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