Full notes
Full Gods and Idols update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Balance
- UI and audio
Gods and Idols changes
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 themMines 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
Source
Changelog.gg summarizes and formats this update. How we read updates.
