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