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Patch 1.01.001 - Major Performance & World Map Visuals Update



Greetings governors,

As previously promised, we’re releasing another major update today! 1.01.001 hopefully marks the last significant push on the performance front for now, as much of the work from the team over the past month has now been completed and ready to be rolled out for you. This update should once again result in a significant improvement in performance, especially regarding frame rates in larger cities as well as on the world map - a big boost we’re happy to provide. There are more performance improvements in the works, but we can finally start seeing how parts of the team will soon be freed up to focus more on other aspects of the game.

Secondly, we’ve also given the world map a major visual overhaul, in line with some of the improvements you’ve already seen in the city builder view in recent updates. We’ll let this screenshot speak for itself.

In addition, we’ve, as always, tried to include as many other changes and fixes as we could based on your input and feedback. For example the Copy Tool now finally includes all building upgrades and Navy Units can be issued queued movement orders. We have, and will continue to, work through player feedback, and now that a large chunk of the performance work is behind us, we’ll be able to give these areas more attention than before - something we’re greatly looking forward to!

Additionally, Kaiserpunk is 30% off until May 21st, so if you or one of your friends haven’t given it a go yet, now’s a great time to pick it up!

Thank you for being patient with us through this and for all of your help and support!
- The Overseer Team

[h2]Full changelog - 1.01.001[/h2]
Performance & Stability
  • Major performance and stability improvements to the world map view
  • Major performance and stability improvements for the city view, especially for larger cities
World Map Visual Overhaul
  • Instead of a plain 2d plane, the world map now uses fully tessellated 3d terrain
  • Trees, rocks, bushes, icebergs, and other biome-appropriate models are now covering the world map
  • Seas are now fully animated and shaded in the world map view
  • Sea in the local (city) view is adjusted to fit the world map view coloration
  • Cloud system is added to the world map
  • Idle animations are added to the world map figurines
  • Particle effects are added during the ships movement
  • Added interaction sounds to the world map figurines
  • Animations, particles and sounds are tweaked during the world map battle phases
  • Changed the style of world map figurines' pedestal
Gameplay & UI
  • Copy tool now includes the chosen building upgrades
  • Naval fleets can now be issued queued movement orders and they will automatically proceed to their destination when army cooldown is over (unless the route gets blocked)
  • Updated movement UI for Navy Units
  • All military units now show their active supply line and its status on the map
  • Mouse over popups (stats panels) from military units info tabs are enlarged to make them more readable and make room for more useful info
  • Added more info to the army unit stats tabs
  • Reinforce All button added to the army info tabs
  • All military units have updated unit highlights
Other
  • Improved German localization
  • Steam Trading Cards added

Hotfix - 1.00.203

Greetings governors!

We've got another quickfix for you today to clean up a couple of loose ends.

  • Finalized DLC streaming - There were a couple of issues in the last update which are now ironed out. Target was and is memory management
  • Improved cutscene loading - There were some issues with cutscene object LODs that are now rectified and your cutscenes should load faster.

After a major update, WW1 grand strategy game Kaiserpunk deserves another chance

Kaiserpunk has a lot of ambition. As well as a city-builder and pseudo factory sim, it's also a WWI-inflected grand strategy game, combining the close-up management of Cities Skylines 2 with the world-conquering scale of Crusader Kings and Civ 7. Considering everything that it's trying to pull together, Kaiserpunk already works incredibly well. But it could be better. After a tricky Steam launch and some frank player feedback, developer Overseer has just released a major new update. If you bounced off Kaiserpunk at first, or you're yet to try it out, now may be the time to play.


Read the rest of the story...


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1.00.202 Hotfix

Greetings governors!

Here's a hotfix for those of you experiencing crashes on loading your existing save files.

Apologies for the inconvenience!

Patch 1.00.201 - Performance and Visuals


Hi everyone,
Today we have another patch for you! We’ve been closely tracking your feedback and are doing our best to act on as much of it as we reasonably can. Thank you for continuing to send your feedback our way — it helps us improve! Our primary focus remains on improving performance and stability, as we feel these areas must be handled first and foremost. After that, we work to address as many other areas as possible. Once performance reaches a good state, we’ll be able to shift our focus and make more improvements in the other parts of the game we also want to improve and are excited to enhance.

This patch brings further improvements to performance and memory usage, addressing one of the main causes of the issues you all have reported. More improvements are still in the works as our team is working on bigger changes that take a bit longer, but we still expect this update to already improve many players' experiences.

In addition to this, we’ve made a range of improvements to in-game visuals and camera controls. You can now zoom out further - a very popular request - and we’ve improved the smoothness of the game's camera movements.

Due to the popular demand, we’re also introducing two new utility buildings: the Large Water Tower and Large Power Substation. These will allow you to distribute more power or water in an area without needing a large number of lower-tier buildings. Though we've also given those lower-tier water and power substations a small boost to their output.

Finally, we’ve made several balance changes, such as increasing stockpile limits across the board and making the resource output of regions much more impactful.

[h3]Next big update in May[/h3]
We’re continuing to listen to what you like and what you don’t as we plan for future updates. We have a big one planned for May, and we hope to share more details soon. To give you an idea, you can expect a major boost to the performance, as some of our long-term efforts will bear fruit. Additionally, there will be significant visual updates to the World Map and the ability to queue movements for naval units.

We’ll talk more about that update soon, but for now, here’s today’s changelog - we hope you enjoy the changes!

With regards,
- Overseer Team

[h3]Full changelog - 1.00.201 [/h3]
Performance & Stability
  • Optimized road system (road is split into chunks with frustum culling and LOD implementation, to lower RAM usage and improve rendering)
  • World map databases are now streamed to improve memory management and lower RAM usage. This helps with a number of potential crash-to-desktop issues
  • Improved and optimized action lines on the world map to improve memory management and lower RAM usage.
  • Optimized trees, grass and terrain details to improve performance for Africa: (Cairo, Douala, Kampala, Lake Tana, Gaborone, Gqeberha, Mauritius, Tsauchab River, Bissau, Dabou, Lake of Fetzara, Senegal River)
  • Optimized trees, grass and terrain details to improve performance for South America (Salta, Salvador, Santos, Bogotá, Cumana, Paramaribo, Achao, Rancagua, Villa Carlos Paz)
  • Optimized trees, grass and terrain details to improve performance for Arctic circle (Fort Churchill, Fort Providence, Fort Simpson, Yellowknife)
  • Removed a number of barely noticeable (if at all) objects from maps to improve performance and reduce memory usage
  • Supporter pack DLC assets are now also streamed to improve memory management and prevent crashes


Camera & Visuals
  • Changed camera zoom distance to allow greater zoom out, as frequently requested by players
  • Tweaked environment (nature) sound effects
  • Improved city builder view: New skybox
  • Improved city builder view: Adjusted depth of field
  • Improved city builder view: Tweaked fog drawing distance in all weathers
  • Improved city builder view: Adjusted buildings draw distances and LOD setup
  • Improved city builder view: Adjusted shadows render distance
  • Improved camera behavior in city view so it’s smoother
  • Tweaked reflection maps for both day and night time
  • Tweaked ambient SFX crossfades and volume


Gameplay
  • New building: Large Water tower as an improved version of the Water tower
  • New building: Large Power substation as an improved version of the Power substation.
  • Increased distribution output of the normal Power substation
  • Increased distribution output of the normal Water tower
  • Greatly increased region resource output for better conquest rewards
  • Changed input resource amounts for the Battleship. It now requires 200 Steel, 50 Rubber and 50 Electrical parts
  • Warehouse global stock limit bonus raised from 500 to 1000
  • Base global stock limit raised from 2000 to 3000 per resource
  • Base local stock limit raised from 100 to 300
  • Added more information to the Needs and Luxuries tabs for the housing info panels.
  • Removed a lot of unnecessary information from being displayed for the housing info panel when there are no residents
  • Added several missing minimap building markers (airport, water purification plant, electric factory)
  • Prague map moved over to the Central Europe region. Only affects new game starts.


Bugfixes
  • If a water deposit was already depleted (and save) and/or almost depleted, it will now be infinite as intended
  • Tweaked the behavior of reflection probes (used to create reflections) to prevent a potential issue with rendering pink objects as part of the reflection