Forums >
Diary >
[Archived 20220409] Upcoming patch
Developer
Joined 6327 days ago
Last seen 9 days ago
[Archived 20220409] Upcoming patch
Posted 1005 days ago
GAMEPLAY
- 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
- 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)
CLIENT
- 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
AUDIO
- The button interact sound has been changed
VISUAL
- 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
INTERFACE
- 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
BACKEND
- 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
Gods and Idols is copyright © Johannes Pihl 2007-2023, all rights reserved;
Shadowbox.js is © Michael J. I. Jackson;
All other trademarks, logos and copyrights are the property of their respective owners.