Gods and Idols cover
Gods and Idols screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Gods and Idols

Patch 5.25.915 (Regions)

This update contains a major new mechanic, Regions, which affects how you plan the layout of buildings on your planets.
It is likely that old layouts are no longer efficient, or possibly no longer viable at all. Check your food production and make sure to adjust layouts if needed.
Unwanted buildings can be destroyed by selecting the building, then clicking the button in the top right corner of the building management panel.

GAMEPLAY
  • New gameplay mechanic: Building Regions
    • Adjacent Buildings of the same-, or related-, type now form Regions
    • Some buildings, such as Farmland, provide benefits if they are part of a Region
    • See individual Building tooltips for more information on what modifiers they gain from Regions
  • Auxiliaries have been moved back to the planet construction panel, and are no longer built from within their parent building
  • Most buildings no longer require a specific adjacent building in order to be placed, this does not affect modifiers that work off of adjacencies
  • Ravager scouts now spawn at a random point in the star system then move to a planet instead of spawning directly around a planet
  • Decreased the movement speed of Ravager fleets slightly
  • Ravager fleets are now untargetable by planetary defenses until the fleet has fully spawned in
CLIENT
  • Continued moving communications over to the new protocol
INTERFACE
  • Updated tooltip layout
  • Updated planet construction panel
BACKEND
  • Continued moving communications over to the new protocol
  • Optimized away stupidly slow nested cascading in t_Planet:t_Tile:UpdateGroups()
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
  • Fixed crash in t_List:Merge()
  • Fixed list corruption caused by t_List:Merge() incorrectly creating new child objects
  • Fixed crash in t_Planet:t_Tile:UpdateGroups()
  • Fixed issue that could cause some Treasures to be invisible
  • Fixed timing issue with Ravager scouts that could cause them to expire much faster than intended
  • Fixed Ravager fleet spawning issue that could lead to Ravager fleets being prematurely destroyed
  • Fixed alignment issue in Add new worker widget under certain UI scalings
  • Fixed two cases that could lead to R-99 errors when a player was trying to reset their progress

Patch 5.25.860 (Fixes)

This update mostly focuses on fixes, but also has some quality of life improvements and visual tweaks.

GAMEPLAY
  • All buildings now provide 10 Residences. Previously, buildings that had a +Residences modifier (Citadel, Housing) did not add 10 in addition to the modifier, they now do
  • Greatly decreased the threshold for Entropy to become active, even a relatively small amount above Stockpile max will now trigger Entropy
  • Warehouse no longer provides +50% Production to adjacent Mines
CLIENT
  • Greatly improved performance in dataset handling
  • Removed deprecated ArtifactBlueprintLibraryJS data assembly during startup
VISUAL
  • Buildings with no workers, or empty queues, now have a visual Zzz indicator
  • Reduced the amount of visual fx from adjacent stockpiles
INTERFACE
  • Citadel now shows that it adds +100 Residences
  • Number of Residences are now shown in the planet management widget
  • The Add worker button is now below the production lines, just above the Add work orders button
BACKEND
  • Continued moving communications over to the new protocol
  • Various improvements and enhancements to internal data structures and datasets
  • Greatly improved performance in dataset handling
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
  • Fixed issue that could result in empty datasets after certain hashmap operations
  • Fixed buildings refunding their entire construction cost upon completion
  • Fixed building stockpiles stuck with X / Y Resource after removing a recipe from the queue
  • Fixed Entropy being stuck at 0% in the planet management widget (This is a visual fix, the behaviour has not changed)
  • Fixed Hashmap memory leak

Patch 5.25.807 (Homes)

This patch consolidates some of the recipes into a more manageable format, as well as adding Housing, and tweaks to the Ravagers.
It also contains a potential fix for memory errors during startup.

HOTFIX 1
  • Rolled back hashmap changes due to a memory leak


GAMEPLAY
  • Recipes can now have weighted, randomized, outputs
  • The following recipes have been removed
    • Siderite mining (Tier 6)
    • Enargite mining (Tier 6)
    • Cobaltite mining (Tier 6)
    • Sand mining (Tier 6)
    • Limestone mining (Tier 6)
    • Coal mining (Tier 6)
    Ways to focus on specific outputs will come back in the future
  • New recipes are available
    • Mine > Rudimentary mining (Tier 6)
    • Forgeworks > Furnace > Glass (Tier 6)
  • New building Housing
  • Multiple Production lines can now be Sweeping at the same time
  • Adjusted Ravager Scout base spawn probability to 1/60min, up from 1/100min
  • Ravager Scouts can now be clicked on, dealing damage to the ship and eventually destroying it
  • Max simultaneous Ravager Scouts per planet is now unlimited, up from 1
  • Increased planet stockpiled resources factor on Ravager Fleet strength
  • Max simultaneous Ravager Fleets per planet is now unlimited, up from 1
  • Defense installations now consume 5 munition/minute during combat, up from 1 munition/minute
CLIENT
  • Greatly improved hashmap performance
INTERFACE
  • Added some more indicators to Production line states to show what they're doing
  • Added more icons to Production line states
  • Updated Ravager Scout tooltip to reflect that it can now be clicked on to deal damage to it
BACKEND
  • Greatly improved hashmap performance
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
  • Fixed resources not being moved from Building- to Planet- stockpile
  • Moved some code around and added some potential fixes to errors when loading large files (Such as the clouds)
  • Fixed some session static data being sent more than once during a session
  • Fixed one cause of server crashes


Patch 5.25.785 (Nickel, Munitions, and Ravagers)

In addition to a slew of fixes and improvements this patch changes the behaviour of some buildings from active to passive/Auxiliary.
This change was done in order to keep with the design philosophy of having few actively managed buildings,
supported by many passive buildings that you as a player don't need to worry about.

GAMEPLAY
  • Increased weight of worker modifier +1 Max queue items to 5% from 1.1%. Max is still 30
  • The following buildings are now passive and can no longer produce anything on their own:
    • Processor
    • Military complex
    Workers in existing Processors and Military Complexes have been converted back into population
  • Because of the above change some recipes have changed
    • Enargite Processing (Tier 5) is provided by Processors to adjacent Forges
    • Cellulose Extraction (Tier 6) is now provided by Processors to adjacent Farms
    • 30mm munitions mfg. (Tier 6) is now provided by Military complexes to adjacent Workshops
  • Warehouses no longer require an adjacent Horreum, and can now be placed anywhere
  • Granaries no longer require an adjacent Horreum, and can now be placed anywhere
CLIENT
  • Added hint for NV and AMD to use high power GPU
  • Removed deprecated mID hash
  • Added some more output to the debug logfiles
INTERFACE
  • Clarified the naming scheme of tiered resources
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
  • Fixed two sources of server crashes
  • Fixed worker modifier choices not being properly randomized under certain conditions
  • Fixed recipes incorrectly granting resources when clearing insufficient inputs
  • Fixed issue that could prevent Seed from working for some players
  • Fixed Military complex showing blank
  • Fixed missing Cobaltite recipe group
  • Recipe tier was incorrectly offset by 1

Patch 5.25.759 (QoL and fixes)

This hotfix adds several quality of life improvements as well as fixes to many issues.
One of the bugs fixed in this hotfix is that Workers were not properly counted as population for the purposes of consuming food,
be warned that your planets food consumption might go up quite a bit with this hotfix if you have a lot of Workers on the planet.
If you find yourself in a situation where your population is starving to death due to a lack of food, and too many workers,
the only remedy available at this point is to raze buildings in order to remove Workers,
so that you might gain more population to put to work in Farms.
A way to Fire individual workers from a building, instead of razing it, is coming.

GAMEPLAY
  • Citadel now provides 200 Stockpile, up from 50
  • Some Worker modifier choices have been adjusted
    • +1 Production lines now has 5% weight, up from 0.01% (Max is still 4 Production lines)
    • +1 Max queue now has 1.1% weight, up from 0.1%
  • Some new modifiers, and additional tiers to existing ones, have been added
  • Seeding a planet now starts it off with 50 Population, up from 2
  • Each building now provide space for 10 population, down from 100
  • Citadel still provides space for 100 population
INTERFACE
  • Building modifiers panel now lists effects added by Workers
  • The Add worker panel now show available resources in addition to Worker cost
  • The Add worker panel now show the tier of modifier effects
  • Added tooltip hint to the Workers part of the planet stats panel
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
  • Fixed issue where producing some things was impossible due to lack of Stockpile space
  • Fixed several issues related to razing buildings
  • Fixed some Worker effects being inversed (e.g. -x% Production time is actually beneficial)
  • Fixed Worker costs not updating, or showing, properly
  • Fixed Workers not eating food
  • Fixed Workers not being taken into account for population


Patch 5.25.751 (Workers, Visuals, and more)

This has turned out to be the largest patch to date, with several major features added to the game.
Not to mention the amount of fixes, tweaks, and improvements to several key systems and mechanics.
Almost 120 thousand additional lines of code have been written for the client and server, as well as several new assets created.
To summarize it succinctly would be impossible, so keep reading the change notes below for all the juicy details!

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
    • Iron (Tier7)
  • 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
  • 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

Downtime

This has concluded. Things are back online!



Original message below:
Power company is doing upgrades and maintenance on the power grid, as such everything Gods and Idols related will be offline for the duration.
Due to the nature of this downtime (no electricity) a countdown for when things come back online is unfortunately not possible.

If you want to hang out with some other deities, and get a ping as soon as things come back online, the Discord is available at https://discord.gg/VBCcZFw

And the servers will be back online again as soon as power company is finished doing their thing.

Patch 5.25.213 (Bugs and Entropy)

In this patch the internal names used by most recipes have been changed, this means previously set-up productions require you to re-add the recipe to the building.
The recipes themselves have not changed, nor the visible name you see in the client/interface.

GAMEPLAY

  • The fragmented Tier 6 recipes 'Coal bloomery' and 'Pig-Iron' are no longer available
  • The Warehouse building is now available
    • +450 Stockpile capacity
    • +50% Production to adjacent Mines
  • The effects of Entropy are now active, keep it low to minimize penalties
  • The effects of Upkeep are now active, keep it low to minimize maintenance costs
  • Buildings now have a construction time component in addition to resource cost
  • Recipes production time is now shown and recipes have different production times
  • Farms now produce 4.8 Vegetables, down from 6
  • Farms now produce 0.9 Wood, down from 6
  • Farms now produce 0.48 Fruit
  • Core excavation now gives -25% Production to adjacent Farms
  • Core excavation now gives +35% Production to adjacent Mines
  • Basic Structurals recipe now requires either 36 Basic Girders, or 36 Basic Pipes
  • Several Recipes have had their inputs and outputs rebalanced
CLIENT

  • Greatly streamlined and improved the Empire reset process
VISUAL

  • Added some color to the Mine icon to better distinguish it from the disabled version
  • Added some color and detail to the Workshop icon to better distringuish it from the disabled version
INTERFACE

  • The planet stats panel has been improved
  • Available recipes are now sorted in alphabetical order, and grouped by Tier, in the building management panel
  • Entropy, and its effects, is now visible on the planet stats panel
  • Upkeep, and its effects, is now visible on the planet stats panel
  • Planet Metal, Life, Gas, values are now visible on the planet stats panel
  • Actual/final value of Production modifier is now visible on the building management panel
  • Recipe tooltips now show inputs and outputs scaled by building Production
  • Building base production now show values scaled by building Production
BACKEND

  • The internal names of most recipes have been changed, this does not change the visible Recipe names
BUGS

  • Fixed Events not ending properly (This ends the +100% Recipe production buff event)
  • Fixed a bug that allowed infinite and instant resource production
  • Fixed planet stockpile gain values disappearing or going to a new line
  • Fixed a crash when having a planet selected and warping back to your capital
  • Fixed issue where Citadel would not produce resources until a building was placed next to it
  • Fixed issue where Production multiplier failed to apply correctly to adjacent buildings
  • Fixed issue where Forgeworks and Quarry could be shown as available even if the planet had no Mine
  • Fixed issue where UI::isBuilding() function could return false for some buildings under specific circumstances
  • Fixed bug that allowed buildings with adjacency requirements to be placed next to unfinished construction sites
NOTES

  • Two accounts have been permanently banned over the deliberate, and malicious, abuse of a bug without reporting the bug in question and refusing to cooperate in tracking the issue down.
    If you find a bug, issue, or broken mechanic, please report it to me either on the Steam forums or Discord!
    Nobody who reports an issue will ever be punished. But deliberately keeping bugs hidden and refusing to cooperate with me in tracking the issue down, while continuing to abuse it, will make my patience run out very fast.

Patch 5.25.191 (Fixed recipes)

GAMEPLAY
  • Cancelling a recipe now refunds any resources it had collected and flagged
  • Buildings now have an internal max transfer rate based on demand (See NOTES A)
  • Recipes are now processed in two stages, Collecting and Producing
    • A Recipe will Collect needed resources as fast as possible from the building stockpile and is not affected by Production modifier
    • Once enough resources have been gathered the recipe enters the Producing stage which lasts 30 seconds and is affected by Production modifiers
  • Due to the changes in how recipes are processed Transfer capacity has been rebalanced, and is not comparable to old values
    • Citadel now provides +20 Transfer capacity
    • Horreum now provides +10 Transfer capacity
  • Citadel now provides -50% Global Entropy
INTERFACE
  • Reduced the chat font-size
  • Recipes stage and process are now visible in the building management panel
  • Base productions are now added together for identical resources
  • Upkeeps are now added together for identical resources
NOTES
  • A) This does not change the rate at which resources are transferred FROM a building to the planet per minute, it only distributes it over the whole minute instead of in bursts.
    This does affect how fast resources are transferred TO a building, from the planet and neighbouring buildings, based on how much of a resource the building wants.
    The previous behaviour of Recipes completing as fast as possible was unintended, and they should now complete once per minute if supplied with enough materials.

Patch 5.25.183 (Another one)

GAMEPLAY
  • Recipes now need the full amount of listed materials before they're processed
  • Citadel now provides 8 Transfer capacity, up from 5
  • Horreum now provides 2 Transfer capacity, up from 1
INTERFACE
  • Building management widget now shows how many resources the building needs for any Recipes it has active
BACKEND
  • Massive performance improvements server side
BUGS
  • Fixed Basic pipes recipe not making basic pipes
  • Fixed issue where adjacent buildings were not properly taken into account (See NOTES)
  • Fixed a server memory corruption that could lead to lost stockpiles
  • Recipes no longer consume resources without producing anything
NOTES

  • There are still some issues where adjacent buildings do not properly transfer resources directly between them