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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

  • 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

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