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.