1. Update v1.2.3:
  2. Large late-game settlements run more smoothly
  3.  
  4. The game needs noticeably less video memory
  5.  
  6. A quest with all its goals done now completes right away
  7.  
  8. Chapter 3: choosing "Give up the Seed" in "Sorago's ultimatum" no longer ends the game - Valfidis talks you out of it and you can pick again
  9.  
  10. Isolation points in Chapter 3 no longer burn out on day 22, and the attempt on Valfidis's life happens even when Isolation is in the lead
  11.  
  12. Chapter 4: the "Obtain information by force" quest no longer gets stuck if you captured the outpost earlier
  13.  
  14. The far patrol point from Chapter 4 no longer appears in Chapter 1 and stays visible after you explore the refugees
  15.  
  16. Chapter 5: the "Evacuation" quest no longer completes by itself, and the refugee ship arrives on time
  17.  
  18. The side quest failure window shows how many resources you will really lose
  19.  
  20. Saves from the new demo now open in the full game, and if you finished the prologue in the original demo, the main menu has a "Skip Prologue" button
  21.  
  22. Citizens no longer get stuck at one of the stairs up the Great Tree and starve there
  23.  
  24. Patients of a demolished hospital go back to work, and citizens' needs no longer freeze if they leave a building early
  25.  
  26. Citizens without a home or job now also wander onto the new sections of expanded platforms
  27.  
  28. A citizen who goes mad in a zipline cabin now rides on to the station instead of teleporting
  29.  
  30. After a building is upgraded, its shifts get as many slots as the new level provides
  31.  
  32. In buildings with Walkers, switching a shift to 8 or 12 hours no longer hires extra workers
  33.  
  34. Flameguards now cure the contamination ghosts leave on buildings on platforms
  35.  
  36. The "Building destroyed" notification no longer shows up by mistake, and empty Fungus Colonies are left out of the problems panel
  37.  
  38. After the prologue, no leftover roads remain on the Great Tree to get in your way in Chapter 1
  39.  
  40. Rangers on fishing duty cast their nets into the water instead of at their own feet
  41.  
  42. The "Eye" button on the Luminaris panel works: the beam follows a scout group
  43.  
  44. The Luminaris can no longer be aimed into the Great Tree's crown above its cabin, and its beams work again after it is rebuilt
  45.  
  46. The Townhall's Heroes tab now shows the assigned hero's portrait and description right away
  47.  
  48. The hero ability radius is now visible in the fog too, and tooltips for the hero portrait no longer hide under the build menu
  49.  
  50. A Skywalker unloading at port can be sent straight to a Sorago outpost - to form an alliance, trade or build a network, and its card shows what it is busy with
  51.  
  52. The pack warning appears as soon as a pack targets your settlement, not a couple of hours before the raid
  53.  
  54. Two Skywalkers in a patrolling pack's region fight it one after the other, and a defeated pack no longer intercepts anyone
  55.  
  56. The "?" hint in the outpost window describes it, and numbers in choice hints stay on the same line as their words
  57.  
  58. Settings include resolutions for ultrawide screens and multi-monitor setups, and the picture is no longer stretched
  59.  
  60. Hotkeys are labeled in Latin letters even with a Cyrillic keyboard layout, and rebinding a key no longer starts several times in a row
  61.  
  62. Results of exploring points in the settlement open when you click their marker and no longer pop up over the Global Map
  63.  
  64. The Build button on the Townhall's Platforms tab stays available as long as there is something to build or upgrade
  65.  
  66. The demolish button tooltip of a contaminated building no longer promises to refund resources
  67.  
  68. Resources in prices follow the same order as on the resource panel, and numbers sit next to their icons
  69.  
  70. The pause menu now has its own sound
  71.  
  72. The Duskwalker no longer flickers in the smoke as it appears, and neither does the Reflector when you zoom out
  73.  
  74. Update v1.2.2:
  75. The new Tutorial window opens with the book button in the top bar, in the settlement and on the Global Map: you can reread any hint you have already seen, sorted by section and with search, and the game pauses while you read
  76.  
  77. The "Repair the mechanism in the crown of the Great Tree" quest explains its goals more clearly, reminds you of the deadline and no longer ends in defeat: if time runs out, it gets fixed without you, but fear rises
  78.  
  79. The "Stockpile resources" quest shows how many rations you already have to hand in and gives you 28 hours to do it, so Chapter 1 no longer stalls
  80.  
  81. Quests that are ready to hand in move to the top of the list
  82.  
  83. A quest with all its goals completed no longer fails on its timer while a story event is playing
  84.  
  85. Story Skywalker flights no longer halt the story: quests, windows and saves stop waiting forever for a ship
  86.  
  87. The Sorago ship now leaves if you fail to pay it off, and the Sorago refugees in Chapter 3 arrive only once
  88.  
  89. Chapter 4: the Sorago negotiations fork now has fallback outcomes, so the story moves on after the talks, and quests from the other branch never start
  90.  
  91. Chapter 4: the Shroud on the Global Map no longer covers every region for three days
  92.  
  93. Chapter 5: the Skywalker swarms in the "Dominion in the skies" quest are back, and each goal counts only its own swarm
  94.  
  95. Skywalkers no longer get stuck at "0 minutes": a Global Map event now waits until other windows are closed, and a second click on an option does not double damage and fear
  96.  
  97. After loading a save, a Point of Interest whose Skywalker was already destroyed or recalled no longer closes without a reward: you can send another ship
  98.  
  99. An option in a choice event now applies only once and closes its own window rather than another one
  100.  
  101. Scouts sent against a monster now drive it away without a fight and come back, and duplicate exploration points in Chapter 1 no longer keep them from returning
  102.  
  103. The Scouts Building can now be moved, and hired squads transfer to the new location
  104.  
  105. Upgrading an outpost from level 3 to 4 works again, and a double click no longer charges you twice or removes the Sorago trade offer
  106.  
  107. Saves are now written to a separate folder first: if the game crashes mid-save, your previous save is restored automatically
  108.  
  109. Saves from a renamed or copied folder load again, and a broken slot no longer prevents you from loading another one
  110.  
  111. An autosave that falls during a story event is no longer lost and is written right after it ends, and the inactive "Save" button now has a hint
  112.  
  113. If an error occurs, the rest of the simulation keeps running: time, construction and citizens no longer freeze until you reload
  114.  
  115. While you type a save name or a bug report, keys no longer move the camera or change the game speed, and the game stays paused while that window is open
  116.  
  117. Walker extensions now correctly reduce the number of workers per shift, and after moving a building, no ghostly previews of them stay at the old spot
  118.  
  119. The building window now closes when you click elsewhere or right-click, and the browsing arrows also work while it is being upgraded
  120.  
  121. Cancelling construction on the Great Tree no longer breaks a road crossed by its staircase
  122.  
  123. Wind, water and fog sounds no longer go silent until you reload when a citizen or an item disappears from the game
  124.  
  125. The city renders faster: trees, rocks, roads and building parts are drawn more efficiently, and the grass on Kaleyards is drawn in batches
  126.  
  127. The fog in the settlement now sits exactly within its borders, creeps forward in billows and puts less load on your graphics card
  128.  
  129. The Luminaris beam is visible above the fog again all the way to its target
  130.  
  131. Ghosts put much less load on the CPU at higher game speeds
  132.  
  133. Fixed texts shown in the wrong language in the German, French, Polish and Chinese versions, and the platform hints now have clear titles
  134.  
  135. Plus some twenty fixes for errors the game reported to us on its own: after loading saves, in event and building windows, with structure sounds, on the Global Map and at high game speed
  136.  
  137. Update v1.2.1:
  138. The camera no longer keeps rotating on its own once you let go of Q/E, even with the cursor over the interface
  139.  
  140. The mouse wheel zooms smoothly toward the point under the cursor, and the camera rotates around whatever is in the center of the screen: a platform on the Great Tree or the ground
  141.  
  142. Keyboard camera movement has the same speed at any zoom level: it no longer crawls when zoomed out or overshoots buildings up close
  143.  
  144. Jumping to an event from notifications and panels smoothly brings the camera to the target and zooms in
  145.  
  146. The Home key returns the camera from the top-down view anywhere on the map
  147.  
  148. On the global map, the camera moves faster when zoomed out
  149.  
  150. In older saves, the camera is free again and no longer tied to the Great Tree
  151.  
  152. Quest windows, events and dialogues wait until you have placed a building, road or platform, and autosaves no longer cancel it
  153.  
  154. Game time no longer freezes at 7:00 and 22:00, and a stuck save recovers on its own with the next autosave
  155.  
  156. Walkers gather resources reliably again instead of standing idle
  157.  
  158. The shifts panel no longer breaks when switching between buildings with and without a Walker
  159.  
  160. The Treechewer model now changes after an upgrade
  161.  
  162. Chapter 4: if the Luminaris beam aimed at Sorago goes out, the Diplomat sends a note and gives you time to fix it - fear no longer builds up silently
  163.  
  164. Chapter 4: after the last group of refugees, the obligation to keep the beam on Sorago is lifted
  165.  
  166. Chapter 4: after failing the book quest, the "Next step" marker disappears from the global map
  167.  
  168. Chapter 4: shooting down the Ghost Skywalker now leaves a crash site on the global map
  169.  
  170. Citizens no longer retreat to a watchtower that isn't there
  171.  
  172. An unfinished watchtower no longer starts working after loading a save
  173.  
  174. Citizen and monster behavior is restored correctly when loading a save
  175.  
  176. The Shroud puts noticeably less load on your graphics card, and platforms on the Great Tree now have simplified models for distant views
  177.  
  178. Bug reports now include crash data from the past week, which helps us find the cause faster
  179.  
  180. Update v1.2.0:
  181.   Fully reworked colony statistics window with parameter switching and resource selection
  182.  
  183.   Daily production and consumption summary, including citizens and outposts
  184.  
  185.   List of producers and consumers for the selected resource
  186.  
  187.   Building location display on the map straight from the dashboard
  188.  
  189.   Production vs consumption comparison signs - surpluses and deficits at a glance
  190.  
  191.   Storage stock dynamics graph
  192.  
  193.   Production and consumption dynamics graph with a detailed per-point tooltip
  194.  
  195.   Resource filtering and sorting of buildings by consumption
  196.  
  197.   New icons for dashboard panels
  198.  
  199.   Enemy waves in Chapters 4-5: at night, once the shroud surge is over, ground and flying enemies attack the colony
  200.  
  201.   New late-game points of interest on the global map, with unlock timers
  202.  
  203.   New incidents involving a scout airship
  204.  
  205.   New survivor spawn points on the global map
  206.  
  207.   New "How to Deal with Fear" tutorial chain (3 steps)
  208.  
  209.   New "Time to Eat" tutorial
  210.  
  211.   Updated construction and work shift tutorials with new illustrations
  212.  
  213.   Fixed the order and chaining of tutorial prompts (Veil resistance on the global map, fear steps)
  214.  
  215.   Rebalanced scout airships and the encounters involving them
  216.  
  217.   Reworked rewards and conditions in a number of optional incidents (ruins, book quests, walkers, survivors, tech incidents)
  218.  
  219.   New work shifts panel layout on the universal layout - elements no longer overlap, the third shift "max" button no longer overlaps the shifts toggle
  220.  
  221.   New icons for the shifts panel
  222.  
  223.   Fixed a crash / inability to load a save in Chapter 1
  224.  
  225.   Fixed add/remove citizen icons in Choice Event result info
  226.  
  227.   Dismantling buildings and mycelium are no longer listed in the problems panel as buildings without workers
  228.  
  229.   Fixed a bug with repairing the skywalkers pier
  230.  
  231.   Removed an incorrect "no resources" notification for the farm
  232.  
  233.   Notification sounds are no longer audible in the credits after finishing the game; game ticks are properly paused on victory
  234.  
  235.   Fixed the text field size in the fear tooltip on the global map
  236.  
  237.   Production and consumption data now initializes correctly for older saves
  238.  
  239. Fixed quick access to the Skywalker Shipyard - the button would not activate if the player had no skywalkers
  240.  
  241. Fixed hungry villagers in Chapter 4 - during mass starvation they would get stuck at the Council building and starve to death, causing a sharp spike in Fear
  242.  
  243. Fixed the highlight frames in the work shifts tutorial
  244.  
  245. Fixed skywalkers freezing on missions - the timer would stop at 0 minutes remaining and the mission would never complete