Repeated intro
Hello everyone! Here's another update with some fixes. The main thing we fixed was a problem with the indicator that shows when the player will obtain a tile next turn. When the population growth of one player was the same as the population damage of another player, this would falsely show that you will get the tile next turn. This is fixed now. There was also some demand to disable the day/night cycle, so we added the option to set the time of day that you want in the gameplay settings for those who want to always play with the same time of day. We slightly improved the time it takes to process turns, but there are still issues with performance on the CPU. We are still looking into what can be done to improve it. Added
What changed
3 fixes1 addition2 changes3 removals
- Performance
- Gameplay
- Fixes
- Balance
- Maps
fixedHello everyone! Here's another update with some fixes. The main thing we fixed was a problem with the indicator that shows when the player will obtain a tile next turn. When the population growth of one player was the same as the population damage of another player, this would falsely show that you will get the tile next turn. This is fixed now. There was also some demand to disable the day/night cycle, so we added the option to set the time of day that you want in the gameplay settings for those who want to always play with the same time of day. We slightly improved the time it takes to process turns, but there are still issues with performance on the CPU. We are still looking into what can be done to improve it. Added
addedYou can now choose to disable the day/night cycle and set the time of day you want.
fixedFixed
removedIt will no longer show that you will get a tile if your population growth is the same as another player's population damage.
removedUnder specific circumstances, it will no longer show that you will get a tile when you delete the building that would have made you gain the tile.
fixedFixed other special cases where it incorrectly shows that you should gain a tile next turn.
Radiis changes
fixedHello everyone! Here's another update with some fixes. The main thing we fixed was a problem with the indicator that shows when the player will obtain a tile next turn. When the population growth of one player was the same as the population damage of another player, this would falsely show that you will get the tile next turn. This is fixed now. There was also some demand to disable the day/night cycle, so we added the option to set the time of day that you want in the gameplay settings for those who want to always play with the same time of day. We slightly improved the time it takes to process turns, but there are still issues with performance on the CPU. We are still looking into what can be done to improve it. Added
addedYou can now choose to disable the day/night cycle and set the time of day you want.
fixedFixed
removedIt will no longer show that you will get a tile if your population growth is the same as another player's population damage.
removedUnder specific circumstances, it will no longer show that you will get a tile when you delete the building that would have made you gain the tile.
Fixed
It will no longer show that you will get a tile if your population growth is the same as another player's population damage.
Under specific circumstances, it will no longer show that you will get a tile when you delete the building that would have made you gain the tile.
Fixed other special cases where it incorrectly shows that you should gain a tile next turn.
Slightly improved performance during AI's turns.
It's no longer possible to accidentally rotate the camera while selecting a value from a dropdown in the map editor.
The camera rotation is now reset when restarting a map
In the meantime, if you are able to easily run above 60FPS, try enabling vsync as this should reduce the usage of your CPU.