A few previously disabled gameplay mechanics have been re-enabled, along with some brand new mechanics.
Some balance changes to Building costs and Productions have also been made.
GAMEPLAY
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New mechanic: Entropy
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Entropy causes resources in stockpiles to slowly decay over time, higher Entropy makes the decay faster
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Entropy is increased by high population and number of buildings
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Some buildings/goods reduce Entropy
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New mechanic: Transfer capacity
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Moving goods around now requires Transfer capacity
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Too little Transfer capacity means goods can't get to where they're needed
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Some buildings increase Transfer capacity
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New mechanic: Production chains
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Buildings can take goods they need directly from adjacent buildings
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Goods transferred directly between adjacent buildings in this way does not use Transfer capacity
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Stockpile building has been renamed to Horreum
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Citadel now provides -30% Global Entropy
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Citadel now provides -30% Global Upkeep
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Citadel now provides 5 Transfer capacity
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Horreum now provides 1 Transfer capacity
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Max stockpile gained from Citadel reduced to 50 from 250
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Max stockpile gained from Horreum reduced to 50 from 250
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Farms now produce Vegetables
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Farms now produce Wood
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Certain resources now have an inherent decay over time (ex. Vegetables) independent of Entropy
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Unwanted buildings can now be razed
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Several new goods and resources added
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Some new building modifiers
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The cost of most buildings have been changed
INTERFACE
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Building stockpiles no longer appear empty if there's active production
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It is now possible to right-click in addition to left-click in order to "go back" to planet view after selecting a building
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Greatly improved UI responsiveness to left- or right-clicking
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Planetary stockpile view is now sorted alphabetically
BUGS
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Fixed unknown modifier on Stockpile
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Fixed certain productions not consuming their required inputs
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Fixed recipes with optional inputs not consuming properly
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Fixed tooltip issue with selected construction sites
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Fixed population not growing properly
Changed files in this update