The long-awaited patch for MEGABOX is finally out!
This patch should solve the biggest issues from the previous MegaBox patch that was one of the biggest patches in WorldBox history!
Enjoy 0.21.1!
PATCHLOG IS BELOW:
#ADDED:
option to adjust the intensity of the night
option to adjust the intensity of the color of some ages
#CHANGES:
dragons now friendly with fire elementals
dragon attacks have now a small force effect with damage
added bigger timeout for alliance plot creation
removed whoosh sound when map is moved
ufo disaster changed to appear only at age of moon
dragons will prefer flying to lava or ground tiles
added font for simplified chinese
added sliders in the settings menu
adjusted how kingdoms join alliance. Now small kingdoms would join non connected border alliance, only if they don't have any other kingdoms at their borders. Less alliance border gore
opinion because of clans changed from 30 to 40
opinion because of different species changed from -20 to -50
humans don't like orcs now too(for opinion check)
opinion - same species bonus changed from 5 to 15
opinion - close borders changed from -50 to -25
opinion - far borders changed from 35 to 25
clan layer would show only villa clans, not kingdom clan on capital city. Because it was confusing
druid and super pumpkins now friends
snowman is now friends with many species
more hp for crabzilla
changed how edges on minimap are shown
#FIXES:
crabzilla didn't shake on hit
sometimes the crabzilla laser sound kept playing after his death
mobs still trying to go broken golden brain
sometime AoE attacks didn't resolve correctly
flame sword had a lot of armor bonus, instead of damage
mad clan members can be chosen to be kings/leaders and would then bug out
dead trees and ruins sometimes won't show on mini map as that
earthquake removes buildings instead of making ruins
sometimes units had negative health and became unkillable
sometimes diplomacy didn't work at all on big maps with many clans
war lines acting weird on mobiles
mini map got dirty
some brushes showing in wrong order
ghost cities sometimes not removed from the map
alliances get dissolved right away. 50% fixed and related to ghost cities bug
culture title not translated in tooltip
some issues with language translations
opinions not aligned to the right for RTL languages
opinion of baby king was wrong
pt-br language errors
venomous trait didn't give poison
civs could build farms on snow hills
save slot numbers were showing wrong sometimes
cities have holes in their borders on load
rare soft crash when mad unit with AoE damage attacks itself with projectile weapons
dragons didn't damage other units directly and didn't register kills
if musicbox ( fmod ) fails to initialize, we'll turn off sounds and music instead of crashing the game
small fix that should correctly calculate units targeted by AoE damage
game crashing when trying to show a map with a broken preview
mobile zoom stuck after crabzilla died while lasers were active
crabzilla hiding behind trees before his first step
it took ages to damage crabzilla
#MODDING:
mods are only loaded into memory if their dll ends with "_memload.dll". E.g. ncms.dll -> ncms_memload.dll. They will keep their original namespace
modded games will show a yellow version number on screenshots
modded games that have an active error will show a cyan version number on screenshots
Today's build includes the key binding system. As there are two modes in Pirate Dragons, overworld and battle, the key bind system allows you to set up your controls separately for each!
I'm going to work on the missions and events next. This will include a new battle mode where the primary objective is to defend a merchant ship until it gets to the edge of the map. So it will be possible to win the battle without actually destroying any enemy ships.