Forums > Diary > [Archived 20220409] Upcoming patch
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[Archived 20220409] Upcoming patch
Posted 841 days ago
  • Due to the changes made to production, all recipes in buildings have been reset
  • All auxiliary buildings are now built via their parent building (e.g. Quarry is built from the Mine)
  • The following recipes have been removed from the game
    • Iron (Tier7)
  • Buildings now start with 1 production chain, reduced from 4
  • The scores from the Overhaul universe wipe have been finalized and are now available for those that earned them
  • Mines no longer have any base production
  • Farms no longer have any base production
  • New gameplay mechanic: Black Sun Ravagers
    • Hostile ships may randomly attack populated planets
    • Strength of the attack depend on amount of stockpiled resources and defenses
    • Ravager scouts appear roughly once per hour and remain near the planet for 15 to 30 minutes
    • Ravager scouts deal no damage, but if not destroyed in time will leave and report back to the Ravager fleet
    • Ravager attack fleets are more likely to occur for each scout that have reported back since the last attack
    • Destroy Ravager scouts to reduce the likelyhood of a Ravager attack fleet
    • Failing to defeat Ravager attack fleets will result in lost resources and damaged buildings
  • New gameplay mechanic: Building damage
    • Buildings can now take damage
    • If a building is already damaged it can be lost entirely
    • The Citadel can only take damage if there are no other structures on the planet
    • If the Citadel is destroyed then the planet is lost and its resources and population are forfeit
    • Damaged buildings must be repaired manually (For now)
    • Repair cost and repair time is proportional to construction cost and damage taken
  • New gameplay mechanic: Workers
    • Workers are created manually in any building
    • Workers are tied to the building they are created in, and can not move
    • The currently available types of workers are
      • Male workers
      • Female workers
    • Different worker types have different sets of potential bonuses and unlocks
    • Different worker types have different costs and requirements
    • Adding Workers become slightly more expensive the more workers are already present in the building
    • When adding workers you are presented with a randomized choice of modifiers/upgrades for the building
    • There is currently no limit to the number of workers that can be added to a building
    • Workers still count towards population, and still need food, and are affected by FHJ stats
    • If workers starve or are otherwise lost in any way, the modifier or upgrade they added to the building is removed
  • New gameplay mechanic: Production orders
    • The Recipe mechanic has been expanded and is now based on work orders
    • Adding a work order is very similar to the previous Recipe mechanic; Simply click the ''Add work order'' button in the building to begin
    • Work orders can be set to repeat a number of times or be done forever
    • The maximum items in the queue is determined by building upgrades gained by adding Workers
    • The maximum number of parallel production lines is determined by building upgrades gained by adding Workers
  • New buildings
    • Military Complex
    • Processor
    • Granary
  • New auxiliaries
    • Defense installation
    • Farmland
    • Orchard
    • Pasture
  • New recipes
    • Mine: Siderite mining (Tier 7)
    • Mine: Sand mining (Tier 7)
    • Mine: Limestone mining (Tier 7)
    • Mine: Coal mining (Tier 7)
    • Quarry > Mine: Enargite mining (Tier 7)
    • Farmland > Farm: Vegetables (Tier 7)
    • Pasture > Farm: Animal feed (Tier 7)
    • Pasture > Farm: Meat (Tier 7)
    • Orchard > Farm: Fruit (Tier 7)
    • Orchard > Farm: Wood (Tier 7)
    • Forge: Siderite processing (Tier 7)
    • Forge: Enargite processing (Tier 7)
    • Processor: Enargite processing (Tier 6)
    • Extractor: Cellulose extraction (Tier 7)
    • Military Complex: 30mm Munitions(Tier 7)
  • Improved how quickly, and how often, data is updated in the client and UI
  • Removed old Halloween event c.pepo.stars reference
  • Improved session static data handling for both client and servers
  • Some minor thread performance improvements
  • Greatly improved performance of planet infrastructure rendering
  • Improved FrameTime measurement for smoother animation and movement
  • Several cases of microstutter have been fixed
  • Greatly improved performance when updating gameplay data for the UI
  • Deprecated .Neighbour() in favor of new .Adjacent() method
  • Deprecated __randTable() in favor of new getPersistentRND() method
  • The button interact sound has been changed
  • Greatly improved how buildings are shown on the planet surface
  • Added visual traffic to show that a building has access to a Stockpile
  • Improved rendering of planet grid
  • Improved visual of selected grid
  • Greatly increased resolution of clouds
  • Updated the Factory icon
  • Camera now orbits a bit closer to the planet when on the Surface layer
  • Added camera smoothing when orbiting around an object
  • Improved rendering of atmosphere scattering
  • Improved planet atmosphere light diffusion
  • Building management panel has been updated
  • Auxiliary buildings now have their own management panel
  • Improved and decluttered the recipes tooltip
  • Improved planet stockpile list sorting behaviour
  • Improved session static data handling for both servers and client
  • Improved internal hashmap lookup performance
  • Began migration to new communication protocol. See NOTES
  • Deprecated .Neighbour() in favor of new .Adjacent() method
  • Deprecated __randTable() in favor of new getPersistentRND() method
BUGS (Thanks to everyone reporting issues and bugs, your help is greatly appreciated!)
  • Fixed long-standing bug related to how the camera swivels up and down when orbiting an object
  • Fixed issue where some session static gameplay data could be sent multiple times per session
  • Fixed hashmaps entering an undefined state if a node containing child objects was overwritten
  • Fixed hashmap JSON to UI exporter not escaping quotation marks for certain values causing missing UI elements
  • Fixed issue that could cause the auth service to get stuck and refuse new client connections
  • Fixed instance where solid objects could be rendered as transparent
  • Fixed memory leak when client received certain packages
  • Fixed tooltip issue where production output would sometimes not be shown scaled by production multiplier
  • Fixed a hashmap corruption issue
  • Fixed some minor UI element alignment issues
Forums > Diary > [Archived 20220409] Upcoming patch
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