Beta Minor Update 1.0.4
Hi,
as I mentioned in monday's regular update, I am releasing a minor update for Experimental Beta branch. It contains a number of important changes - mainly based on what has been found during last 3 weeks of beta.
We now have exactly two weeks until go-live to stabilize it. Any defects you find, please be so kind a let me know about them either here on Community forum, email me on microcivilization@gmail.com or join our Discord https://discord.gg/DrMN7YQG
1.0.4 minor update
Crises & Combat
-
Updated Crisis health calculation. Crises should be significantly easier to kill early on on all difficulties. Late game is a little closer to the previous version (but also noticeably easier)
-
You can now trigger Crisis' attacks prematurely if the attack is Shielded (by Fort or any other block rate ability) by clicking the Attack symbol itself. This makes Fort-based builds faster to use in combat.
-
Fort units are now more expensive.
-
Fort unit block percentages flattened. Higher values on early forts and lower on later forts.
-
Fort unit base damage rate reduced to 10% from 15% effectively reducing damage by a third.
-
Defensive Perk now reduces fort block efficiency but grants more fort damage than before (compensating the previous nerf).
-
Hard to block crisis perk was merged into Massive perk to simplify things. As a result it is now also present on more crises making Forts build less universal.
-
Block inefficiency on Massive Perk scales down to -95% on high level (around level 100) making more realistic effect to fort usability in late game compared to the original -75%
-
Fast was merged with Furious (obviously) with similar consequences as above.
-
Both Massive and Furious perks effects now scale with Crisis levels - their negative percentages grow up to a certain threshold on about level 100. Their positive feats (double damage from X & Y) remains unchanged through levels though.
-
Because of perk merge both Massive and Furious now spawn on Elite (and rarer) crises (where only the Fast and Hard to block originally spawned).
-
Risk reduction reward dropped from Crises increased to -25% from -5% to all risks, but duration reduced to 2 minutes from 5.
-
Heavy crisis attacks should no longer generate in first 30% of the attacks.
Secrets & Research
-
Reduced Tier 1 and 2 research costs
-
Secret technology Cost scaling increased (polynome degree increased). Should now be far more costly to reach over 200 secrets.
-
Ravens now only grant up to -85% cost reduction to Secret tech instead of -95% on level 10.
-
Secrets only grant 2% research bonus per secret (flat research bonus increased to +10 from +5 per secret to compensate Tier 3 research performance)
Badges
-
Fixed Classicist and Lawmaker badges - they now correctly grant new effects Hero drop rate and Risk reduction. (Quest speed and Research power was already moved to separate Unique-Crisis Badges)
-
With heavy heart I had to nerf Gods of Old and Ambition badges and replace recharge reduction with a non-economical boosts (reduction to wonder costs and Gold lotuses).
-
Fixed description on Future era nemesis Badges (only the Idea Pathogen's Badge removes need to accomplish White lotus pledges to make nemeses mortal)
Hero/Idol abilities
-
Autocracy ability can now auto-click food button if needed. It will always use the last-pressed half of the yin-yang button.
-
Pigs now grant Max Click Heat along with vagabond boost.
-
Heroes no longer drop in Scenarios.
-
Some hero traits now only drop from certain levels (most start to spawn at level 7+)
-
Reduced some Leadership and Economy abilities scaling from Ability power multipliers (bonuses affect their values less)
Unique Hero abilities redesign
-
Saladin now only kills 1 population per 10 damage instead of 1 per 1.
-
Tokugawa now boosts Barracks recharge by unspent workshop charges (1% per charge) instead of by inactive workshops
-
Moses now automatically generates housing for half of gained vagabonds instantly
-
Adam smith now boosting All caps (including units) by +100% instead of workshops-only by +200%.
-
Marduk's negative trait reduces Research and Autonomy production by 50% instead of causing Brittle effect (double attacks received). His positive ability remained unchanged
-
Gengis now affected by Red and Green heroes instead of only Green
-
Shaka's ability now gives a flat Block chance instead of conditional death reduction
-
Hammurabi now granting Click heat cooling per festival instead of 2% risk reduction
-
Nyx workshop recharge nerfed to +100% (which due to incorrect label was previous version's actual value anyway)
-
Pasteur's ability now nullifies Vagabond disease risk instead of blocking crises.
-
Elizabeth's hero drop bonus increased to +50%
-
Gandhi now increasing ability power (but also costs)
-
Added new Augustus hero who reduces costs of festivals.
-
Changed various non-unique traits on Unique heroes for slightly better synergy
Map & Perks
-
Silk now grants instant 50 Secrets instead of trade route costs bonus
-
Chocolate's festival now grants +5 workers per instance (also its Food price was matched with other festivals). It will still override your pre-existing festival ability (though it should benefit from festival-enhancing abilities from heroes and techs)
-
Disaster emergency quest no longer requires workers
-
Disaster Emergency will be executed automatically by Autoexplore ability (if Extermination toggle is active).
-
Quests can now be hurried from main screen by shift-clicking the quest-in-progress button (when you have money)
-
Diplomacy quest cost and duration is no longer affected by distance. The cost and duration are slightly rising with Tech Era but they are generally faster and cheaper.
-
Arrogant perk only increases crises by 3 levels
Wonders/Workshops
-
Granary sustainment bonus scaling reduced on higher tech eras (so that magnified granary doesnt have so massive effect)
-
Oracle now boosting +75% autonomy instead of +100%
-
Statue of zeus gives +1 per 500 metal instead of 250 (to be closer to conversion rate from market/colossus)
-
Quarry and Blacksmith workshop now needs wood to construct the first level instead of stone
-
Great lighthouse no longer costing 0.05 workers (a 4 year old bug)
Final Scenario
- You can now play the Final Scenario and finish the main 'story'.
Bug-fixes
-
Fixed Cows (again) to correctly reduce Heavy unit cap as stated and also reduce correct number of heavy units per worker.
-
Crisis fight estimation on map should now correctly take the crisis rarity into calculation
-
Fixed Massive and Furious damage multipliers (they didnt work)
-
Loading a save from 0.12 where barricade boost was active should no longer crash the game.
-
Meta powers are correctly used when having Honor pledge
-
Locusts should now have correct starting level. Starting levels of other nemeses were also re-adjusted.
-
Added a hard minimum to all multipliers (0.01%) to prevent value conversion issues and crashes.
-
Bolster no longer applies to each Fort/barricade and is fired only once.
-
Fixed a bug causing a crisis attack to succeed if it kills a crisis via fort damage regardless of block roll.
-
Fixed Theater random roll to make all Cultures drop with equal odds.
-
Civilization of Sunset should now correctly Autoexplore and Autoexterminate with militia
-
Civilizations of Sunset and Crescent should no longer have their forbidden units showing on Locks or Dilemma options.
-
Qin Shi 's ability fixed (didnt work at all!)
-
A few small code optimizations.
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.