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 [email protected] 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.
