1. Update v1.1.3:
  2. Fix several progress-checking events not being updated correctly, thus not rewarding scenario completions
  3.  
  4. Fixed Oilrig map sometimes not spawning crashed boat
  5.  
  6. Fix Advanced Boat crane animation
  7.  
  8. Make Scaffolding paintable
  9.  
  10. Add Pusher animations
  11.  
  12. Removed Fireplaces that were audible in main menu
  13.  
  14. Fix Resource labels displaying incorrect average values
  15.  
  16. Fix Tree buffing ranges being off-center
  17.  
  18. Update v1.1.2:
  19. Increase allowed Camera distance outside of map
  20.  
  21. Fix progress check for Crumbling City scenario - it will no longer be blocked after constructing required Foundations
  22.  
  23. Fix Group Fight event not firing due to delay never allowing it to pass
  24.  
  25. Update v1.1.1:
  26. Insignificant plants no longer block repositioning buildings on them
  27.  
  28. Tweaked some sound volumes
  29.  
  30. Added new weather ambient sounds
  31.  
  32. The game now streams music files instead of preloading them
  33.  
  34. Citizens no longer get stuck in a Sleeper role after sleeping
  35.  
  36. Rank shown Workshop items by trend, not by rating in the game menu
  37.  
  38. The game will format positive floating resource gains correctly now
  39.  
  40. The game now sets up initial settings for each Scenario Map in Custom Scenario menu correctly
  41.  
  42. Better check for tree blasting event in Tropical Island (you don't need to check anything, dear, don't worry).
  43.  
  44. Update v1.1.0:
  45. Procedural generation overhaul for the Oil Rig, Crumbling City and Tropical Island maps. They will now be more randomized.
  46.  
  47. Stability updates and bug fixes took some time as well
  48.  
  49. Added more buffing buildings
  50.  
  51. Added various effects and animations to buildings
  52.  
  53. Resource piles now visually deplete over time
  54.  
  55. Improved Custom Scenario window which now works as intended
  56.  
  57. Update v1.0.19:
  58. Game won't show the Storage Priority button on the output-only storages (Docks)
  59.  
  60. Fixed Building list Bubbles not showing tooltips correctly
  61.  
  62. Boat List also has Bubbles now
  63.  
  64. Fixed Flame shader sometimes producing visual artifacts due to negative color values
  65.  
  66. Optimized Event Graph initialization - might reduce stutter when starting new Event Graphs. Greatly improves Editor iteration speeds.
  67.  
  68. Sanitize Gatherables with different than original contents - fixes some older-saved objects being ungatherable
  69.  
  70. Fix resources sometimes going into negative values when constructing/deconstructing and undoing
  71.  
  72. Rewrite Social Group Leader logic to prevent Groups from having multiple Citizens being flagged as Leaders. Fixes events that change Leaders having inconsistent outcomes.
  73.  
  74. Fixed Event Graphs that have already fired Events having different outcomes after load - some values were not initialized before firing Events which lead to undeterministic random results
  75.  
  76. Optimize Remaining Support Strength calculation and allow calculations to be interrupted. This improves building experience and performance in very large cities where force-completing such calculations would cause very long stalls. We will continue to work on optimizations for various large-city calculations.
  77.  
  78. Update v1.0.18:
  79. Fix construction progress resetting when aborting/changing construction
  80.  
  81. Fix reposition deconstruct cheeze for prebuilt world buildables
  82.  
  83. Reassign citizen to back to their workplace after repositioning and constructing it
  84.  
  85. Changed Wind Turbine voxel type to reduce deconstruction selection area
  86.  
  87. Fixed Deflector missing sockets
  88.  
  89. Add Top Workshop Content panel to Main Menu
  90.  
  91. Auto unmark unreachable non-player overridden depletables
  92.  
  93. Unmark icon is now a shovel
  94.  
  95. Added the ability to change default auto mark priority per building type
  96.  
  97. Free build works with boats
  98.  
  99. Fixed mark tool incomplete draw & reachable remarking
  100.  
  101. Add "Focus on Cursor" rebind
  102.  
  103. Refresh Leader panel on Leader change
  104.  
  105. Update Active Event Menu container content while it's open and Event changes
  106.  
  107. Log exception instead log error in sensible places - improves debug auto-report diagnostics
  108.  
  109. Show correct Servings icon in Leisure Producer
  110.  
  111. Show more tooltips on Production Input/Output icons
  112.  
  113. Pipe Conditional Renderers now check if connecting building is actually connected. Fixes Pipes visibly connecting to unconnected Cloud Catchers
  114.  
  115. Ignore non-started Ghost Constructions when scheduling citizen tasks - fixes Ghost Constructions that are reachable freezing citizens in place
  116.  
  117. Fixed Tier 3 rogue trader boats not despawning
  118.  
  119. Remove the ability to send boats to workplaces with right click
  120.  
  121. Improve remaining support strength calculation scheduling
  122.  
  123. Allow collapsing Load Game menu entries and don't auto expand them when first shown
  124.  
  125. Workplace only gets callback if its own position changes, not of all buildings. Greatly improves moving building performance
  126.  
  127. Show negative Electricity value as unfulfilled demand instead of clamping it to zero
  128.  
  129. Show Bubbles in selection windows and lists
  130.  
  131. Lost Child Event requirements fix
  132.  
  133. Moved Warehouse priority button next to Night Shift button
  134.  
  135. Show Building Category bubbles in selection header
  136.  
  137. Disabled moss on large resource piles for better clarity
  138.  
  139. Update translations
  140.  
  141. Update v1.0.17:
  142. Fix bugs related to adding/removing Citizens
  143.  
  144. Tweaked advanced hut visuals
  145.  
  146. Cleaned up Pusher visuals
  147.  
  148. Better sea access building description
  149.  
  150. Bar update
  151.  
  152. Electric Greenhouse, Metal Smelter, Wind Turbine, Tools Production and other smaller building sound updates
  153.  
  154. Cleaned up Crane visuals
  155.  
  156. Citizens have a limit for searching for wandering positions and fail correctly. Because failing is a part of life, after all.
  157.  
  158. Increased Junknado Eventbox duration
  159.  
  160. Updated translations. Yes, still doing this.
  161.  
  162. Update v1.0.16:
  163. Boat workers will eat/drink remotely during consumption hours
  164.  
  165. Clicking on Social Group warnings will focus camera on relevant Citizen
  166.  
  167. New visuals for Social Group offices
  168.  
  169. New visuals for Advanced Resource Hut
  170.  
  171. Fix some events with a single visible outcome not having the Confirm button as that outcome
  172.  
  173. Don't sit around in explosive range again (even if you really-really want to, just don't)
  174.  
  175. Removed auto show from some events
  176.  
  177. Improved tutorial for game controls
  178.  
  179. Lost Child event will give other option if player has already built a watchtower
  180.  
  181. Unlocking new scenario will open World Map while playing
  182.  
  183. Draw non-walked parts of Citizen paths above walked - improves blending and visibility when multiple paths are drawn at once
  184.  
  185. Fixed Citizens not exiting boats properly
  186.  
  187. Update v1.0.15:
  188. Optimized Citizen movement calculations by parallelizing them. A city with 700 citizens on AMD 5900X at max game speed goes from 17FPS (59ms per frame) to 25FPS (40ms). Per frame, folks.
  189.  
  190. Occasionally check if stand-on nodes haven't changed so Citizens stop sitting in water
  191.  
  192. The game will keep searching further if Citizen fails to find stand-on nodes nearby
  193.  
  194. Unassign workers from buildings in Danger Zone™ if Danger Mode© is activated
  195.  
  196. Tweaked turbine colliders - improves their selection
  197.  
  198. Don't allow leisure and education in flooded buildings (after many complaints our school have received from the enraged parents)
  199.  
  200. More checks to prevent people joining after All Has Fallen
  201.  
  202. Pipes now take storage capacity into account
  203.  
  204. Fix repositioning buildings over previous positions sometimes crashing the game
  205.  
  206. Ignore non constructed buildings during pipe neighbor check - fixes pipes unintentionally interacting with buildings under construction
  207.  
  208. Add food to fuel/metal wind turbine/thrift stand sounds
  209.  
  210. Increased default max Camera Zoom distance. Add minimum camera zoom-in distance (because turns out nobody wants to do that in the Settings)
  211.  
  212. Add Camera movement and rotation smoothing. Add settings to tweak
  213.  
  214. Made Camera Drag by View direction the default setting, instead of Horizontal Plane
  215.  
  216. Always allow focusing camera with middle click - now if no building is under the mouse pointer, water position will be used. Improve middle click responsiveness
  217.  
  218. Update v1.0.14:
  219. Fixed gatherables with stale data in their inventory in older cities being ungatherable, for example Concrete Floors
  220.  
  221. Changed Boat gather logic to remove lower priorities early - this improves pathfinding performance and reduces stutters in large maps
  222.  
  223. Gravity Battery now uses solid voxels - they are no longer stackable on top of each other
  224.  
  225. Fixed Dock missing access bubble and Dock blocked state visuals inconsistency
  226.  
  227. End Goal Ship properly floats on water (yay!)
  228.  
  229. Number of Outsiders joining will have max limit, to prevent crazy numbers in sandbox and when you guys decide to cheat
  230.  
  231. Fixed error when removing pipe during construction
  232.  
  233. Fix input/output building buff filters not working
  234.  
  235. Building end goal ship in any way, even if you refuse to continue with the main event line, will still unlock the Broken Tanker scenario
  236.  
  237. Tweak floater random speeds so they're less chaotic during storms. Improves performance, makes floaters behave more consistently
  238.  
  239. Fixed citizens blocking pathfinding attempts - fixes citizens taking highly inefficient paths
  240.  
  241. Some audio range tweaks
  242.  
  243. Updated translations (yes, again)
  244.  
  245. Boats now queue up near occupied docks instead of waiting far away like normal people do
  246.  
  247. If a group has no people in it then there is going to be a higher chance to get those people (get more engineers if you have no engineers)
  248.  
  249. Update v1.0.13:
  250. Event-starting buildings UI has been improved
  251.  
  252. Pipe network connectivity checks were optimized. Now the game won't create networks of non-built pipe resource types and checks the connectivity per-neighbor instead of per-pipe. Neighbor count is usually lower than pipe count. This long and boring piece means that the buildings impact on performance will be improved when you move them.
  253.  
  254. Prevented Event interaction in the Build Mode
  255.  
  256. Set up remaining concrete environment gatherables. Made others be selectable after certain research.
  257.  
  258. Optimized adding and moving Buildings in BuildingGrid manager. Again, slightly improves performance when buildings move
  259.  
  260. Fixed the Leisure values getting reset after loading up a save - this should fix the bugs that many of you have reported earlier.
  261.  
  262. Various bugfixes and memory leak fixes.
  263.  
  264. Finally, the Outsiders event has been reworked. Refusing them has no penalty now. The event option now shows a chance of them refusing to leave. So they can still stay. But if you really hate them and can't do the Policy, then just trap them with the building blocks and see them f*****g die.
  265.  
  266. Fixed Advanced crane not picking up Gold. I mean, who allowed that to happen in the first place, right?
  267.  
  268. Tweaked Randomtown generation - should be significantly less laggy now.
  269.  
  270. Updated translations (again, yes)
  271.  
  272. Update v1.0.12:
  273. Fixed buffers behavior when removing buffs they haven't applied before. This fixes Buff Providers that require input of something to work.
  274.  
  275. Made several ranged Buff Provider areas centered
  276.  
  277. Fixed Citizens not getting automatically unassigned from flooded Event buildings - they won't get stuck there now
  278.  
  279. Dirty Citizen state corrected - fixes Drowning bubble not appearing
  280.  
  281. Scaled up Chinese, Korean, Japanese, Thai fonts by 15% to increase readability
  282.  
  283. Fixed Rain Drain node search using exponentially more memory and crashing in complex setups
  284.  
  285. Cleaned up end-goal ship visuals
  286.  
  287. Fixed typo in the Tanker event
  288.  
  289. More robust checking of remaining outsiders when they want to change groups
  290.  
  291. Fixed Concrete Pillar being non gatherable
  292.  
  293. HQ can now have different groups assigned.
  294.  
  295. Outsiders task from HQ will have only 2 options available.
  296.  
  297. Added Outsiders tech to Sandbox for certain buildings
  298.  
  299. Fixed "Not Reachable" Gatherable bubble persisting after Gatherable becomes reachable (sounds crazy, we know)
  300.  
  301. Fixed incorrect marking Top Priority color reference in tutorial text
  302.  
  303. Updated translations (but will do more!)
  304.  
  305. Update v1.0.11:
  306. The game now checks if the building still exists after finishing task - this fixes citizen errors
  307.  
  308. Visibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crash
  309.  
  310. Fixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error before
  311.  
  312. Fixed signaling building event not showing one option
  313.  
  314. Fixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.
  315.  
  316. Make freedom/order milestones unlock things, made milestone give what it actually says it gives
  317.  
  318. Removed unique tag from tanker unique fragment spawns and replaced them with preset unique blueprints. Previously weather station could be found which could persist past the island its found on
  319.  
  320. Handle unconstructed Docks correctly when the water level changes - previously they would be considered as valid docks and cause errors
  321.  
  322. Buildings that are replaced/removed via events will now give refund for what they had in storage. Storage contents were destroyed previously
  323.  
  324. Added outsider portraits
  325.  
  326. Gathering system calculation improvements - improves performance during the storm. Now calculations triggered by moving buildings are much more optimized. Checked on Randomtown with a significant performance boost in those calculations.
  327.  
  328. The game will only update City Pipes when production buildings become dirty due to activity
  329.  
  330. Update v1.0.10:
  331. Updated most of translations and missing strings
  332.  
  333. Warehouse workers won't try to deliver to unreachable destinations
  334.  
  335. Added safeguards and logs for rare null selections - to improve our bug diagnostics
  336.  
  337. Removed slow null check in a shadow system to improve performance on large maps
  338.  
  339. Boxing Ring sound only plays when it is being used (we know it annoyed you a lot)
  340.  
  341. Enable range stat for Wind Turbines to make them work properly
  342.  
  343. Add SFX to concrete when it's marked
  344.  
  345. Fixed the end goal ship sometimes not showing 2 options
  346.  
  347. Auto-mark Junk with intended priority