1. Update v1.5.3:
  2. Correctly despawn construction effects when clearing them all - fixes construction effects remaining visible after save load
  3. Deconstructors unassign themselves from deconstruction when they pick up resources - this allows multiple people to deconstruct single building more quickly
  4. Optimize Citizen task logic by allowing tasks to stay on cooldown before checking their paths results. Increase task cooldown from 2 to 4 ticks
  5. Hide floating number indicators if they're behind the camera
  6. Open leisure building list when clicking on Served text in leisure building UI
  7. Concrete triangles are now smooth enough to redirect rain
  8. Flying Balloon can be caught with a Harpoon
  9. Improved Social Group Leisure tooltip
  10. Improved Happiness breakdown tooltip order and display it all happiness labels in Social Group menu
  11. Improved Leisure Building list - group buildings and sum their values for easier inspecting
  12. Fixed weather blending in incorrect default values while transitioning out of specific weather effect
  13. Only show similar gatherables to selected one when on ! sign in UI
  14. Updated translations
  15.  
  16. Update v1.5.2:
  17. Silenced the whistleblower
  18. Made Tools Production hammering sound quieter
  19. Fixed all scenario water heights being broken in scenario and advanced mode
  20. Fixed automation upgrade automatically gathering environment
  21. Asking leaders for help or to change someone to another group will not close the event window
  22. Fixed new hanging decorations not buffing houses
  23. Fixed string formatting in Workplace job assignment tooltip
  24. Buildings that come from events are spawned as built and no longer consume construction resources
  25. Correctly pause and unpause already working buildings - fixed them being stuck after being unpaused if they were actively working before pause
  26. Concrete Block has movement speed bonus as other blocks do
  27. Updated gathering Hut dirty state when marking - bubbles get updated correctly
  28. Dirty save update hack to save old Fresh Starts with too high water level in lategame
  29. Fixed new hanging decoration build positions being offset when building
  30. Citizen bubbles and arcs are drawn even if citizens are occluded
  31.  
  32. Update v1.5.1:
  33. Fixed unused deco being shown in research
  34. New hanging decorations can be built on smaller grid and take up less space
  35. Changed main menu starting hours for nicer view
  36. Fixed thumbnail preview rotation and some decoration colliders
  37. Made some Decorations properly paintable
  38. Player built elevator is now properly paintable
  39. Roof variants now follow same paint rules
  40. Buildings are no longer deconstructed by unlimited number of citizens. Loading game spawns construction effects correctly
  41. New images for some policies
  42.  
  43. Update v1.5.0:
  44. Citizen Voices
  45. Citizens now have different distinct voices while Leisuring, Walking and Sitting Around.
  46. Overview Panel
  47. Moved Citizen and Storage windows into a new common "Overview" panel. Added new lists of valuable importation:
  48. Workplaces - you can assign employees directly from the list, toggle Night Shift
  49. Houses - Sort houses by their quality, apply filters directly
  50. 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!
  51.  
  52. New Policy
  53. Allows controll of how much Leisure time citizens get!
  54.  
  55. Production Stats Breakdown
  56. Buffed production stat breakdown in tooltip so you know where the buffs are coming from!
  57.  
  58. New Decorations
  59. The following are not the items actual names, but what they are:
  60. Wreath
  61. Clothes Hanger
  62. Vines
  63. Lantern hanger
  64. Bottle lights
  65. Hanging foliage
  66. Gargoyle
  67. Foliage wall decoration
  68. Spider sculpture
  69. Deadwood Flowers
  70. Clothes Hanger
  71. Large Clothes Hanger
  72. Framed Clothes Hanger
  73. Hanging Wood
  74. Big round window
  75.  
  76. Update v1.4.2:
  77. Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading games
  78. Added buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad data
  79. Group Fight event no longer applies to missing groups
  80. Crates collapse beautifully instead of despawning instantly
  81. Fixed citizens ragdolling after loading the game
  82. Event notification effects no longer spawn if it's auto-shown - improves Trader and other event experiences
  83. Event List categories are all selected by default, instead of just Tutorial ones
  84. Update Translations
  85. Invert Work Speed effects for Buffing building production duration. Now buffed buildings will work more slowly, retaining their effects for longer
  86. Added inverted duration explanation in workprovider tooltip
  87. Snuck in a little tooltip that says what stats are applied to a building from what technologies
  88. 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
  89. Production time now shows on building tooltip card for all buildings that produce/consume resources
  90. Fixed Crumbling scenario progress texts to explicitly state Concrete Foundation requirement
  91. Fixed "What are we working for" policy efficiency buff targeting unrelated buildings
  92. Concrete Stairs are now gatherable
  93. Removed Clear Voxels from environment paths and stairs - now they can be built over more easily
  94. Technology no longer requires to select Concrete Foundations found in maps
  95. Fixed Rogue Trader not offering Tier 7 or higher Researches
  96. Fixed Fresh Start scenario and Sanbox maps water, ground and foundation heights
  97. Upgraded old Fresh Start saves by raising all buildings and water by 8 meters up
  98. Fixed Ground having superblack shadows
  99. Fixed Floating buildings acting as sand-supported Foundations and requiring Sand to build them
  100. Optimized sailable node generation - at least 3x speedup
  101. Fixed unmet Event requirement and promise outlines being masked out
  102. Renamed event requirement from "Reach Total Production Cycles" to "Use "
  103. Main Cybertower Event now shows how many times it has been completed
  104. The Homeless sometimes become Outsiders
  105. Lazy-cache boat gatherables so they're not iterated upon each boat sailable area regeneration
  106. Optimized how Stress Data is stored
  107. Various bug fixes
  108.  
  109. Update v1.4.0:
  110. Foundation Rework
  111. 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!
  112.  
  113. Yellow color marks shallows. It seems like something has stood there before...
  114. New Support Buildings
  115. 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
  116.  
  117. Wooden Foundations are supporting bridges, while Metal ones are holding up the Sand Extractor
  118.  
  119. New diagonal and other support block versions!
  120. Improvements
  121. Sailable area indication are now inverted to un-sailable area - makes it much easier to see when building by the sea!
  122.  
  123. That bridge looks a bit too low for the boat to pass under!
  124. 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!
  125. Randomtown scenario will now start with lower sea level which allows early foundation building.
  126. Added juicy Event reward notifications - you’ll no longer miss any auto-completing events!
  127. 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.
  128. As usual, we can’t release an update without various bugfixes and visual polish!
  129.  
  130. Update v1.3.4:
  131. Citizens that leave for expeditions actually come back instead of their imposters
  132. Magnet ignores mark priority and affects hazards
  133. Fixed Cannibal Hut policy applying unintended buff to all workplaces
  134. Improved Expedition experience by requiring to assign citizens
  135. Fixed Chart Screen breaking on non-100% Windows screen scaling
  136. Moving buildings have their impact effects
  137. Fixed not being able to detonate floating explosives
  138. No longer update Citizen work tasks on each tick - track last updated Tick instead. Improves performance on cities with many citizens
  139. Tooltip detection now gets blocked properly by UI
  140. Load Game UI has "Show more" button instead of hiding saves beyond second-click
  141. Reduced floater damage dealt to Deflectors
  142. Added large and small Rocket explosion effects
  143. Spawn damaged effect when hitting something
  144. Disabled crash reporting and detection if version is not supported
  145. Added warnings of unsupported version in Bug Report and Main Menus
  146. Made float physics more realistic by retaining velocity, natural deceleration and acceleration
  147. Tweaked speed values for Pushers, Magnets and Harpoons
  148. Fixed events not displaying correct amount of loyalty to be rewarded
  149. Rebalanced outsiders
  150. Event tweaks and rebalance
  151. Harpoons only affect one floater at the time
  152. Changed default Toggle Height Meter key from F to H
  153. More detailed error log with hashset
  154. Building sanitize ignore your own voxels
  155. Reordered functions to fix plastic explosive undo
  156. Show correct Policy tooltip cost colors influence red if lacking influence to change policy
  157. Added rare Balloon event for generic collection
  158. Added slower, but more robust importing path for ultra large city mods
  159. Fixed unclickable External Scenarios in custom scenario selection
  160. Trees have less hp so they're breakable with single weakest explosives
  161. Fix event buildings exploding instantly from any damage