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.