WorldBox God Simulator update 0.14.0 is now rolling out on PC (Steam). According to the official WorldBox God Simulator patch notes, the latest update added a new Trait Editor, new world laws, a new world generator, kingdom customizations and more.
Since the last patch, players are facing a number of problems with the game. Today’s WorldBox God Simulator patch 0.14.0 will fix a few of these issues.
Check out more details below.
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WorldBox God Simulator Patch Notes – May 25, 2022
Additions:
trait editor: Explore different units to unlock new traits! Click on traits to unlock them in the editor
trait editor: Add or remove unlocked traits to any character
trait editor: Some traits are unlocked after getting a special achievement!
movement wind animation effect for trees and and fleshy buildings
new item generator. Now items can have a lot of different graded modificators instead of previous 2(suffix+prefix). Items from old saves could suck now tho, sry
new world law – enable/disable minerals popping
new world law – enable/disable population growth for civs
new world law – enable/disable population growth for animals
new world law – enable/disable tumor/pumpkin/bioblob/cybercore tiles being removed after base building is dead
new world law – population limit of 100
new world law – enable/disable making warriors for civs
new world law – seeds – trees and plants will spread seeds, growing more trees and plants around them
resource mechanic changed. High rank metals not abstract anymore, but an actual resource that needs to be mined
new mineral – adamantine
new mineral – mythril
new mineral – silver
new mineral – gems
new mineral – common metals
new mineral – bone mineral. Spawned in corrupted biome
new resource – herbs. Civs collect it for food
new resource – candy. Can be found in candy biome. Restores a lot of health
new resource – lemons. Can be found in lemon biome
new resource – evil beets. In corrupted biome
new resource – mushrooms. In multiple biomes
new resource – peppers. In infernal biome
new resource – crystal salt. In crystal biome
new resource – bananas. In jungle biome
new resource – coconuts. In normal sand
new resource – desert berries. In arcane deserts
drinking tea can give caffeinated status
eating crystal salts can give caffeinated status
eating crystal salts can give madness/strong minded traits
eating peppers can set unit on fire
eating peppers can give unit fire proof trait
eating mushrooms can give unit madness, strong minded, paranoid and/or content traits. Also powerup status
eating evil beets can give unit pyromaniac and/or evil traits
eating pie can give unit fat trait
eating pie can give unit slowness status
eating burger can give unit fat trait
eating burger can give unit slowness status
eating Desert Berries can give unit poison and slow traits
eating Desert Berries can give unit poison immunity
drinking ale can give slowness status
eating coconut can give shield status
eating candy can give tiny, giant, bloodlust and fat traits
eating lemons can give eagle eye, regeneration traits
eating banana can give unlucky trait
eating meat can give tough and strong traits
eating fish can give tough and strong traits
eating jam can give regeneration trait
eating sushi can give fast trait
legendary weapons/items now have special and unique generated names
legendary weapons/items will appear shiny in the tooltip, weee
legendary weapons/items can now include king names
legendary weapons/items can now include kingdoms
legendary weapons/items can now include kingdom’s enemies
legendary weapons/items can now include kingdom’s culture of weaponsmith
legendary weapons/items can now include city name where they were made
weapons would remember how many units they have slayed
if unit dies on territory of a village, his inventory/equipment would go to this village’s inventory
new knowledge – equipment storage 1/2/3
danger logic to city zones. If there’s an enemy on a city territory – the local army/warriors would go there
kingdom customization: Press the kingdom banner in the village/kingdom window to do it
kingdom customization: You can change the banner designs of kingdoms now
kingdom customization: You can change the colors of kingdoms now
kingdom and village windows now have 2 race icons on top, to show which race they align with
new biome – Arcane Desert. Units walk slowly in the desert (duh)
new biome – Lemon biome. It’s a very ACCEPTABLE biome
new biome – Candy biome. The most evil biome
new biome – Crystal biome. It’s very shiny
new vegetation – desert plants and desert trees
new vegetation – crystal plants and trees. Plants and trees give out a lot of minerals and don’t burn
new vegetation – candy plants – give candy resource
new power – Arcane Desert Seeds. Magic seeds that keep turning into smooth golden desert sand, and then eventually fill the vast lands into Arcane Desert.
new power – enable/disable showing battles on the mini map
new power – enable/disable showing civ armies on the mini map (decoupled from king/leader button)
new power – enable/disable showing civ armies’ attack target arrows
new tool spade – removes biome tiles only.
3 new culture knowledges – that increase zone range for villages
3 new culture knowledges – that increase max equipment storages for villages
biomes can now grow through 1-sized roads
[PC] with kingdom overlay on – when you mouse over a kingdom, you would also see enemy kingdoms highlighted with red color
[PC] Steam achievements!
[PC] Steam will show now how you’re playing WorldBox in your Steam status
New achievements: — starter — islander — mainlander — life is a sim — the dwarf — the creator — the king of kings — the accomplished — the demon — the broken — planet of apes — super mushroom — the princess — greg — ninja turtle — the corrupted trees — the hell — world war — great plague — touch the grass — god mode — traits explorer — great traits explorer — great traits explorer — super traits explorer — the light — the sky — the land — the sun — the moon — the living — the rest day
health bar in spectate mode
pause or speed up the game in spectate mode
animations in detail windows – make the numbers go brrrr
animations in health bars – click click click
X effect when trying to spawn bush where not possible
X effect when trying to use fertilizer where it’s not possible
deposit with bones will spawn in corrupted biome
new trait: death nuke. Unlocked via achievement
new trait: death bomb. Unlocked via achievement
new trait: death mark. Unlocked via achievement
new trait: super health. Unlocked via achievement
new trait: shiny. Makes shiny
new trait: flesh eater. Restores health when attacking
new trait: divine scar
smaller windmills ( windmills are tiered now )
when you have kingdoms enabled and show kingdom names – race icon would be shown next to kingdom name text
sparkle effect for some minerals
[pc modding] some unifications, and work of asset manager for the future official mod support. Ask in chat
[pc modding] added SpriteTextureLoader for texture loading from Streaming Assets for the future. But can be used atm as well
[pc modding] refactored map icons code into MapIconLibrary which should be simple to use
[pc modding] moved world behaviors into WorldBehaviourLibrary
trees and plants now spread from other vegetations
increased chance for trees to spawn on zones without civ buildings
[PC] when you mouse over kingdom with enabled kings/ships icons with enabled Kingdom zones – the icons would be bigger by 300%
[PC] when you mouse over village with enabled kings/ships icons with enabled Village zones – the icons would be bigger by 300%
civ icons on mini map will adapt to zoom, to be more clear
trade boat icon will be a bit smaller on mini map
separate icon for boats for mini map
army banner on mini map now has two kingdom colors
fishing docks that allows to build fish boats right away
new border indicator for cities that are getting conquered
new effect for showing enemies of a kingdom
a chance that on units with unlucky trait meteorites would fall. Disasters need to be enabled for this
meteorite has a chance to spawn adamantine mineral where it landed
you will be able to see what a unit just ate if you zoom in
units won’t eat if in battle
when windmill is destroyed – city would lose all the wheat
[PC] added icon of selected power near cursor
[PC] added animation for when cursor is over history HUD
new world generator templates: — continent – big landmass — islands – many smaller islands — donut – land with a lake in the middle — muffin – circled world — pancake – square world — dormant volcano – square land without biomes — bad apple – mountain with lands inside — anthill – tunnels inside mountain — chaos pearl – fantasy round world with many biomes — chaos lasagna – fantasy square world with many biomes — cheese – world with many lakes — world in a box – GET IT? — boring plains – unless…? — checkerboard – chessbox time — cubicles – Become an evil overbosslord — empty –
city will automatically produce low amount of biome specific food for easier start based on where bonfire is placed
hall will automatically produce low amount of biome specific food as second bonus
new mob – lemon man
new mob – lemon boi
new mob – candy man
new mob – candy bear
new mob – crystal golem
new mob – crystal sword
color fade out effect for border zones, when you zoom in
weapons would show amount of kills
improvements to name generators
new debug window. Made it look nicer and more handy to use
new debug window. Also added more fun options there and “cheats” that we are using in development for civilization logic
new debug window. Main point of it is still to be used for testing and partly can be used for modders to work with their mods
new debug window. The debug options make the game play not as intended and probably will bring some non related bugs and break the balance(haha, balance…sure). Beware! Below short descriptions of a few of them
New debug cheats/options: — fast cultures. Cultures get on last level in a seconds — infinity city resources. Gotta have it all — fast city construction. Have big city to appear in whim — fast city zone growth. All your lands belong to us. — fast city fast upgrades. Done and done — fast city fast population growth. Babies go — fast city unlimited houses. For people, who still want to see the whole world to be in small houses — fast units. Gotta go very fast — when you hover over a unit – you will see where it is going — show which city kingdom wants to attack — show which zone kingdom wish to settle — add more info to city/kingdom map title — show what resources units currently holding — show units favorite foods on the map — text overlay for units/buildings. Shows some useful info about everything — text overlay for cities. Shows what city wants to build next, etc — show various targets for AI logic. Where they want to go, who they want to attack — various tile/zones indicators. That shows city centers, farm places, danger zones for cities — show zones on mini map which have people that are infected with mush — show zones on mini map which have people that are infected with plague — show zones on mini map which have people that are infected with curse — show zones on mini map which have people that are infected with zombie virus
### Changes:
credits are updated
some game text/translations changed
elf base damage 15 -> 8
dwarf base max age 110 -> 130
dwarf base armor 4 -> 8
druid won’t spawn grass biome seeds anymore
druid will spawn tree fertilizer
effect for selected kingdom is not full white anymore
“succession crisis” won’t happen if kingdom is under max city limit
the more cities go independent – the less chances for the next city to join it
updated logo in the game with a brighter steam version
[android/ios] updated launch icon
world law – auto spawn trees renamed to random seeds
trees can be spawned on vegetation now. Before if plants grew anywhere, trees had trouble spawning
decreased vegetation growth timeout
jungle trees could give bananas
infernal plants would give peppers
corrupted biome have evil beets
savanna plants would give wheat and herbs
default map generator changed to generate huge continent instead of many small islands
overhauled the new world window! it has now templates you can pick from
map sizes in new world menu now show size number and icon
biomes won’t generate per island anymore, instead they could take parts of the world
rewritten village logic for build order, for easier balancing, future mod support, etc
civ races have a bit different build order now
watch towers will only be able to be built near borders if there are no other buildings nearby
mines will only be able to be built if there are no other buildings nearby
windmills will only be able to be built if there are no other buildings nearby
farmers will sow farm fields close to windmills now
harvested wheat will give 1 wheat per plant now
amount of placed farm fields increased by 66%
houses can only be built near other buildings
the amount of zones the city can have won’t depend on the amount of buildings the city has anymore. Only on civ/culture/unit stats
amount of houses village can build would depend on amount of zones village has
amount of buildings village has doesn’t affect max amount of zones village can have
new village window layout. Now with tabs
village windows now shows the kingdom’s banner
added kingdom/village icon to banner element
can see which items currently in village inventory
city now has item equipment inventory, instead of keeping 1 of each kind. Storage increased based on new culture tech
building shadows now generated and should look better
added max 3 limit to miners who goes into mine
minerals can be spawned by brush again
minerals not infinite again and will be depleted
minerals can randomly pop in the world depending on biome
mine mechanic – when miners use mine, instead of giving resources to the city right away – minerals would spawn nearby mine instead. Mineral is based on biome where mine is placed
miner trait – gives better mineral spawn chance. YO DWARVES
corruption biome giving curse changed from 5% to 0.5% chance
generated initial kingdom color would be more random, instead of always starting from same ones
kingdom color themes won’t depend on civ races anymore
adjusted some kingdom colors themes
roof colors and city title colors are now the same
boats won’t have short stops while moving anymore
weapons/armor/accessories not require gold anymore
copper equipment now cost 1 metal to produce
bronze equipment now cost 2 metals to produce
iron equipment now cost 3 metals to produce
silver equipment now cost 1 silver to produce
mythril equipment now cost 1 mythril to produce
adamantine equipment now cost 1 adamantine to produce
ores removed. Metals are instead created right away from the metals mineral
metals renamed to common metals. They now include bronze, copper, iron
tweaks to bannermans logic. They would move more towards the enemy’s territory if there’s no enemy nearby
new warriors won’t try to join an army that not in village, resulting in warriors run 1 by 1 to bannerman.
army would stop going to their target to fight, if the city is not an enemy anymore
swamp revamp: reswamp. Swamp acts like normal ground, instead of liquid. Civs can make villages there now. But it slows units down
swamp biome can be generated in new world
swamp biome can spread now
sickle would remove only plants and other vegetation now. Biome tile removal moved to spade tool
farm field tiles can be removed with demolish and spade tool now
farm fields would “die off” slowly when not near windmills
[PC] zones won’t highlight on mini map, if they are behind UI where cursor is
increased rate of acid blobs spawn
removed maximum amount of zones limit per city/stats
instead, the city has a maximum zone range from the center of the city. Range is increased based on buildings/traits/culture/leaders
humans base zone range set to 3
orcs base zone range set to 4
elves base zone range set to 5
dwarves base zone range set to 4
statue would give +1 zone range
maximum amount of livable houses village can have, now depends on zones and other building bonuses
well gives +3 houses
statue gives +3 houses
docks give +1 house
temple gives +2 houses
hall gives +2 houses
bonfire gives +3 houses
increased amount of wood given from trees
decreased limits for max storage for resources
+1 zone range per 1 stewardship from city leader
hall tier 1 doesn’t require a knowledge anymore
windmill tile width changed from 5 to 3
shadows optimizations
shadows now enabled for mobile platforms by default
wheat crops would grow if you drop plant fertilizer on farmfields
succession crisis after king’s death only would happen, if kingdom has more cities than the maximum it can support
bannerman would be colored with the main(roof color) kingdom color now
king/leader/boat color would use the main kingdom(roof color) color now
group leader would seek to destroy towers, to be able to start a conquest of a city
units won’t join the active army, if the army is already somewhere else. Instead they would stay in the village until the next battle/defending
group leader would move slower, so his army could keep up with him, instead of being a leeroy jenkins
armies attack only if they have at least 80% of max units
if a city is under attack – even if capture not happened yet, because there’s an army from another town – it won’t be able to replenish soldiers
if king is immortal, and lived very long – he will become corrupted and his personality would change to militarist
if king is immortal, and lived very long – he can become evil
trait evil max cities 0 -> -3
instead of kingdom sending all armies to one target, the decision would be made by village leaders
city won’t revolt if their army is already fighting somewhere
city won’t revolt if they don’t have an army
trait tough changed armor 2% -> 10%
trait tough changed warfare 0 -> 1
trait skin burns changed diplomacy -1 -> -2
trait skin burns changed warfare 0 -> 2
trait eyepatch changed warfare 0 -> -1
trait crippled changed diplomacy -1 -> -3
trait evil changed warfare 0 -> 10
fish boat changed health 500 -> 100
side buttons in kingdom view now have a tooltip
side buttons in creature view now have a tooltip
tier 2 and 3 house knowledge cost decreased by 60-70%
when revolt happens – only neighbor villages can join the new revolted kingdom. Less rebelled border gore
rebellions only happen if the kingdom has more cities than it can hold!
opinion far lands (when no aligned borders) opinion increases 25->35. If same island 35->60
genius trait increases max cities by 1
genius trait increases zone range by 1
paranoid trait decreases max cities by 1
ambitious trait increases max cities by 2
ambitious trait increases zone range by 1
auto save button moved to top in save slots, to be more visible
animals won’t eat tiles themselves anymore, instead they will eat plants and herbs that grow on them
animals will make babies only if not hungry
animals will spawn a bit hungry
herbivore animals get less hungry ( restore more “hunger” ) after eating
updated icon for shovel
sushi now requires herbs in addition to fish
jam now requires herbs in addition to berries
burgers now require meat, bread and herbs instead of meat and wheat
tea now requires herbs, instead of wheat
berry bush has a chance to be destroyed after units collect berries
berry bush can has a chance to spawn in some biomes
[Mobile] first autosave can be used without premium
when using spawn berry bush power – bushes will spawn without a limit in the area
decreased “strength” of enchanted biome compared to other “neutral” ones
village capture speed is now affected by game speed as well
farmers won’t stay near “doors” when return wheat to storages
amount of farmers city will have changed
farmers would stay near windmill and farms instead of keep switching jobs
adjusted numbers for kingdom view to make them same sizes
increased wheat growth time
ambitious trait max cities 2 -> 5
bloodlust trait max cities 0 -> 3
pacifist trait max cities 0 -> 2
genius trait max cities 1 -> 3
greedy trait max cities 0 -> 2
stupid trait max cities 0 -> -3
content trait max cities 0 -> -2
in battle units won’t always attack the closest unit to them
units will be a bit more smart about not getting into fires
tornado won’t be removing liquid, to avoid recalculating chunks
for new players city/kingdom names, kings, battles and history logs will be turned on by default
meteorite damage increased from 100 -> 1000
disaster meteorite damage increased from 100 -> 500
meteorite won’t terraform base tiles
orcs will attack beehives now
roads will decay for civs that don’t use roads
kings and leaders won’t be farming and mining
units can become warriors even without weapons
lowered timeout for making a warrior
for rebellions – amount of newly rebelled cities can’t be bigger than half of cities kingdom had
trait – miner have a chance to get more amount of resources from minerals
world shake effect because of bombermans happens only if explosion was in visible area ( and zoomed in )
if king has evil or bloodlust trait they will never go for peace if they have a bigger army
if enemy kingdom doesn’t have a king – a peace deal won’t happen
a peace event won’t be possible while an army is fighting in an enemy city
disasters laws now ON by default for new maps
[PC] tweaked timeout for opening inspection window when you scroll the map. To prevent accidental window opening
non unlocked achievement button is changed
locked icon for powers on mobiles are changed
santa time is over
Added more world name variations
world info window will show world names again
how settle targets are calculated
how many people city should have, before they send out settlers 30 -> 22
some other changes to settlers logic to avoid sending them when don’t need it
wars less likely start on beginning of a world, when civs don’t progressed yet and there’s still a lot of space to build around
make drops to be affected by game speed
army bannerman would move a bit slower, than other units for them to catch up
armies will move more packed nearby bannerman. Instead of bannerman going to fight first
if current tile region is too small near bannerman group, army would be more spread on other regions
drawing with sand/soil won’t destroy buildings
using finger tool won’t destroy buildings if you copy ground tiles
docks still will be removed if you “put” ground under them
unit’s get hungry faster while in battle
grenades, bombs, asteroids won’t remove city zones (unless they destroy buildigns there)
crabzilla won’t destroy tiles fully
exploding crabzilla won’t create wasteland
exploding crabzilla will spawn greater crabs
random vegetation won’t remove ruins
using fertilizer for trees/plants won’t remove ruins
dropping minerals won’t remove ruins
[PC] Improvements to Discord status messages
water bomb had mountain color on minimap
landmine color now reddish on minimap
mush can be killed now by divine light. Mushrooms don’t like bright light anyways (c) LukXD99/HardDuckman
improved support for wide screens
in portrait view on mobiles you will be able to see more, before the game switches to minimap
civs won’t build on ice anymore
improved readability of tooltip texts
color changes in tooltips
Nicer favorite unit view
Show placeholder if we’re showing favorite window without any units
Show placeholder if we’re showing history log without any history
updated steam icon
Slight design improvements in kingdom city list
You can now go to the patchlog when reading the patchlog
Fixes:
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difference between visible renderered objects before minimap switch for mobiles
movement speed was limited by one tile range on higher speeds, as a result very fast units still moved with about the same speed in 5x/sonic speed. This has been fixed and this is huge game changing fix
sometimes builders go to build roads for other civ
[PC] sometimes clicking on power tabs on the bottom can open kingdom/city/cultures view on mini map
[PC] sometimes clicking on power tabs on the bottom can open unit view if he was behind a button
[PC] Steam cloud not syncing settings correctly
burned tiles stay for too long. Now they would decay much faster
dogs die from hunger
animals don’t eat flowers
civs only eat food that is highest in supply
weird sand lines generated on bigger maps
humans stuck in a place sometimes after they see monke
shake effect for buildings didn’t work
non killable archer from the boat. FINALLY FOUND YOU
[Android] sometimes saving names didn’t work on Android
camera movement wasn’t synced with cursor logic, as result sometime hover blinking would happen
save window tooltip shows mobs 2 times
warriors/armies/group-leaders – after a fight could reset their jobs, and return to their village. Resulting in bad behavior and “weird” conquest, where everyone just walk over and back, over and back
sometimes villages getting “stuck” in early progression and stop building
sometimes army leaders got confused, when the zone they wanted to attack didn’t belong to any city anymore once the army arrived there. So they were just chilling in one place while war is happening
living houses were sometimes pink
after loading sometimes units “swim” nearby their transport boat
game started lagging after long time of playing
some crash reasons
relationships tool showed village names, instead of kingdom names
lava2 and lava3 had colors switched on mini map
tween errors spam in console
culture techs that increased how many resources were given wasn’t applied correctly
sometimes the world where all kings had diplomatic personalities was “stuck” in eternal peace. Because the chance of war was less than 0
[PC] achievement buttons blocking scrolling in their window
[PC] world laws buttons blocking scrolling in their window
bees make the game lag when going over mountain tiles
[PC] avoid bringing tooltip while window is closing
ufo not damaging buildings
save creation time showing wrong date
city center calculated wrong after bonfire destruction
(pathfinding/ai logic) sometimes connections between regions not calculated correctly, as a result – ai was doing weird things
sometimes the city wanted to colonize unreachable terrain. Like when there’s a land inside a mountain
wheat wasn’t rendered correctly in hand sometime
soft crash when crabzilla got healed by fairy while crabzilla is dying
units were shown holding resources when they didn’t
city set target for other city even when it was not possible. For example, blocked by mountains, lava, double water lines, etc
snakes attacking elves
cities trying to send units to friendly cities blocked by mountains
armies sometime decide to chill somewhere, and do anything for years
unit/boat map icons didn’t had z sort for them
game lagging when units were being shoved into mountains during fights
kingdom relationship history kept resetting, and timings were off sometimes
effect for fire on unit not animated when unit died
funeral boats: if a unit died from age/hunger inside a boat, his body stayed forever inside that boat. Eventually the boat had 1000 of bodies and counting
soft crash because of the dragon sometimes
some icons had wrong compression applied, ruining the colors
sometime units would target enemies that were not possible for them to see or attack
amount of boats kept increasing in one dock as the world progressed (when one dock is destroyed, ship joined another friendly one) because boat check limit was not actually used all this time
error because of a plague
poison immunity didn’t work
some kingdom relationships had a bug and would count the age wrong
kingdoms button had the wrong description
sometimes cities got stuck and did not build anything, because they thought there’s a fire nearby (spoiler: there wasn’t)
unit selection effect was working behind menus
tween error spam on map reload
mobs were attracted to ruined golden brain after game loading
butterflies and flies dying over mountains
mountain damage gave exp to unit
divine light didn’t affect poppoints (idle units inside houses)
crabzilla could be infected by plague causing soft crash
some buttons showed tooltip on tap, that wer not supposed to show one
sometimes pre-calculation for pathfinding/regions found wrong connections. Changed hashset formula
sometimes units in inspector were showing wrong weapons
bug with docks/boats textures
mountain tiles not aligned correctly with other ones
[mobile] saves from autosave menu didn’t show titles
[mobile] crabzilla joystick was stuck if crabzilla died while using the joystick