0.12.02

This version, "**Steamy Biomes**" , released on December 2, 2021, appears on the official worldbox website and in-game patch log as **0.12.02**. This is the first version that the game releases on Steam. Developers mentioned that this update was supposed to be even bigger, but then they decided to cut some new big features to polish them more before releasing this update.

**Added:**

* WorldBox is now available on Steam! Woohooo
* New powers! Grass, savanna, enchanted, corruption, infernal, mushroom, swamp, jungle seeds!
* New power! Power up! Adds powerup status to unit for 5 minutes
* New power! Super Pumpkin! It's never too late for halloween
* New power! Biomass! Infects ground with biomass and spawns bioblobs
* New power! Cybercore! ASSIMILATE! ASSIMILATE! ASSIMILATE!
* New power! Plants Fertilizer. Use it to grow plants
* New power! Trees Fertilizer. Use it to grow trees
* New spawn power! Spawn snake. Also spawns by itself in multiple biomes
* New spawn power! Spawn frog. Also spawns by itself in multiple biomes
* New spawn power! Spawn rhino. Spawns in savanna
* New spawn power! Spawn monkey. Spawns in jungle
* New spawn power! Spawn crocodile. Spawns in swamp
* New spawn power! Spawn buffalo. Spawns in savanna
* New spawn power! Spawn fox. Spawns in grass biome
* New spawn power! Spawn hyena. Spawns in savanna
* New spawn power! Spawn dog. Woof
* New status effect! Power up. Doubles damage and other stats of a unit. And makes them huuge
* New status poisoned! Poisoned unit would be taking slow amount of damage for long time
* New biome - wasteland
* New mob: jumpy skull. Spawns in corrupted biome
* New mob: ghost. After units die in the corrupted biome - their soul would become corrupted as well. Their angry ghost would haunt other unfortunate living beings.
* New mob: fire skull. Spawns in infernal biome
* New mob: acid blob. Spawns in wasteland biome
* New building for civs - windmill. Only visual for now. Gonna be used in "resources and economy" update
* New culture tech - windmill
* New map size that goes after gigantic - TITANIC. It could sink your mobile device, so good luck
* Different skins system for animals
* Piranhas, turtle, sheep, bears, wolves, chickens, cats and rabbits now can be spawned in various colors depending on terrain
* Huge rework for tile system! As a results, we can add more easily new tiles
* More tile skin variations
* A lot of new plants, trees and flowers for new biomes
* Biomass tile have a chance to give slowdown effect
* Biomass tile have a chance to give madness effect
* Inferno tile have a chance to set units on fire
* If player split city borders somehow(by drawing over city for example) - not connected city zones would be abandoned by villagers
* New heads for civs
* New worldlaw - biome overgrowth. Enable/disable biomes trying to overgrowth each other
* Special map would be shown in the first launches of the game
* Some biome tiles now have animated effects. Enchanted, swamp, inferno, biomass, tumor, pumpkin vines
* A lot of new heads for civs
* Buildings on minimap now have kingdom colors as well
* Map generator - now generates new biomes
* Aye! (for unlocked achievements, aye!)
* Mad units restore health on kills
* Corrupted biome has a chance to give curses and remove blessed
* Enchanted biome has a chance to give blessed and remove cursed
* Snow plants
* A lot of name generators for old and new units

**Changes:**

* Demons now can be damaged by rain
* Tumor monsters now also wants to attack golden brain
* Can use demolish tool to remove tnts, roads, mines, fuses, cybertiles
* Trees can grow on normal soil. But in much smaller amounts!
* Civs can build farms in snow biomes
* Increased amount of trees that can be grown per different biomes
* Updated credits screen
* Temperature up won't burn tiles anymore. It would start burning units if you hold long enough it over them
* Temperature down would freeze units if you hold long enough over them
* New improved wave effect
* New look for achievements window. A lot of new achievements would be added in the next updates
* Atomic bombs now create wasteland
* Improved city border growth. New zones would be added from nearby ground borders, and won't go to other islands without units access to it
* Less border gore. City zones should be connected, otherwise they would be abandoned now
* Bow and sight range is decreased
* Some trait icons are improved
* Some culture icons are improved
* Improved "city place finder". Units won't think that the new city place is too close to another city, if it's separated by mountains/water/etc anymore.
* When you use acid on tiles, instead of removing soil it would turn it into wasteland tiles
* Life eraser removes pop points in houses now
* Rain won't turn soil into grass anymore. Since we have a lot of new different biome seeds
* Grass is grown from other patches of grass
* Seeds power is removed. Replaced with biome seeds
* Different types of biomes are added that now grow on soil
* Different types of grass can be grown on soil
* City zones not randomly shrinked anymore, when some building is destroyed
* Robot Santa power moved into destructions tab
* Living trees/buildings moved into others tab
* Moved ice tower, demon tower and tumor to creatures tab from other
* Moved worm and sand spider further away in creatures bar
* Tumor tiles won't damage units anymore
* Tumor tiles have smaller chance to give tumor infection
* Baby elf would create flowers on death instead of trees
* Flower tiles are removed. Instead actual flowers would grow based on biome type
* Fairy can spawn in enchanted biome now
* Rats can spawn in wasteland biome now
* Tumor growth logic improvements
* Tumor tiles would now die off when not connected to the main tumor building
* Knowledge - tower is now requires bows tech
* Knowledge - fishing boats tech is removed. Fishing boats now unlocked together with docks
* Changed how knowledge gain is calculated and increased knowledge gain for all civs
* Atomic/czar bomb explosion optimizations by 10x
* Druid pixel color on minimap is now green, instead of red
* Trait wise now gives +1 to each attribute
* Lil bit increased chance for orcs to get int attribute
* Transport boats tech not required to have trading boats tech unlocked
* [PC modding] TileType now moved to AssetManager
* [PC modding] Moved a lot of power logic into PowerLibrary
* [PC modding] Added new TileCap type. Some of the old Tiles now TileCaps
* [PC modding] buildings now use same system as units for kingdom colors, and separated by folders
* Remove ability to set fires from power temperature up
* New printer animation! bzzzzzzzzrt
* New background image for loading screen
* Adjusted shadows for some animals
* Bear health is increased
* Added some traits to turtle
* Added trait fast to rabbit
* Decreased rabbit health
* Decreased crab health
* Other animal balancing
* Divine light damages undead units for 40% of their max health, instead of 20 health
* [PC] improved touch and drag controls for power power bar
* [PC] can use scroll wheel on power buttons bar now

**Fixed:**

* Units would walk on mountain if you draw it while they are moving in that direction
* Acid blood spills acid not only for zombie
* Knowledge - armor strategy not giving bonuses
* Watch tower can shoot while is under construction
* Sometimes units doesn't reproduce enough to fill whole village(especially on sonic speed)
* Crash reasons when loading modded maps on vanilla game
* Android restore button open iOS faq page
* Towers can shoot while under construction
* Lag when there's many god fingers
* Sometimes acid geyser is destroyed by acid
* Baby units can grow up while game is paused
* Tumor sometimes grows on another/blocked space where it's not supposed to go
* Sometime can see green skin on units if zoom in/out very fast
* Sometime islands wasn't calculated correctly, and units stuck on them
* This one dwarven warrior that had a weird head. You seen him
* Santas won't kill each other with bombs anymore
* Weird santa's hit box when using lightning
* Ufo and santas are affected by heated tiles
* Sometimes skin color is not saved correctly, and after loading - character generates new color
* Newly spawned civ units are created without attributes - diplomacy, warfare, etc
* Ruined buildings on minimap doesn't change colors
* Jumping animation for living buildings/trees
* Weird lines between tiles
* Animals hunt each other when hunger is off

**Other:**

* Optimizations when a lot of buildings on map
* Optimizations for a lot of nukes/explosions
* Optimizations for spawning a lot of drops