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 instea
Full notes
Full WorldBox - God Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix2 additions0 changes0 removals
Gameplay
UI and audio
Performance
addedadded: - 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
addedchanges: - warriors won’t 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 won’t happen in capital cities - splits won’t happen if the origin kingdom is the same as the current one - splits won’t happen if the origin clan is the same as the unit’s - subspecies loyalty won’t be shown if the city's species is different from the kingdom’s - if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty - units won’t teleport resources to city storage when a task is cancelled - book plots take longer
fixedfixes: - 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 didn’t 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 won’t migrate to cities they’re 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
WorldBox - God Simulator changes
addedadded: - 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
addedchanges: - warriors won’t 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 won’t happen in capital cities - splits won’t happen if the origin kingdom is the same as the current one - splits won’t happen if the origin clan is the same as the unit’s - subspecies loyalty won’t be shown if the city's species is different from the kingdom’s - if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty - units won’t teleport resources to city storage when a task is cancelled - book plots take longer
fixedfixes: - 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 didn’t 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 won’t migrate to cities they’re 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
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 won’t 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 won’t happen in capital cities - splits won’t happen if the origin kingdom is the same as the current one - splits won’t happen if the origin clan is the same as the unit’s - subspecies loyalty won’t be shown if the city's species is different from the kingdom’s - if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty - units won’t 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 didn’t 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 won’t migrate to cities they’re 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