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Daily Release Notes Ongoing Changelog w/c 29th January

  • Thread starter Retired Community Manager
  • Start date

DeletedUser

Guest
Please find the daily changelogs for this week below. Every day we'll make a post notifying of any bugfixes or changes to the game, or otherwise to let you know that no changes have taken place.

Should you have any feedback regarding the contents of the daily changelogs, please let us know at this linked thread.

Monday

  • Nothing player relevant for today... so far :)
 

DeletedUser

Guest
Tuesday

  • Fixed an issue where some buildings tooltips were not scaling large enough to display the entire building name and age without it displaying beyond the edge of the window
  • We changed the way we handle the aid prioritizing of buildings:
Up until now we have handled the priority list with an actual list of applicable buildings, that were then sorted to order them in the list. This system was not ideal in a few ways.
To address this we have eliminated the priority list entirely.
The prioritization of buildings with additional abilities is now coded into the game. So now when new buildings are added that need to be prioritized the game will handle that integration. Basically the way this works is all of the eligible buildings in your city will be run through a formula to establish the priority. The order will be determined in this manner:

1. Forge Points (for example Lord's Manor or Pillar of Heroes Level 7)
2. Random good (for example Royal Cascade or Athlete Living Quarters)
3. Goods of age (for example Caravansary or Kiosk)
4. Medals (for example Pole House or Shrine of Awe)
5. Blueprints (for example Shrine of Inspiration)


This refers to the output of the building, and within each group buildings producing higher amounts will always be higher in priority than those producing lower amounts. This means FP producing buildings will always have priority over buildings producing random goods, goods of age, medals and BPs. It also means that a building producing 3 FPs will have priority over a building producing 1 FP.

Please note that the behavior of "regular" buildings does not change. Only buildings with extra functionalities are taken into account.
If any of this is unclear or you have any questions, please post in the feedback thread, thanks all.
 
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DeletedUser

Guest
Wednesday

  • Fixed an issue where sometimes you could not open a newly built residential until you refreshed
  • Fixed an issue where the text indicating number of people sitting in your tavern was a bit difficult to read above the tavern
  • Fixed an issue where the GB countdown timer on hover could sometimes display incorrectly, showing the hour indicator (h) behind the actual progress bar
 

DeletedUser

Guest
Friday

  • Carnival Event 2018 begins
  • Released Oceanic Future Part 6
 
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