Season’s greetings, Governors!
As mentioned in our latest [u][url="https://store.steampowered.com/news/app/2012190/view/502843576910086901?l=english"]dev log[/url][/u], we had one more update planned before the holidays - and here it is. While we continue work on the larger warfare updates, we’ve also managed to implement some significant optimizations. These should result in performance improvements across the board, with especially noticeable gains in larger cities and on higher-spec hardware. For players with lower spec hardware, the impact of lowering Texture Quality settings will now make a bigger difference and might also help prevent stability issues in some cases.
There are also a number of additional fixes and changes included in this patch. Notable highlights include a new infoview filter that highlights buildings' condition showing if it’s damaged - something that’s been widely requested by the community. We’ve also reduced deployment times for all military units, as well as decreased the cooldown for naval units by 50%.
Finally, we’ve added new layout options for all basic utility buildings. These allow you to change where the entrance is located within the 2×2 footprint, making it easier to fit them snugly into your sprawling cities.
We wish you all a happy Holiday!
- The Overseer Team
Changelog
Multiple performance improvements
[list]Should be especially notable on higher spec machines
Day/Night emissive lights on building windows reworked
Lowering settings on Texture Quality now has a greater impact on GPU memory usage and should greatly improve experience for players with lower spec hardware
Building retexturing and remodeling for improved performance and greater level of quality
Reduced draw calls on buildings for reduced GPU workload
Overhauled the number of individual (sub)objects each building is made of to reduce CPU workload
Greatly optimized shadows rendering
Multiple changes to terrain to improve performance
Optimized water shader
Rebalanced LOD levels for both better visuals and performance
Assets in blueprint mode heavily optimized
Improved the responsiveness when placing or copying buildings
Added a new infoview filter under Services named “Condition” that highlights inoperable buildings
[/*][*]Navy unit cooldown reduced by 50%
[/*][*]Base deployment time for all military units reduced by 50%
[/*][*]Fixed multiple minor tooltip issues
[/*][*]Fixed an issue where the Production Overview button wouldn’t register the first click and you’d need to click it again
[/*][*]Fixed a few cases of missing strings
[/*][*]Multiple translation fixes for all languages including a few cases where strings would show up in English instead of the language chosen.
[/*][*]Icons over buildings indicating building issues have been enlarged.
[/*][*]Road tooltips now show all cost and upkeep uniformly
[/*][*]Both Asphalt and Concrete roads now have a Cash cost in addition to their upkeep.
[/*][*]Camera move speed option can now be increased higher than +200%
[/*][*]Tooltip added to the Withdraw option in the Combat HUD
[/*][*]Additional layout options for basic utility buildings (alternating which side the entrance is on. This applies to the following buildings:
Windmill
Water Tower
Large Water Tower
Power Substation
Large Power Station.
The Prison now requires 15m3 water to operate
[/*][*]The last button in the New Game flow now says “Start New Game” instead of “Continue” so players know that the game will load past this stage.
[/*][*]The full screen Stock Overview Panel is renamed to “Inventory” to help distinguish it from the small Resource Overview Panel accessed through the City Builder HUD.
[/*][*]UI can now be toggled on/off using the ‘F1’ key for the ability to capture scenic screenshots or videos
While this has been tested, please use caution as it might still cause unexpected issues under potential edge cases
