Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Added icons for the "Alt"-key resource toggle menue for the new workable good system for honey and wax which were missing for them on the map.
It's an early wax bonus for perfect placement. The Apiary is the one which reliably produces at least 1 wax.
...
To ensure playability of savegames, Millenia saves the loaded scripts in your savegame. As such you likely need to play a new run for the changes to take effect.
If you just wait 1-2 days you can do so with the united mod which combines Call of the Steppes and Salts and Soaps. As such just finish your current run.
- Removed the distance rule from the bee group buildings as this old bugfix is now redundant
- Replaced the ugly PT-Farm wheat structure with the WorkableGoods structure from DLC 2 for Beekeeper and Apiary Garden
- Fixed the Advanced Start overlay bug already addressed in Call of the Steppes
This is the definitive final version of this mod. Outside of bug fixes nothing will be added. Any future additions would be as part of the united mod planned to be released in the next 2 days.
- Added missing string for ROCKSALT_HILLS
- Due to the games inherent "behavior" to grab a random list of tile requirement resources to spawn near players as starting help it did grab some "invisible" ones. The game now makes all resources visible turn 1 to ensure if it grabs invisible resources from the Hide Resources submod, they appear correctly on map
- Rebalanced Cocoa to also spawn in the swamps the river submod creates to ensure more diversity in jungles and more chances to spawn cocoa.
- Removed global overlays from appearing in newly created settlement building lists, but they won't respawn on destruction (doesn't matter, this mod doesn't use the event address system)
- "Friendly" talked to the game's forester to ensure they properly seed Ironwood into jungles and deep forests now and increase river chocolate trees for jungles
- Removed Herobrine
You should now see more resources in Deep Forest and Jungle which got lost between an interim testbuild and a later live build, turning Jungles much more attractive for outpost absorption or Siege Master logging outposts.
I don't like patchwork solutions, if I fix it I do it properly.