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. 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
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Increased weight of worker modifier +1 Max queue items to 5% from 1.1%. Max is still 30
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The following buildings are now passive and can no longer produce anything on their own:
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Processor
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Military complex Workers in existing Processors and Military Complexes have been converted back into population
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Because of the above change some recipes have changed
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Enargite Processing (Tier 5) is provided by Processors to adjacent Forges
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Cellulose Extraction (Tier 6) is now provided by Processors to adjacent Farms
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30mm munitions mfg. (Tier 6) is now provided by Military complexes to adjacent Workshops
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Warehouses no longer require an adjacent Horreum, and can now be placed anywhere
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Granaries no longer require an adjacent Horreum, and can now be placed anywhere
CLIENT
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Added hint for NV and AMD to use high power GPU
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Removed deprecated mID hash
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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!)
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Fixed two sources of server crashes
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Fixed worker modifier choices not being properly randomized under certain conditions
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Fixed recipes incorrectly granting resources when clearing insufficient inputs
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Fixed issue that could prevent Seed from working for some players
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Fixed Military complex showing blank
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Fixed missing Cobaltite recipe group
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Recipe tier was incorrectly offset by 1
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