GodWright v1.3.2 - Faster Worlds & Save Fixes
This update focuses on keeping growing civilizations running more smoothly, especially at 8x speed with lots of cities and the whole map on screen. It also fixes a save failure affecting some developed worlds.
Faster Growing Civilizations
- Reduced repeated work across citizens, settlements, and crowded regions to improve performance as populations grow.
- Improved 8x fast-forward performance while preserving the intended passage of simulation time.
- Made resource gathering, housing assignment, housing upgrades, and building placement less expensive in worlds with many cities.
- Improved enemy searches and crowd handling so citizens spend less processing time checking the same nearby groups.
- Reduced unnecessary army, clan, and population bookkeeping in peaceful or fully established settlements.
- Added smooth movement interpolation between simulation updates.
Smoother Map Rendering
- Added GPU-accelerated terrain rendering for zoomed-out map views on supported renderers, with a software fallback.
- Reduced the cost of drawing dense populations, city labels, and interface text.
- Improved minimap performance by reusing its population image when the displayed dots have not changed.
- Reduced repeated terrain refreshes and background fire-sound checks while keeping map animation active.
More Room for Your World
- Raised the total live entity limit from 8,000 to 128,000, shared by people, animals, and monsters.
- Expanded population tracking and supporting systems to handle the higher limit.
- Verified saving and loading at the new 128,000-entity ceiling. This is a capacity increase; achievable frame rates depend on population, world activity, and hardware.
Save Reliability Fixes
- Fixed an issue where a creature killed by cold could continue updating and regain health during the same update.
- Lethal cold, disease, and poison now stop the affected creature's remaining AI work at the appropriate point.
- Fixed ordinary figure-history refreshes incorrectly marking a recorded death as alive, which could cause the entire world save to fail validation.
- Saving now repairs inconsistent alive/dead flags in affected history records while preserving recorded death details and relationships.
- Existing saves remain supported, and failed saves continue to leave the last valid save intact.
Tested on Developed Worlds
During development, a saved world with approximately 20,000 entities and 64 cities improved from about 49 to 84 FPS average in a recorded comparison at 8x speed and 0.7 zoom. This test used a Linux desktop with a Ryzen 9 5900XT and RTX 3060 Ti at 1916x1030, with the full interface visible in a hidden GPU window. Results vary with hardware and world activity; this measurement does not establish 120 FPS at 20,000 entities.
Save/load, combat, settlement, resource-search, and rendering regression checks passed, including reloading and resaving the developed world.
Thank you for playing GodWright and reporting the worlds that needed a closer look.