1. Update v1.3.3:
  2. Fixed boats getting stuck with high priority Gatherables
  3.  
  4. Add ignore mark priority for pushers so they can push things that are not marked - fixes Pushers not pushing floating rockets
  5.  
  6. Add reverse path node connections where entrances are - fixes entrances becoming one-way in rare cases
  7.  
  8. Allow Building any blueprint in sandbox
  9.  
  10. Add Boats to the resource buildings list UI
  11.  
  12. Boats are considered circles (as opposed to squares) when generating sailable area - makes boat passages between diagonal walls consistent
  13.  
  14. Don't show explode resource bubbles on explosives that player can't detonate
  15.  
  16. Fix Stuck building event - no more targeting itself
  17.  
  18. Fix incorrect physics stress outcomes while building by not overestimating connection strengths
  19.  
  20. Update translations
  21.  
  22. Update v1.3.2:
  23. Check pipe filters for bubble storage path warning - regular storage built next to Pipes (Vents) show proper missing path bubbles
  24.  
  25. Fix citypaths not untracking buildable due to missing deconstruct notification when buildable was damaged
  26.  
  27. Reordered Gatherer Role to respect Citizen worktime
  28.  
  29. Correct progress bar scaling with scaled UI
  30.  
  31. Fixed diagonal concrete sockets
  32.  
  33. Steel wall proper stress profile
  34.  
  35. Changed default control option values
  36.  
  37. Don't allow detonating Rockets
  38.  
  39. Fixed Rocket not being gatherable
  40.  
  41. Changed building average history formula
  42.  
  43. Fixed Expedition event
  44.  
  45. Allow accessing buildings 1 voxel away and from directly under! You no longer will need to build stairs to gather things above
  46.  
  47. Floating rocket smoke is in world space
  48.  
  49. Exploded objects don't disappear if they shouldn't
  50.  
  51. Update v1.3.1:
  52. Fixed cranes not being able to pick up resources from already depleted Gatherables
  53.  
  54. Fixed expeditions taking only Sailors instead of each Social Group
  55.  
  56. Better Equals check in graph processor - fixes rare errors when saving
  57.  
  58. More obvious missing technology for blueprint warning in tooltip
  59.  
  60. Disable Crashed Boat resource filtering
  61.  
  62. Don't show High Priority Gatherable unreachable warning if it's deep underwater
  63.  
  64. Rounded Roof is available from first research
  65.  
  66. Balanced floating resources and cranes
  67.  
  68. Fix Event timer bar scaling
  69.  
  70. Improve Cargo Platform visuals
  71.  
  72. Update Main Menu map
  73.  
  74. Update v1.3.0:
  75. 🚀 NEW SCENARIO: Rocket Site
  76. Our new scenario has cranked up floating hazards to an 11! The Rocket Site scenario features extremely dangerous objects that can damage your city and even completely wipe it out if you don’t deal with them.
  77.  
  78.  
  79.  
  80.  
  81.  
  82. 🔧 NEW MECHANIC: Expedition ships
  83. Previously, once you've explored all of the environment events, there was no way to get new upgrade and relics. However now, you can now send out expedition ships in search of the old world relics and other valuables. But beware, each expedition will have to venture further away and futher away, so make sure you have enough resources to send it off for the journey!
  84.  
  85.  
  86.  
  87.  
  88.  
  89. 🏠 NEW HOUSES & ROOFS
  90. To continue encourgaging our extremely creative and innovative community, we've added more house design variants! And not just for more aesthetic, these houses come in new various shapes that can help create unique and complex housing layouts! Additionally, we now have new Terracotta and Wooden roof designs in all standard shapes!
  91.  
  92.  
  93.  
  94.  
  95.  
  96.  
  97. 📈 PRODUCTION CHART
  98. We've added production charts to help players identify any problems with production or find things that could be optimized even further!
  99.  
  100. Storage tab shows your total historical storage values
  101.  
  102. Production tab shows how much resources were produced or consumed at any given time. Time ranges can also be selected starting from 3 hour history up to one year!
  103.  
  104. Buildings tab shows more in depth historical production data for each building. Now you can tell which building has been consuming all of your Wood stockpile! And in case there's a building that fails to reach its full production potential, the new Occupancy value shows how much of the time the building was active. Low values indicate issues with logistics or other external causes. It might mean that the building has been placed too far from any relevant storage. Or employees take too long to reach it.
  105.  
  106.  
  107.  
  108.  
  109. ⚠️ MORE WILL FALL: New Durability System and Floating Hazards
  110. One of the biggest changes that we are introducing since All Will Fall's release is the new Durability System. Previously, “damaged” buildings would just collapse instantly. Now, each building has a Durability value. Overstressed structures or damage from explosives or a high speed floating object reduces Durability, which then collapses or explodes if it reaches zero. Damaged buildings will automatically be repaired by constructor citizens, while some environment buildings might never be as they were before!
  111.  
  112.  
  113. Right now the main hazards will be floating objects and the physics system. But in the future, this new system allows us to add new types of hazards to the game, like fire for example.
  114.  
  115. In order to help deal with these new threats we have also reworked our buildings that interact with floating resources and introduced new ones too, so make sure to check them out!
  116.  
  117.  
  118.  
  119.  
  120. 🏗️ NEW BUILDINGS
  121. Besides the new Houses and Roofs, we’ve added several other new buildings!
  122.  
  123. Researchable Magnet: miraculously pulls in floating objects made out of metal! How does it even work?
  124.  
  125. Rare Event boxes will now contain even more old-world Relics:
  126.  
  127. Arcade Machine: joys of the old-world have survived through this machine
  128.  
  129. Automation Upgrade: connected building requires one less employee. In rare cases, it makes connected buildings infinitely better!
  130.  
  131. Solar Panel: from the times when you had to use things to get energy. Just like nowadays!
  132.  
  133. Old World Battery: why would anyone throw such a useful thing into the ocean?
  134.  
  135. Update v1.2.4:
  136. Show loading indicator after cinematic naturally ends
  137.  
  138. Fixed unpaused buildings not updating their production progress
  139.  
  140. Fixed Social Group Leader interactions
  141.  
  142. Improved how Window decorations look and feel
  143.  
  144. Fixed Concrete Triangle building not having worker capacity to be gathered
  145.  
  146. Optimized pipe drawing and reduced clutter
  147.  
  148. Softlock prevention if no houses are available
  149.  
  150. Some events were not auto restarting
  151.  
  152. Fixed some players missing technologies - Docks, etc
  153.  
  154. Fixed Tanker scenario logic collapsing non-anchored fallers
  155.  
  156. Floating junk is now gatherable by idle citizens
  157.  
  158. Fixed weather station event and how you interact with the station
  159.  
  160. Updated translations
  161.  
  162. Reduced Range upgrade minimum efficiency required to apply buff
  163.  
  164. Fixed Gathering Hut context highlight blinking on higher game speeds
  165.  
  166. Pushed Graph Parameter get values on Graph enable - fixes wrong Event descriptions
  167.  
  168. Fixed starting Water Level in Default map, Dev 10 sailors, Citizen one
  169.  
  170. Updated Boat Bubble UI in case they're waiting for docks
  171.  
  172. Use correct type of allocator for long-lasting physics calculations for certain data containers - fixes memory leak on large cities
  173.  
  174. Updated Pipe logic right after Resource manager and before Citizen Logistics - fixes Citizens grabbing resources before Pipes distribute them
  175.  
  176. Update v1.2.1:
  177. Handle Social Groups without leader perks correctly
  178.  
  179. Fixed Citizens getting non-unique persistent IDs
  180.  
  181. Sanitized illegal leader IDs on load
  182.  
  183. Canceled remaining support calculations early - this may fix some physics crashes
  184.  
  185. Trader now has a proper timer
  186.  
  187. No longer select reposition tools through UI
  188.  
  189. Fixed Event outcome research progress if research wasn't started
  190.  
  191. Correctly handle collapsing buildings that are connected to the city only through non-supporting buildings
  192.  
  193. Fixed resource duping while building buildings
  194.  
  195. Updated Cybertower scenario preview image
  196.  
  197. Update v1.2.0:
  198. New Cybertower
  199.  
  200.  
  201. Our goal is to enhance All Will Fall's replayability and make it a unique experience for every player. We recently added random generation to most scenarios, including Cyber Tower, but it was quite simple and needed some more love. So with this update, we have iterated its procedural generation and made it more interesting, hiding repeating patterns and made it appear as “natural” as a gray imposing monolith building could ever be.
  202.  
  203.  
  204. Now the building has a story to tell-- Was it once used for launching drones? Or was it used for space-operations communication? You’ll find out more as we keep developing the world!
  205.  
  206.  
  207. Events Reworked
  208.  
  209.  
  210. We've reworked many common events. They can now repeatedly spawn and scale with your progress without overwhelming you.
  211.  
  212. Added ability to sell and buy smaller quantities with the Trader as long as he has them in stock.
  213.  
  214. Reworked some outdated environment events and added new outcomes.
  215.  
  216. Fire event will now spawn fire particles on burning buildings and will be a threat to the surrounding buildings.
  217.  
  218.  
  219. Replaceable windows on all houses
  220.  
  221.  
  222. By popular request, house windows can now be replaced with anything and placed as separate window decoration on other houses or any buildings. All tier house windows are now available as new decorations.
  223.  
  224.  
  225. Better Modding Support
  226.  
  227.  
  228. As we work on improving the game’s systems and adding new mechanics, modding support has aided our very creative community push the limits of All Will Fall. In this update, we are providing internal game data to modders-- The game can now load mods to modify or replace game files.
  229.  
  230.  
  231. Getting Started:
  232. You now have the option to “Create New Mod” in the Mod menu to get you started with modding. You can select any supported game asset, export it and modify to your liking.
  233.  
  234.  
  235. Language Support Modding:
  236. You can also add new languages through modding and provide translations to your modded content.
  237.  
  238.  
  239. Loading Saves with Mods: Saved games show with which mods they have been started with and will offer to automatically re-subscribe to them in the Workshop.
  240.  
  241.  
  242. You can find our example mods in the Workshop!
  243.  
  244.  
  245. Scenario Cinematics
  246.  
  247.  
  248. We've crafted intro cinematics to the game start up and various scenarios!
  249.  
  250.  
  251. Optimized Physics Calculations
  252.  
  253.  
  254. Our Stress Physics plays a huge part in our game and we don’t want to make any compromises. We have rewritten and optimized physics calculations-- which is what gets updated when something is placed/removed/moved. Previously, last placed objects would collapse first. Now things collapse independently from when they were placed. This means that when structures are no longer supported, the game searches for weakest links and displays them as overstressed and collapsing.
  255.  
  256.  
  257. We want to give a huge thanks to players who have shared their massive cities for benchmarking. We were able to use them to find bottlenecks and evaluate optimization. Some player cities have shown 40x performance improvements. These calculations will scale better in larger cities too! Some corner-cases still remain to be solved, mainly when cities are either split up to many small foundation physics layers or if there are less giant Foundation clumps.
  258.  
  259.  
  260. We will be working on improving physics behaviour even further, especially on those long collapse timers and cheesy bridges...
  261.  
  262.  
  263. Bug Fixes and QoL Improvements
  264. Underwater audio effects
  265.  
  266. Catch and display errors when loading saves - the game will no longer lock-up and will provide information of what went wrong. This applies both to game-breakage due to mods or if we did a whoopsie
  267.  
  268. Pause production, Night Shift and Detonate buttons will work on multiple selected buildings
  269.  
  270. Lots of bugfixes and small quality-of-gamer-life improvements
  271.  
  272. Made certain weathers longer
  273.  
  274. Floating resource Pushers will not require electricity to work
  275.  
  276. Update v1.1.4:
  277. Fixed build time crane reachability tooltip
  278.  
  279. Added height meter rounding to 0.5
  280.  
  281. Fix potential temp job memory leak in shadow proxy system
  282.  
  283. Fix path request memory leaks. This happened when Citizens with certain tasks would calculate new paths when they already had paths saved
  284.  
  285. Fixed Building Event empty tooltip
  286.  
  287. Modern Apartment Debris is now gatherable
  288.  
  289. Height Meter can be controlled with ctrl + scroll. Added control button information to the tooltip.