0.14.1 - It's raining traits, hallelujah
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