Performance & Optimization
The movement animations of the NPCs have been optimized. NPCs that are not visible are no longer animated, which significantly reduces the load on the GPU. The shadow casting of the NPCs has been optimized to save on performance.
Furthermore, following the same principle as in the last patch, textures have been optimized and their size reduced (without visible loss of quality) in order to optimize RAM usage. Optimizing the shadow casting of small decorative objects resulted in a noticeable performance gain.
The LODs of numerous buildings have been optimized. As a result, RAM usage decreases and the GPU is relieved.
All of these optimization measures become noticeable when building medium and larger cities (between 10% and 30% depending on the map).
Balancing
Adjustments to building maintenance costs
- Difficulty easy: 60% less consumption
- Difficulty normal: 60% less consumption
- Difficulty hard: 40% less consumption
Buildings
- An empty building decoration tile (1x1) has been added to the harbor so that the harbor area can be visually enhanced.
- Some residential buildings at the "simple house" level were positioned incorrectly when zoomed out.
Bug Fixes
- People on the marketplace and the forum sometimes could not find their way and stopped moving.
- Carts no longer continue moving while in pause mode.
- When building a clay mine, unavailable resources were displayed incorrectly.
- The supply calculation of the wells was calculated correctly when upgrading a personal slave or freedman, but was not displayed correctly visually.
- The supply range of the popina was calculated and displayed incorrectly by 1 tile.
- If you built an aqueduct and immediately started with a curve, the aqueduct did not work on certain maps.
- Due to a rounding error in the calculation, the Castellum Divisorium randomly failed to work in certain weeks and then worked again.
- Text elements were missing next to the forum radius in the career view.
- The bridge monument sometimes could not be built, appeared rotated 90 degrees the wrong way, or did not appear after saving.
- The corruption value of your own slaves was displayed but was not factored into the calculation. This led to situations where, under certain circumstances, neither an increase nor a reduction in corruption had any effect. Additionally, this influence was not shown in the corruption overview in the main menu.
- The large city gate was incorrectly displayed as a protected building.
- When restarting a city, the supply ship did not carry any resources. This led to a game over, particularly in story mode, since you could no longer build a new city.
- Fixed keyboard mapping issues in the AZERTY layout.