
Next big update in May
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 TeamFull changelog - 1.00.201
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
- 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
- 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.
- 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