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Aug 2, 2024

Illuvium: Zero Patch Notes 1.0.3

Illuvium Zero 1.0.3 Patch Notes

Please Note: Client will still show v1.0.2 in-game.

The goals of this patch are two-fold:

Firstly, to let landholders get to significant fuel production slightly quicker. Secondly, to let lower-tier land plots progress through the game more smoothly is done mainly by lowering some of the significant hurdles currently in place.

Note that our strategy with the current patch is to make small steps in the right direction to reach our goals, then listen to the community and iterate from there by making small steps again. When a significant problem arises, the size of our step is increased.

Let’s get into it!


Fuel Conversion Rates

Currently, all possible fuel conversions at each stage are tuned to where the target fuel will be 60% of the source fuel at 100% efficiency. So at 150% efficiency, if you were to convert 20 Hyperion, you would get 18 Solon or Crypton. This means that the only land plots that can do profitable conversions are Tier 4 plots with their landmarks

We’ve raised this to where the target fuel becomes 70% of the source fuel at 100% efficiency, which means: if you convert 20 Hyperion at 150% efficiency you now obtain 21 Solon or Crypton.

We want to be careful with tuning these as it directly affects net fuel production but we feel this change is warranted because efficiency is relatively harder to get, expect another look at this in the future with some of the changes we have planned but not implemented here.

Additionally, the total conversion amount for Stage 4 Converters has been raised for better rounding

Previous:

• 75 -> 45

Now:

• 80 -> 56


Main Building Upgrade Costs

Upgrading the main buildings was focused too much on Hyperion due to the Nexus taking up the main cost sink. We’ve spread the costs of the main buildings more evenly across Nexus, Engineering Workshop and the Quantum Fabricant to move away from the Hyperion focus, together with a small overall cost reduction to ease the pain for players who are somewhere midway in this progression.

The detailed changes are as follows (resource costs are unchanged):


Extractor Upgrade Costs

Even though we feel fuel costs for upgrading extractors should start at Stage 5, the initial costs were too high compared to other buildings in the same progression curve, so we are lowering them to also make it easier to hit resource requirements in the mid-game. Stage 6 is also made slightly lower to smoothen the curve


Fuel Extraction Costs

In a previous patch, we lowered the extraction time of fuel without changing the cost. At the time we were hoping that opening up Stage 4 Resource Extractors from their Fuel gate would be able to fill this gap, but we’ve found this is not enough, so we are changing the Resource Costs of fuel extraction for all stages. We also note a significant lack of resource sinks at higher-level plots, so the following adjustments are made:

For each fuel type


Passive Resource Generation from Converters

While we are happy with the passive generation of converters at higher stages, they feel weak at lower stages and are not in line in their relative power to extractors of the same stage, therefore we want to leverage them to give lower Tier plots more flexibility and reward through active play

It is warranted to elaborate on how passive generation works (for both fuel and resources) by an example.

For the new Stage 1 Condenser Plant, there is a Fill Time of 1800 seconds with 30 Cycles in which the Fill Amount of 600 Hydrogen is generated. This means that every 60 seconds (1800/30), 20 Hydrogen can be claimed in a passive generator (600/30). If the generator is left unattended past the fill time, no more Hydrogen will be added until claimed by the player.

For each Resource Converter (Condenser Plant, Photodisintegration Plant, Sequestration Plant)

That’s it for now! There are exciting things in the works which will be shared soon!

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