- Update v1.5.3:
- Correctly despawn construction effects when clearing them all - fixes construction effects remaining visible after save load
- Deconstructors unassign themselves from deconstruction when they pick up resources - this allows multiple people to deconstruct single building more quickly
- Optimize Citizen task logic by allowing tasks to stay on cooldown before checking their paths results. Increase task cooldown from 2 to 4 ticks
- Hide floating number indicators if they're behind the camera
- Open leisure building list when clicking on Served text in leisure building UI
- Concrete triangles are now smooth enough to redirect rain
- Flying Balloon can be caught with a Harpoon
- Improved Social Group Leisure tooltip
- Improved Happiness breakdown tooltip order and display it all happiness labels in Social Group menu
- Improved Leisure Building list - group buildings and sum their values for easier inspecting
- Fixed weather blending in incorrect default values while transitioning out of specific weather effect
- Only show similar gatherables to selected one when on ! sign in UI
- Updated translations
- Update v1.5.2:
- Silenced the whistleblower
- Made Tools Production hammering sound quieter
- Fixed all scenario water heights being broken in scenario and advanced mode
- Fixed automation upgrade automatically gathering environment
- Asking leaders for help or to change someone to another group will not close the event window
- Fixed new hanging decorations not buffing houses
- Fixed string formatting in Workplace job assignment tooltip
- Buildings that come from events are spawned as built and no longer consume construction resources
- Correctly pause and unpause already working buildings - fixed them being stuck after being unpaused if they were actively working before pause
- Concrete Block has movement speed bonus as other blocks do
- Updated gathering Hut dirty state when marking - bubbles get updated correctly
- Dirty save update hack to save old Fresh Starts with too high water level in lategame
- Fixed new hanging decoration build positions being offset when building
- Citizen bubbles and arcs are drawn even if citizens are occluded
- Update v1.5.1:
- Fixed unused deco being shown in research
- New hanging decorations can be built on smaller grid and take up less space
- Changed main menu starting hours for nicer view
- Fixed thumbnail preview rotation and some decoration colliders
- Made some Decorations properly paintable
- Player built elevator is now properly paintable
- Roof variants now follow same paint rules
- Buildings are no longer deconstructed by unlimited number of citizens. Loading game spawns construction effects correctly
- New images for some policies
- Update v1.5.0:
- Citizen Voices
- Citizens now have different distinct voices while Leisuring, Walking and Sitting Around.
- Overview Panel
- Moved Citizen and Storage windows into a new common "Overview" panel. Added new lists of valuable importation:
- Workplaces - you can assign employees directly from the list, toggle Night Shift
- Houses - Sort houses by their quality, apply filters directly
- Leisure buildings - Leisure buildings can be sorted by their current servings. The list also shows how many people are currently leisuring at a building and how many have leasured in last two days - perfect for finding your Leisure bottlenecks!
- New Policy
- Allows controll of how much Leisure time citizens get!
- Production Stats Breakdown
- Buffed production stat breakdown in tooltip so you know where the buffs are coming from!
- New Decorations
- The following are not the items actual names, but what they are:
- Wreath
- Clothes Hanger
- Vines
- Lantern hanger
- Bottle lights
- Hanging foliage
- Gargoyle
- Foliage wall decoration
- Spider sculpture
- Deadwood Flowers
- Clothes Hanger
- Large Clothes Hanger
- Framed Clothes Hanger
- Hanging Wood
- Big round window
- Update v1.4.2:
- Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading games
- Added buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad data
- Group Fight event no longer applies to missing groups
- Crates collapse beautifully instead of despawning instantly
- Fixed citizens ragdolling after loading the game
- Event notification effects no longer spawn if it's auto-shown - improves Trader and other event experiences
- Event List categories are all selected by default, instead of just Tutorial ones
- Update Translations
- Invert Work Speed effects for Buffing building production duration. Now buffed buildings will work more slowly, retaining their effects for longer
- Added inverted duration explanation in workprovider tooltip
- Snuck in a little tooltip that says what stats are applied to a building from what technologies
- Improved Construction/Gathering position next to buildings generation - buildings can now be accessed down from Stairs and paths build directly above (if there's a gap). Buildings can no longer be accessed diagonally downwards if something blocks them
- Production time now shows on building tooltip card for all buildings that produce/consume resources
- Fixed Crumbling scenario progress texts to explicitly state Concrete Foundation requirement
- Fixed "What are we working for" policy efficiency buff targeting unrelated buildings
- Concrete Stairs are now gatherable
- Removed Clear Voxels from environment paths and stairs - now they can be built over more easily
- Technology no longer requires to select Concrete Foundations found in maps
- Fixed Rogue Trader not offering Tier 7 or higher Researches
- Fixed Fresh Start scenario and Sanbox maps water, ground and foundation heights
- Upgraded old Fresh Start saves by raising all buildings and water by 8 meters up
- Fixed Ground having superblack shadows
- Fixed Floating buildings acting as sand-supported Foundations and requiring Sand to build them
- Optimized sailable node generation - at least 3x speedup
- Fixed unmet Event requirement and promise outlines being masked out
- Renamed event requirement from "Reach
Total Production Cycles" to "Use " - Main Cybertower Event now shows how many times it has been completed
- The Homeless sometimes become Outsiders
- Lazy-cache boat gatherables so they're not iterated upon each boat sailable area regeneration
- Optimized how Stress Data is stored
- Various bug fixes
- Update v1.4.0:
- Foundation Rework
- We are introducing a new Ground system which determines the costs of building Foundations. The deeper you build, the more sand it will cost you. We hope that this will create unique designs and choices on how to shape up your city in the late game. And don’t worry, we're also introducing new buildings to help you with these challenges!
- Yellow color marks shallows. It seems like something has stood there before...
- New Support Buildings
- For a long time Foundations were exclusively late game - they cost expensive Sand resources and could be built anywhere. Having them in the early game would have trivialized the need for clever expansions of building cities. But now that the Ground system limits places where they can be built without extra Sand, we are making Wooden and Metal foundations available! These are new alternative ways of bridging gaps between city ruins earlier in the game, giving you a choice to either build hanging bridges or standing ones
- Wooden Foundations are supporting bridges, while Metal ones are holding up the Sand Extractor
- New diagonal and other support block versions!
- Improvements
- Sailable area indication are now inverted to un-sailable area - makes it much easier to see when building by the sea!
- That bridge looks a bit too low for the boat to pass under!
- Lots of Building construction placement improvements - several edge-cases were improved so that what you’re placing would be more consistent with where the mouse cursor points. Off-grid buildings are now centered correctly, so Roofs are easily built in any direction. Now holding the key to over-build (default key Ctrl) also works with repositioning - you can quickly fix small mistakes without needing to use the Deconstruct tool!
- Randomtown scenario will now start with lower sea level which allows early foundation building.
- Added juicy Event reward notifications - you’ll no longer miss any auto-completing events!
- More physics optimizations - thanks to our Discord community member Frik, we’ve had another look at physics performance and were able to squeeze out significant optimization gains.
- As usual, we can’t release an update without various bugfixes and visual polish!
- Update v1.3.4:
- Citizens that leave for expeditions actually come back instead of their imposters
- Magnet ignores mark priority and affects hazards
- Fixed Cannibal Hut policy applying unintended buff to all workplaces
- Improved Expedition experience by requiring to assign citizens
- Fixed Chart Screen breaking on non-100% Windows screen scaling
- Moving buildings have their impact effects
- Fixed not being able to detonate floating explosives
- No longer update Citizen work tasks on each tick - track last updated Tick instead. Improves performance on cities with many citizens
- Tooltip detection now gets blocked properly by UI
- Load Game UI has "Show more" button instead of hiding saves beyond second-click
- Reduced floater damage dealt to Deflectors
- Added large and small Rocket explosion effects
- Spawn damaged effect when hitting something
- Disabled crash reporting and detection if version is not supported
- Added warnings of unsupported version in Bug Report and Main Menus
- Made float physics more realistic by retaining velocity, natural deceleration and acceleration
- Tweaked speed values for Pushers, Magnets and Harpoons
- Fixed events not displaying correct amount of loyalty to be rewarded
- Rebalanced outsiders
- Event tweaks and rebalance
- Harpoons only affect one floater at the time
- Changed default Toggle Height Meter key from F to H
- More detailed error log with hashset
- Building sanitize ignore your own voxels
- Reordered functions to fix plastic explosive undo
- Show correct Policy tooltip cost colors influence red if lacking influence to change policy
- Added rare Balloon event for generic collection
- Added slower, but more robust importing path for ultra large city mods
- Fixed unclickable External Scenarios in custom scenario selection
- Trees have less hp so they're breakable with single weakest explosives
- Fix event buildings exploding instantly from any damage