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Patch 0.25.3: Spinner, Scientific Notations and Hotfixes

[h3]Spinner Customization[/h3]

In this patch, you can customize spinner style. There are a few styles for you to pick from. You can also customize the spinning speed and the opacity (alpha) of the spinner. And if you prefer, you can hide them completely.



[h3]Scientific Notation for Large Numbers[/h3]

You can choose to use scientific notation for large numbers (>= 1Qa) if you don't like Qa ant Qt

[h3]Fix Building Level Boost Storage[/h3]

Building Level Boost, which is newly introduced in Patch 0.25.0, should not affect buildings' storage. However, the previous implementation has bugs and it does affect storage. This has caused full buildings to have less storage than working buildings, which is not correct. This bug has been fixed in this patch.

[h3]Fix Cathedral of Brasília Storage[/h3]

The production multiplier from Cathedral of Brasília should be marked as dynamic, which does not affect storage. However, it was not and it caused building storage to fluctuate. This bug has ben fixed in this patch.

[h3]Steam 4X Fest[/h3]

We've had a great Steam 4X Fest - there are quite a few new players checking out the game. And I hope the new content in the massive Patch 0.25 have served the existing players well.

For now, I will turn my focus back on Spaceship Idle. The game is being completely rewritten, from an incremental PvP autobattler, towards an incremental 4X/grand strategy autobattler. Here are some screenshot teaser:



If you want follow the development, you can join our Discord server. And if you want to get notified when the game is available, wishlist it on Steam!

https://store.steampowered.com/app/3454630/Spaceship_Idle_Design_Build_Explore__Battle/

Patch 0.25.2: Electrification Improvement

[h3]Add Default Electrification Level[/h3]
You can now set a default electrification level in Options -> Gameplay. Setting the building-type specific default electrification level should also work.

The electrification level slider now allows you to go over a building's level - the actual electrification level is still capped by a building's level.

[h3]Clarify +5 Building Level Boost from Liberalism and Powered Buildings[/h3]
Liberalism Level 5's description has been changed to: All buildings that can be electrified get +5 Building Level Boost for free

The +5 Building Level Boost are also detached from electrification. They do not show the "Electrified" icon on the top left anymore. They also always work regardless of a building's electrification status. The "Electrified" icon has been changed from a bolt to a battery to distinguish from the power grid icon (which is a bolt). All icons on the top left are no longer colored: it should make them more readable from building icons.



[h3]Increase Stockpile Input Capacity and Max Stockpile[/h3]
Stockpile Input Capacity is now capped at 20x (from 10x) and Max Stockpile is now capped at 100x (from 50x). This should help with managing bigger maps

0.25.1: Hotfix

[h4]Patch 0.25.1 contains one hotfix:[/h4]

Bugfix: Fix a bug where sometimes player trade tile bonus disappears after rebirth (reported by @Synobun)

Patch 0.25: Brazilian, Rework Electrification & Concrete, New Great People...

[h4]Patch 0.25 has lots of new content and I've hit the Steam Patch Notes title character limit - you can read all the detail changes in this patch notes. Please note because there are new resources introduced, you need to update to Patch 0.25 to see the player trade map[/h4]

[h2]New Civilization: Brazilian[/h2]



[h2]Electrification Reworked[/h2]

The current electrification system is a bit underwhelming - it does not scale well with production multiplier. Here's how the new electrification system works:

  • Electrification gives "Building Level Boost" instead of increasing consumption and production multipliers
  • The additional levels do not affect Storage and Workers
  • Buildings that require power get +5 Building Level Boost as a base
  • Liberalism V now gives +5 Building Level Boost to all buildings




[h2]Construction Materials Reworked[/h2]

If you've reached Industrial Age, you must have encountered the problem: where do I get so much concrete? Concrete, as the "top end" of the construction material, is simply too cheap. Thus, the amount required for wonders can be hard to manage sometimes. In this patch, two new construction materials have been added:

  • Rebar: 5 Steel -> 1 Rebar (Unlocked by Railway, Industrial)

  • Reinforced Concrete: 5 Rebar + 5 Concrete -> 1 Reinforced Concrete (Unlocked by Electricity, Industrial)



And Concrete Plant's resource has been changed to:

  • Concrete: 5 Brick + 5 Sand + 5 Tool -> 1 Concrete


The following building's construction material has been changed:

  • Condo: from 3 Concrete to 3 Reinforced Concrete
  • Uranium Mine: from 1 Concrete to 1 Reinforced Concrete
  • Uranium Enrichment Plant: from 4 Concrete to 4 Reinforced Concrete
  • Hydro Dam: from 1 Concrete to 1 Reinforced Concrete
  • Nuclear Power Plant: from 16 Concrete to 16 Reinforced Concrete


The following wonders' construction material has been changed from Concrete to Reinforced Concrete:
  • Brandenburg Gate
  • Cristo Redentor
  • Tower Bridge


A new great person has been added that provides +1 Production and Storage multiplier to Rebar Plant and Reinforced Concrete Plant:

  • Joseph Monier (1823 ~ 1906)




[h2]Adaptive Great People[/h2]

Nine new great people have been added: one for each age (except for Stone Age). They provide +1 Production and Storage Multiplier for a select building unlocked in the corresponding age. Once a building is selected, it cannot be changed for the current run. Buildings that provide workers cannot be selected.



These new Great People are not eligible for Age Wisdom (they are not needed for Age Wisdom and Age Wisdom does not affect them). Broadway (Wonder) and Pamukkale (Natural Wonder) work for them.




[h2]Trade Alliance Change[/h2]

Trade Alliance is introduced in Patch 0.24. It is well received, however, using country flag as the alliance condition is less optimal. In this patch, the condition is now based on playing the same civilization. On the trade map, you can now see what civilization a player is playing. You can also see what age the player is at as well.

[h2]Swiss Bank Change[/h2]

  • Swiss Bank no longer needs to be built around warehouses. It can now convert resources from all player tradable resources (i.e. caravansary and its connected warehouses)
  • Swiss Bank can be electrified now
  • You can now disable Koti export of Swiss Bank: buildings will no longer pull Koti from Swiss Bank
  • Two new Cold Wars great people have been added: Friedrich Hayek provides +1 Production Multiplier for Swiss Bank and Paul Samuelson provides +1 Building Level Boost for Swiss Bank. Both great people are required for Cold Wars age wisdom and Cold Wars age wisdom also affects both.



You can see the detail breakdown of tradable resources, building level boosts and production multipliers in the Swiss Bank UI.



[h2]More Achievements[/h2]

The following achievements have been added:



[h2]New Honorary Account Rank[/h2]

Two new account ranks have been added:



When you've reached 1500 hours of play time and 1500 Effective Great People Level, you will receive Caesar Rank.

When you've reached 2000 hours of play time and 2000 Effective Great People Level, you will receive Augustus Rank.

These two ranks are honorary at the moment: they have the same privileges as Consul

[h2]Light Tile Improvement[/h2]

There were lots of hard coded "white" color in code that does not work well with the new light tile. I have gone through all of them so that they will render appropriate color based on light or dark tile.

[h2]Effective Great People Level Bugfix[/h2]

In previous versions, effective great people level are calculated incorrectly: Civ-specific, Wildcard and Promotion great people are not required to upgrade Age Wisdom, yet they are counted into Age Wisdom when calculating effective great people level. This has been fixed and you might notice some changes in your effective great people level. Account ranks are not retrospectively fixed so if your new effective great people level is below the threshold with this change, you will keep your old rank.

[h2]Performance Optimization[/h2]

It's been a while since I've done performance optimization. The performance keeps degrading as more features are added. In this patch, I have shipped several optimizations that should work out of the box and hopefully will reduce the stutter that happens every second.

[h2]Other Changes[/h2]

  • You can now remap "Middle Click Copy" feature to "Right Click"
  • Fix a bug where Petra's empire value is not calculated correctly


Cheers,
FishPond

Patch 0.25 Will Be Released on Steam 4X Fest (11 Aug), And a Discount!

Patch 0.25 has been in beta for a while now - and there are loads of new content and improvements. Check out the draft patch notes for a sneak peek! The final patch notes will be available when the patch is live.

I am also happy to announce that Patch 0.25 will be available on 11 Aug, together with Steam 4X Fest. And the Supporter Pack will have a 20% discount. If you have been thinking about purchasing the supporter pack, wait until the discount is live!