0.14.1 - It's raining traits, hallelujah

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Revision as of 23:48, 16 July 2024 by imported>AvoidBored
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File:IconRainGamma10x.png

This version was released May 26, 2022. This update enhances the Everythingbox update adding related features while also bringing lots of fixes and changes.

Added

  • radiotraitive rain of 3 types. Select which traits you want to apply for multiple units and drop them.
  • radiotraitive rains. They save their state through sessions
  • crab bomb! it's rave time
  • gamma rain. Pick some traits and make it rain
  • delta rain. Pick some traits and make a train
  • omega rain. Pick some traits and make them train
  • city inventory legendary items would have special outline
  • unit inventory legendary items would have special outline
  • new debug cheat CityUnlimitedZoneRange
  • added separator between fertilizers and minerals in nature tab
  • added Nikon to the special thanks section. Thanks!
  • particles and shake, when unit gets infected with zombie infection

Changes

  • crystal tiles are changed
  • golden brain is now free
  • corrupted brain is now free
  • snow cloud is now free
  • fat trait will increase size of sprite of a unit a bit
  • agile trait will decrease size of sprite of a unit a bit
  • made some achievements not hidden
  • vortex tool won't remove biomes and water
  • vortex tool won't destroy buildings
  • tweaked some achievements descriptions
  • crabzilla moved from other powers to destruction
  • gray goo moved from other powers to destruction
  • in kingdoms tab moved toggles to the right
  • kingdom, cultures, cities list now have a special button background
  • chance to get infected by zombie on attack 30% -> 50%
  • culture tech zones tier 2 - max range 1 -> 2
  • culture tech zones tier 3 - max range 1 -> 2
  • human base city zone range 4 -> 7
  • dwarf base city zone range 4 -> 7
  • orc base city zone range 3 -> 6
  • elf base city zone range 5 -> 8
  • human base cities(without king effects) amount 3 -> 5
  • orc base cities amount 2 -> 4
  • elf base cities amount 1 -> 3
  • dwarf base cities amount 1 -> 3
  • king bonus for max cities based on stewardship by 50%
  • when revolt happens, maximum amount of cities that could join revolt changed from 50% -> 33%
  • when revolt happens, time before next revolt check is longer, the bigger is last revolt was
  • cheat CityFastZonesGrowth is more smooth
  • cheat unlimited house is more smooth
  • tweaks for how it's decided where settlers build new cities
  • newly spawned civ unit won't run to random place on the map to settle a new city
  • make starting worlds more random
  • added some more debug buttons, while worked on settler logic improvements
  • reworked algo for settlers. They would try to settle a bit further away from their kingdom borders(instead of being aligned), so the new city would take more space
  • watch tower increases city zone range by 1 now
  • when city gets conquered - their current army gets disbanded
  • cities logic for placing new houses would be faster
  • unlucky trait triggers it's bad event only on older units
  • only civ immortal units can get evil after a long time. Not immortal sheep and bunnies
  • evil trait max cities -3 -> -2
  • content trait max cities -2 -> 0
  • greg is more greggier
  • Life is a Sim achievement reduced for mobile devices
  • Magnet: the units will now rotate in magnetic patterns
  • Magnet: when dropping units, they will be pushed towards the current brush that you have selected
  • tips now in Welcome window
  • added some empty window placeholders in some windows
  • right click on map size will decrease the map size again

Fixes

  • in trait editor tooltip overlaps icons awkwardly
  • danish translation was broken
  • sometimes soft error on mobile when receiving gift power
  • creating new cities/buildings would be blocked by minerals
  • mobs won't spawn in low candy biomes
  • cities not getting updated stats after culture gained new tech right away
  • cities keep trying to claim diagonal zones and losing them after a bit
  • spectate icon would be stuck if the unit you watched would die on its' own
  • There was a way to adjust time without having the hourglass power unlocked for non-premium players
  • found the last hiding santas
  • cities getting removed/bugged out if game is paused right after city is created
  • sometimes cities don't have visible zones
  • kingdom with bad king can have -1 max villages
  • magnets will not show units correctly if you zoom in/out from minimap
  • kings, boats, generals, etc won't show up on minimap at their old position if you're dragging them with the magnet
  • boats that were dropped with magnet and have an unreachable dock, won't be just stuck forever in one place
  • inspiration drops showed fire, instead of inspiration
  • if infinity coin removed unit inside a house - his death didn't count
  • 18 year old babies running around
  • when using madness on army bannerman he still stays bannerman