Genre: Point-and-click, Racing, Real Time Strategy (RTS), Simulator, Strategy, Indie
Godus
What's Missing From Godus?
Jack here from 22cans!
Sometimes we look back on earlier builds of GODUS and it blows our mind when we stop to consider how far the game has progressed. Sometimes this can be to do with the mechanics, other times it can be with aesthetics or the game’s performance.
It’s been a fascinating experience seeing how the community has been able to adapt and respond to our iterative design approach. Previously, this has always been a process that has occurred behind closed doors. It’s [B]terrifying[/B] putting it out there for people to see because the nature of something such as Early Access is a relatively new concept to the industry, with the danger being that some people will play GODUS and panic that the current state of the game is what it will always be!
The most magical vibe has been flowing throughout the 22cans studio the past few weeks at just how dramatically things have progressed. The team has been putting everything they have into this game and it’s really starting to show. Whenever we attempt to take screenshots or record videos of the game, we have to re-author them by the time we go to release because the game has been changing so fast and so they never represent the most recent version of our work.
We can’t wait to show you the results once it’s all come together. For now, though, I thought it would be fun to look at the below screenshot from an older version of GODUS and to question what’s actually missing from it…
There aren’t many trees in this landscape. I love trees! And when I start to feel like a part of my land is missing trees, I plant some more. Sadly, after some time I forget which trees I planted and which trees were already there! It seems slightly odd that after all the effort I made to customise my landscape that I am somehow unable to admire my handiwork because I don’t know what was my work and what was already in the world. I think I would feel a lot more satisfied with my customisation if I could clearly tell apart where I had left my mark on the world.
I love the art direction of the GODUS world. Whenever I think of it, I picture the green plateaus. For me that is the image that defines the world. I also love how vast the world is. I feel like my little people are engulfed in a huge landscape that would takes them an age to venture through. However, with this feeling of an expansive land I would expect to see gradual changes in the world. I think about my experiences moving through other virtual worlds – such as in [I]Shadow of the Colossus[/I] or [I]Red Dead Redemption[/I] – where I would head north and start to see snow laying on the ground and suddenly I’d feel like I really was in a different part of that world. Wouldn’t it be great if I had the same strong feeling of exploring far and wide when looking around my Homeworld?
Speaking of the visual beauty of GODUS, it is certainly pretty. I genuinely find it to be a joy to the eyes to scroll around and play in this world. Having thought about it a bit harder lately, we’ve already dreamed up a few ways to improve on it. For instance, I feel that the small shadows that are currently present do help to give the world definition, but still aren’t truly believable. Proper shadows would be a much nicer solution, adding emphasis to the world in a way that’s both consistent and visually striking. We’ve also been thinking about the sea a bit more. Water gives a lot of wonderful motion to the world and I want to take more advantage of that. I think having lovely looking streams and waterfalls to play around with would really help make my Homeworld come alive.
As you grow your civilisation, you are almost certainly going to have a lot of abodes on your hands. I want this both to feel fun and also for your world to grow in beauty as your population becomes denser. However, in the past this hasn’t proved to be as beautiful looking as it could be. The problem we’ve had in GODUS is that your abodes haven’t felt like they were related to each other. Currently, they all feel isolated and with only certain kinds of abode designs, the repetition of assets can be quite noticeable. Not only this, but previously worlds have ended up as flat seas of houses.
The first iteration of this solution was a very primitive. We saw this as a great opportunity to introduce farming. We used fields to break up the sea of abodes. The fields were built by abodes nearby a settlement statue. Problematically, this has required players to destroy their abodes to make space for them. This is something that we’re looking forward to having solved in our forthcoming update for GODUS.
The second iteration was based around the idea of wanting to allow the player to customise their settlements. We added the ability to sculpt your own roads (very primitively), we added a barrier to make abodes in the settlement feel more inclusive, plus we enabled the player to assign their followers to be breeders, workers, or buffers. We also changed the requirements for building fields and abodes. Unfortunately, these proved to be very unintuitive mechanics that didn’t offer a great experience despite their complexity. So, we realised we needed to go back to the drawing board. Nevertheless, these mistakes have proved beneficial in the long run thanks to our iterative approach to game design. Whilst some mistakes may now seem fairly foreseeable in hindsight, they have led to some very innovative ideas that you’ll get to play with in our forthcoming update.
We recently discussed how we would solve these problems moving forwards. Once you progress through the ages, it is important that there is a noticeable difference between the abodes of the last era and those in the next. This also ties into our new vision for revamping Settlements. These are areas that our art team have been thinking hard about as they continue to iterate on the game’s artwork.
Lastly, I’d say that I don’t get the feeling of living companions in that first screenshot. I see a few of my little people around, but I wish there was more for them to see and do. Their journey through the world seems to greet them with the promise of new environments, but I wonder if there could be more discoveries for them? It would be great for them to have unexpected encounters with things that are more alive than the shrines and mountains that we’ve all become used to.
So these are just a few of the things that spring to mind when I look at that first image. Yet there’s still so much more to come! Keep an eye out for more details very soon.
Over the last few weeks, we’ve recognised that since the v2.0.5 update, an increasing number of players have found Godus’ Settlement mechanics to be a bit unintuitive and, well, just not as fun as they ought to be.
So, a core group of us went away and brainstormed a few solutions to this dilemma and in the process, we rediscovered some of our original ideas.
We’re not quite ready to share the full details of how we are going to be bringing these ideas to fruition – some of the new features and functions we have in mind for the Settlements revamp are quite advanced and we think it’s better to let you know precisely what we’re cooking up once everything has been locked down and proven to be technologically viable.
However, since we’re very excited and enthusiastic about these advancements, we do want to let you in on our thinking and demonstrate that we have read your comments, digested your feedback and are sprinting hard to bring them into reality.
PLACING SETTLEMENTS
What drives our thinking about Settlements is the course of human history itself. We want to give you a way to take your initially small group primitive followers and take them into the agricultural age while accounting for considerable growth in population.
While the current system does make specific areas within your Homeworld more distinct and civilised, we would prefer to do so in a way that’s less restrictive and more naturalistic, all while amplifying your abilities as a god.
When placing a settlement with the current system, it can be challenging to create farms around it due to the dense population you will have created up to that point. Additionally, all settlements tend to look a bit too similar to each other for our liking.
We know that that current system can lead to confusion over how to get the most out of your Settlements and even over the size of your Settlement before it is placed into the world. What we want is to give you a more accessible way to further the development of your Followers’ habitation and one that doesn’t rely on being menu driven or needing a lot of intricate GUI elements.
The new system we’re currently working on will add much more diversity to your Settlements. We’re developing an inventive (surprising, even) solution to make Settlements more charming, more efficient and more aesthetically pleasing… and makes you feel more like you’re playing with god-like powers, too.
BUILDING SETTLEMENTS ON HILLS AND VALLEYS
We want to deliver on our vision of a world as presented in our original concept art for Godus, where Settlements can thrive across multiple layers of the landscape.
Creating Settlements under the current system does make good use of Godus’ trademark sculpting mechanics and allows you to bring life to flat areas, however we’ve seen that for many players, this tends to lead to the whole of their Homeworld being flattened as they expand their population.
We would prefer there to be more visual variety in how you evolve your Homeworld and between the Settlements you create for your Followers. We want to enable you to build Settlements in a less restrictive and uniform way.
Our goal is to enable you to see your followers build vertically as well as horizontally in harmony with a beautiful, undulating landscape.
GOVERNING YOUR FARMS AND FARMERS
We want to make the involvement of farming in the Bronze Age and mining in the Iron Age feel more compelling and challenging without forcing you to worry about too much micromanagement.
We’re quite fond of how the current system works for Builders – we think it’s clear, simple and fun to play. We also like the current balance between building houses and farms, as it neatly reflects how we humans behave in the real world.
That said, the current way you assign roles to your Settlement’s workers is too clunky and fussy – we have seen that it has led to confusion, especially with the Buffer class of follower.
Our new designs focus on making the way you govern your farmers and miners more immediate, instinctive and cohesive by extending existing, proven systems as well as doing a better job in how we describe them.
GROWING AND HARVESTING CROPS
The way we think about crops is as a resource that makes sense without us needing to describe it in too much detail. We want you to think of them as behaving just like they do in the real world – people need food to work, after all.
As such, we like how the production of wheat is tied to building new Abodes. However, it’s become very clear that the current mechanics can be quite hard to grasp and require too much explanation, especially for less advanced players.
While the logic behind how wheat works at the moment is sound, it’s obviously not as fun as it could be. Also, the fact wheat disappears instead of being a resource you collect is in conflict with how we think about it as a resource in the first place.
We’re exploring new lines of thought as to how your followers harvest wheat as a resource for building and have this mechanic be as intuitive and engaging.
ADDITIONAL IMPROVEMENTS
One of the most requested features from the community is for a way to automatically collect Belief. We’re now in the process of implementing a Statue of Collection, which will collect all the Belief generated by your followers within a given area.
OTHER GUI IMPROVEMENTS
We’re also looking into ways to increase the level of detail for the information you can gather about your Followers and Settlements as a way to enhance your god-like omniscience.
We’re sprinting hard as a team to get this new functionality into your hands as quickly as we can – we can’t wait to show you in full just what we’re creating for you. We hope that the new Settlement designs will not only address some of your concerns, but also lead to a more enjoyable and empowering Godus experience.
We’re eager to hear your thoughts, so please share your impressions in either our Kickstarter backer forum or in our Steam Early Access forum here.
Beginner’s Guide to Abodes
Today we thought it might be worth talking about the Abodes and different layers that you can build on. After reading through a couple of messages we received though our Support portal as well as over Facebook and Reddit, we thought it might a good idea to create a little guide to give you all a clearer picture.
OKAY, SO WHAT'S THE PROBLEM?
When you get to a certain part of the game, you may notice that you can no longer build Abodes on high level ground (the dark green layer to be exact, or eleven layers above the first layer of grass to even more exact). Some believe that this could possibly be a bug – however, that’s not the case as you can build above the dark green layer!
BUT...HOW?
Simples, but it will take a little bit of work to do – in fact, you’ll need to unlock the Mining Settlement and gather 30 ore to unlock the Stone Lodge. After you get past this point, you’ll be able to build to your heart’s content.
THE GUIDE
In Godus, there are many layers you can build on, but you may be asking yourself which Abodes goes where.
Starting off with the sand layer, your Followers will start off building Shelters. Once you have reached a population of 10 you’ll unlock the Straw Hut Abode and your Followers will start building this type of Abode instead of Shelters. A bit later in the game, once you’ve unlocked the Farming Settlement and gathered 9 Wheat, you will unlock the Wooden Hut and your Followers will start building these Abodes on the sand layer instead of Straw Huts. This wraps up any Abodes for the sand layer.
Next up, the grass layer (or the light green layer). Once you reach a population level of 27 you’ll unlock the Mud Hut Abode and this will allow your Followers to make the transition from sand to grass. Upon reaching the 115 population level, you’ll unlock the Mud Cabins – this Abode will really help in building up your population and in no time you’ll unlock the Farming Settlement. Once your Farmers have gathered 9 Wheat you’ll unlock the Wooden Hut Abode and this will take over the Straw Hut and Mud Hut Abodes. Once you have gathered 24 Wheat you’ll unlock the Wooden Cabin Abode and this will take over the Mud Cabin Abode.
Next up is the Wooden Lodge Abode, which unlocks at 70 Wheat – this will immediately start to increase your population level. Once you have reached 900 population level, you’ll unlock the final Wooden Abode called Wooden Cottage and this is the last Abode you can build on the grass layer. Once you have unlocked the Wooden Hut, Wooden Cabin, Wooden Lodge and Wooden Cottage, you’ll be able to use these from the first grass layer and ten layers above. Once you have reach the eleventh layer (dark green) above the first grass layer, you will no longer be able to progress with these Abodes.
At this point, you’ll need to unlock the Mining Settlement and gather 30 Ore to unlock the Stone Lodge Abode, after 140 Ore you’ll unlock the Stone Cottage Abode. Once these Abodes have been unlocked, you’ll be able to continue building past the dark green grass layer, up until you reach the snow layer (or the top white layer). If you try to build these type of Abodes below the dark green grass layer, you’ll just end up building more Wooden Abodes.
That about wraps things up this guide. We hope you find it helpful and if you need any extra help, you are always welcome to drop us a message at support@22cans.com.
Godus Roadmap - where are we headed?
22cans has an iterative, suck-it-and-see approach to Godus’ design, where new features are designed, implemented, improved and refined in sequence after extensive play testing. Whilst this practice may appear a bit over-adventurous and unstructured when exposed so openly with the nature of Steam Early Access, this is a legitimate development practice that has aided innovative designers such as Peter Molyneux throughout his entire career in creating bold, unique experiences.
With Godus, we’re focused on delivering a creative experience with intuitive, clean gameplay for both core and casual gamers that connects people together and provides a consistently surprising and ever-expanding tail-end of the game.
We really want players to treat Godus like a hobby, where they will be so proud of the results of their time spent in the game that players will want to show off the results to their friends, families and peers.
There is still a long way to go with the development of Godus. For those who felt that the game has yet to meet their satisfaction, let us reiterate that the average development cycle for a modern game can be between 2 and 4 years! Godus was released a shy 9 months into development on Steam via Early Access, far ahead of the average Kickstarter first-playable turnaround. So the build you can play today is still very much on the way to becoming a truly great PC game.
Godus Update – New Opt-In Build Available to Download
Last week we saw v.2.0.5.122 hit the main branch for all Steam users and we saw some new features make their way into the game, such as:
Storms now have a chance to re-spawn chests within your world.
Settlements had been redesigned to feel more like Settlements instead of a sprawl.
The new infamous Settlements mechanics (that has caused mass confusion for a lot of people).
So What's New This Week?!
In the spirit of keeping our promises to the community we'll be releasing a new patch on the Opt-In branch but please be warned that they isn't much in the way of improvements this week except we have added new art for the Event Dock. There is a possibility that there could be even more bugs this week. Such is the case with active development - it's not always a straight line of progress, sometimes it's a little bit more like two steps forward, one step back!
If you would like to play a more stable build we recommend that you opt-out this week and either continue playing with .122 or .165. However, if you're a fearless bug hunter then please do feel free to dive into v2.0.5.178 and report any new bugs and glitches you encounter.
[U][B]BUG FIXES:[/B][/U]
Champion area of influence will move with the Champion.
Mines will convert to Abodes in a Mining Settlement if destroyed by Finger of God.
[U][B]KNOWN ISSUES:[/B][/U]
For the full list of known issues feel free to read through our Known Issues thread.
Click on the chest tutorial issue Possibly the biggest issue players come across when starting a new game. We urge all players starting a new game not to click on the chest until the tutorial asks you to.
Freeze upon quitting The most consistently reported bug is that the game freezes upon quitting and has to be closed via the Task Manager. This is due to middleware issue and a workaround is being investigated.
Maximum number of Monuments that can be placed is 36 When you get to a certain point in the game, you will start to notice that you can’t place any more Monuments and that it will still cost you Belief.
Community Concerns
We've noticed on the Steam forums that some players may be holding back their bug reports because of duplicates and that players do not email support@22cans.com because there is no way of knowing whether the bug has already been reported or not. We urge everyone to report bugs via the forums and the support e-mail - the more people who report a bug, the more complete an idea of the number of people being affected by it we get. This helps us prioritise which bugs get fixed first.
That about sums up this week's update. If you have any more questions please feel free to drop our support team a message at support@22cans.com.
Firstly, we’re releasing v.2.0.5.122 onto the main branch of Steam (at last!). Secondly, we’re releasing v2.0.5.165 on to the Opt-In branch. For people that are completely new to v2.0.5, follow this link to find out what’s new and even find a guide to the new Settlement Mechanics.
NEW DEVELOPER BUILD
The new Opt-In build will officially be labelled as v2.0.5.165 in the Options screen, this update is primarily a small bug fix that will squish a couple pesky bugs. For information on how to access the opt-in developer builds, please follow this link.
Please find below the change list for the v2.05.165 update. As always, If you find any new bugs or issues please be sure to send a report to Support@22cans.com or Support.22cans.com and please feel free to discuss features for future updates on the Steam forums.
FIXES:
Speed up button in the Voyage of Discovery missions has been temporarily disabled until the feature can be properly implemented.
Timers will only appear over building site when you have selected them.
Storm Chests should spawn in your area of influence.
Shrines will now only buff abodes.
Trees will no longer show buffs over field.
KNOWN ISSUES: For the full list of known issues feel free to read through our Known Issues thread.
Maximum number of Monuments that can be placed is 36. When you get to a certain point in the game, you will start to notice that you can’t place any more Monuments and that it will still cost you Belief.
NEW VIDEO UPDATE FROM OUR DESIGN TEAM
We also grabbed some time with Peter and Jack earlier today to talk about the design process behind GODUS (as well as all of Peter’s previous games) and respond to some of the most recent comments from the community.
Check it out to discover fresh details about what we’ve currently got in production, some of the upcoming content that will soon be playable and what the future holds in store for GODUS.
http://youtu.be/yMrzxuzIx6I
Quite exciting, we are getting closer to a major update where new features will be released! That’s all for now, rest assured we’ll keep you posted of all the latest developments right here on our blog.
What are we working on right now?
We’ve received a plethora of requests asking us about what it is we’re currently working on and whether we could share any documentation that details our present activities.
Well, your wish is our command and so today we present the design docs for our current sprint, hot from the desk of Peter Molyneux himself. Our short sprints usually last for two weeks and our long sprints can last for up to three months – hopefully this will give you a clearer insight as to our inner-workings.
New Developer Build Update, Settlements Guide & Gameplay Livestream
We’re releasing an updated version of the GODUS 2.0.5 build to the Opt-In branch of Steam Early Access today. The main purpose of this build is to address bugs and glitches from last week’s release.
As with all updates to the Opt-In branch, you may experience issues carrying your existing saved game across to the new version. Click here for instructions on how to delete your save games should you run into any issues.
For information on how to access the opt-in developer builds, please follow this link.
v2.0.5 PATCH NOTES
The new Opt-In build will still officially be labelled as 2.0.5 on the start-up splash screen, but if you check the Options menu you’ll see that the full build number is v2.0.5.122 instead of 2.0.5.75 from last week.
Please find below the change list for the v2.0.5 update. As always, please be sure to report any bugs and issues to Support@22Cans.com or Support.22Cans.com and feel free to discuss features for future updates on the Steam forums here.
Fixes:
Settlement tutorial crash fixed.
Ore mining not working fixes.
Sound now works in Windows XP.
Unclickable spot in Sticker bar on the Timeline is now gone.
Stickers are more responsive on the Timeline.
Images on cards no longer disappear at random.
Farming and Mining settlement cards no longer require stickers.
+30% radius increase card now correctly grants the radius increase to Settlements.
+50% to Beautify correctly working.
Rain of Purity cloud no longer gets stuck on Homeworld map if cancelled.
Amount of farmers specified on Farmer upgrade card fixed.
Ore and wheat counts now displayed correctly.
Population bar no longer counts number of Farming fields.
Known Issues: For the full list of known issues feel free to read through our Known Issues thread.
LOC Error is displayed on Pop-Up to reinforce event boats when you do not have enough Belief. When you are in the Events, if you lose some Followers, you can Reinforce your boat with more Followers by spending Belief. If you do not have enough Belief to do so a pop-up will appear which says LOC ERROR instead of “You do not have enough Belief”
NEW SETTLEMENTS GUIDE
Over the last week, we’ve received a number of queries about the new Settlement mechanics introduced in the last update. Some players had been building too many Abodes without enough Wheat Fields or Mines to support Population growth, which halted their progression through the game.
Our effervescent Community Consultant, MrDrPink, has hand-crafted the following guide to help you through any issues you may have been experiencing.
How Settlements work:
Once you reach the correct population level you will unlock the new mechanics for Settlements.
The first Farming and Mining Settlements will be free of cost (i.e. no stickers required).
In addition, the first Farming Settlement will not require belief either.
Once the new mechanics kick in for the Farming Settlements, each abode will cost 1 Wheat.
Once the Mining Settlement unlocks, it will cost 1 Ore and 1 Wheat to build an Abode.
Building Abodes within Settlements is free of charge.
Wheat and Ore no longer require collection as in previous versions of GODUS.
Each Wheat crop and Ore deposit accounts for 1 or 2 Wheat/Ore points, depending on how many workers are gathering them.
How to get more Wheat/Ore:
Wheat/Ore will “NOT” regenerate no matter how long you leave GODUS on!
If you would like more Wheat or Ore, build more Farms or Mines.
Build Farms or Mines outside of Settlements by leashing workers to empty plots.
Treat Wheat and Ore the same way as you treat your population.
How to get more Followers:
If you would like more Followers, destroy and then rebuild old Abodes.
Build Abodes within Farming and/or Mining Settlements to save spending Wheat or Ore on construction.
GODUS GAMEPLAY LIVE STREAM
As your ever-pulchritudinous Community Relations Manager, I will be livestreaming a GODUS play session this weekend. We’ve been tossing this idea around over in the forums and after talking with the community I’ve decided to do an 8 hour streaming marathon of GODUS!
I’ll be broadcasting this stream this upcoming Sunday at 6pm GMT / 1pm EST and I’ll be going for 8 hours straight over on my Twitch channel. Everyone is welcome to drop by and I’ll be talking with the community in the Twitch chatroom while I play in addition to live tweeting my progress over on my Twitter feed as well.
I’ll be using the very latest Steam build (the one coming out today) and I invite you all to come hang out with me while I stream and maybe even chime in and help influence the way I expand my Homeworld.
See you all there!
So there you have it, looks like this weekend will be a memorable one for the GODUS community. Until then, we’re Looking forward to seeing how you get on with today’s update!
NOTE: Want to read all about the changes that were introduced in our initial 2.0 release? Click here to check them out. Also, if you have a bug to report or some feedback to submit please take a look at the Submitting Feedback and Bug Reports thread. Lastly, be sure to take a look at the Known Issues thread for the latest information on issues the team is currently aware of. Thanks everyone!
GODUS Update v2.0.5 and Introductions
Today we're releasing v2.0.5 in the opt-in branch and we're here to get you up to speed on all the fixes and known issues with this recent opt-in update. Below you'll also find an introduction from our new community guru, George, as well as the list of fixes, new features, and known issues with v2.0.5.
http://youtu.be/7z-RL4QjpkY
Introductions
Hi everyone.
My name’s George and, along with Bruno Tavares and Lin Lin Li, we’re the newest members of the 22cans team! Bruno is our Lead Server Architect, responsible for all our game client to server networking needs; Lin Lin is our resident analytics expert, responsible for sharing insights about how you play to the team; and I’m the new Community Chap, aka The Guy In The Online Asbestos Suit (full credit to Matt Soell for that epithet).
I’m not going to spend lots of time telling you how thrilled I am to have joined the team here in Guildford (although I very much am) and how excited I am to now be working on project I first got involved with as a Kickstarter backer (very excited, since you ask). Instead, I’m going to tell you about the kind of things I will be working to implement so that the community has a greater sense of involvement and awareness about what’s going on with Godus.
First up, I’m working with Peter and Jack to publish a features roadmap – hopefully this will give you much clearer insight as to how Godus is shaping up and the direction in which it’s moving. I’m hoping to publish this before the end of next week, barring any unforeseen eventualities.
Secondly, I’m looking to implement some processes to enable us to gather, filter and implement community feedback (i.e. issues and suggestions) more effectively. First step – familiarise myself with you, the game and your outstanding concerns.
Thirdly, I’ve been aware that we need to update the info on Godus’ store page on Steam so that it better reflects the content that’s currently in-game, as well as the direction of future content. That’s something I’d like to do this month.
Patch Info
Today, however, we are updating the Steam Early Access build to version 2.0.5 – we believe that this build isn’t quite ready for primetime, so we’ll be releasing it to the Opt-In branch on Steam.
You may experience issues carrying your existing saved game across to the new version, so we recommend you delete your existing save to take advantage of all the new features and changes in this build. Click here for instructions on how to delete your save games.
For information on how to access the opt-in developer builds, please follow this link.
Peter and Jack have recorded a video update where they talk about the release of version 2.0.5 and some of the work that went into it, which you can find at the top of this update.
In future, we’ll probably save full-blown video updates for larger content updates, as we’ll be able to update you more frequently on the comings and goings of Godus via words and pictures on this blog.
Patch Notes
Please find below the change list for the v2.0.5 update. As always, please be sure to report any bugs and issues to Support@22Cans.com or Support.22Cans.com and feel free to discuss features for future updates on our forum here.
FEATURES:
Storms now have a chance to replenish chests in your world within your area of influence
Settlements have been redesigned to feel more like settlements instead of a sprawl
How Settlements Work Mining ore and farming for wheat now occurs as a variable rate depending on how many mines and farms you build; how many workers are in a mine or farm; any buffs applied to the mine or farm and/or its workers; and proximity of a mine or farm to a settlement (i.e. how far miners or farmers have to commute to work), as opposed to specific amounts of ore and wheat gathered over time.
The resource bar now correlates to resource generated per hour instead of a total amount of the resource collected.
The more fields/mines you have, the higher your per hour rate will be. For example, building additional mines/farms will increase the overall rate at which you generate ore/wheat. The more mines/farms you build, the faster you will level up.
Fields and mines further from the Settlement are less efficient than those within a Settlement
Fields, mines and abodes built inside a Settlement do not cost any resources to build however if you build outside a Settlement, it costs resources. The cost is displayed on the empty plots.
Various balance improvements, including reduction of time it takes to complete building
FIXES: Crash on start up: Players were that the game will crash at the splash screen, which should now be fixed in this version. If the problem persists, please refer to the workaround here.
Crash when hitting "return to home" on voyages: Players were reporting a crash every time they select "return to home" on a voyage, which should now be fixed in this version.
Finger of God causes red graphic issues: Players were reporting a graphics issue of red squares whenever using the Finger of God, which should now be fixed in this version.
Return to Civilization button disappears upon abandoning challenges: Players were reporting the red message "Map Preview" at the beginning of each challenge, if not closed, caused the Return to Civilization button to disappear. That should now be fixed in this version.
Additional fixes:
Sculpting tutorial responsiveness fixed
Keyboard hot keys updated to reflect new configuration
Memory optimizations since version 2.0.4, increasing responsiveness and stability
Buried chest graphical effects should no longer disappear
Freeze upon quitting: The most consistently reported bug is that the game freezes upon quitting and has to be closed via the Task Manager. This is due to a middleware issue and a workaround is being investigated.
Meteor will sometimes leave behind small pieces of land: When a meteorite strikes it can leave behind a small square of land that can’t be removed by sculpting.
The Belief button will appear faded out at the beginning of the Tutorial before unlocking Belief: This bug affects the Mac build only.
That’s all from me today and I’m looking forward to familiarising myself with you further over the coming days, weeks and months.
GODUS v2.0.4 Update
Today we're releasing update 2.0.4, a brand new official update for GODUS which introduces numerous changes and additions. Due to the number of changes in this version we've also introduced a brand new homeworld for you to play through. If you'd like to continue using your existing save you're free to do so, but to take advantage of all the new features and changes in version 2.0.4 you will need to delete your saves to restart your homeworld. Bear in mind that having to restart your homeworld is occasionally a part of the early access process, but we hope that you'll find these changes and new homeworld worth the loss of your existing homeworld. For instructions on how to delete your saves just head here.
Also, feel free to check out Peter and Jack's video update where they talk about the release of version 2.0.4 and some of the work that went into it.
http://youtu.be/WAypbsI-y4g
Below is a list of many of the changes introduced since our last update (version 2.0.1). We're also still hard at work taking care of any remaining bugs and issues that still exist in the current version. For the full list of known issues feel free to read through our Known Issues thread. As always, please be sure to report any bugs and issues to Support@22Cans.com or Support.22Cans.com.
UPDATES
Brand new homeworld
New cards
Temples disappear on completion
Different abodes only on different ground types
Locking underwater sculpting
Added raft to events for reinforcements
Landscape colours updated
Town statue updated
Incomplete cards now show next to the timeline button in homeworld
Incomplete cards interface acts as shortcuts to timeline
New animations for followers
Brand new art and layout for the cards
Revised flow for the cards
Loincloths for your first two followers
Straw hut abode type
New belief collection tunes
Event mission music
CPU optimisation
New buried ruins
God beams from shrines
Tutorial polish
Water clicking visual effects
Tons of bug fixes
And much more!
Please note that you may have to restart Steam for this to take effect. Thanks 22Cans community!
NOTE: Want to read all about the changes that were introduced in our initial 2.0 release? Click here to check them out. Also, if you have a bug to report or some feedback to submit please take a look at the Submitting Feedback and Bug Reports thread. Lastly, for more information on opting in to developer builds feel free to read here. Thanks everyone!