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

Gods and Idols

Patch 4.24.778 (Roadmap and fixes)

SYSTEM
  • Implemented the "Immediate roadmap" to replace the current upcoming patches system
  • Immediate roadmap can now be seen ingame
  • Backend improvements to the voting system including preparations to allow multiple votes per player

BUGS
  • Fixed several modifiers that were using incorrect multiplier formulas, including but not limited to: Sift, Delve, More, Less, Bunker, Naive, Efficient, Wasteful, Neverending, Specialized, Harmony
  • Continuous Loop can now do more than one extra cycle; e.g. 2 slots at 5/cycle now does two and a half loops. It was only doing one extra
  • Fixed goods production dialog appearing too far right
  • Fixed Powerplant bonus

Patch 4.24.774 (The Age of Pirates)

GAMEPLAY
  • Scout mechanic has changed
    • Scouts now have a chance to cause a treasure to spawn near the planet they're stationed on
    • The old buff from Scouts has been removed and they no longer affect Artifact rarity chance
    • More scouts decrease the time between chances to get a Treasure spawn, the decrease is multiplicative and diminishing, and can never reach 0
  • A new ship type, the Protector, has been added
    • The Protector will defend shipping lanes in the system, reducing the risk of NPC pirate attacks and lost cargo
    • Protectors will also try to defend the planet they are stationed on in case it comes under attack
    • Protectors are weak swarm-type craft and will not be enough on their own to defend against a fleet targeting a planet, but may supplement planetary defenses
  • Two new Artifact modifiers have been added: Suppression, and Conformity
  • Two new Artifact base types have been added: Astra, and Caelis
  • One new Creator Artifact has been added: Amber Fragment
  • One new Primal Artifact has been added: Amber Shard
  • One new Creator Artifact has been added: Amber Piece
  • Drop chance of Creator, Primal, and Nephilic Artifacts has been increased slightly
  • NPCs can once again attack any planet that has begun construction of, or finished, a Space Elevator
  • Slightly increased munitions usage by planetary defense installations
  • Shard transmutation mechanic available in Temples
  • Each finished Space Elevator now provide +3% to all production output on the planet, reaching +36% when all 12 elevators are complete
  • Each Powerplant now provide +3% to all production output

INTERFACE
  • Greatly enhanced the modifier overview when crafting Artifacts
  • Buttons for several features which are not yet in the game have been hidden to avoid confusion, ex. Planetary Ring

SYSTEM
  • Some improvements to startup time

BUGS
  • Fixed S.I.E.Ves not giving Ore if you sign in away from your Capital
  • Fixed S.I.E.Ves Ore bonus incorrectly multiplied by planetary Artifacts Ore production output resulting in very small values
  • Fixed Hermit's Boon appearing more than once on the same Artifact

Server patch (Looping Devourer)

GAMEPLAY
  • The Continuous Loop modifier can now spawn on Angelic in addition to Divine and Demonic
  • New Artifact modifier: Devourer
    • When placed in a building it will consume a random resource and over time has a chance to randomly increase the tier of a modifier on any Artifact in the same building. The Devourer modifier can not improve itself, is unaffected by all other modifiers, and has a limited number of uses before it becomes inert.

  • Increased the chance bonus per Scout from 0.1 to 1
  • Adjusted spawn weight of several Artifact modifiers

Patch 4.24.766 (Experimental buildings)

GAMEPLAY
  • New experimental buildings added

    • These buildings are experimental and may be removed in a future patch!
    • The idea is that these buildings will offer an alternative to Artifacts for certain mechanics


GRAPHICS
  • Light flashes toned down overall
  • Light flashes can now be turned off in settings

INTERFACE
  • Minor performance improvements overall

BUGS
  • Fixed crash on startup if desktop virtualization is enabled
  • Fixed a source of random disconnects

Patch 4.24.759 (Dev. voting)

HOTFIX 4.24.759

  • Several Artifact modifiers were erroneously left at 0% spawn weight after testing.
    The following modifiers were affected, but can now spawn once more:

    • Planet stats
    • Per City buff
    • Size
    • Defense damage reduction
    • Defense pillage reduction
    • Empty slot buff
    • Even or odd buff
    • Production bonus per planet stat
    • Artifact Rarity bonus
    • Artifact crafting bias
    • Treasure resource cache bonus
    • Artifact salvage bonus
    • Population Faith
    • Population Health
    • Population Joy

  • Just like the other modifiers, many come in "low" and "high" variants and some even contain "extreme" variants. Different variants can stack and have their own tier names.
  • Bugfix: Fixed countdown to next dev. vote not being visible when hovering over the vote button
  • Bugfix: Fixed Bound/Unbound planet Artifacts not behaving properly when unsocketed
  • Performance: Huge performance improvement in Artifact Blueprint database loading, should reduce startup times and "not responding" significantly!


Patch 4.24.749
SYSTEM
  • New features
    • Voting system as described in the July 31st Developer update

EVENT

  • Soulless manifestations detected in multiple star systems. Caution advised!

GAMEPLAY

  • Balance changes:

    • Resource Cache Loot now has better distribution of resource

  • Artifact changes:

    • All existing Artifacts have been converted to Bound Artifacts
    • New Artifact type: Bound Artifacts

      • Bound Artifacts do not expire
      • Bound Artifacts can not be unsocketed, only destroyed

    • New Artifact type: Unbound Artifacts

      • Unbound Artifacts do not expire
      • Unbound Artifacts can be unsocketed and moved

    • New Artifact type: Timed Artifacts

      • Timed Artifacts are now very rare
      • Timed Artifacts spawn with much higher modifier values
      • Timed Artifacts can have unique modifiers not normally available
      • Timed Artifacts can have multiple unique modifiers
      • Timed Artifacts have less strict rules regarding modifier conflicts, allowing a much greater variety and interplay between possible modifiers
      • Timed Artifacts can not be unsocketed, only destroyed
      • Artifact timers/countdown are now enabled
      • Timed Artifacts have between 1h to 2h duration after which they are destroyed

    • Many old Artifact types have been deprecated and can no longer spawn, existing ones remain
    • Artifacts modifiers are now limited based on rarity:

      • This new limit does affect all existing Artifacts, but does NOT remove any existing modifiers. Existing Artifacts that are beyond the limit will only allow modifiers to be removed until they get below the limit
      • Common can have up to 2 modifiers
      • Uncommon can have up to 3 modifiers
      • Rare can have up to 4 modifiers
      • Angelic can have up to 5 modifiers
      • Divine can have up to 6 modifiers
      • Demonic can have up to 6 modifiers
      • A new modifier has been added that increases the max allowed number of modifiers beyond the natural limit
      • The absolute max is still 15 for all rarities

    • 36 new regular Artifact modifiers
    • 12 new Unique Artifact modifiers
    • Nine new Creator tier Artifacts
    • Seven new Primal tier Artifacts
    • Six new Nephilic tier Artifacts


INTERFACE

  • Major performance improvements to the stockpile window
  • Moved Empire and Artifact buttons out of the dropdown in the top left

BUGS

  • Fixed S.I.E.Ves not providing Ore in some cases
  • Fixed a bug that was affecting Artifact modifier randomization

Developer update

Patches and updates are changing
As the scope of the upcoming patch grows it has become evident that it will take some more time to get ready.
In order to avoid a repeat of the dreaded "Phase III coming soon!" I have decided to make some major changes in how I approach updates, as well as how to involve you deities more in the process.

The first major change is that upcoming patch notes will now be referred to as the Immediate Roadmap.
All features and items on the Immediate Roadmap are actively being worked on.
The second major change is that any feature on the Immediate Roadmap that becomes ready will immediately be pushed out as an update instead of waiting for the "whole" patch.

Some features rely on other features, and in those cases the base features simply have to become ready first.

Vote for the features you want me to focus on
The third major change is that I am adding an ingame voting system, where you will be able to cast your vote for which feature (Or features) you would like me to focus on.

The duration the vote covers may change, but I am going to try to keep it weekly.

You can vote for multiple options, or several times for the same option.
Every active player gets one free vote per week. Additional votes cost Essence. You will be able to make Essence ingame without spending any money, and I will be adding the ingame shop soon where you'll also be able to purchase Essence.
You will be able to vote multiple times during the same period, regardless of if you buy Essence or gain it via gameplay.

Importantly, this is just a vote for what you'd like me to focus on, it is not a vote to discard features or adding one feature in favor of another. All features and options shown during votes will be things that are going to make it into the game, the question is just about the order of things.

But why?
This accomplishes several goals, first it keeps me focused on the things you deities actually want to see, not just what I find the most fun to work on.
Second, I hope this will bring in some much needed money that can be spent on artwork, models, etc (And of course programmer-fuel: Energy drinks)
And most importantly it should hopefully produce more frequent updates of substance as I will push features live as soon as they become ready instead of as part of a larger update.


As always your feedback is important, let me know if you have any questions and I'll do my best to answer them.

Server update (Lubricant)

SERVER
  • Huge server overhaul to improve performance and add backend systems needed for future gameplay mechanics and features:
    • All server database interactions have been rewritten and optimized
    • Optimized all database structures
    • Some gameplay features have been moved to other services to reduce data duplication


BUGS
  • Fixed some resources, e.g. Angelic Shards, not appearing as intended in Resource Loot
  • Restored the gains of the Men

Patch 4.24.721 (Loot and Springcleaning)

HOTFIX A
  • Fixed an issue with data node that was causing Resource caches to not work properly for some players


GAMEPLAY
  • Over 8'800 abandoned and unclaimed planets have been removed
  • More things added in preparation for an upcoming in-game event
  • Added Cargo ship-class, it currently does nothing but will be needed to transfer resources between your planets
  • Shipyard queue items can now be cancelled (No refunds!)


INTERFACE
  • Resource Cache Loot tooltip made much clearer


GRAPHICS
  • Slightly adjusted color of Artifact Loot to make it clearer what Tier it is


BUGS
  • Can no longer spend Congregation points beyond population limit
  • Fixed S.I.E.Ves not giving Ore
  • Fixed Scouts not affecting Treasures
  • Fixed crash when taking a screenshot after increasing the game resolution
  • Added missing textures that were causing Resource caches to be invisible



Patch 4.24.698

GAMEPLAY
  • Added temporary new mechanic:
    • A new ship type, the Exterminate class Marauder, can now be built and sent to invade hostile planets in the same system as it's built.
      Marauders can be destroyed by Planetary defenses or hostile Marauders.
      A Marauder will take out another Marauder resulting in both being lost. A Marauder will damage planetary defenses if it is destroyed by those. Many Marauders may be needed to penetrate planetary defenses if any exist.
      If the Marauder is not destroyed it will occupy one City center/Space Elevator. If all 12 are occupied the planet will switch owner to the attacker.
      Marauders are extremely weak, and should be easy to fight off for any active player. They are a tool allowing you to remove other inactive players from your star system, they can not be used to target planets in other systems.


ARTIFACTS
  • The number of possible modifiers on an Artifact are now shown while crafting
  • Possible Unlock Productions on an Artifact are now shown while crafting
  • Added Basic Artifacts for each and every producible resource

Patch 4.24.682

Fleet server remains offline, see dev. diary ingame!

BALANCE
  • All Food goods output has been increased by at least 200%

ARTIFACTS
  • New and crafted
    • Added more possible modifiers to Autoloaders
    • The rarest possible random modifier is now picked when adding modifiers to an Artifact (Notes A)
    • The highest possible random tier is now used when spawning new Artifacts (Notes A)

  • Added Rare and Angelic mass-salvage buttons to the Artifact vault (Be careful)
  • Added checkbox to ignore Infinite Artifacts while mass-salvaging (Checked by default)

INTERFACE
  • Shipyard buttons are now much more responsive

BUGS
  • Ship construction getting stuck with all resources showing fully complete
  • Fixed shipyard construction and queue not saving properly on server shutdown
  • Fixed missing defense building icons
  • Fixed Extra Shards modifier giving the bonus to the wrong Shard type
  • Fixed Fission and Fusion tooltips
  • Fixed goods not checking their archetype max stockpile (Charcoal)
  • Artifact slot limits are now properly enforced: Max 10 Planet slots and 28 per Building
  • Fixed missing Space Elevator icon
  • Accretions are no longer suitable locations for colonization


NOTES
A) The old system would pick the first possible item, which meant that if the random weight rolled 0.1 it could still pick an item with a weight of 40 if it appeared early in the random list.
The new system checks the entire randomly ordered list and picks the item with the lowest weight that is higher (or equal) to the random weight roll (0.1 in this example). If two or more items have the same lowest weight one of them is randomly picked.
This change should help immensely with the spawn rate of the more rare Artifacts and modifiers.