Monolith fix 4 - 0.50.4 - Metalith
heyo! patch 4 is up!
added:
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Credits with handsome people are updated!
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New world law – Gene Spaghetti
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New world law – Mutant Box
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New world law – Glitched Noosphere
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New world law – Drop of Thoughts
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New world law – Grin Reaper
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New subspecies trait – Grin Mark
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New neuron for units with teleport spells that allows them to teleport to their home city
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Show passenger count in boat tooltip
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Show passenger species icons in boat tooltip
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Show carried resources in unit tooltip
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Meta windows now show the number and % of different subspecies for kingdoms, cities, alliances, languages, cultures, and religions
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Culture, language, clan, and religion now have a chance to get a few random traits on creation
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Border brush
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Wars now accumulate renown based on what happens during the war
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Split war duration (how long it lasted) and age (how long ago it started) for better comparison
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More info in war list elements
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Sort wars by renown
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Sort wars by duration
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Sort ended wars by time ended
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Sort wars by army size
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Sort wars by population
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Sort favorite items by the cities they are stored in
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Sort favorite items by their owners
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Species icon added to religion, culture, and language nameplates
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Skeletons now have subspecies
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World laws – added new category: Spawn
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Sparks effect on tiles draw
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Bowling ball charging
changes:
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Improved header for war window
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Polished credits art
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Some summoned units via rites would join the caster's kingdom
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Grey goo that cannot move (Gaia's Law) will only make sound while visible
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Meteors and lightning strikes will now count toward the kill stats of whoever caused them
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Adjusted the "conversion" event: it now happens only in the plotters's own city and won’t affect outsiders
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Reduced the distance of conversion
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Connected the Chosen One trait to unlock instead of Regeneration
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Plant fertilizer won't surprise units anymore
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Biome mutation is now more rare
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Renamed world law to "Rat King"
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Mythril ore can now spawn in Celestial and Paradox biomes
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Adamantine and Mythril will no longer spawn in deserts
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Gems can now spawn in Clover and Rockland biomes
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Crystal plants and trees will now drop gems instead of Mythril
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Increased the chance to get a combat trait after dummy training
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Rebellion rite would ignore loyalty checks
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Player-forced rebellion plots will also ignore loyalty checks
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All cannibalistic creatures will now fight when hungry, not just wolves
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Changed how the Hotheaded trait works — it now triggers less often
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A city will be destroyed if no units are inside its borders when it’s attacked and can't be captured
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Handsome migrants won’t arrive if the subspecies population limit is reached
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All newborn babies now receive metas from their parents by default
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Changed how the culture trait "Ancestral Knowledge" works: it now gives half of the best learned attribute from each parent to the newborn
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Mute people won't show talk bubbles above them, but can still socialize
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Fixed bandit boat sprite
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New icon for zone toggle
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New icon elements for the war window
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Mages have Ancestral Knowledge by default
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Fireworks are less loud
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Firebombs and grenades are quieter
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Improved formula for natural deaths
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When spawning a new unit near an existing subspecies, default species traits won’t be added — only traits from the subspecies birth
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Magic rites now cost significantly more gold to cast
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When spawning a new unit that joins a city, it will immediately get metas (religion, culture, language) from that city
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Parked/waiting boats will now make units go inside more eagerly
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Living houses and vegetation now inherit the age of the object they were made from
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Units from spawners would use same subspecies of other units from spawner, even if they are far away
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Chart Comparison window will not clear previously selected items if they're still alive
fixes:
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When a skeleton is spawned by a sapient unit, it will now join the caster's city and kingdom
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Religion/culture/language traits were not inherited after splitting
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Join or die – kings would switch while still being kings
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Dust will now make kings forget that they are kings
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Kings will now have to abdicate before switching to a city of another kingdom
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Using a tooltip on something right after a bomb destroyed it may have caused an error
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Ruined volcano was damaging units
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Fish not used by carnivores from storage
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Progress cloud saving between PCs
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A new civilization could convert a king without a city to their side
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Too many beehives
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Units were happy that another city was conquered even after they themselves were captured
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Using sleep on a dragon made it move weirdly
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Units of the same species but different subspecies couldn't fall in love
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Skeletons always spawned with bows
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Civ versions of mobs (like evil mages) were still attacking everything
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Units joined "neutral" cities instead of forming a kingdom
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Icons for boats were missing in tooltip and selected unit tab
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Language traits were not added from biomes
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Multi-unit selection wasn’t triggered when the cursor was out of world bounds
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When a kingdom scattered, other royal clan members – even if they were kings – could abandon the kingdom and form a new one
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When switching cities, units would stay in their old city armies
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When kingdoms joined alliances, and there was a war where the alliance was on one side, and another war with the same party on the opposite side, both wars would continue instead of ending one
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If a list was open and someone in that list died since it was opened, the window now refreshes
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an issue where a war list would crash if a dead kingdom was, for example, a bee kingdom
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Active wars are now counted properly in the power tab tooltip
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Active war statistic was off because it counted recent or favorited dead wars as well
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Tabs in the history window stopped working
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Count stats of all defenders/attackers after a war has ended, including those who left
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Show kingdom banners in war list elements of dead kingdoms and kingdoms that left
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Armies and bannermen won’t be moved into a new city after it’s founded
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Boats were sometimes cancelling orders for no reason
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Unit birth stat only counted 1, even when twins or more were born
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King's rule years were reset after loading
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Some animal civs wouldn’t build boats
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Babies always inherited the same traits from parents
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Items was rendered for eggs
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Some typos
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