt]] happens - only neighbor villages can join the new revolted kingdom. Less rebelled border gore * rebellions only happen if the kingdom has more cities than it can hold! * [[Kingdom Opinions|opinion]] far lands (when no aligned borders) opinion increases 25->35. If same island 35->60 * genius [[Traits|trait]] increases max cities by 1 * genius trait increases zone range by 1 * paranoid trait decreases max cities by 1 * ambitious trait increases max cities by 2 * ambitious trait increases zone range by 1 * auto save button moved to top in save slots, to be more visible * animals won't eat tiles themselves anymore, instead they will eat plants and herbs that grow on them * animals will make babies only if not hungry * animals will spawn a bit hungry * herbivore animals get less hungry ( restore more "hunger" ) after eating * updated icon for shovel * [[Food|sushi]] now requires herbs in addition to fish * jam now requires herbs in addition to berries * burgers now require meat, bread and herbs instead of meat and wheat * tea now requires herbs, instead of wheat * berry bush has a chance to be destroyed after units collect berries * berry bush can has a chance to spawn in some biomes * [Mobile] first autosave can be used without premium * when using spawn berry bush power - bushes will spawn without a limit in the area * decreased "strength" of enchanted biome compared to other "neutral" ones * village capture speed is now affected by game speed as well * farmers won't stay near "doors" when return wheat to storages * amount of farmers city will have changed * farmers would stay near windmill and farms instead of keep switching jobs * adjusted numbers for kingdom view to make them same sizes * increased wheat growth time * ambitious trait max cities 2 -> 5 * bloodlust trait max cities 0 -> 3 * pacifist trait max cities 0 -> 2 * genius trait max cities 1 -> 3 * greedy trait max cities 0 -> 2 * stupid trait max cities 0 -> -3 * content trait max cities 0 -> -2 * in battle units won't always attack the closest unit to them * units will be a bit more smart about not getting into fires * [[tornado]] won't be removing liquid, to avoid recalculating chunks * for new players city/kingdom names, kings, battles and history logs will be turned on by default * [[meteorite]] damage increased from 100 -> 1000 * [[Disasters|disaster]] meteorite damage increased from 100 -> 500 * meteorite won't terraform base tiles * [[Orc|orcs]] will attack [[Insects|beehives]] now * [[Roads|roads]] will decay for civs that don't use roads * [[Kings and Leaders|kings and leaders]] won't be farming and mining * units can become warriors even without [[Weapons, Tools and Accessories|weapons]] * lowered timeout for making a warrior * for [[rebellions]] - amount of newly rebelled cities can't be bigger than half of cities kingdom had * trait - miner have a chance to get more amount of resources from [[Materials|minerals]] * world shake effect because of bombermans happens only if [[Explosives/Bombs|explosion]] was in visible area ( and zoomed in ) * if king has evil or bloodlust trait they will never go for peace if they have a bigger army * if enemy kingdom doesn't have a king - a peace deal won't happen * a peace event won't be possible while an army is fighting in an enemy city * [[disasters]] laws now ON by default for new maps * [PC] tweaked timeout for opening inspection window when you scroll the map. To prevent accidental window opening * non unlocked [[Achievements|achievement]] button is changed * locked icon for powers on mobiles are changed * [[Robot Santa|santa]] time is over * Added more world name variations * world info window will show world names again * how settle targets are calculated * how many people city should have, before they send out settlers 30 -> 22 * some other changes to settlers logic to avoid sending them when don't need it * [[War|wars]] less likely start on beginning of a world, when civs don't progressed yet and there's still a lot of space to build around * make drops to be affected by game speed * army bannerman would move a bit slower, than other units for them to catch up * [[armies]] will move more packed nearby bannerman. Instead of bannerman going to fight first * if current [[Tiles|tile]] region is too small near bannerman group, army would be more spread on other regions * drawing with [[Beach Biome|sand]]/soil won't destroy buildings * using finger tool won't destroy buildings if you copy ground tiles * docks still will be removed if you "put" ground under them * unit's get hungry faster while in battle * grenades, [[Explosives/Bombs|bombs]], [[Meteorite|asteroids]] won't remove city zones (unless they destroy [[:Category:Buildings|buildings]] there) * [[crabzilla]] won't destroy tiles fully * exploding crabzilla won't create [[Wasteland Biome|wasteland]] * exploding crabzilla will spawn [[Crab|greater crabs]] * random vegetation won't remove ruins * using fertilizer for trees/plants won't remove ruins * dropping [[Materials|minerals]] won't remove ruins * [PC] Improvements to Discord status messages * [[Tile Explosives|water bomb]] had mountain color on minimap * landmine color now reddish on minimap * [[Mush Spores|mush]] can be killed now by divine light. Mushrooms donβt like bright light anyways (c) LukXD99/HardDuckman * improved support for wide screens * in portrait view on mobiles you will be able to see more, before the game switches to minimap * civs won't build on ice anymore * improved readability of tooltip texts * color changes in tooltips * Nicer favorite unit view * Show placeholder if we're showing favorite window without any units * Show placeholder if we're showing history log without any history * updated steam icon * Slight design improvements in kingdom city list * You can now go to the patchlog when reading the patchlog
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