Main Updates
[p]We have made a series of significant improvements to ensure both instant rendering costs and the seamless processing of large workloads that can accumulate over long sessions.[/p][p]With performance and optimization as the main goals, this update covers improvements in key technical areas such as real-time graphics card processing capacity, VRAM usage patterns, and balanced CPU load distribution. It also contains solutions to bugs and issues that directly affect gameplay and that we can easily focus on thanks to your quick feedback.[/p][p]All these steps have been implemented without any reduction in content or lowering the quality standard of existing visuals. We were preparing and waiting to utilize certain technological capabilities included in an upcoming game engine update. With the recent release of these new infrastructure components, we worked to deliver these improvements early through a rapid refresh and refinement process. We hope to make gameplay and your experience more enjoyable and smooth.[/p][p]As with content and gameplay, our community is our biggest source of feedback when it comes to performance. That's why your feedback and reviews are very valuable to us, we thank you in advance for your time and support.[/p][p][/p]- [p]\[Fixed] In sessions lasting 10-15 game years without logging out and back in, it was discovered that a cleanup component responsible for properly managing the graphics card's VRAM capacity was not functioning correctly, and this has been fixed.[/p][/*]
- [p]\[Improved] Compression was performed on some shaders using new methods. This directly contributed to graphics card performance.[/p][/*]
- [p]\[Improved] The processing methods for some textures during runtime have been modified. The required VRAM capacity has been reduced for crowded city views with extensive building inventories.[/p][/*]
- [p]\[Improved] The ‘Surface Layers’ view, accessible via corresponding UI buttons, now also activates the icons and minimap view of the relevant source.[/p][/*]
- [p]\[Improved] Volumetric clouds were detected to be operating above the assigned resolution value. This was reworked to prevent unnecessary performance loss.[/p][/*]
- [p]\[Improved] Reducing the installed directory size from around 10.4 GB to 8.7 GB.[/p][/*]
- [p]\[Fixed] The issue where some textures appeared in low quality at close range after Texture Streaming experienced problems during long gaming sessions has been fixed.[/p][/*]
- [p]\[Fixed] Bug affecting memory usage in the infrastructure system that enables the wetting of surfaces and the generating of the raindrop effect, has been fixed.[/p][/*]
- [p]\[Fixed] The settings tab labeled ‘Terrain Details’ in the General Settings section, which controls the density of details covering the terrain surface such as grass, small shrubs, or rocks, was not functioning as intended. This has been fixed.[/p][/*]
- [p]\[Fixed] When upgrading certain structures to Tier III, the ‘ Freight capacity requirement ’ was not being correctly applied and warnings were not being displayed, including in the Structure UI panel. Fixed.[/p][/*]
- [p]\[Fixed] In the advanced distillery structure, one of the ‘beverage’ production sub-formulas was not outputting results; this has been fixed.[/p][/*]
- [p]\[Fixed] The Clothing factory's ‘Workwear’ product output was not functioning correctly; it has been fixed.[/p][/*]
- [p]\[Fixed] The ‘Mead’ production formula was not producing the correct output in the Enhanced Workhall structure; it has been corrected.[/p][/*]
- [p]\[Fixed] Auto training for ‘Specialist’ class wasn't working properly after loading, fixed.[/p][/*]
Minor adjustments
- [p]\[Fixed] The minimap display area will now only be rendered at daytime visibility levels.[/p][/*]
- [p]\[Fixed] Failure to activate the ‘Wide’ road alternative, which should be active along with the dirt road in the relevant tutorial stage[/p][/*]
- [p]\[Fixed] Wide Cobblestone Road surface layer was darker and shinier than it should have been; this has been corrected.[/p][/*]
- [p]\[Fixed] When the cobblestone square components were placed on top of each other, it caused a bug that led to flickering. Fixed.[/p][/*]
- [p]\[Improved] The ‘Wide cement pavement’ road textures has been updated.[/p][/*]
- [p]\[Improved] A series of changes were made to the general grass and vegetation cover, which is among the surface components of the island map. Since it was determined that features such as illumination and light reflection did not react correctly at certain angles, changes were made with better alternatives, both technically and aesthetically.[/p][/*]
- [p]\[Improved] The random flare value of the ‘Campfire’ flame effect for the outdoor environment placeable component has been slightly reduced.[/p][/*]
- [p]\[Improved] Some environmental elements (rock formations) could display a bluish color on their surface coatings under snowfall. Restored according to the general universe color palette[/p][/*]
