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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
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 wont 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 wont happen in capital cities
- splits wont happen if the origin kingdom is the same as the current one
- splits wont happen if the origin clan is the same as the units
- subspecies loyalty wont be shown if the city's species is different from the kingdoms
- if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty
- units wont 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 didnt 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 wont migrate to cities theyre 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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