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Dec 20, 2024

Illuvium: Zero Patch Notes 1.2.7

Rangers,

One of the most anticipated patches for Illuvium: Zero is here! This patch includes Blueprint Minting and Megacity updates.

 


Megacities

Welcome to the future of land management! Megacities allow players to combine adjacent Land Plots into unified, powerhouse cities. Megacities open up a world of strategic possibilities, whether you're optimising resources, levelling up faster, or maximising production. Build, expand, and dominate—your land has never been this valuable.

This release establishes the foundation for Megacities, showcasing their functionality and strategic potential.

With this update, we invite the community to explore and share your feedback. Your insights will help us improve and expand this feature as we build and refine Illuvium Zero.

This is just the beginning, and we’re excited to work with the community to make Megacities even more impactful in the future!


Key Features of Megacities

Forming Megacities

In this first version, forming a Megacity is handled automatically by the game’s algorithm:

  • Eligible plots are grouped into 3x3 formations first, followed by 2x2 if larger combinations aren’t possible.

  • Players cannot manually select specific plots to form a Megacity. Ensure all eligible plots you wish to combine are ready to be included in a Megacity.

Future updates may introduce more granular controls, but this streamlined process ensures simplicity and functionality as we build on the system.

  • Players can now combine adjacent Land Plots to form a Megacity.

  • Supported formations are 2x2 and 3x3 only, ensuring clear and rigid city shapes for the MVP release.

  • When a Megacity is formed:

    • Storage capacities from all plots are combined into a single unified capacity.

    • All resources collected go into one Megacity wide storage.

    • The total Builder count and Builder cap are added together across all included plots.

    • Players can leverage the larger combined capacity to optimise gameplay and resource management.

  • Levelling:

    • A Megacity inherits the combined XP of all the plots used to form it.

    • This creates an incentive for players to combine plots and progress faster in a unified system.

    • When the city levels up, all progress and rewards are tied to the Megacity as a whole rather than individual plots.

  • Landmark Synergies:

    • Landmarks play a critical role in Megacities. When Landmarks exist on one or more plots, they now:

      • Share their benefits across the entire Megacity.

      • Boost production, resource generation, or provide other strategic bonuses to all plots within the Megacity.

    • However, if the city splits, any Landmark bonuses are lost for other plots and revert back to benefiting only the original plot they reside on.

  • Splitting a Megacity:

    • A Megacity splits automatically if a player loses ownership of one or more Land Plots.

    • When this happens:

      • Resources, storage capacities, and Builder limits are redistributed proportionally to the remaining plots.

      • Experience points (XP) earned during the time as a Megacity are divided evenly across all original plots.

      • Production bonuses revert to the individual plots, based on their original tiers and capacities.

    • This ensures that progress made during city gameplay is fairly split and no resources or efforts are lost.

  • Seamless Navigation:

    • Managing large cities requires smooth navigation! The updated UI/UX enables:

      • Easy switching between subplots within a Megacity.

      • A consistent experience across both desktop and mobile versions.

    • Players can now efficiently oversee their cities, monitor resources, and plan strategies with minimal friction.

    • Buildings of neighbouring plots that are part of the Megacity will now show up on the selected plot. Buildings that have effects with a range will also spread those across plots if built on the edge.

  • Strategic Production Bonuses:

    • Production bonuses within a Megacity are calculated based on the original tier of each included plot.

    • This means Individual Land Plot tiers retain their unique bonuses, ensuring fair balancing.

    • Players are encouraged to carefully plan structure placement to maximize efficiency and production gains.

Form your Megacity today and unlock the full potential of your land. Bigger cities, better rewards, and endless possibilities await you!


Blueprint Minting

Players can now mint Blueprints from Illuvium Zero! Explore, discover, and mint your Blueprint NFTs to create unique skins in the Illuvium ecosystem.

  • Discover Blueprints: Use the Singularity Scanner in Illuvium Zero to uncover valuable Biodata.

  • Process Biodata: Uncover hidden facts about Illuvials and Blueprints tied to unique cosmetic skins in the Material Labs.

  • Mint Blueprints: Once researched, mint your Blueprint NFTs in your Zero Point Transducer. As an added bonus, mint cost for Blueprints NFTs can be reduced or completely removed if the correct Morphopods are caught in the Overworld and added as bonus material.

  • Sell or Consume Blueprints:

    • Sell: Blueprint NFTs can be sold on the marketplace.

    • Consume: Blueprint NFTs can be consumed to craft cosmetic skins in the Overworld Forge.


Bug Fixes and Improvements

Fixes:

  • Power system improvements and fixes

  • Goals and Activities screen text overflow fix

  • Activities auto-repeat toggle and functionality fix

  • Passive generation resource icon fix

  • Plants spawning issues on full plots fixed

  • Buttons states issues fixed

  • Background images issues on android devices fixed

  • Power system fixes

  • Goals and Activities screen text overflow fix

  • Activities auto-repeat toggle and functionality fix

  • Passive generation resource icon fix

  • Plants spawning issues on full plots fixed

  • Buttons states issues fixed

  • Background images issues on android devices fixed

  • Fixed issues with plots not loading properly in some cases.

  • Fixed an issue where upgrading or selling converters would lose already accrued Passive generation resources.

  • Fixed canceling activities from inside the Activities screen.

  • Fixed speeding up activities from inside the Activities screen.

  • Fixed Research starting when pressing the close popup button.

  • Fixed the default selection in the Research confirmation popup.

  • Fixed the Research result popup message.

  • Fixed grouping relevant Facts together.

  • Fixed silhouettes for Blueprints.

  • Fixed missing assets for Blueprints.

  • Fixed the Info and Upgrade popups for storage structures.

  • Fixed an issue where selling Storage structures didn’t update resource capacity correctly.

  • Fixed Goals not being claimable.

  • Fixed Goals not refreshing or updating properly.

  • Fixed resolution and refresh rate settings.

  • Fixed interactable zones for settings sliders.

  • Fixed path time reduction bonus calculations.

  • Fixed various UI issues.

  • Fixed missing path network bonus on activity UI

Improvements:

  • Tier dependent costs for scanning, researching and minting has been added

  • Upgrading of selling converters will no longer lose the already accrued passive generation resources

  • Plot structures initialization improvements

  • Structures activity icons are now visible with structures overlays as well

  • Storage full popup has now a dedicated button to help build the necessary storage structure

  • Plot structures transparency added on structures drag mode

  • On structures drag mode, sites and landmarks are no longer transparent

  • Small structure dragging optimizations

  • Keybindings on PC platform added to open/close specific screens

  • Upgrading of selling converters will no longer lose the already accrued passive generation resources

  • Plot structures initialization improvements

  • Structures activity icons are now visible with structures overlays as well

  • Storage full popup has now a dedicated button to help build the necessary storage structure

  • Plot structures transparency added on structures drag mode

  • Structure dragging optimizations

  • Keybindings on PC platform added to open/close specific screens

  • Improved assets for plot sites.

  • Updated visuals for structures in certain states.

  • Improved layout of the Activities screen.

  • Added the researched Biodata icon to the Activities screen.

  • Improved precision and server sync for activity timers.

  • Added the resource bar to the Build screen.

  • Improved sound effects.

  • Added missing goal tutorials.

  • On Windows, the game now launches in full screen by default.

  • Plot interaction is briefly disabled when making room on full plots to avoid server desync errors.

  • Added activity descriptions for Scan and Research

  • Passive Gen reward can now be collected while the Convert activity is finished

  • Updated all plant descriptions


We encourage you to help us improve your game experience with Illuvium Zero!

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