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Monolith fix 3 - 0.50.3 - Xenolith

1 / 1 · 100%

heyo! third patch is up!

added:

  • limit to number of family and city nameplates shown at the same time on zoom out
  • only xenophobic cultures will kill other species and destroy cities; others will capture cities instead. Or try

changes:

  • warriors won’t return to cities to drop off resources when outside borders
  • adjusted warrior neuron activation rates to make them follow army leaders more closely
  • lighter icons for non existing species in the power bar
  • social buttons now display updated numbers
  • lowered requirements for starting some plots
  • small celestial trees are now more spread out
  • polished buildings for aliens, acid gentlemen, and alpacas
  • handsome migrants now start with the city's culture, religion, and language
  • when a unit kills another, it will take all their resources
  • culture/religion/language splits won’t happen in capital cities
  • splits won’t happen if the origin kingdom is the same as the current one
  • splits won’t happen if the origin clan is the same as the unit’s
  • subspecies loyalty won’t be shown if the city's species is different from the kingdom’s
  • if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty
  • units won’t teleport resources to city storage when a task is cancelled
  • book plots take longer

fixes:

  • Cold Ones, Bandits, and Aliens were missing unique baby heads
  • fixed Bandit boat sprites
  • some civ head sprites were incorrect
  • units were often holding carried resources instead of weapons during attacks
  • carnivorous animal civs were hunting units from their own kingdom
  • unstable genome trait didn’t work
  • some units spawned as babies from disasters and magical rites
  • kings were following their lovers to cities in other kingdoms…
  • kings could start a rebellion… against themselves
  • units were settling in biomes they had no adaptation for, with no progress
  • units from rites were spawning as babies and eggs
  • handsome migrants won’t migrate to cities they’re not adapted to
  • fixed Middle Earth achievement
  • drag&dropping traits while hammering <- and -> keys threw an error
  • removed auto-tester tab from debug menu in builds
  • history from an old world was shown when loading/creating a new world
  • war manager could show an error when too many wars existed
  • war banner threw an error when trying to show a recently destroyed kingdom
  • opening the graph comparison window from a list window (while the list was inactive) showed an error instead of selecting the top 3 items
  • graph comparison button showed up in the plots list, even though plots have no graphs
  • migrant law caused a crash when no cities were present
  • dead ancestor families caused the family window to refresh repeatedly
  • save window tooltip was counting mob civs as mobs
  • home button in the unit window appeared distorted
  • saved map window displayed the age of the current map instead of the saved one
  • crash when inspecting a kingdom that just lost its capital during pause
  • war outcomes were displayed in lowercase
  • resources tooltip in unit window showed mass instead of carried resources
  • some destroyed buildings were saved into files, making them unloadable
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