Microcivilization
1.0.4
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.