deg21 wrote:it would be neat if you could capture surrendered units so that they could boost your money gain or something
instead of just killing/eating them.
love the game tho
Perhaps some day.
faceclock2200 wrote:Super minor, but when InfiniteAssimilate is added to one of the test-box trait lists (rather than being added directly) it always adds regular Assimilate as well, because the string 'Assimilate' is part of the string 'InfiniteAssimilate' and I assume (without having looked at your code) those fields work by text parser. The simplest solution would be renaming InfiniteAssimilate.
Okay, went ahead and just did the easy fix, since I think that's the only conflicting trait.
Version 31 Released. Adds a new race and fixes a number of bugs related to disappearing garrisons (those ended up being severe enough I decided to just release earlier than planned instead of waiting for something else that was under way).
31:
Added the Ants as a main race, they have a unique queen sprite for their leader, and also can summon ants using pheromones to help them out. (The old ants race has been renamed to feral ants)
The cheat to add unit button to army has been replaced by a panel, with that, transferring the army to another empire, and add/removing a specific trait from every unit in the army as options. Also a refresh button (basically a new turn for the army - restores movement, and the usual amount of HP/Magic regen)
Gender was added to the unit info card on the same line as unit type. (Was requested, and this way it doesn't really take up much space)
Renamed InfiniteAssimilate trait to InfiniteAssimilation to avoid a text parsing bug (manually entering traits would grab both that and the regular assimilate trait)
Fixed a bug where dead garrison was being deleted in the wrong way, which could potentially cause unpredictable losses. Also fixed a related bug where cleaned up garrison would sometimes delete more than intended. Also fixed a bug where the garrison would be removed twice when the village changed owners, which would mostly obliterate the population. If you see any more errors where the population falls more than expected, report them and I'll fix them, but I think these three were almost certainly the cause of those.
Cheat Replaced races should now function better. Things like adventurers, and some other things should now be based on the replaced race. This should retroactively affect previous game games.
Added options to the cheat menu to unsurrender any surrendered units on a given side in a tactical battle.
Added an alternate bridge sprite for map creators (lines and dots), that can be used to simulate armies moving on shipping lanes. It also can be used to make diagonal bridges or wide bridges that look slightly more natural than the current bridges.
AI melee units with the biter trait are now more aggressive about trying to vore to take adavantage of their trait.
Fixed a typo in the tail vore text.
Some minor balance adjustments to a few of the main races.
The Vagrant sprites were also revamped, but that didn't manage to make it into the patch notes.