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cover-WorldBox: God Simulator

Monday, April 14, 2025 11:58:07 AM

Monolith fix 4 - 0.50.4 - Metalith




heyo! patch 4 is up!
added:

Credits with handsome people are updated!
New world law – Gene Spaghetti
New world law – Mutant Box
New world law – Glitched Noosphere
New world law – Drop of Thoughts
New world law – Grin Reaper
New subspecies trait – Grin Mark
New neuron for units with teleport spells that allows them to teleport to their home city
Show passenger count in boat tooltip
Show passenger species icons in boat tooltip
Show carried resources in unit tooltip
Meta windows now show the number and % of different subspecies for kingdoms, cities, alliances, languages, cultures, and religions
Culture, language, clan, and religion now have a chance to get a few random traits on creation
Border brush
Wars now accumulate renown based on what happens during the war
Split war duration (how long it lasted) and age (how long ago it started) for better comparison
More info in war list elements
Sort wars by renown
Sort wars by duration
Sort ended wars by time ended
Sort wars by army size
Sort wars by population
Sort favorite items by the cities they are stored in
Sort favorite items by their owners
Species icon added to religion, culture, and language nameplates
Skeletons now have subspecies
World laws – added new category: Spawn
Sparks effect on tiles draw
Bowling ball charging

changes:

Improved header for war window
Polished credits art
Some summoned units via rites would join the caster's kingdom
Grey goo that cannot move (Gaia's Law) will only make sound while visible
Meteors and lightning strikes will now count toward the kill stats of whoever caused them
Adjusted the "conversion" event: it now happens only in the plotters's own city and won’t affect outsiders
Reduced the distance of conversion
Connected the Chosen One trait to unlock instead of Regeneration
Plant fertilizer won't surprise units anymore
Biome mutation is now more rare
Renamed world law to "Rat King"
Mythril ore can now spawn in Celestial and Paradox biomes
Adamantine and Mythril will no longer spawn in deserts
Gems can now spawn in Clover and Rockland biomes
Crystal plants and trees will now drop gems instead of Mythril
Increased the chance to get a combat trait after dummy training
Rebellion rite would ignore loyalty checks
Player-forced rebellion plots will also ignore loyalty checks
All cannibalistic creatures will now fight when hungry, not just wolves
Changed how the Hotheaded trait works — it now triggers less often
A city will be destroyed if no units are inside its borders when it’s attacked and can't be captured
Handsome migrants won’t arrive if the subspecies population limit is reached
All newborn babies now receive metas from their parents by default
Changed how the culture trait "Ancestral Knowledge" works: it now gives half of the best learned attribute from each parent to the newborn
Mute people won't show talk bubbles above them, but can still socialize
Fixed bandit boat sprite
New icon for zone toggle
New icon elements for the war window
Mages have Ancestral Knowledge by default
Fireworks are less loud
Firebombs and grenades are quieter
Improved formula for natural deaths
When spawning a new unit near an existing subspecies, default species traits won’t be added — only traits from the subspecies birth
Magic rites now cost significantly more gold to cast
When spawning a new unit that joins a city, it will immediately get metas (religion, culture, language) from that city
Parked/waiting boats will now make units go inside more eagerly
Living houses and vegetation now inherit the age of the object they were made from
Units from spawners would use same subspecies of other units from spawner, even if they are far away
Chart Comparison window will not clear previously selected items if they're still alive

fixes:

When a skeleton is spawned by a sapient unit, it will now join the caster's city and kingdom
Religion/culture/language traits were not inherited after splitting
Join or die – kings would switch while still being kings
Dust will now make kings forget that they are kings
Kings will now have to abdicate before switching to a city of another kingdom
Using a tooltip on something right after a bomb destroyed it may have caused an error
Ruined volcano was damaging units
Fish not used by carnivores from storage
Progress cloud saving between PCs
A new civilization could convert a king without a city to their side
Too many beehives
Units were happy that another city was conquered even after they themselves were captured
Using sleep on a dragon made it move weirdly
Units of the same species but different subspecies couldn't fall in love
Skeletons always spawned with bows
Civ versions of mobs (like evil mages) were still attacking everything
Units joined "neutral" cities instead of forming a kingdom
Icons for boats were missing in tooltip and selected unit tab
Language traits were not added from biomes
Multi-unit selection wasn’t triggered when the cursor was out of world bounds
When a kingdom scattered, other royal clan members – even if they were kings – could abandon the kingdom and form a new one
When switching cities, units would stay in their old city armies
When kingdoms joined alliances, and there was a war where the alliance was on one side, and another war with the same party on the opposite side, both wars would continue instead of ending one
If a list was open and someone in that list died since it was opened, the window now refreshes
an issue where a war list would crash if a dead kingdom was, for example, a bee kingdom
Active wars are now counted properly in the power tab tooltip
Active war statistic was off because it counted recent or favorited dead wars as well
Tabs in the history window stopped working
Count stats of all defenders/attackers after a war has ended, including those who left
Show kingdom banners in war list elements of dead kingdoms and kingdoms that left
Armies and bannermen won’t be moved into a new city after it’s founded
Boats were sometimes cancelling orders for no reason
Unit birth stat only counted 1, even when twins or more were born
King's rule years were reset after loading
Some animal civs wouldn’t build boats
Babies always inherited the same traits from parents
Items was rendered for eggs
Some typos