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Overgrowth mods not showing up
Overgrowth mods not showing up




overgrowth mods not showing up

  • fixes: There was a way to adjust time without having the hourglass power unlocked for non-premium players.
  • fixes: spectate icon would be stuck if the unit you watched would die on its' own.
  • fixed: cities keep trying to claim diagonal zones and losing them after a bit.
  • fixed: cities not getting updated stats after culture gained new tech right away.
  • fixed: mobs won't spawn in low candy biomes.
  • fixed: creating new cities/buildings would be blocked by minerals.
  • fixed: sometimes soft error on mobile when receiving gift power.
  • fixed: in trait editor tooltip overlaps icons awkwardly.
  • changes: right click on map size will decrease the map size again.
  • Overgrowth mods not showing up windows#

    changes: added some empty window placeholders in some windows.changes: Magnet: when dropping units, they will be pushed towards the current brush that you have selected.changes: Magnet: the units will now rotate in magnetic patterns.changes: Life is a Sim achievement reduced for mobile devices.changes: content trait max cities -2 -> 0.changes: evil trait max cities -3 -> -2.changes: only civ immortal units can get evil after a long time.changes: unlucky trait triggers it's bad event only on older units.changes: cities logic for placing new houses would be faster.changes: when city gets conquered - their current army gets disbanded.changes: watch tower increases city zone range by 1 now.They would try to settle a bit further away from their kingdom borders(instead of being aligned), so the new city would take more space changes: added some more debug buttons, while worked on settler logic improvements.changes: make starting worlds more random.changes: newly spawned civ unit won't run to random place on the map to settle a new city.changes: tweaks for how it's decided where settlers build new cities.changes: cheat unlimited house is more smooth.changes: cheat CityFastZonesGrowth is more smooth.changes: when revolt happens, time before next revolt check is longer, the bigger is last revolt was.changes: when revolt happens, maximum amount of cities that could join revolt changed from 50% -> 33%.changes: king bonus for max cities based on stewardship by 50%.changes: dwarf base cities amount 1 -> 3.changes: human base cities(without king effects) amount 3 -> 5.changes: elf base city zone range 5 -> 8.changes: orc base city zone range 3 -> 6.changes: dwarf base city zone range 4 -> 7.changes: human base city zone range 4 -> 7.changes: culture tech zones tier 3 - max range 1 -> 2.changes: culture tech zones tier 2 - max range 1 -> 2.changes: chance to get infected by zombie on attack 30% -> 50%.changes: kingdom, cultures, cities list now have a special button background.changes: in kingdoms tab moved toggles to the right.changes: gray goo moved from other powers to destruction.changes: crabzilla moved from other powers to destruction.changes: tweaked some achievements descriptions.changes: vortex tool won't destroy buildings.changes: vortex tool won't remove biomes and water.changes: made some achievements not hidden.changes: agile trait will decrease size of sprite of a unit a bit.changes: fat trait will increase size of sprite of a unit a bit.added: particles and shake, when unit gets infected with zombie infection.

    overgrowth mods not showing up overgrowth mods not showing up

    added: added Nikon to the special thanks section.added: added separator between fertilizers and minerals in nature tab.added: new debug cheat CityUnlimitedZoneRange.added: unit inventory legendary items would have special outline.added: city inventory legendary items would have special outline.Select which traits you want to apply for multiple units and drop them. 0.14.1 - it's raining traits, hallelujah - June 17, 2022






    Overgrowth mods not showing up