SneakBox: Cultures and Subspecies traits, genes, new ui, and some gifs
Heyo! Here are some sneak peeks at the new stuff. Without giving too much away:
Subspecies trait editor:
Cultures are now represented by differently colored rugs. Plus, here's the new trait editor for reworked cultures:
New Unit Window:
Population pyramids for stat nerds:
More Graphs(for same stat nerds):
Gene editor for subspecies. Kinda WIP. More about it later:
Kings and Leaders now participate in claiming new lands:
One of the new powers - clone rain:
RIP PC:
Skilled workers:
Update: about 80% complete Release Date: to be Announced
- Team WorldBox
Bonus walled off Greg:
Families, Genealogy, Graphs
Happy holidays, everyone! We hope you're all enjoying and will continue to enjoy great times with your families.
Speaking of families, in our next update, we are adding a family system. Family ties will affect relationships between characters.
To give you a brief overview, here are some screenshots(work in progress):
To represent families and their banners, we ended up using picture frames, which you can also customize and change colors. As usual you can also change family name
From the family screen, you can see which family members are currently alive.
You can explore family history and see the ancestral lines associated with it.
And in unit window you will be able to to view generation and the genealogy of your people and animals.
In the subspecies menu, you'll be able to see which families exist in the world that are related to them. Similarly, this applies to the kingdom/city view.
We're also adding an "Interesting Units" tab, where you can discover cool characters. This is especially handy when you're trying to find that last character from a forgotten culture or dead kingdom.
You'll also be able to view stat graphs showing how your people lived with the new Graphs tab. This feature works for every meta object: wars, alliances, kingdoms, cities, cultures, families, clans, subspecies and more!
We also have much more to show, including the main biggest feature!
Next year will be huge for WorldBox! And we finally will have most of the big mechanics that tie all simulation parts together!
Thank you, everyone, for playing WorldBox and your continued support(and patience!) !
Merry Xmas and happy coming New Year!
- Team WorldBox
Species, Subspecies, Biomes and you!
Rocklands Biome
In this update, we're introducing species and subspecies as one of the new mechanics.
Whenever a new creature is created, it will be assigned to a subspecies.
Like other meta objects (such as cultures, kingdoms, wars), these can be viewed on the minimap. And you will be able to access their information and customize them.
Subspecies will level up as more units of that subspecies are born. With each level-up, they will acquire genetic-body-related traits based on their population. These traits will have a high chance of being passed on to new offspring.
Additionally, the likelihood of traits being influenced by biome-specific food will increase.
As a result, biomes could play a significant role in the simulation of evolution of your species in the world.
The general UI design has also been refined, though it's still a work in progress.
New subspecies window:
Most windows will now feature newly added tabs. One of the major additions is graphs! More details on these will be shared later.
Just wanted to let you know that progress on the update is coming along nicely! We're super excited about it, and it's going to bring some significant changes to the game.
We don't have a release date yet, since we're still working on coding brand new mechanics. But stay tuned - we'll be posting out more sneak peeks on Twitter and Discord as they're ready.
You can also expect a more detailed rundown on Steam Community down the line.
In the meantime, check out this cool illustration that gives you a hint into what the update has in store.
- changes: war and army target lines are now more smoothly animated - changes: boat transport logic has been improved - changes: only units from the same kingdom can use their boats - changes: boat pathfinding has been improved (less edgy floating around) - fixed: an error that occurs on some devices - "сannot generate 9 slice most likely because the size is too big" - fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones - fixed: the crab burrow animation was broken - fixed: a possible fix for boats dropping units in the middle of the ocean sometimes - possible stability improvements have been made for mobile devices - a few new debug options have also been added which I used for boat improvements
0.22.8 - Memorybox madfixes
- changes: returned madness to be editable in the trait editor - changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats. - fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed) - fixed: madness was a bit broken, and sometimes mad units didn't attack anyone - fixed: attack cooldowns worked incorrectly when zoomed out - fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light - fixed: ice/flame towers could be ignored by other units after save reload - fixed: next age sometimes remained the same when generating new worlds (confirmation needed)
0.22.7 - Memorybox coldfixes
- fixed: boats are destroyed when you move them over ground using magnet tool - fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save - fixed: power bar time not updating right away after loading game - fixed: bonuses from clan levels were not applied correctly after loading save - fixed: soft crash when trying to load a save that had items from mods - some translations have been updated
0.22.6 - Memorybooox hooootfixees
- changes: [Mobiles] adjustments for how often low memory warning is called - changes: banner for kingdom nameplate is a bit smaller now - changes: kingdom nameplate is more compact - fixed: another soft crash issue related to kingdom window
0.22.5 - Memorybox hooootfixees
- added: new option to change border opacity - added: new option to change border brightness - changes: disabled some sounds for now - changes: reduced timeout before the enemy finds a target - changes: changed the 30 fps lock for mobiles from being enabled by default to disabled - fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him - fixed: units don't get damage from lava right away - fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once - fixed: "diamond border growth" - border growth will look more natural - fixed: loading some older maps - fixed: world population didn't count boats
0.22.4 - Memorybox hotfixees
- fixed: [PC] game crash, when trying to load older saves that had items from mods saved in it