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CivIdle News

Patch Notes: 0.1.139

I know I have promised to keep at most one patch a day but here we are. This patch contains several important fixes that I feel should be pushed out ASAP.

[h3]0.1.139[/h3]
Bugfix: Fix a bug where stockpile input capacity incorrectly affects max stockpile (Thanks @Valeria and @GudKnight for reporting)
Bugfix: Fix a bug where unlock tech shortcut key allows unlocking already unlocked tech
Bugfix: Fix Petra does not generate time warp when offline time is set to 0%
QoL: Chat mentions is now case insensitive
QoL: Add a new option to hide the latest chat content (avoid spoiler)
QoL: The list of wonders are now sorted alphabetically

Patch Notes: 0.1.138

[h3]0.1.138[/h3]
QoL: Improve Statistics Building (Censor's Office) resource UI
QoL: Chat will not scroll when your cursor is on a chat message
Bugfix: Fix Chinese characters not showing up in Tech Tree
Content: Add Simplified Chinese translation (@Shallowsing)

In case you missed previous patch notes, here's the patch notes since Steam Next Fest demo:

0.1.137
QoL: Add back the ability to claim individual trade
Bugfix: Fix a bug where chat is not turned on for new players
0.1.136
Bugfix: Fix a bug introduced in 0.1.135 that causes incorrect empire value
0.1.135
QoL: This version adds a local backup that is NOT synced with Steam Cloud. In case Steam Cloud fails to migrate from Demo to EA, you can manually migrate your progress
0.1.134
QoL: Add Claim All to Caravansary
QoL: Show whether a pending claim is from trade tariff or not
QoL: Add a column indicate trade value compared to average price in Caravansary
Content: You can evict a player and claim his/her tile after reservation period ends (they are greyed out on map)
Balance: Claim tile cooldown has been changed to 4 hours
Bugfix: Rebirth will cancel your active/pending trades
Bugfix: Rebirth will also release your player trade tile
Bugfix: Fix a bug where sometimes pending claims appear for no reason
0.1.133
Content: Show player flag on trade map
Bugfix: Fix game does not load on some systems
QoL: Update Simplified Chinese translation (@Shallowsing)
QoL: Sort storage by amount (@Vethon)
Bugfix: Player handle duplication check is now case-insensitive
0.1.132
Bugfix: Fix chat sometimes does not scroll
0.1.131
Bugfix: Fix a bug where sound does not play when the window is not focused
QoL: Add batch operations in Caravansary and Warehouse to manage resource transports
0.1.130
QoL: Improve chat performance, especially when typing chat message
QoL: Disallow upgrading account rank when there's great people in the current run (you should reborn first in this case)
0.1.129
Bugfix: This version will migrate your progress to prepare for carrying your progress from Demo to Release
0.1.128
QoL: Show progress towards next great person at reborn in resource panel
QoL: Market now shows average value compared to average price (@Vethon)
Bugfix: Tariff is now implemented on the server (previously tariff is not implemented)
0.1.127
Bugfix: Trade value per minute limit has been implemented on the server (previously Tribune's trade value per minute limit was not implemented)
QoL: Highlight trades that can be filled immediately in Caravansary
QoL: Add descriptions to Market, Warehouse and Caravansary
QoL: Add shortcut for adjusting building upgrade levels (@Vethon)
QoL: Add shortcut for unlocking select technology (@Vethon)
0.1.126
Bugfix: Fix Offline production calculation is incorrect (@Vethon)
Bugfix: Fix new map sometimes missing resource buildings
QoL: Optimize in-game chat performance
QoL: Make Market, Caravansary and Warehouse sortable
QoL: Now when you click on happiness on resource panel, the game will highlight happiness in Headquarter
0.1.125
QoL: Rework player trade UI, add player flag and level
Bugfix: Fix a bug where open/close chat causes lag
Bugfix: Rename Account Level to Account Rank
QoL: /playercount command now returns total/online players
QoL: Fix missing tutorial. Allow redoing tutorial in Help -> Tutorial
Bugfix: Fix St. Peter's Basilica has incorrect storage amount (@Vethon)
QoL: Allow resetting building/resource colors (@Vethon)
QoL: Support press [D] key during the boot screen to report issues on Discord
0.1.124
Bugfix: Fix a bug where muting player does not work
Bugfix: Steam will not automatically install necessary VCRedist packages
Bugfix: Fix a bug where Space key does not show up in the shortcut manager
QoL: Improve Building Level/Tier UI
QoL: Add a shortcut to go back from player trade map to city (@Hanz)
QoL: Click not producing building count in title bar to highlight all buildings that are producing (@Vethon)
0.1.123
QoL: Support showing image in Chat (the poster has to have account level above Tribune, otherwise the image will show as text)
QoL: Add a back button on tech tree page
QoL: Add language select on the first tutorial page
QoL: Add a new chat command /playercount that will show currently online players

We are live on Steam Early Access!

Finally, after two years of hard work, CivIdle is now available on Steam Early Access! This is not my first game on Steam (that would be Industry Idle), but man, nothing beats the feeling of pressing the "Release" button and bringing your creation to the world.

The release went alright: I was worried that the progress transfer between the demo and early access would not work but it did. I was worried that the server would crash but it didn't.

After the release, I was surprised to see lots of familiar faces in the in-game chat, from the early Industry Idle days. I'd like to thank all the moderators, playtesters, and players (whether you played Industry Idle or CivIdle) - the game would not be possible without your support. There were so many times I was questioning myself and was about to give up, it was your encouragement and feedback that kept me going.

Early access is only the beginning - those of you who've followed Industry Idle since the early days know that 80% of the content was added after early access. I have the same plan for CivIdle - I will post the content plan here as long as I put together something. But for now, enjoy the game and the friendly community, while I get some sleep - lots of work to do tomorrow!

Cheers,
FishPond

Cividle Early Access Release Date: Feb. 16

[h3]Achievement For Playtesters and Demo Players[/h3]

First of all, I want to say thank you to all of you who have played the game's demo during Steam Next Fest. Despite the technical issues with Steam Cloud and server crashes, you guys have been playing the demo and providing valuable feedback. As a thank you, every player who has participated in the playtest or has played the game's demo before the end of Steam Next Fest (Feb 12, 2024 10:00am Pacific) will be awarded with a special Steam achievement: "Founder"



This achievement will be awarded to you when you launch the game's release version after early access starts. There are still a couple of hours left before Steam Next Fest ends, you can still unlock this special achievement!

Update: I have received several feedback about time-locked achievement. I will later on adding ways to unlock this achievement by playing the game, more on that later

[h3]Demo Progress Will Be Transferred to Early Access Release[/h3]

It's always been my intention to transfer all the demo progress to release. However, the Steam Next Fest demo has been plagued with Steam Cloud issues. The good news is that after patch 0.1.129, this should have been resolved. The demo version will be available until the release and the release version of the game should be able to automatically pick up your demo progress. Obviously, this process can go wrong and it's impossible for me to test. So here are some extra precautions:
  1. You can make a backup of your demo progress at %appdata%\CivIdleSaves\\CivIdle
  2. In case the progress transfer failed, you can recover your progress by replacing the save file above with your backup when the game is closed


[h3]Early Access Release Is Only the Beginning[/h3]

If you've played my previous game Industry Idle, you will know that early access is only the beginning. In fact, more than 80% of Industry Idle's content was added after early access release. I have the same plan for CivIdle: currently, CivIdle has 100+ tech tree unlocks, 100+ buildings, including 30+ wonders, and 2 maps. And there are only more to come! I will announce the content plan after early access. Right now, my focus is to squeeze the last bugs from the game.

[h3]Help Spread The Word[/h3]

If you enjoy the game, I would appreciate if you can:
  • Wishlist the Game Now
  • Leave a Steam Review After Early Access Release
  • Help Spread the Word


[h3]FAQ[/h3]

Is the game free? How do you monetize the game?

The game will be released on Steam as a free game. There will be no microtransactions. All content as of release will be unlockable for free.

At some point after early access release, I will introduce an optional Supporter Pack that provides extra content, perks, etc. All the income from the sales of the supporter pack will be used to cover the server bill and keep the server running.

Why is there a 48-hour active playtime requirement to rank up to Quaestor?

As mentioned above, I pay for the game's server currently out of my own pocket. The server has anti-cheat measures to ensure that cheaters do not ruin the game for everybody. However, the anti-cheat is very expensive to run. Because the game is free, according to my experience running Industry Idle, there will be lots of spam, bots, and cheaters. Running anti-cheat for everyone will make the game unsustainable (Industry Idle suffers a lot from this problem). The 48-hour active play time requirement is a cheap way to rule out spam, bots, and cheaters and keep the game free for actual players.

When the supporter pack is introduced, players who purchased the supporter pack will be able to skip this requirement.

Why Permanent Great People Capped at Level 2 When Upgrading To Quaestor?

As mentioned above, server anti-cheat is not activated for players with Tribune level. And to make sure everyone has a fair start, the server will only recognize Permanent Great People capped up to level 2, to prevent cheaters from ruining the game's player-driven economy.

What Will Happen to Industry Idle?

Industry Idle has been content complete for a while, even though it is technically still "early access". I will move the game out of early access when I get around to the paperwork. The server will be kept running as long as I can afford. In fact, the income from both CivIdle and Industry Idle will be pooled together to support both games.

This Week: Optimization, Optimization and Optimization

In case, you miss the news, CivIdle will participate in the upcoming Steam Next Fest. I want the game to be accessible to a wide range of audiences - whether you've got the latest 4090 RGB water-cooled build, or you've got a toaster. Therefore I am working hard to add in the last bit of optimizations, so you can view every pixel of your empire:



If you are interested in some technical details, I will write a comprehensive article going through some of the details after I've gotten over my sleep deprivation.

0.1.119
QoL: You can middle click an empty tile to copy the building from the selected tile
Bugfix: Fix transportation indicators are sometimes not shown
0.1.118
QoL: Update Account Level
0.1.117
Bugfix: Fix wonders stopped working after upgrading to 0.1.116
0.1.116
Bugfix: Fix happiness from well-stocked buildings are not calculated correctly
0.1.115
QoL: Server will now track active play time. You can query the time by using /playtime chat command
0.1.114
QoL: Improve chat command
0.1.113
QoL: Added chat command support
Bugfix: Natural wonders will not be spawned on initial tiles
Bugfix: New deposits will not be spawned on tiles with Wonders