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Steam News22 April 20224y ago

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.

Full notes

Full Gods and Idols update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes4 additions5 changes2 removals
  • Gameplay
  • Performance
  • UI and audio
  • Fixes
changedIn 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.
changedGAMEPLAY
changedIncreased weight of worker modifier +1 Max queue items to 5% from 1.1%. Max is still 30
removedThe 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
changedBecause 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
addedWarehouses no longer require an adjacent Horreum, and can now be placed anywhere
weight of worker modifier +1 Max queue items1.1%5%weight of worker modifier +1 Max queue items increased, buff

Gods and Idols changes

changedIn 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.
changedGAMEPLAY
changedIncreased weight of worker modifier +1 Max queue items to 5% from 1.1%. Max is still 30
removedThe 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
changedBecause 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

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

Source

Steam News / 22 April 2022

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