Development Patch Notes: Difference between revisions
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'' '''Note:''' This page is for the Development Patch Notes only, and should not be confused with [[Patch Notes|Update/Live Patch Notes]] or [[Modding Patch Notes]]. Date and time is in the order of YYYY-MM-DD.'' | |||
{{TOC right|noautonum}} | {{TOC right|noautonum}} | ||
==1.5.13== | |||
2021-06-30, 10:09 UTC+0 | |||
* Updated translation data | |||
==1.5.13a1== | |||
2021-06-21, 10:43 UTC+0 | |||
* Wheat farmbots now head to the nearest corner of the wheat field to sow/harvest | |||
* Wheat farmbots can also now use the gap in the side of the building | |||
* Fixed wheat farm and vegetable farm showing incorrect lower production rate when monument boosted | |||
* From now on frontier savegames should now load in replay mode [dev branch feature only] | |||
==1.5.12.1== | |||
2021-06-01, 16:52 UTC+0 | |||
* Fixed bug from V.1.5.12 causing construction to fail at the tannery | |||
==1.5.12== | |||
2021-05-31, 22:05 UTC+0 | |||
* Balancing tweaks for Weaponsmith | |||
* Reverted Workshop tweaks for now | |||
==1.5.12a5.1== | |||
2021-05-31, 14:30 UTC+0 | |||
* Balancing tweaks for Sawmill, Blast Furnace, Blacksmith, Brickyard, Tannery, Paper Mill, Printing Press, Steel Mill, Glassworks, Fletcher | |||
==1.5.12a5== | |||
2021-05-30, 10:40 UTC+0 | |||
* Workshop balancing tweaks | |||
* Fixed hang when opening Info panel on Colony Ship in game with territory disabled | |||
==1.5.12a4== | |||
2021-05-29, 12:13 UTC+0 | |||
* First set of balancing tweaks | |||
* Fixed Orchard production rate displaying incorrectly in construction UI | |||
==1.5.12a3== | |||
2021-05-28, 06:56 UTC+0 | |||
* Fixed bug from 1.5.12a1 where generation of a resource that is needed at a harbour expedition causes an error | |||
==1.5.12a2== | |||
2021-05-25, 15:11 UTC+0 | |||
* Rewrote auto terrain adjust system when placing roads and paths over broken terrain to fix edge cases breaking roads and building entrances | |||
* Fixed train station not creating track when placed on edge of map | |||
* Significantly improved issue of being able to zoom through the terrain | |||
==1.5.12a1== | |||
2021-05-03, 15:01 UTC+0 | |||
* Fixed bug from 1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat) | |||
* Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour | |||
* Bots will now work in clearance mode when the outgoing resource stack is full | |||
* Fixed the game not applying saved UI text size option when opening the game | |||
==1.5.11== | |||
2021-03-31, 20:59 UTC+0 | |||
* Fixed bug with watchtowers firing on destroyed or lost watchtowers | |||
* Fixed guardbot not animating when reloading | |||
==1.5.11a2== | |||
2021-03-29T11:12 UTC+0 | |||
* Fixed water displaying slightly wrong after destroying boatyard | |||
* Fixed boat captain bot sometimes disappearing if origin boatyard is destroyed | |||
* Fixed dismantling of watchtower not recalculating available watchtower tiles | |||
* Fixed camera hotkeys not updating if changed mid-game | |||
==1.5.11a1== | |||
2021-03-27, 23:38 UTC+0 | |||
* Added clearance mode for lumberjack huts and surface mines | |||
* Added option to destroy all resources at a storage yard | |||
* Fixed shaft mine not stopping demand for Energy when production halted | |||
* Fixed crash in certain situations on random map generation | |||
* Fixed roads not get monument boost when placed after monument is complete | |||
* Fixed roads ever having negative traffic costs | |||
* Increased max edge pan speed | |||
==1.5.10.1a2== | |||
2021-03-01, 18:46 UTC+0 | |||
* Fixed territory issue from previous build | |||
==1.5.10.1== | |||
2021-03-01, 15:33 UTC+0 | |||
* Fixed bug with standalone road post placement on roads | |||
==1.5.10== | |||
2021-02-28, 23:03 UTC+0 | |||
* Support for new frontier | |||
==1.5.10a5== | |||
2021-02-28, 18:04 UTC+0 | |||
* Fixed bugs with dismantling train stations and harbours esp. mid construction | |||
* Made export rules available for all buildings when dismantling and takes into account construction materials | |||
* Expedition resources can now be recovered from dismantling harbour | |||
* Dismantling harbours and boatyards now don't disappear when dismantling complete | |||
==1.5.10a4== | |||
2021-02-27, 11:13 UTC+0 | |||
* Fixed bug where occasionally at workshops resources would be allocated when there wasn't room, causing an error | |||
* Can now place standalone road post with [Alt] | |||
* Added construction job progress percentage to builder bot tooltips | |||
==1.5.10a3== | |||
2021-02-26, 21:27 UTC+0 | |||
* Added cocoa beans to resources in bottom left | |||
* Improved map fit when at minimum zoom | |||
* On map added ability to click visibility header icon to toggle all resources on or off | |||
* Fixed bug with loading game at exactly one game tick | |||
* Fixed cow farm field contiguous verification not always working correctly | |||
* Fixed issue when pressing return on name editing not immediately focusing back to game | |||
* Fixed issue with trade ship departure if space port rules removed and resources destroyed whilst a bot is fetching a resource for sale | |||
* Added fade to palm tree in lumberjack priority selection mode | |||
==1.5.10a2== | |||
021-02-16, 17:23 UTC+0 | |||
* Fixed an issue created by a lumberbot going up a very steep slope to chop a tree | |||
==1.5.10a1== | |||
2021-02-10, 20:51 UTC+0 | |||
* Fixed some issues related to flat tiles that are the exact same height as sea level | |||
==1.5.9.1== | |||
2021-02-09, 23:45 UTC+0 | |||
* Fixed starting height when creating flat custom maps | |||
* Changed bot printing order for watchtowers | |||
==1.5.9== | |||
2021-02-01, 00:12 UTC+0 | |||
* Enabled Frontiers on Dev | |||
==1.5.9a6== | |||
2021-01-30, 15:45 UTC+0 | |||
* Added seed to custom map creation settings | |||
* Added in-game leaderboard button for campaign and custom maps | |||
==1.5.9a5== | |||
2021-01-30, 12:48 UTC+0 | |||
* Added the option to use procedural generation when creating a custom map | |||
==1.5.9a4== | |||
2021-01-29, 12:46 UTC+0 | |||
* Fixed monument boosts not being removed during dismantling | |||
* Fixed surface deposits not being see through when in priority selection mode on a surface mine | |||
* Turned off Christmas | |||
==1.5.9a3== | |||
2021-01-28, 18:35 UTC+0 | |||
* Added warning about existing export rules when dismantling a building | |||
* Export rules can now be changed during dismantling | |||
* Export rules now apply to resources reclaimed from dismantling | |||
* Fixed the game placing an initial field tile when clicking on the no farm fields icon | |||
* Fixed error and potential freeze when loading savegames where a bot printing queue contains a bot for a non-existent building | |||
* Printer now doesn't go through animation for bots that no longer need to exist | |||
* Fixed incorrect messaging on subpanel when placing non contiguous farm fields | |||
* Fixed some things not displaying if game tick is 0 | |||
* Entity Info panel help panel now doesn't auto close sometimes when content refreshes | |||
* Fixed Flora_42_Name showing up places | |||
* Removed Workshop upgrade prompt from Mission 2 | |||
* Fixed game time using plurals of month and day incorrectly | |||
==1.5.9a1== | |||
2021-01-12, 20:20 UTC+0 | |||
* 'Production halted' overlay icon now always shows for buildings, not just on mouseover | |||
* Fixed monument boost tiles not correct when flipped and potentially showing differently in placement mode | |||
* Fixed being able to destroy colony ship road post despite free road placement setting being off | |||
* Fixed inconsistent ordering of resources in surface mine info panel | |||
==1.5.8.1a1== | |||
2021-01-01, 00:14 UTC+0 | |||
* Temporarily disabled Frontiers on dev branch | |||
==1.5.8a3== | |||
2020-12-31, 19:07 UTC+0 | |||
* Priority tile graphics are now different for lumberjack priority tiles when a tile is occupied by a tree | |||
* Tweaked tree opacity values when setting priority tiles so it's easier to see tiles through the trees | |||
==1.5.7.1a1== | |||
2020-12-31, 00:34 UTC+0 | |||
* Fixed bug when stackbot direct building delivery was interrupted by road post placement | |||
* Fixed warning icon not showing up on fields tab for Vegetable Farm and Wheat Farm | |||
* Fixed being able to click through an alert window (e.g. closing game menu when showing save game warning) | |||
* Fixed edge panning in Windowed mode | |||
* Fixed Screen Settings window 'applyable' state not always initiating correctly | |||
* Fixed Screen Settings window sometimes not setting or saving isCursorConstrained properly | |||
==1.5.7== | |||
2020-12-18, 16:30 UTC+0 | |||
* Matched live version | |||
==1.5.7a2== | |||
2020-12-16, 15:58 UTC+0 | |||
* Fully turned off pumpkins for this year | |||
* You can now remove the Colony Ship road post if you have 'free road post placement' active | |||
* Fixed bug from previous build with campaign button not working | |||
==1.5.7a1== | |||
2020-12-15, 22:21 UTC+0 | |||
* Turned on Christmas decorations :christmas_tree: | |||
* Fixed workshops being dismantled showing up as idle | |||
* Fixed water-breaking bug when destroying a harbour or boatyard on water above sea level | |||
* Fixed load game issue with games that had done the above | |||
* Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open | |||
==1.5.6== | |||
2020-11-26, 12:16 UTC+0 | |||
* Enabled Spanish for live | |||
==1.5.5.1== | |||
2020-11-08, 00:43 UTC+0 | |||
* Enabled Spanish | |||
* Fixed some UI overlapping on blacklist/whitelist rules panels | |||
* Fixed offset of chocolate factory rollover info | |||
* Fixed one island entry not displaying beer count correctly on Beer Challenge | |||
* Fixed medal times not showing for challenges | |||
==1.5.5a10== | |||
2020-10-30, 11:28 UTC+0 | |||
* Added SFX to the chocolate factory | |||
* Added construction states for the cocoa farm and chocolate factory | |||
* Made cocoa farm plot 8x2 | |||
==1.5.5a7== | |||
2020-10-27, 00:51 UTC+0 | |||
* New Luxury Food icon | |||
* Fixed alert indictator not disappearing when cocoa farm plot allocation complete | |||
* Fixed some issue with tooltips showing up when hovering over farm fields | |||
* Cocoa Tree plots are no longer auto-grown when placed | |||
* Better messages when farmbot idle when waiting for something to grow | |||
==1.5.5a6== | |||
2020-10-26, 01:24 UTC+0 | |||
* Fixed error when cocoa farmer trying to go to work when outgoing storage is full | |||
* Fixed tech requirements for Chocolate Factory | |||
* Fixed incorrect production rate displayed for Cocoa Farm | |||
* Fixed error on hover for new resource models | |||
* Added Milk to resource panels in bottom left | |||
* Increased slope leeway for farm fields | |||
==1.5.5a4== | |||
2020-10-25, 00:14 UTC+0 | |||
* Added first pass for Cocoa Farm and Chocolate Factory | |||
* Fixed missing help on colony income panel | |||
* Fixed tooltip staying open when right-clicking to close window whilst hovering over 'all resource' rule on a vehicle transport stop | |||
* Fixed right-clicking to close window whilst hovering over resource still opening the resource panel | |||
* Added tech icons to construction and upgrade panels | |||
==1.5.5a3== | |||
2020-10-16, 16:08 UTC+0 | |||
* Fixed watchtower not resetting priority target after being captured | |||
* Added help section to research panel | |||
* Fixed replay button not showing | |||
* Fixed some localisation issues | |||
==1.5.5a1== | |||
2020-10-15, 20:53 UTC+0 | |||
* Experimental replay mode | |||
* Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement | |||
==1.5.4.2== | |||
2020-10-02, 15:55 UTC+0 | |||
* Updated to match live version of 1.5.4.2 | |||
==1.5.4a7== | |||
2020-09-29, 23:44 UTC+0 | |||
* Fixed campaign leaderboard button not working | |||
* Fixed visual ui bug with resource rules overflowing on boat/station stops | |||
* Fixed import building selection sometimes including irrelevant building types | |||
==1.5.4a4== | |||
2020-09-26, 20:43 UTC+0 | |||
* Added proper information in the mission panel for Challenges | |||
* Players can now replay old frontiers | |||
* Added skippable warning to deleting savegame in load game window | |||
==1.5.4a3== | |||
2020-09-22, 23:37 UTC+0 | |||
* Fixed bug with being able to place train tracks below sea level | |||
2020-07-24, 12:30 UTC+0 | |||
* Fixed upgrading not working from 1.5.2a1 | |||
* Added Continue Game to main menu | |||
==1.5.2a3== | |||
2020-07-25, 15:06 UTC+0 | |||
* Testing new Frontiers mode | |||
==1.5.2a4== | |||
2020-07-28, 17:42 UTC+0 | |||
* Small Optimisation - Rock LOD | |||
* Small Optimisation - carrybots pickup and put down processing | |||
* Fixed new trains not having upgraded storage when Steam Engines II is researched | |||
* Added warning when upgrading building with import rules | |||
* Tweaked Frontiers UI | |||
==1.5.2a5== | |||
2020-07-30, 23:30 UTC+0 | |||
* Further tweaks to frontier UI including in-game (also scores were reset) | |||
* Dismantling a building now stops energy demands | |||
==1.5.2a6== | |||
==1.5.4a2== | |||
2020-09-22, 11:26 UTC+0 | |||
* Enabled pumpkins | |||
* Increased max train speed by 25% | |||
* Added beer to alcohol category preset | |||
* Fixed deconstructing workshops counting as idle | |||
* Fixed couple more small localisation issues | |||
==1.5.4a1== | |||
2020-09-19, 12:37 UTC+0 | |||
* Fixed stored SFX volume not being applied on game open | |||
* Fixex an instance of possible space port ship freeze | |||
* Fixed some minor localisation and text issues | |||
==1.5.3== | |||
2020-08-30, 19:43 UTC+0 | |||
* Added 'Tiny' option to random map generation options | |||
==1.5.3a2== | |||
2020-08-27, 22:32 UTC+0 | |||
* Fixed incorrect calculation when dismantling buildings under construction | |||
* Fixed incorrect mission names showing for some campaign missions in Info Panel | |||
==1.5.3a1== | |||
2020-08-20, 11:07 UTC+0 | |||
* Enabled deconstruction for buildings under construction | |||
* Fixed shaft mines on random maps occasionally blocking each other | |||
* Additional tweaks to proc gen to reduce chances of getting inaccessible shaft mines | |||
* Fixed storage yard still demanding resources after it dismantling has started | |||
* Added overlay to watchtowers under construction to indicate territory gain | |||
* Fixed surface mine construction storage only being 4 resources instead of usual 8 | |||
==1.5.2.1a1== | |||
2020-08-02, 22:55 UTC+0 | |||
* Fixed dismantling workshop and production buildings not stopping resource demand sometimes | |||
* Fixed workshops being dismantled showing up in research panel | |||
==1.5.2a10== | |||
2020-08-02, 11:44 UTC+0 | |||
* Fixed dismantling bots not arriving from 1.5.2a7 | |||
* Dismantling farms and lumberjacks not auto clears field and assigned tiles | |||
* Upon clicking dismantle button, panel now auto switched to dismantling section | |||
==1.5.2a8== | |||
2020-08-01, 23:59 UTC+0 | |||
* Removed ability to dismantle and destroy colony ship | |||
==1.5.2a7== | |||
2020-08-01, 11:55 UTC+0 | |||
Adjusted market prices to be more sensible in relation to production cost | |||
* Fixed watchtower dismantling not immediately losing territory | |||
* Fixed dismantling harbours not clearing boat routes | |||
* Fixed shaft mine deposits placed exactly at sea level not being able to be built at | |||
* Enabled dismantle bot animation | |||
==1.5.2a2== | |||
2020-07-31, 21:46 UTC+0 | |||
* Fixed bug with counts of adjacent different surface natural resources displaying incorrectly on map | |||
==1.5.2a1== | |||
2020-07-22, 10:45 UTC+0 | |||
* First pass at ability to dismantle a building and recover resources | |||
==1.5.1.1== | |||
2020-07-12, 21:40 UTC+0 | |||
* Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory | |||
==1.5.1a5== | |||
2020-07-10, 09:00 UTC+0 | |||
* Random map tweak: little more space around colony ship | |||
* Random map tweak: fixed bug where mountain mine could be located in invalid position in the sea | |||
* Random map tweak: little more landing space on shorelines | |||
* Fixed harbour not having a correct burning and destruction state | |||
==1.5.1a4== | |||
2020-07-09, 13:50 UTC+0 | |||
* Fixed expedition resources not showing on a harbour's 'en route' panels | |||
* Fixed an error when a game is loaded and carrybot is returning to be recycled | |||
==1.5.1a3== | |||
2020-07-09, 12:46 UTC+0 | |||
* Fixed sandbox games not being recognised as sandbox games | |||
* Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly | |||
* No longer lets you draw paths over broken terrain that it can't autoadjust | |||
* Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location | |||
* Fixed bakery and flour mill having no destruction state (flames etc) | |||
* Tweaks to some steep shoreline in campaign map 5 | |||
==1.5.1a2== | |||
2020-07-08, 13:54 UTC+0 | |||
* Fixed not being able to create a road over a flat section of train track | |||
* Fixed monument boost not applying to workshops | |||
* Fixed input resource rates for buildings not being displayed correctly when building has a monument boost | |||
* Fixed incorrect idle message for road layer when they're waiting for resources | |||
* Bots will now (mostly) return to a printer when their building or road is destroyed | |||
==1.5.1a1== | |||
2020-07-04, 22:46 UTC+0 | |||
* Source and destination buildings are now clickable on an individual resource's journey panel | |||
* Made some fish more accessible on mission 8 | |||
==1.5.0.1== | |||
2020-06-26, 21:29 UTC+0 | |||
* Fixed loading a random map savegame which had a non-standard size map | |||
==1.5.0== | |||
2020-06-26, 12:20 UTC+0 | |||
* Fish tweaks on random maps | |||
* Added biome to in-game mission info panel for random maps | |||
==1.5.0a8== | |||
2020-06-25, 21:06 UTC+0 | |||
* Fixed other instance of broken camera at start of random map game | |||
* Fixed non-200 maps being able to be zoomed out beyond bounds | |||
==1.5.0a7== | |||
2020-06-25, 15:30 UTC+0 | |||
* Fixed some instances where camera would break at start of random map game | |||
* Improved the fish distribution a bit in random maps | |||
* Shaft mines should no longer block other shaft mines in random maps | |||
* Reworked bit of tutorial in second campaign mission to include mission info panel | |||
==1.5.0a6== | |||
2020-06-24, 21:37 UTC+0 | |||
* Added biome selection for random maps | |||
==1.5.0a5== | |||
2020-06-24, 11:44 UTC+0 | |||
* Enabled changing amount of water in random maps | |||
* Fixed trees being drawn in rocks in random maps | |||
* Enabled market for all random maps (unless turned off in sandbox) | |||
==1.5.0a4== | |||
2020-06-19, 22:43 UTC+0 | |||
* Enabled map size options in random maps | |||
* Enabled natural resource amount options in random maps | |||
* Added optional victory conditions to main random map mode | |||
* Random map info now shows up in Mission Info panel including sandbox mode | |||
* Fixed issue with colony ship trying to land on very steep slopes in random maps | |||
* Fixed issue with shaft mines blocking each other in random maps | |||
* Fixed closing in-game sandbox edit panel | |||
==1.5.0a3== | |||
2020-06-15, 09:52 UTC+0 | |||
* Fixed not being able to place a road in non-sandbox random map mode | |||
==1.5.0a2== | |||
2020-06-14, 19:09 UTC+0 | |||
* Fixed a proc gen issue with creating landing site in some instances | |||
* Fixed manual editing of seed input field not working sometimes | |||
* Fixed random game not showing on main menu | |||
==1.5.0a1== | |||
2020-06-14, 10:11 UTC+0 | |||
* First early version of procedural map generation | |||
* Fixed few more minor localisation issues | |||
==1.4.4a7== | |||
2020-06-09, 10:00 UTC+0 | |||
* Fixed null ref related to new mission panel | |||
* Top left buttons now deselect correctly when panel closed | |||
==1.4.4a6== | |||
2020-06-08, 22:54 UTC+0 | |||
* Added new in-game Mission Info panel showing contextual info depending on whether you're playing campaign, sandbox or a custom map | |||
* Added panel to edit sandbox settings during a game | |||
* Top left buttons now have selected state if panel is open | |||
* Road & Path land auto-adjustment a little better still | |||
==1.4.4a5== | |||
2020-05-27, 11:39 UTC+0 | |||
* Fixed placing harbours over existing roads causing issues | |||
* Fixed some issues with terrain auto-adjustment when placing roads or paths over broken terrain (still more work to do when steep slopes involved) | |||
* Some localisation fixes | |||
==1.4.4a4== | |||
2020-05-20, 13:45 UTC+0 | |||
* Fixed list of residences not being filtered by level on Energy storage panel | |||
* Fixed some missing localisations on game complete panel | |||
* Fixed rare instance of not being able to load a savegame on mission 4 | |||
==1.4.4a3== | |||
2020-05-18, 10:59 UTC+0 | |||
* Tweaked bakery production and added another stackbot | |||
* Fixed resource demand urgency not always being calculated correctly for boat construction | |||
* Added auto-sizing on transport and construction priority panel headers | |||
==1.4.4a2== | |||
2020-05-17, 16:46 UTC+0 | |||
* Fixed en route counts (in green circles) not always decreasing correctly when a resource arrives (from 1.4.3) | |||
* Fixed being able to place harbour outside your territory | |||
* Fixed changing of constrained cursor setting not triggering refresh of apply button | |||
==1.4.4a1== | |||
2020-05-16, 11:57 UTC+0 | |||
* Fixed AI bug when trying to upgrade road layer | |||
* Fixed player count not being localised in workshop map list entry | |||
* Fixed game not sticking to a language under development when on development build | |||
* Fixed workshop level number getting squished if long workshop name in research overview panel | |||
* Fixed incorrect font for watchtower hit point header text | |||
==1.4.3.5== | |||
2020-05-15, 17:27 UTC+0 | |||
* In map editor, fixed changing brush sizes via hotkey going beyond allowed values | |||
* In map editor clear mode, 'natural resources' now includes shaft mines | |||
==1.4.3.5a1== | |||
2020-05-15, 09:47 UTC+0 | |||
* Fixed bug from 1.4.3 where roads and paths could be incorrectly created through railways bridge supports | |||
* Fixed issue where a specific route of 'storage yard->harbour->harbour expedition resources' would fail | |||
* Priority/designation layer auto-removal (for lumberjacks, forestries) now also happens when invalidation occurs by placing farm fields | |||
==1.4.3.4== | |||
2020-05-13, 22:21 UTC+0 | |||
* Fixed bug from previous version with displaying the campaign window correctly | |||
* Fixed enemy AI behaving a bit strangely at start of games (from 1.4.3.2) | |||
==1.4.3.2a2== | |||
2020-05-12, 16:24 UTC+0 | |||
* You can now have a building's construction paused immediately if you place it while holding [Alt] | |||
* Building overlay construction icon now displays paused state | |||
* Priority layers at lumberjack hut, forestry and surface mine now auto clear if occupied by a road, path or building | |||
==1.4.3.2a1== | |||
2020-05-10, 22:51 UTC+0 | |||
* Fixed bug with loading a savegame with user-generated map which had territory turned off and it removing some territory from around your colony ship | |||
* Fixed bug where road/path placement would highlight an invalid route using tiles that were partially under water | |||
* Fixed small bug with priority tile settings where releasing Shift key and mouse button could set invalid tiles | |||
==1.4.3.1== | |||
2020-05-09, 21:41 UTC+0 | |||
* Fixed bug with boatyard entrance | |||
==1.4.3a15== | |||
2020-05-09, 14:40 UTC+0 | |||
* Some improvements to enemy AI territory logic | |||
==1.4.3a14== | |||
2020-05-08, 16:07 UTC+0 | |||
* First version of new military campaign map, The Three Hills | |||
==1.4.3a13== | |||
2020-05-04, 21:33 UTC+0 | |||
* Fixed scores not being submitted for non-military custom maps from the Workshop | |||
* Added warning message for adding an import rule to a building under construction | |||
==1.4.3a12== | |||
2020-05-02, 11:10 UTC+0 | |||
* Experimenting with a train view mode - click the follow icon on a train | |||
==1.4.3a11== | |||
2020-05-01, 15:30 UTC+0 | |||
* Enemy AI - fixed bug where orchard fields and wheat fields could go over limit and potentially cause issues | |||
* Enemy AI - improved placement of blast furnaces and blacksmiths | |||
* Enemy AI - improved prioritisation for construction of some buildings | |||
* Enemy AI - added upgrading of watchtowers not on front line | |||
* Enemy AI - better local resource buffering for more buildings | |||
==1.4.3a10== | |||
2020-04-30, 17:15 UTC+0 | |||
* Game will now auto-adjust the land when you place roads and paths over steps in the terrain | |||
* Fixed another singular/plural mistake | |||
==1.4.3a9== | |||
2020-04-29, 12:51 UTC+0 | |||
* Fixed shaft minerbot appearing out of the back of the mine | |||
* Fixed some singular/plural mistakes | |||
==1.4.3a8== | |||
2020-04-26, 10:38 UTC+0 | |||
* Fixed tooltip not showing on fir trees | |||
* Updated colours watchtower ownership indication areas | |||
==1.4.3a7== | |||
2020-04-25, 09:47 UTC+0 | |||
* Fixed roads sometimes being able to placed through track at train stations | |||
==1.4.3a6== | |||
2020-04-23, 21:34 UTC+0 | |||
* Fixed potential bug when road posts are modified that are connected to expedition harbours that are under construction | |||
==1.4.3a5== | |||
2020-04-23, 18:03 UTC+0 | |||
* Fixed a couple of incorrect building descriptions | |||
* Fixed alignment of Czech characters | |||
==1.4.3a4== | |||
2020-04-23, 11:39 UTC+0 | |||
* Added Free Resource Creation at storage yards in sandbox mode | |||
* Added Czech language character support | |||
==1.4.3a3== | |||
2020-04-20, 21:18 UTC+0 | |||
* Fixed bug where boat could leave early if only resources to unload were using harbour as a transitory stop | |||
* Fixed bug where bots would not appear correctly if they went into then came back out of fog of war | |||
* Fixed watchtower damage smoke effects not clearing when upgrade completes | |||
==1.4.3a2== | |||
2020-04-13, 12:52 UTC+0 | |||
* Fixed resources sometimes going to storage yards that are under construction | |||
* Fixed leaderboard button incorrectly showing on military maps | |||
* Fixed resources potentially coming out of a shaft mine appearing skew-whiff | |||
==1.4.3a1== | |||
2020-04-07, 13:01 UTC+0 | |||
* First pass on visualisation of military building ownership overlap (click info tab on watchtowers) | |||
==1.4.2.1== | |||
2020-04-06, 17:20 UTC+0 | |||
* Fixed issue with playing and editing custom maps saved in 1.4.2 | |||
==1.4.2a18== | |||
2020-04-05, 13:30 UTC+0 | |||
* Fixed rare null ref causing harbour stackbot to become stuck | |||
==1.4.2a17== | |||
2020-04-04, 14:16 UTC+0 | |||
* On boat/train panel added info to show unloading and loading info currently docked harbour/station | |||
* Fixed an issue from previous builds where a boat could become stuck if it couldn't unload resources that needed to go into the harbour's outgoing queue | |||
==1.4.2a16== | |||
2020-04-03, 09:44 UTC+0 | |||
* Fixed a couple of null refs from previous dev builds | |||
==1.4.2a15== | |||
2020-04-02, 16:26 UTC+0 | |||
* Added details to harbour's boats panel to show a boat's status with that harbour | |||
* Added visual to show upgrade range of a watchtower | |||
* Fixed bug from previous build with bridge track heights | |||
* Prioritisation button now updates when prioritisation is changed by hotkey | |||
==1.4.2a14== | |||
2020-04-01, 15:05 UTC+0 | |||
* Fixed an issue with AI cider press placement | |||
* Time formatting tweaks for Spanish | |||
==1.4.2a13== | |||
2020-04-01, 10:01 UTC+0 | |||
* Added extra sub-panel on boats and trains resource panel to show which resources are being unloaded | |||
==1.4.2a12== | |||
2020-03-31, 23:33 UTC+0 | |||
* Removed time limit for boats and trains when loading/unloading to fix bug from previous build | |||
* Improved resource movement behaviour on very busy large harbours with multiple road posts | |||
* Fixed bug when pressing Escape on the 'unsave progress' window | |||
* Properly implemented route overlays for all train track sections | |||
* Tweaks to checks for blocked carrybots | |||
==1.4.2a11== | |||
2020-03-27, 11:04 UTC+0 | |||
* Fixed behaviour from previous build where clearing a boat's route would make it still continue towards the previous selected harbour | |||
==1.4.2a10== | |||
2020-03-25, 21:45 UTC+0 | |||
* Fixed bug where if a boat's transport route is cleared whilst it's heading from the queueing location to the dock then the next queued boat wouldn't be triggered | |||
==1.4.2a9== | |||
2020-03-25, 11:27 UTC+0 | |||
* Fixed an issue with very busy harbours where incoming resources could potentially get sent to the wrong storage pile and eventually bring everything to a halt | |||
* Made some changes so removing resources from a harbour's incoming storage pile if it's full takes priority over queued carrybots. This allows smoother and faster operation at a harbour when everything is full (harbours and boats). It does mean you may see a blocked carrybot outside a harbour not move when a space at a road post opens up, but it's waiting for the harbour stackbots to move out resources. | |||
* Testing a change so a boat won't leave if it still has an resource to unload at that harbour. The changes above should prevent it from not leaving at all but please alert me if a boat becomes newly stuck in this build | |||
[All above changes apply to train stations and trains too] | |||
* Added extra stackbot for harbour | |||
==1.4.2a8== | |||
2020-03-24, 01:31 UTC+0 | |||
* Added in-game challenge panel for games started from the main challenge screen | |||
==1.4.2a7== | |||
2020-03-23, 00:35 UTC+0 | |||
* Reduced savegame file size a bit and improved saving of very large colonies | |||
* Minor localisation fixes | |||
==1.4.2a6== | |||
2020-03-21, 23:41 UTC+0 | |||
* Second pass of challenge complete window | |||
* Moved 'eight speed' to game settings option | |||
==1.4.2a5== | |||
2020-03-21, 00:27 UTC+0 | |||
* Added first version of challenge complete window | |||
* Fixed bug where demand groups couldn't be reordered in resource category panels (e.g. fuel) | |||
==1.4.2a4== | |||
2020-03-20, 15:25 UTC+0 | |||
* Fixed another similar bug caused by 1.4.2a2 build affecting sourcing of resources for cosntruction | |||
==1.4.2a3== | |||
2020-03-20, 12:14 UTC+0 | |||
* Fixed bug caused by previous build where harbours wouldn't source expedition resources | |||
==1.4.2a2== | |||
2020-03-18, 23:43 UTC+0 | |||
* Fixed error when storage yard sourced resources beyond capacity, caused by having a combination of rules which exceeded capacity | |||
==1.4.2a1== | |||
2020-03-18, 18:05 UTC+0 | |||
* Added challenges panel | |||
* Added option to invert zoom | |||
* Fixed edge case where enemy colony ship would self-destruct if entrance tile was captured but none of the main tiles | |||
* Turned default ambient occlusion settings for mac and linux to off | |||
==1.4.1.4a3== | |||
2020-03-17, 11:34 UTC+0 | |||
* Added 8x speed (may get moved to an option) | |||
* Removed some debug things from previous build | |||
==1.4.1.4a2== | |||
2020-03-16, 18:00 UTC+0 | |||
Small performance gain on wheat field rendering | |||
* Removed error on startup on previous build | |||
==1.4.1.4a1== | |||
2020-03-16, 12:54 UTC+0 | |||
* Fixed issue with storage yard sometimes initially sourcing more than the rule specified | |||
* Fixed issue with some resource storage demands not showing in the correct category demands panel (e.g. coal and charcoal in the Fuel panel) | |||
==1.4.1.3== | |||
2020-03-07, 12:30 UTC+0 | |||
* Fixed some minor issues with German localisation | |||
==1.4.1.3a2== | |||
2020-03-07, 00:37 UTC+0 | |||
* Fixed rare null ref on game save to do with strangely placed harbours | |||
* Fixed issue where a single path tile could be left after destroying track | |||
==1.4.1.3a1== | |||
2020-03-06, 11:48 UTC+0 | |||
* Fixed bug where if the boat or train dock timer runs out (i.e. the game is running) while the 'edit route' panel is open then the boat or train won't leave the harbour/station | |||
==1.4.1.2a8== | |||
2020-03-03, 17:35 UTC+0 | |||
* Fixed bug where some tooltips, such as a boat status on the harbour panel, wouldn't clear if the panel was closed using right-click | |||
==1.4.1.2a7== | |||
2020-03-03, 12:08 UTC+0 | |||
* Fixed bug where, when a boat is docked, changing its route whilst a stackbot was fetching a resource to load onto it could cause the boat to become stuck at the harbour. | |||
==1.4.1.2a6== | |||
2020-03-02, 19:43 UTC+0 | |||
* Fix for rare instance when storage yards weren't requesting all the resources for their rules | |||
==1.4.1.2a5== | |||
2020-03-02, 17:21 UTC+0 | |||
* Additional backport for fix for occasional resources becoming stuck in storage | |||
==1.4.1.2a4== | |||
2020-03-02, 15:43 UTC+0 | |||
* Backport for fix for occasional resources becoming stuck in storage | |||
==1.4.1.2a3== | |||
2020-03-02, 13:10 UTC+0 | |||
* Fixed issue where resources at a storage yard were not always correctly being sent to another storage yard | |||
==1.4.1.2a2== | |||
2020-03-02, 00:11 UTC+0 | |||
* Fixed bug where resources might not be sent on from a storage yard | |||
* Fixed VSync settings not being saved between sessions | |||
==1.4.1.2a1== | |||
2020-02-28, 23:06 UTC+0 | |||
* Fixed final determining factor of resource exports judged to be equal (same 'prioritised' destination building and same resource type) to use oldest assignment instead of newest | |||
==1.4.1.1== | |||
2020-02-27, 16:02 UTC+0 | |||
* Fixed incorrect trigger on Boatbuilder achievement | |||
==1.4.1== | |||
2020-02-27, 15:13 UTC+0 | |||
* Enabled Steam Achievements | |||
==1.4.1.0a22== | |||
2020-02-26, 22:43 UTC+0 | |||
* Fixed bots not necessarily printing at the nearest printer | |||
* Fixed white highlight on resource markers not clearing when they should on 'en route' resource panel | |||
* NB savegames for completing "Supplier Challenge" (mission 8) will need to started at or after this version | |||
==1.4.1.0a21== | |||
2020-02-25, 20:47 UTC+0 | |||
* Fixed bug when resources heading to construction of storage yard were destroyed and then not re-requested | |||
* Fixed slightly misaligned UI on upgrade progress panel and dockyard progress panel | |||
==1.4.1.0a20== | |||
2020-02-25, 13:23 UTC+0 | |||
* Fixed bug when clearing a boat route and assigning to an expedition while boat is docked at harbour | |||
* Fixed boundaries on brickyard | |||
==1.4.1.0a19== | |||
2020-02-24, 23:59 UTC+0 | |||
* Fixed bug when pasting building settings which sometimes caused the building not to import or export | |||
==1.4.1.0a18== | |||
2020-02-24, 17:17 UTC+0 | |||
* Fixed issue of different storage yard types (Small, Medium, Large) not being treated equally for demand purposes | |||
* Fixed not being able to set fuel consumption buildings as export on storage yards | |||
* Tweaked Printing Press footprints and bot locations | |||
==1.4.1.0a17== | |||
2020-02-23, 22:21 UTC+0 | |||
* Fixed bug stopping loading of savegames in which flag settings had been copied and pasted | |||
==1.4.1.0a16== | |||
2020-02-23, 17:08 UTC+0 | |||
* Fixed expedition panel not refreshing correctly when all resources had been loaded onto boat | |||
* Added support for storage yards in save games from before the new storage system | |||
* Fixed sculpt and destroy icons not updating when using keyboard shortcuts | |||
* Fixed icon at top of the trains panel at a train station | |||
==1.4.1.0a15== | |||
2020-02-22, 20:01 UTC+0 | |||
* Fixed issue where sometimes a train wasn't created due to miscalculation of train route limits | |||
* Added toggling resource group presets to harbours and vehicle rules | |||
==1.4.1.0a14== | |||
2020-02-22, 16:05 UTC+0 | |||
* Fixed bug which occurs when placing a watchtower when the logs demand panel is open | |||
* Fixed issue where multiple top left panels could be overlaid after entering and leaving the research or map screen | |||
* Added expedition resources to demand panels | |||
* Toggling resource group presets now toggles resource selections on and off | |||
* Minor ui improvements to building entries in the resource demand lists | |||
* Added icons to resource group presets | |||
* Updated icon for small storage yard | |||
==1.4.1.0a13== | |||
2020-02-19, 18:33 UTC+0 | |||
* Small Storage Yard now only requires logs | |||
* Copying import and export building settings now filters out invalid buildings | |||
* Added multi-selection to resource selection panels | |||
* Added presets to blacklist resource selection panels | |||
* Changed tick increment shortcut to backslash | |||
* Fixed changing tick display option in-game not immediately showing it sometimes | |||
==1.4.1.0a12 | |||
2020-02-18, 13:14 UTC+0 | |||
* Added hotkeys (default [C] & [V]) for copying and pasting settings of buildings (export & import) and road posts (blacklists and whitelists) | |||
* Added SFX for prioritisation and upgrade hotkeys | |||
==1.4.1.0a11== | |||
2020-02-17, 11:53 UTC+0 | |||
* All storage yards now use the new Demand functionality (see above) | |||
* You can now enable storage yard to storage yard functionality using import or export rules on storage yards. | |||
* Tiles with trees on are now automatically adjusted when placing buildings | |||
==1.4.1.0a10== | |||
2020-02-15, 11:48 UTC+0 | |||
* NEW - Storage Yard now have two options for storage - Demand or Reserve. Reserve is how they behaved previously (fill the nearest storage yard which will accept) and is the default. Demand will put the building's storage requests into the resource demand list and can be prioritised. This also means resources will be distributed evenly between Demand Storage Yards based on their fill percentage for that resource. For example, say you have a Lumberjack Hut and two Demand Storages yards ('A' and 'B') and 'A' had a rule for 5 Logs and 'B' for 10 Logs. The first Log will go to 'B' (wherever it is located), the second Log to 'A', the third to 'B', the fourth to 'B', the fifth to 'A' etc as the priority order is fill%, total potential storage, distance. | |||
* This is most useful when using storage yards as gated local buffers across large distances and you want even distribution | |||
==1.4.1.0a8== | |||
2020-02-11, 22:52 UTC+0 | |||
* Improved accuracy of distance sorting for priority layer buildings (lumberjacks, foresters, miners) | |||
* Fixed null reference error on import and export building selection panel from previous build | |||
==1.4.1.0a7== | |||
2020-02-10, 23:46 UTC+0 | |||
* For export and import building lists, disabled already existing options | |||
* For export and import buildings changed icon colour of already existing options | |||
* Added production resource sub-panel for workshops | |||
* Fixed bug with en route resource highlighters not always showing up correctly after a time | |||
* Extra bot for steel mill | |||
==1.4.1.0a5== | |||
2020-02-01, 11:29 UTC+0 | |||
* You can now sell Logs at the Space Port for a small amount of money | |||
* You can no longer publish workshop maps from the development branch | |||
==1.4.1.0a4== | |||
2020-01-29, 12:55 UTC+0 | |||
* Items waiting at harbour or train station are now rechecked for optimal routes when a new route is added | |||
* Adding an import rule now forces an resource export check at the targeted building if source building already had an import rule | |||
* Vegetable Farm construction time and resources now same as Sheep Farm | |||
==1.4.1.0a3== | |||
2020-01-28, 15:55 UTC+0 | |||
* Fixed bug with vegetables in vegetable plots displaying weirdly after a little while | |||
* Fixed bug with vegetables not showing up on game load | |||
* Fixed small performance issue with vegetable farms in long games | |||
* Fixed hit box on vegetable resource | |||
* Added option to show the game tick alongside the day | |||
==1.4.1.0a2== | |||
2020-01-23, 13:14 UTC+0 | |||
* Changed idle port and station stackbots to prioritise load and unloads of vehicles first | |||
* Fixed issue with resource being routed in and out of large harbours | |||
* Bots are now printed in the order of oldest first instead of most recent first | |||
* Fixed order of medals in mission goals panel | |||
==1.4.1.0a1== | |||
2020-01-08, 16:52 UTC+0 | |||
* Fixed export from space port bug when selling rule is removed and resource are waiting to be loaded | |||
* Fixed internal tree count when if lumberjack chops a tree which leaves your territory during the chopping process | |||
* AI enemy can now cancel if project has been idle for too long | |||
* AI enemy has smarter placement of fletchers | |||
* AI enemy has smarter upgrading of watchtowers | |||
* Small storage yard has an extra stackbot | |||
* Removed rogue underwater clay deposit on 'Island Hopping' mission | |||
==1.4.0.1== | |||
2019-12-28, 18:23 UTC+0 | |||
* Fixed mission goals not loading correctly for Casual and Hard military games | |||
* Fixed Casual and Hard incorrectly showing for non-military campaign missions | |||
==1.4.0a8== | |||
2019-12-23, 23:58 UTC+0 | |||
* AI bots in Hard mode have a 25% boost | |||
* AI improvements in managing lost territory | |||
==1.4.0a7== | |||
2019-12-22, 20:34 UTC+0 | |||
* Improved AI management of broken roads | |||
* Stopped some error preventing game loading on dev branch | |||
* Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted | |||
* Fixed an error related to rerouting a boat that is currently queueing to same harbour | |||
* Tweaked new military mission | |||
==1.4.0a6== | |||
2019-12-22, 10:27 UTC+0 | |||
* Removed debug AI overlays | |||
==1.4.0a5== | |||
2019-12-22, 00:13 UTC+0 | |||
* Added new military map | |||
* Fixed storage yards not showing in storage panel for resource categories (food etc) | |||
==1.4.0a4== | |||
2019-12-20, 00:16 UTC+0 | |||
* Added some Christmas decorations! Christmas trees (near monuments), Snowbots (created by Foresters) and a few presents & candy canes dotted around | |||
==1.4.0a3== | |||
2019-12-14, 15:25 UTC+0 | |||
* Linked mouse button 4 and mouse button 5 linked to rotate/flip | |||
* Fixed quality settings panel not behaving correctly | |||
* Added VSync option | |||
* Fixed one way signals not loading | |||
==1.4.0a2== | |||
2019-12-14, 11:22 UTC+0 | |||
* Improved height collision detection for rocks on steep slopes (principally affecting Mission 11) | |||
* F12 should now work again for directly capturing Steam screenshots. F10 is the hotkey for Postcard Mode. | |||
* Fixed bug with loading a game where a train was queuing at a station would not move | |||
* Fixed being able to select small harbours for luggers | |||
* Fixed issue when losing territory tile with a path and it potentially not recalculating connections for affected buildings | |||
* Fixed incorrect message for when trying to place watchtower too close to other military buildings | |||
* Fixed bug allowing you to place watchtower anywhere in tutorial | |||
==1.4.0a1== | |||
2019-12-08, 14:15 UTC+0 | |||
* First version of rebuilt AI - including new Hard mode (there is currently virtually no difference between the difficulties, that will come in later dev builds) | |||
==1.3.6.3a5== | |||
2019-12-04, 23:07 UTC+0 | |||
* Added ability to pause building upgrades | |||
* Added skippable warnings for cancelling upgrades and research | |||
* Fixed incorrect storage counts for Food, Alcohol and Fuel | |||
* Fixed Residence upgrades not updating previous Energy storage count correctly | |||
* Fixed idle workshop check not being trigger when using 'free construction' | |||
* Fixed idle workshop check not being trigger when research was cancelled | |||
* Fixed initial mission selection on campaign screen (caused by Unity upgrade) | |||
==1.3.6.3a4== | |||
2019-12-03, 17:44 UTC+0 | |||
* Updated to latest version of Unity | |||
* Fixed some rare hidden null reference exceptions | |||
==1.3.6.3a3== | |||
2019-12-02, 18:39 UTC+0 | |||
* Fixed export whitelist filtering for buildings under construction or upgrading | |||
* Existing Printing Presses now display upgraded production times after Printing Press II research completes | |||
==1.3.6.3a2== | |||
2019-12-01, 18:21 UTC+0 | |||
* Upgrading buildings can now be added to export whitelist | |||
* Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase | |||
* Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing | |||
* Fixed resources bought at Space Port showing creation building as 'unknown building' | |||
* Fixed graph not clearing when switching from multiple output resource buildings | |||
* Added track buffers to indicate end of track | |||
==1.3.6.3a1== | |||
2019-11-27, 23:19 UTC+0 | |||
* All resources waiting for assignment are now rechecked immediately when an export rule is added | |||
* Fixing mining rates on Shaft Mine construction panel not increasing with relevant research boosts | |||
* Added missing Hungarian characters | |||
==1.3.6.2== | |||
2019-11-27, 10:49 UTC+0 | |||
* Fixed bug with upgrades of some buildings not completing | |||
* Tweaked construction requirements for Road Layer L2, Surface Mine L3, Shaft Mine L2 | |||
==1.3.6.1== | |||
2019-11-26, 23:18 UTC+0 | |||
* Fixed issue loading games with pumpkin farms in | |||
==1.3.6a6== | |||
2019-11-26, 17:44 UTC+0 | |||
* Fixed one way signals not showing in loaded game | |||
==1.3.6a5== | |||
2019-11-26, 16:18 UTC+0 | |||
* Improved track one way signal placement a bit more | |||
* Pumpkin Farm has turned into Vegetable Farm | |||
* Fixed upgrade costs not taking into account reused resources when starting an upgrade | |||
==1.3.6a4== | |||
2019-11-26, 00:30 UTC+0 | |||
* Fixed train sometimes getting stuck if route not found then track modified | |||
* Stuck train now rechecks route when a one way signal is added | |||
* Tweaked/fixed issues with one way signal placement | |||
==1.3.5.6a3== | |||
2019-11-25, 00:01 UTC+0 | |||
* Proper model and icon for one way track signal | |||
==1.3.5.6a2== | |||
2019-11-23T21:04:49.190Z | |||
* New one way signal for tracks (placeholder model) - lets you create circular train routes | |||
==1.3.5.6a1== | |||
2019-11-20, 00:10 UTC+0 | |||
* New unrestricted elevated rail option in sandbox mode | |||
* Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs | |||
* Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine | |||
* Stopped auto setting building name if already set by player | |||
* Hotkey [H] in map editor now goes to centre of map | |||
* Fixed missing help text for road post transport connections panel | |||
* Fixed incorrect icon on road layer upgrade panel | |||
==1.3.5.5== | |||
2019-11-12, 16:40 UTC+0 | |||
* Fixed game loading bug where a colony ship had been captured twice | |||
* Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around | |||
==1.3.5.5a4== | |||
2019-11-12, 12:36 UTC+0 | |||
* Fixed potential bug when loading a game with a captured colony ship in | |||
==1.3.5.5a3== | |||
2019-11-11, 11:56 UTC+0 | |||
* Tweaked rock height detection numbers to be more accurate when using elevated rail | |||
* Boats should now go over underwater rocks | |||
==1.3.5.5a2== | |||
2019-11-11, 00:50 UTC+0 | |||
* Fixed bug where expedition boat would get stuck if it had to queue at the loading harbour | |||
==1.3.5.5a1== | |||
2019-11-10, 12:37 UTC+0 | |||
* Boats should no longer sail through rocks | |||
* Fixed crash bug caused by creating parallel roads between the same two road posts | |||
* Fixed boundaries of brewery and wheat farm footprints | |||
==1.3.5.4a6== | |||
2019-11-07, 20:24 UTC+0 | |||
* Fixed pumpkins resource not being selectable | |||
* Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field | |||
* Fixed padlock icon not showing on level 1 tab for locked buildings | |||
==1.3.5.4a5== | |||
2019-11-07, 09:02 UTC+0 | |||
* Now auto enters field placement mode when switching to the fields tab on a farm building | |||
* Fixed trader reputation not always updating correctly in market panel | |||
* Tweaked Brewery production numbers | |||
==1.3.5.4a4== | |||
2019-11-06, 17:27 UTC+0 | |||
* Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly and block harbours | |||
* Fixed resource exports not being checked immediately after a boat or train route is modified or added | |||
* Fixed closing add vehicle stop side panel not adding add transport button | |||
* Fixed incorrect value and overflow of cash victory graphic bar | |||
==1.3.5.4a3== | |||
2019-11-05, 12:28 UTC+0 | |||
* Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile | |||
* Improved visuals and tooltip messages for setting road waypoints | |||
* Added build mode hotkey to key bindings | |||
==1.3.5.4a2== | |||
2019-11-01, 18:53 UTC+0 | |||
* Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination | |||
* Bots printed at Large Harbour no longer walk through bot printer | |||
==1.3.5.3a1== | |||
2019-10-30, 20:40 UTC+0 | |||
* Fixed Luggers not recognising that all their expedition resources had been loaded | |||
* Fixed being able to create invalid roads by being able to set a waypoint on an invalid tile | |||
==1.3.5.2== | |||
2019-10-27, 23:30 UTC+0 | |||
* Fixed production rate of Pumpkin Farm on construction menu | |||
* Fixed orchard field floor if pumpkin patch had been rotated previously | |||
* Fixed help buttons showing on panels when it shouldn't | |||
* Fixed a few localization issues | |||
==1.3.5a24== | |||
2019-10-25, 16:35 UTC+0 | |||
* Added warning icon if no pumpkin farm fields set | |||
==1.3.5a23== | |||
2019-10-24, 16:27 UTC+0 | |||
* Fixed error on load game caused by broken train station railtrack | |||
* Fixed track breaking if placing a high train station | |||
* Reduced adjustable height a little of train stations to avoid some etrance issues | |||
==1.3.5a22== | |||
2019-10-23, 22:59 UTC+0 | |||
* Fixed boat route setting error from previous build when not at harbour | |||
* Added pumpkins outside houses | |||
* F12 no longer trigger screenshot mode, only dedicated hotkey does that (default F10) | |||
* Fixed notification icons on newly unlocked buildings not being reset on game load | |||
==1.3.5a21== | |||
2019-10-22, 18:27 UTC+0 | |||
* Building upgrade costs now take into account previous level | |||
* Added Boat Building II research which is needed to build Luggers | |||
* Luggers now a bit faster and have more capacity | |||
* Implemented acceleration on boats | |||
* Fixed close button on boat selection panel | |||
==1.3.5a20== | |||
2019-10-21, 14:35 UTC+0 | |||
* ''NEW!'' Pumpkin Farm gives you a new way to feed your bots | |||
* Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour) | |||
* Fixed mislabelled for item categories on flag rules panel | |||
* Fixed rules tab count for boats and trains for item categories | |||
* On load fix for rare instance where residences were processing but already had a resource in the outgoing | |||
==1.3.5a19== | |||
2019-10-15, 21:50 UTC+0 | |||
* Fixed some issues not being able to set export whitelists from/to buildings under construction | |||
==1.3.5a18== | |||
2019-10-15, 09:50 UTC+0 | |||
* Fixed workshop import whitelist not accepting all possible research resources | |||
==1.3.5a17== | |||
2019-10-14, 15:54 UTC+0 | |||
* Fixed destroying import building not auto removing it from another building's import whitelist | |||
* Harbours no longer require pier layers to be inside territory | |||
* Space Port now longer needs any resource to construct | |||
==1.3.4.6== | |||
2019-10-12, 10:49 UTC+0 | |||
* Fixed bug from previous patch where Colony Ships couldn't be captured | |||
* Fixed building resource statistics panel not opening | |||
* Fixed a few localization/resizing issues | |||
==1.3.4.6a1== | |||
2019-10-11, 22:43 UTC+0 | |||
* Fixed building resource statistics panel not loading | |||
==1.3.5a16== | |||
2019-10-10, 22:24 UTC+0 | |||
* Fixed having whitelisted resource along with whitelisted storage only for 'all resources' not working correctly | |||
* Fixed performance issue affecting large colonies with full storage yards | |||
==1.3.5a15== | |||
2019-10-10, 12:09 UTC+0 | |||
* Fixed frame rate stutter caused by resources arriving at buildings which were directly connected to the harbour from where they'd been delivered | |||
==1.3.5a14== | |||
2019-10-10, 09:10 UTC+0 | |||
* 'Blacklist' and 'Whitelist' can now contain individual resources whilst 'Blacklist Except Storage' and 'Whitelist Storage Only' contain 'All Resources' respectively | |||
==1.3.5a13== | |||
2019-10-09, 21:48 UTC+0 | |||
* Fixed import building selection list not showing Food producing buildings for residences | |||
* Path drawing now goes across roads (as that's how they function) | |||
==1.3.5a12== | |||
2019-10-09, 18:37 UTC+0 | |||
* Fixed 'whitelist storage only' 'All Items' affecting resource flow incorrectly | |||
* Fixed transport rules not always affecting resource sourcing correctly | |||
* Fixed resource transport rule tracking tab count wrong (it was duplicating for resource categories and ignoring boats and trains) | |||
* Fixed and improved resource transport rules panel to show boats and trains and look nicer | |||
* Fixed trains getting stuck if meeting at station at the same time | |||
* Fixed some instances where train and hopper sequence would get confused when reassigning a train route | |||
* Fixed pipette mode where level of copied building was being overridden by last selected building level | |||
* Fixed resource destroy warning message | |||
==1.3.5a11== | |||
2019-10-07, 13:31 UTC+0 | |||
* Fixed import buildings not always being taken into account when a building sources a resource | |||
==1.3.5a10== | |||
2019-10-07, 12:06 UTC+0 | |||
* Fixed road cost calculations not working correctly in a game that had been loaded | |||
* Improved route recalculations for resources waiting at a flag of a blocked road | |||
* Fixed incorrect boat loading section label | |||
==1.3.5a9== | |||
2019-10-06, 13:07 UTC+0 | |||
Captured Colony Ships are now connectable and functional buildings | |||
* Fixed bug where sometimes rubble of buildings could not be removed | |||
* Sculpt modes now cycle when you press the Sculpt Mode hotkey | |||
* Fixed camera a bit for Mission Complete sequence | |||
==1.3.5a8== | |||
2019-10-03, 08:35 UTC+0 | |||
* Fixed error message not being parsed correctly when track placement blocked | |||
* Fixed icon for train route station selection and improved font spacing and resizing | |||
==1.3.5.a7== | |||
2019-10-01, 10:11 UTC+0 | |||
* Fixed bug defaulting to languages which are not finished (Russian) | |||
==1.3.5.a6== | |||
2019-09-29, 10:13 UTC+0 | |||
* Fixed issue with shadows on accented characters looking a little different | |||
* Fixed notification text overflowing sometimes | |||
* Resized button text on surface mine natural resource selection window | |||
==1.3.5a5== | |||
2019-09-27, 20:57 UTC+0 | |||
* Harbours can now be export targets of buildings that produce expedition resources | |||
* In military maps your chosen colony colour is used and opponents change their colour | |||
* Sandbox colony colour option defaults to your last chosen colony colour | |||
==1.3.5a4== | |||
2019-09-25, 18:55 UTC+0 | |||
* Fixed localisation issue on rules description | |||
==1.3.5a3== | |||
2019-09-25, 15:38 UTC+0 | |||
* Fixed issue with custom translation file not overriding some UI text labels | |||
==1.3.5a2== | |||
2019-09-25, 12:26 UTC+0 | |||
* Add panel on your Colony Ship to change your colony colour mid-game | |||
* Fixed some localisation issues | |||
==1.3.5a1== | |||
2019-09-24, 22:48 UTC+0 | |||
* Fixed 'once' selling rule at space port not working correctly | |||
* Fixed progress bar not always working on research icon in tech tree window | |||
* Added Clear All Fish button in Map Editor | |||
* Fixed UI palettes sometimes repeating themselves on shaft mine panel in map editor | |||
* Minor fisherbot animation improvements | |||
* Updated fields panel icon | |||
* Enabled Italian | |||
==1.3.4.3a1== | |||
2019-09-19, 23:33 UTC+0 | |||
* Missing translations now default to English | |||
* Darkened stone walls | |||
==1.3.4.4== | |||
2019-09-18, 21:25 UTC+0 | |||
* Language options are now read dynamically from custom translation file | |||
==1.3.4.3== | |||
2019-09-17, 11:27 UTC+0 | |||
* Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm | |||
* Fixed some issues with long distance bot printing | |||
==1.3.4f3== | |||
2019-09-13, 08:19 UTC+0 | |||
* Updated and added colour change to production/worker rates in building panel when boosted by monument | |||
==1.3.4f2== | |||
2019-09-12, 20:41 UTC+0 | |||
* Added visual indicators when placing roads whether they'd be boosted by a monument bonus | |||
==1.3.4f1== | |||
2017-09-03T, 9:02 UTC+0 | |||
* Complete localised text for Korean | |||
* Reverted default Monument limits back to one each | |||
* Fixed Train Station footprint graphic | |||
==1.3.4a20== | |||
2019-09-10, 20:41 UTC+0 | |||
* Added help to building resource stats screen | |||
* Increased monument limits (3/2/1) but reduced range a little | |||
* Complete text for German, French and Chinese | |||
==1.3.4a19== | |||
2019-09-09, 18:28 UTC+0 | |||
* Added extra utility bot to the Brewery | |||
* Fixed Brewery animation not working | |||
==1.3.4a18== | |||
2019-09-08, 23:51 UTC+0 | |||
* Fixed Small Monument bonus amount | |||
* Added list of buildings and roads to bonus panel | |||
==1.3.4a17== | |||
2019-09-07T23:25 UTC+0 | |||
* Fixed occasional bug with sourcing resource system not moving beyond a building which partially fulfills the resource demand | |||
* Changed Large Monument to require Steel | |||
==1.3.4a16== | |||
2019-09-06, 15:44 UTC+0 | |||
* Added sandbox option to have unlimited space ports | |||
* Added sandbox option to have unlimited monuments | |||
* Fixed monument having some effect before construction is complete | |||
* Monument limits should adjust if victory conditions require more buildings than default limits | |||
==1.3.4a15== | |||
2019-09-05, 16:56 UTC+0 | |||
* Monuments now give a productivity and speed boost to all nearby bots | |||
* Monuments are now limited to one of each type | |||
==1.3.4a14== | |||
2019-09-02, 11:22 UTC+0 | |||
* Added option to increase interface text size (let me know any instances where this looks particularly wrong) | |||
==1.3.4a13== | |||
2019-08-31, 19:33 UTC+0 | |||
* You can now destroy resources in Destroy mode | |||
* Added outline highlights when hovering in Destroy mode | |||
* Added outline highlights when selecting import or export buildings | |||
==1.3.4a12== | |||
2019-08-30, 16:22 UTC+0 | |||
* Added ability to destroy individual en route resources from building's new resource statistics panel | |||
* Added warning and alert icons for production resource journey times | |||
* Also added info if resource came via a storage yard | |||
* Added note regarding import rules on empty en route resource sections | |||
==1.3.4a10== | |||
2019-08-27, 07:59 UTC+0 | |||
* Fixed some more localisation issues | |||
* Improved Recent Resource Arrivals panel - click on a resource to show its route | |||
==1.3.4a9== | |||
2019-08-22, 17:34 UTC+0 | |||
* Fixed issues with not clearing tiles correctly when destroying a boat yard, especially if a boat was under construction | |||
==1.3.4a8== | |||
2019-08-20, 20:45 UTC+0 | |||
* Fixed bug where boats wouldn't sail under railway bridges in game that had been loaded | |||
* Fixed bug when cleared a docked boat's route and then assigning to an expedition at the docked harbour | |||
* Fixed occasional issue where carrier bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road | |||
* Added different message for when trying to assigning a clipper to an expedition at a large harbour | |||
* Fixed being able to use Full Sculpt in elevated water (lakes) | |||
* Added error highlighting and tooltip when using Full Sculpt | |||
==1.3.4a7== | |||
2019-08-15, 22:26 UTC+0 | |||
* Enabled German language localisation | |||
* Resource demands are now rechecked upon harbour and train station completion | |||
==1.3.4a6== | |||
2019-08-14, 17:23 UTC+0 | |||
* Fixed resources being routed through harbours and train stations that are under construction | |||
* Improved some tooltip errors for invalid building placements | |||
* Fixed error loading transport boat storage panel | |||
* Fixed rare AI null reference | |||
==1.3.4a5== | |||
2019-08-11, 23:58 UTC+0 | |||
* Fixed localisation not working | |||
==1.3.4a4== | |||
2019-08-11, 23:09 UTC+0 | |||
* Fixed expedition boat not sailing off after dropping off resources at expedition harbour | |||
* Fixed 'en route' resources section not showing up in resources panel for buildings | |||
* Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed | |||
* Fixed display error on production stats panel when no data | |||
* Fixed Import building filtering for Storage Yards and Workshops | |||
* Fixed Export building filtering for Fuel consumers | |||
* Builderbot now heads back for recycling if building upgrade cancelled | |||
==1.3.4a3== | |||
2019-08-05, 21:51 UTC+0 | |||
* Fixed production panel not rendering for Forestries | |||
* Fixed a rare error with not loading a savegame | |||
* Bug reporting now verifies files (should work more consistently on Mac) | |||
==1.3.4a2== | |||
2019-08-01, 08:09 UTC+0 | |||
* Localisation fixes | |||
==1.3.4a1== | |||
2019-07-31, 17:06 UTC+0 | |||
* Enabled completed translations (currently, French, Korean and Chinese) | |||
==1.3.3a6== | |||
2019-07-31, 09:22 UTC+0 | |||
* Fixed error with import buildings draw list on some buildings | |||
==1.3.3a5== | |||
2019-07-30, 11:09 UTC+0 | |||
* Fixed some buildings not showing up in new filtered import/export listings | |||
==1.3.3a4== | |||
2019-07-29, 21:30 UTC+0 | |||
* Fixed long-standing graphical glitch with walls | |||
* Added snow fringe on walls | |||
==1.3.3a3== | |||
2019-07-29T10:03 UTC+0 | |||
* Improved tooltips and tile highlights when removing farm fields and pastures | |||
==1.3.3a2== | |||
2019-07-28, 19:53 UTC+0 | |||
* Fixed Back button on import building selection subpanel | |||
* Fixed scrollbar dragging in Map panel | |||
==1.3.3a1== | |||
2019-07-28, 16:20 UTC+0 | |||
* Selecting an import or export building now shows the route between the buildings | |||
* Filtered buildings that are available to set for import & export | |||
* Added building categories to import and export selection list | |||
==1.3.2.4a3== | |||
2019-07-25, 21:48 UTC+0 | |||
* Fixed consumption stats not being removed when cancelling upgrade | |||
* Consumption stats now update when construction is paused and resumed | |||
* Fixed issue when setting new route for train would create detached train hoppers | |||
* Fixed being able to set same resource on both whitelist sections of a rules panel | |||
* Harbour's water layers now count as occupied to avoid conflicts between harbours | |||
* Tooltip messaging now indicates which obstacle is obstructing if build placement is invalid | |||
* If train station has no additional track attached it'll destroy the track sections when train station is destroyed | |||
* Fixed recalculation every frame when height-adjusting placement of train station | |||
* On boat/train panels 'Clear Route' button now only visible when there is an existing route | |||
* Improved custom height validation in build state | |||
* Increased minimum size of load game window scrollbar | |||
* Added 'Rate Map' link to in-game menu when playing Steam Workshop map | |||
==1.3.2.4a2== | |||
2019-07-16, 21:13 UTC+0 | |||
* Fixed bug with changing transport route when boat or train is docked and some affected resources weren't tidied up correctly | |||
* Fixed rare timing issue where resource would get stuck at a destination building's road post if path to building was destroyed and resource was not yet being collected and no other path available | |||
==1.3.2.4a1== | |||
2019-07-08, 22:49 UTC+0 | |||
* Fixed bug where more resources were sent to space port than could be handled potentially leading to stuck bots | |||
* Fixed trader reputation boundaries not always displaying correctly | |||
* Fixed campaign names in sandbox screen | |||
* Fixed rare bug where campaign screen could potentially not load correctly | |||
==1.3.2.1== | |||
2019-06-29, 13:22 UTC+0 | |||
* Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced | |||
* Minor tweaks to new missions (8 & 11) | |||
* Fixed cash victory condition bar graphic overflowing | |||
* Fixed order and numbering of campaign missions in sandbox map selection screen | |||
* Added tips for transporting construction resources to train station and using unsupported bridges | |||
==1.3.2.1a2== | |||
2019-06-26, 23:52 UTC+0 | |||
* Minor tweaks for new missions | |||
* Fixed initial sheep farm tile not showing correctly | |||
* Improved loading time if offline | |||
* Fixed camera tracking trains when going over bridges | |||
==1.3.2.1a1== | |||
2019-06-25, 23:59 UTC+0 | |||
* Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles | |||
==1.3.2a6== | |||
2019-06-25, 18:06 UTC+0 | |||
* Fixed medals incorrectly showing up in map editor | |||
* Fixed hang when leaving game complete screen | |||
==1.3.2a3== | |||
2019-06-25, 15:29 UTC+0 | |||
* Further single player campaign mission added | |||
* Map Editor: fixed issue with height sub-position not resetting for certain flora/rocks | |||
* Changed link to new Notion Help | |||
==1.3.2a2== | |||
2019-06-25, 00:10 UTC+0 | |||
* Added new mission to campaign | |||
* Implemented leaderboards for custom maps | |||
* Added leaderboard view to game complete screen | |||
* Added territory toggle for custom maps | |||
* Map Editor: verification for shaft mines | |||
* Map Editor: can no longer place trees and resources under water and they auto-remove if sculpting results in underwater | |||
* Map Editor: added option to remove all fish | |||
==1.3.1a8== | |||
2019-06-13, 23:34 UTC+0 | |||
* Fixed incorrect Energy text on workshop upgrade warning | |||
* Hide pause construction option on first mission | |||
==1.3.1a7== | |||
2019-06-13, 14:08 UTC+0 | |||
* Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at | |||
* Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell | |||
* Fixed idle train notification not showing up correctly | |||
* You can now destroy a single road post outside a harbour if 'free road post placement' is turned on | |||
* Fixed null ref from previous build when completing/destroying a building under construction whilst construction panel was open | |||
==1.3.1a5== | |||
2019-06-12, 19:12 UTC+0 | |||
* Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to request a new resource and contruction/production processes could stall | |||
* Added ability to pause and resume construction | |||
==1.3.1a4== | |||
2019-06-07, 22:44 UTC+0 | |||
* Fixed boat not being able to sail out of boatyard in 1.3.1a2 | |||
* Removed screenshot from generated bug report file | |||
==1.3.1a3== | |||
2019-06-07, 09:07 UTC+0 | |||
* Fixed not being able to place cow fields in previous version | |||
==1.3.1a2== | |||
2019-06-06, 19:45 UTC+0 | |||
* Fixed journey time costs for boats and trains, improving resource route calculations | |||
* Journey times for each vehicle stop now display on boat and train panels | |||
* Fixed terrain weirdness when destroying track | |||
* Fixed potential stuck station stackbot if train hoppers weren't lined up | |||
==1.3.1a1== | |||
2019-06-06, 11:56 UTC+0 | |||
* Builder bot now returns to printer when they complete construction | |||
* Fixed sandbox panel not resetting fog of war toggle when territory toggle changed | |||
* Enabled whitelist exporting to space port | |||
* Added maximum tile adjustments when placing building (no more extreme walls) | |||
* Added maximum slopes for farm fields | |||
* Added warning if you try to upgrade Workshop L2 without yet researching Bread Making | |||
* When destroying farm fields terrain is no longer auto-adjusted | |||
* Changed slope calculations - roads/paths may now be stricter | |||
==1.3.0.12a1== | |||
2019-06-04, 23:34 UTC+0 | |||
* Fixed Space Port not showing as available for custom maps which have the market enabled | |||
* Fixed bug where, while editing a route, removing a harbour stop that a boat is currently heading to does not clear it from the harbour's expected list and can cause other boats to get stuck at queueing location | |||
* Fixed visual glitch on Mac & Linux where bot names were overlapping other text | |||
* Miners and Lumberbots no longer go up steep slopes | |||
* Fixed Surface Miners not always going to exactly the closest resource | |||
==1.3.0.11a2== | |||
2019-05-27, 22:14 UTC+0 | |||
* Fixed bug where clearing a boat's route or destroying a boat whilst it was queueing at a harbour would leave 'ghost' resources which would never reach their destination buildings | |||
* Fixed occasional issue when switching between destroy mode and road/path modes using hotkeys | |||
* Fixed null ref error in map editor select mode when deleting something | |||
==1.3.0.11a1== | |||
2019-05-25, 10:28 UTC+0 | |||
* Fixed issue where you could create a terrain kink with certain building placements | |||
==1.3.0.10== | |||
2019-05-25, 00:19 UTC+0 | |||
* Fixed bug where a captured watchtower was not removing any direct connections to other buildings and could cause subsequent game freezes | |||
* Fixed starting a sandbox game from a saved scenario | |||
==1.3.0.9== | |||
2019-05-21, 12:19 UTC+0 | |||
* Support and minor fixes for OSX and Linux | |||
* Slightly newer Unity version (to fix Linux bug) | |||
==1.3.0.8a8== | |||
2019-05-16, 22:40 UTC+0 | |||
* Fixed resource not re-routing upon arriving at road post and route to destination building has become inaccessible | |||
* Fixed Watchtower L1 "attack" range not matching L2, leading to AI potentially not upgrading their Watchtowers when they should | |||
* (Hopefully) fixed game time bug after using postcard mode | |||
* Weaponsmith now requires Cannonballs 1 | |||
==1.3.0.8a7== | |||
2019-05-14, 14:34 UTC+0 | |||
* Fixed import and export rules not being taken into account at train stations | |||
* Added arrows to import and export rule icons in overlays and added import/export to tooltip | |||
* Tweaked postcard mode | |||
* Improved some text in BuildingStorage panel | |||
==1.3.0.8a5== | |||
2019-05-12, 21:59 UTC+0 | |||
* Added ability to directly place upgraded roads and paths in sandbox | |||
* Added boat and train rules to resource rules panel | |||
* Fixed contour mode looking weird on flat land | |||
* Contours should now equal one game height tile | |||
==1.3.0.8a4== | |||
2019-05-11, 21:31 UTC+0 | |||
* Fixed bug where some bridge supports were allowed to be constructed on roads/paths when they shouldn't have been | |||
* Fixed bug where roads could be drawn through bridge supports | |||
* Fixed bug with one of curve right bridge support's height not being set correctly | |||
* Fixed bug with certain bridge supports not displaying correctly on game load | |||
==1.3.0.8a3== | |||
2019-05-09, 17:37 UTC+0 | |||
* Fixed bug with select buildings and amounts in map victory conditions | |||
* Game pauses when opening Steam overlay/screenshot folder | |||
* Updated incorrect text on transport building import and export panels | |||
==1.3.0.7a3== | |||
2019-05-06, 23:35 UTC+0 | |||
* Fixed bug which could cause a boat to get stuck at a harbour | |||
* Under construction harbours and stations now only unload resources for their own construction rather than resources to pass through | |||
* Hid money tab on colony stats panel when market is not enabled | |||
* Added stlnegril9 to name list! | |||
==1.3.0.7a2== | |||
2019-05-06, 12:27 UTC+0 | |||
* Fixed bug where placing a new road directly over a building's entrance was not refreshing the building's road post connections | |||
* Fixed stuck train notification message not updating when destroying a stuck train | |||
==1.3.0.7a1== | |||
2019-05-06, 01:16 UTC+0 | |||
* Fixed bug where large harbour entrance paths were not being created if too close to sea | |||
* Large harbour created expedition now creates road posts in the correct locations | |||
* Fixed Space Port ship not always showing up and landing effects timing | |||
* Landing bot now correct colour in sandbox! | |||
==1.3.0.6f1== | |||
2019-05-04, 16:20 UTC+0 | |||
* Under construction harbours can now unload resources (for now) | |||
* [Dev only] Unfinished building panel which shows last 20 resources that have arrived | |||
==1.3.0.6a2== | |||
2019-05-04, 10:32 UTC+0 | |||
* End Track indicators now only show when in edit mode | |||
* Improved tile colour highlights when constructing track | |||
* Made it easier to select track sections | |||
* Fixed road post colour not being darkened on load game if it has rules | |||
* Disabled more research for Mission 2 | |||
* Galssworks now requires bricks and Construction 2 | |||
==1.3.0.6a1== | |||
2019-05-03, 17:18 UTC+0 | |||
* Added indicator to show end of track routes | |||
* Fixed instances where matching tracks wouldn't properly connect (if you see a marker where track sections are connected, please post in #bug-reporting (only newly-placed track from this version onwards though)) | |||
* Fixed clearing a train route not clearing stuckness of train | |||
* Fixed Play button in Workshop list | |||
* Removed some newer buildings from being visible in 2nd mission | |||
==1.3.0.4a2== | |||
2019-05-02, 16:46 UTC+0 | |||
* Fixed bots not being printed if their building is only connected by path to single road post outside a harbour | |||
* Fixed bug where joining a track section to the end of a curved section was not connecting the tracks (train would not run over it) | |||
* Fixed newly created train not moving if creating station is second station on new route | |||
* Added notification alert if a train cannot find a route to its next station | |||
* Fixed bug with destroying unconstructed bot printing building causing "ghost bots" | |||
* Fixed error caused by map file with dot in filename | |||
==1.3.0.4a1== | |||
2019-05-01, 19:30 UTC+0 | |||
* Fixed road post not changing colour when rules are removed | |||
Zoom hotkeys no longer affected by mouse sensitivity | |||
* Added fish count to map editor | |||
1.3.0.3a5 | |||
2019-05-01, 13:15 UTC+0 | |||
* Added tooltips to track editing buttons | |||
* Fixed bug with watchtower repeatedly firing at rubble | |||
==1.3.0.3a4== | |||
2019-05-01, 09:15 UTC+0 | |||
* Added hotkeys for zooming camera (defaults to left and right square bracket) | |||
==1.3.0.3a3== | |||
2019-05-01, 08:29 UTC+0 | |||
* Fixed close button on map changenotes window | |||
==1.3.0.3a2== | |||
2019-05-01, 01:27 UTC+0 | |||
* Fixed bug with clearing train routes | |||
* Turned off train route arrows for now | |||
==1.3.0.3a1== | |||
2019-04-30, 18:41 UTC+0 | |||
* Fixed bug with large storage yard printing bots for buildings that aren't connected to a road post | |||
* Secondary large storage yard entrance no longer connects to invalid (mismatched height) tiles | |||
* Secondary large storage yard entrance now automatically creates entrance path after sculpt to matched height | |||
* Added aspect ratio option for interface to help players on squarer aspect ratios | |||
==1.3.0.2a1== | |||
2019-04-30, 10:15 UTC+0 | |||
* Fixed bug with inaccessible final Large Harbour outgoing storage tile causing resources to disappear when arriving at harbour | |||
==1.3.0.1== | |||
2019-04-29, 23:39 UTC+0 | |||
* Fixed campaign screen error | |||
* Fixed train station track issue when placed at sea level | |||
* Fixed train station bug with creating train when another station was occupied | |||
==1.3.0a16== | ==1.3.0a16== | ||
Latest revision as of 19:05, 15 September 2024
Note: This page is for the Development Patch Notes only, and should not be confused with Update/Live Patch Notes or Modding Patch Notes. Date and time is in the order of YYYY-MM-DD.
1.5.13
2021-06-30, 10:09 UTC+0
- Updated translation data
1.5.13a1
2021-06-21, 10:43 UTC+0
- Wheat farmbots now head to the nearest corner of the wheat field to sow/harvest
- Wheat farmbots can also now use the gap in the side of the building
- Fixed wheat farm and vegetable farm showing incorrect lower production rate when monument boosted
- From now on frontier savegames should now load in replay mode [dev branch feature only]
1.5.12.1
2021-06-01, 16:52 UTC+0
- Fixed bug from V.1.5.12 causing construction to fail at the tannery
1.5.12
2021-05-31, 22:05 UTC+0
- Balancing tweaks for Weaponsmith
- Reverted Workshop tweaks for now
1.5.12a5.1
2021-05-31, 14:30 UTC+0
- Balancing tweaks for Sawmill, Blast Furnace, Blacksmith, Brickyard, Tannery, Paper Mill, Printing Press, Steel Mill, Glassworks, Fletcher
1.5.12a5
2021-05-30, 10:40 UTC+0
- Workshop balancing tweaks
- Fixed hang when opening Info panel on Colony Ship in game with territory disabled
1.5.12a4
2021-05-29, 12:13 UTC+0
- First set of balancing tweaks
- Fixed Orchard production rate displaying incorrectly in construction UI
1.5.12a3
2021-05-28, 06:56 UTC+0
- Fixed bug from 1.5.12a1 where generation of a resource that is needed at a harbour expedition causes an error
1.5.12a2
2021-05-25, 15:11 UTC+0
- Rewrote auto terrain adjust system when placing roads and paths over broken terrain to fix edge cases breaking roads and building entrances
- Fixed train station not creating track when placed on edge of map
- Significantly improved issue of being able to zoom through the terrain
1.5.12a1
2021-05-03, 15:01 UTC+0
- Fixed bug from 1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
- Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
- Bots will now work in clearance mode when the outgoing resource stack is full
- Fixed the game not applying saved UI text size option when opening the game
1.5.11
2021-03-31, 20:59 UTC+0
- Fixed bug with watchtowers firing on destroyed or lost watchtowers
- Fixed guardbot not animating when reloading
1.5.11a2
2021-03-29T11:12 UTC+0
- Fixed water displaying slightly wrong after destroying boatyard
- Fixed boat captain bot sometimes disappearing if origin boatyard is destroyed
- Fixed dismantling of watchtower not recalculating available watchtower tiles
- Fixed camera hotkeys not updating if changed mid-game
1.5.11a1
2021-03-27, 23:38 UTC+0
- Added clearance mode for lumberjack huts and surface mines
- Added option to destroy all resources at a storage yard
- Fixed shaft mine not stopping demand for Energy when production halted
- Fixed crash in certain situations on random map generation
- Fixed roads not get monument boost when placed after monument is complete
- Fixed roads ever having negative traffic costs
- Increased max edge pan speed
1.5.10.1a2
2021-03-01, 18:46 UTC+0
- Fixed territory issue from previous build
1.5.10.1
2021-03-01, 15:33 UTC+0
- Fixed bug with standalone road post placement on roads
1.5.10
2021-02-28, 23:03 UTC+0
- Support for new frontier
1.5.10a5
2021-02-28, 18:04 UTC+0
- Fixed bugs with dismantling train stations and harbours esp. mid construction
- Made export rules available for all buildings when dismantling and takes into account construction materials
- Expedition resources can now be recovered from dismantling harbour
- Dismantling harbours and boatyards now don't disappear when dismantling complete
1.5.10a4
2021-02-27, 11:13 UTC+0
- Fixed bug where occasionally at workshops resources would be allocated when there wasn't room, causing an error
- Can now place standalone road post with [Alt]
- Added construction job progress percentage to builder bot tooltips
1.5.10a3
2021-02-26, 21:27 UTC+0
- Added cocoa beans to resources in bottom left
- Improved map fit when at minimum zoom
- On map added ability to click visibility header icon to toggle all resources on or off
- Fixed bug with loading game at exactly one game tick
- Fixed cow farm field contiguous verification not always working correctly
- Fixed issue when pressing return on name editing not immediately focusing back to game
- Fixed issue with trade ship departure if space port rules removed and resources destroyed whilst a bot is fetching a resource for sale
- Added fade to palm tree in lumberjack priority selection mode
1.5.10a2
021-02-16, 17:23 UTC+0
- Fixed an issue created by a lumberbot going up a very steep slope to chop a tree
1.5.10a1
2021-02-10, 20:51 UTC+0
- Fixed some issues related to flat tiles that are the exact same height as sea level
1.5.9.1
2021-02-09, 23:45 UTC+0
- Fixed starting height when creating flat custom maps
- Changed bot printing order for watchtowers
1.5.9
2021-02-01, 00:12 UTC+0
- Enabled Frontiers on Dev
1.5.9a6
2021-01-30, 15:45 UTC+0
- Added seed to custom map creation settings
- Added in-game leaderboard button for campaign and custom maps
1.5.9a5
2021-01-30, 12:48 UTC+0
- Added the option to use procedural generation when creating a custom map
1.5.9a4
2021-01-29, 12:46 UTC+0
- Fixed monument boosts not being removed during dismantling
- Fixed surface deposits not being see through when in priority selection mode on a surface mine
- Turned off Christmas
1.5.9a3
2021-01-28, 18:35 UTC+0
- Added warning about existing export rules when dismantling a building
- Export rules can now be changed during dismantling
- Export rules now apply to resources reclaimed from dismantling
- Fixed the game placing an initial field tile when clicking on the no farm fields icon
- Fixed error and potential freeze when loading savegames where a bot printing queue contains a bot for a non-existent building
- Printer now doesn't go through animation for bots that no longer need to exist
- Fixed incorrect messaging on subpanel when placing non contiguous farm fields
- Fixed some things not displaying if game tick is 0
- Entity Info panel help panel now doesn't auto close sometimes when content refreshes
- Fixed Flora_42_Name showing up places
- Removed Workshop upgrade prompt from Mission 2
- Fixed game time using plurals of month and day incorrectly
1.5.9a1
2021-01-12, 20:20 UTC+0
- 'Production halted' overlay icon now always shows for buildings, not just on mouseover
- Fixed monument boost tiles not correct when flipped and potentially showing differently in placement mode
- Fixed being able to destroy colony ship road post despite free road placement setting being off
- Fixed inconsistent ordering of resources in surface mine info panel
1.5.8.1a1
2021-01-01, 00:14 UTC+0
- Temporarily disabled Frontiers on dev branch
1.5.8a3
2020-12-31, 19:07 UTC+0
- Priority tile graphics are now different for lumberjack priority tiles when a tile is occupied by a tree
- Tweaked tree opacity values when setting priority tiles so it's easier to see tiles through the trees
1.5.7.1a1
2020-12-31, 00:34 UTC+0
- Fixed bug when stackbot direct building delivery was interrupted by road post placement
- Fixed warning icon not showing up on fields tab for Vegetable Farm and Wheat Farm
- Fixed being able to click through an alert window (e.g. closing game menu when showing save game warning)
- Fixed edge panning in Windowed mode
- Fixed Screen Settings window 'applyable' state not always initiating correctly
- Fixed Screen Settings window sometimes not setting or saving isCursorConstrained properly
1.5.7
2020-12-18, 16:30 UTC+0
- Matched live version
1.5.7a2
2020-12-16, 15:58 UTC+0
- Fully turned off pumpkins for this year
- You can now remove the Colony Ship road post if you have 'free road post placement' active
- Fixed bug from previous build with campaign button not working
1.5.7a1
2020-12-15, 22:21 UTC+0
- Turned on Christmas decorations :christmas_tree:
- Fixed workshops being dismantled showing up as idle
- Fixed water-breaking bug when destroying a harbour or boatyard on water above sea level
- Fixed load game issue with games that had done the above
- Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open
1.5.6
2020-11-26, 12:16 UTC+0
- Enabled Spanish for live
1.5.5.1
2020-11-08, 00:43 UTC+0
- Enabled Spanish
- Fixed some UI overlapping on blacklist/whitelist rules panels
- Fixed offset of chocolate factory rollover info
- Fixed one island entry not displaying beer count correctly on Beer Challenge
- Fixed medal times not showing for challenges
1.5.5a10
2020-10-30, 11:28 UTC+0
- Added SFX to the chocolate factory
- Added construction states for the cocoa farm and chocolate factory
- Made cocoa farm plot 8x2
1.5.5a7
2020-10-27, 00:51 UTC+0
- New Luxury Food icon
- Fixed alert indictator not disappearing when cocoa farm plot allocation complete
- Fixed some issue with tooltips showing up when hovering over farm fields
- Cocoa Tree plots are no longer auto-grown when placed
- Better messages when farmbot idle when waiting for something to grow
1.5.5a6
2020-10-26, 01:24 UTC+0
- Fixed error when cocoa farmer trying to go to work when outgoing storage is full
- Fixed tech requirements for Chocolate Factory
- Fixed incorrect production rate displayed for Cocoa Farm
- Fixed error on hover for new resource models
- Added Milk to resource panels in bottom left
- Increased slope leeway for farm fields
1.5.5a4
2020-10-25, 00:14 UTC+0
- Added first pass for Cocoa Farm and Chocolate Factory
- Fixed missing help on colony income panel
- Fixed tooltip staying open when right-clicking to close window whilst hovering over 'all resource' rule on a vehicle transport stop
- Fixed right-clicking to close window whilst hovering over resource still opening the resource panel
- Added tech icons to construction and upgrade panels
1.5.5a3
2020-10-16, 16:08 UTC+0
- Fixed watchtower not resetting priority target after being captured
- Added help section to research panel
- Fixed replay button not showing
- Fixed some localisation issues
1.5.5a1
2020-10-15, 20:53 UTC+0
- Experimental replay mode
- Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement
1.5.4.2
2020-10-02, 15:55 UTC+0
- Updated to match live version of 1.5.4.2
1.5.4a7
2020-09-29, 23:44 UTC+0
- Fixed campaign leaderboard button not working
- Fixed visual ui bug with resource rules overflowing on boat/station stops
- Fixed import building selection sometimes including irrelevant building types
1.5.4a4
2020-09-26, 20:43 UTC+0
- Added proper information in the mission panel for Challenges
- Players can now replay old frontiers
- Added skippable warning to deleting savegame in load game window
1.5.4a3
2020-09-22, 23:37 UTC+0
- Fixed bug with being able to place train tracks below sea level
2020-07-24, 12:30 UTC+0
- Fixed upgrading not working from 1.5.2a1
- Added Continue Game to main menu
1.5.2a3
2020-07-25, 15:06 UTC+0
- Testing new Frontiers mode
1.5.2a4
2020-07-28, 17:42 UTC+0
- Small Optimisation - Rock LOD
- Small Optimisation - carrybots pickup and put down processing
- Fixed new trains not having upgraded storage when Steam Engines II is researched
- Added warning when upgrading building with import rules
- Tweaked Frontiers UI
1.5.2a5
2020-07-30, 23:30 UTC+0
- Further tweaks to frontier UI including in-game (also scores were reset)
- Dismantling a building now stops energy demands
1.5.2a6
1.5.4a2
2020-09-22, 11:26 UTC+0
- Enabled pumpkins
- Increased max train speed by 25%
- Added beer to alcohol category preset
- Fixed deconstructing workshops counting as idle
- Fixed couple more small localisation issues
1.5.4a1
2020-09-19, 12:37 UTC+0
- Fixed stored SFX volume not being applied on game open
- Fixex an instance of possible space port ship freeze
- Fixed some minor localisation and text issues
1.5.3
2020-08-30, 19:43 UTC+0
- Added 'Tiny' option to random map generation options
1.5.3a2
2020-08-27, 22:32 UTC+0
- Fixed incorrect calculation when dismantling buildings under construction
- Fixed incorrect mission names showing for some campaign missions in Info Panel
1.5.3a1
2020-08-20, 11:07 UTC+0
- Enabled deconstruction for buildings under construction
- Fixed shaft mines on random maps occasionally blocking each other
- Additional tweaks to proc gen to reduce chances of getting inaccessible shaft mines
- Fixed storage yard still demanding resources after it dismantling has started
- Added overlay to watchtowers under construction to indicate territory gain
- Fixed surface mine construction storage only being 4 resources instead of usual 8
1.5.2.1a1
2020-08-02, 22:55 UTC+0
- Fixed dismantling workshop and production buildings not stopping resource demand sometimes
- Fixed workshops being dismantled showing up in research panel
1.5.2a10
2020-08-02, 11:44 UTC+0
- Fixed dismantling bots not arriving from 1.5.2a7
- Dismantling farms and lumberjacks not auto clears field and assigned tiles
- Upon clicking dismantle button, panel now auto switched to dismantling section
1.5.2a8
2020-08-01, 23:59 UTC+0
- Removed ability to dismantle and destroy colony ship
1.5.2a7
2020-08-01, 11:55 UTC+0
Adjusted market prices to be more sensible in relation to production cost
- Fixed watchtower dismantling not immediately losing territory
- Fixed dismantling harbours not clearing boat routes
- Fixed shaft mine deposits placed exactly at sea level not being able to be built at
- Enabled dismantle bot animation
1.5.2a2
2020-07-31, 21:46 UTC+0
- Fixed bug with counts of adjacent different surface natural resources displaying incorrectly on map
1.5.2a1
2020-07-22, 10:45 UTC+0
- First pass at ability to dismantle a building and recover resources
1.5.1.1
2020-07-12, 21:40 UTC+0
- Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory
1.5.1a5
2020-07-10, 09:00 UTC+0
- Random map tweak: little more space around colony ship
- Random map tweak: fixed bug where mountain mine could be located in invalid position in the sea
- Random map tweak: little more landing space on shorelines
- Fixed harbour not having a correct burning and destruction state
1.5.1a4
2020-07-09, 13:50 UTC+0
- Fixed expedition resources not showing on a harbour's 'en route' panels
- Fixed an error when a game is loaded and carrybot is returning to be recycled
1.5.1a3
2020-07-09, 12:46 UTC+0
- Fixed sandbox games not being recognised as sandbox games
- Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
- No longer lets you draw paths over broken terrain that it can't autoadjust
- Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location
- Fixed bakery and flour mill having no destruction state (flames etc)
- Tweaks to some steep shoreline in campaign map 5
1.5.1a2
2020-07-08, 13:54 UTC+0
- Fixed not being able to create a road over a flat section of train track
- Fixed monument boost not applying to workshops
- Fixed input resource rates for buildings not being displayed correctly when building has a monument boost
- Fixed incorrect idle message for road layer when they're waiting for resources
- Bots will now (mostly) return to a printer when their building or road is destroyed
1.5.1a1
2020-07-04, 22:46 UTC+0
- Source and destination buildings are now clickable on an individual resource's journey panel
- Made some fish more accessible on mission 8
1.5.0.1
2020-06-26, 21:29 UTC+0
- Fixed loading a random map savegame which had a non-standard size map
1.5.0
2020-06-26, 12:20 UTC+0
- Fish tweaks on random maps
- Added biome to in-game mission info panel for random maps
1.5.0a8
2020-06-25, 21:06 UTC+0
- Fixed other instance of broken camera at start of random map game
- Fixed non-200 maps being able to be zoomed out beyond bounds
1.5.0a7
2020-06-25, 15:30 UTC+0
- Fixed some instances where camera would break at start of random map game
- Improved the fish distribution a bit in random maps
- Shaft mines should no longer block other shaft mines in random maps
- Reworked bit of tutorial in second campaign mission to include mission info panel
1.5.0a6
2020-06-24, 21:37 UTC+0
- Added biome selection for random maps
1.5.0a5
2020-06-24, 11:44 UTC+0
- Enabled changing amount of water in random maps
- Fixed trees being drawn in rocks in random maps
- Enabled market for all random maps (unless turned off in sandbox)
1.5.0a4
2020-06-19, 22:43 UTC+0
- Enabled map size options in random maps
- Enabled natural resource amount options in random maps
- Added optional victory conditions to main random map mode
- Random map info now shows up in Mission Info panel including sandbox mode
- Fixed issue with colony ship trying to land on very steep slopes in random maps
- Fixed issue with shaft mines blocking each other in random maps
- Fixed closing in-game sandbox edit panel
1.5.0a3
2020-06-15, 09:52 UTC+0
- Fixed not being able to place a road in non-sandbox random map mode
1.5.0a2
2020-06-14, 19:09 UTC+0
- Fixed a proc gen issue with creating landing site in some instances
- Fixed manual editing of seed input field not working sometimes
- Fixed random game not showing on main menu
1.5.0a1
2020-06-14, 10:11 UTC+0
- First early version of procedural map generation
- Fixed few more minor localisation issues
1.4.4a7
2020-06-09, 10:00 UTC+0
- Fixed null ref related to new mission panel
- Top left buttons now deselect correctly when panel closed
1.4.4a6
2020-06-08, 22:54 UTC+0
- Added new in-game Mission Info panel showing contextual info depending on whether you're playing campaign, sandbox or a custom map
- Added panel to edit sandbox settings during a game
- Top left buttons now have selected state if panel is open
- Road & Path land auto-adjustment a little better still
1.4.4a5
2020-05-27, 11:39 UTC+0
- Fixed placing harbours over existing roads causing issues
- Fixed some issues with terrain auto-adjustment when placing roads or paths over broken terrain (still more work to do when steep slopes involved)
- Some localisation fixes
1.4.4a4
2020-05-20, 13:45 UTC+0
- Fixed list of residences not being filtered by level on Energy storage panel
- Fixed some missing localisations on game complete panel
- Fixed rare instance of not being able to load a savegame on mission 4
1.4.4a3
2020-05-18, 10:59 UTC+0
- Tweaked bakery production and added another stackbot
- Fixed resource demand urgency not always being calculated correctly for boat construction
- Added auto-sizing on transport and construction priority panel headers
1.4.4a2
2020-05-17, 16:46 UTC+0
- Fixed en route counts (in green circles) not always decreasing correctly when a resource arrives (from 1.4.3)
- Fixed being able to place harbour outside your territory
- Fixed changing of constrained cursor setting not triggering refresh of apply button
1.4.4a1
2020-05-16, 11:57 UTC+0
- Fixed AI bug when trying to upgrade road layer
- Fixed player count not being localised in workshop map list entry
- Fixed game not sticking to a language under development when on development build
- Fixed workshop level number getting squished if long workshop name in research overview panel
- Fixed incorrect font for watchtower hit point header text
1.4.3.5
2020-05-15, 17:27 UTC+0
- In map editor, fixed changing brush sizes via hotkey going beyond allowed values
- In map editor clear mode, 'natural resources' now includes shaft mines
1.4.3.5a1
2020-05-15, 09:47 UTC+0
- Fixed bug from 1.4.3 where roads and paths could be incorrectly created through railways bridge supports
- Fixed issue where a specific route of 'storage yard->harbour->harbour expedition resources' would fail
- Priority/designation layer auto-removal (for lumberjacks, forestries) now also happens when invalidation occurs by placing farm fields
1.4.3.4
2020-05-13, 22:21 UTC+0
- Fixed bug from previous version with displaying the campaign window correctly
- Fixed enemy AI behaving a bit strangely at start of games (from 1.4.3.2)
1.4.3.2a2
2020-05-12, 16:24 UTC+0
- You can now have a building's construction paused immediately if you place it while holding [Alt]
- Building overlay construction icon now displays paused state
- Priority layers at lumberjack hut, forestry and surface mine now auto clear if occupied by a road, path or building
1.4.3.2a1
2020-05-10, 22:51 UTC+0
- Fixed bug with loading a savegame with user-generated map which had territory turned off and it removing some territory from around your colony ship
- Fixed bug where road/path placement would highlight an invalid route using tiles that were partially under water
- Fixed small bug with priority tile settings where releasing Shift key and mouse button could set invalid tiles
1.4.3.1
2020-05-09, 21:41 UTC+0
- Fixed bug with boatyard entrance
1.4.3a15
2020-05-09, 14:40 UTC+0
- Some improvements to enemy AI territory logic
1.4.3a14
2020-05-08, 16:07 UTC+0
- First version of new military campaign map, The Three Hills
1.4.3a13
2020-05-04, 21:33 UTC+0
- Fixed scores not being submitted for non-military custom maps from the Workshop
- Added warning message for adding an import rule to a building under construction
1.4.3a12
2020-05-02, 11:10 UTC+0
- Experimenting with a train view mode - click the follow icon on a train
1.4.3a11
2020-05-01, 15:30 UTC+0
- Enemy AI - fixed bug where orchard fields and wheat fields could go over limit and potentially cause issues
- Enemy AI - improved placement of blast furnaces and blacksmiths
- Enemy AI - improved prioritisation for construction of some buildings
- Enemy AI - added upgrading of watchtowers not on front line
- Enemy AI - better local resource buffering for more buildings
1.4.3a10
2020-04-30, 17:15 UTC+0
- Game will now auto-adjust the land when you place roads and paths over steps in the terrain
- Fixed another singular/plural mistake
1.4.3a9
2020-04-29, 12:51 UTC+0
- Fixed shaft minerbot appearing out of the back of the mine
- Fixed some singular/plural mistakes
1.4.3a8
2020-04-26, 10:38 UTC+0
- Fixed tooltip not showing on fir trees
- Updated colours watchtower ownership indication areas
1.4.3a7
2020-04-25, 09:47 UTC+0
- Fixed roads sometimes being able to placed through track at train stations
1.4.3a6
2020-04-23, 21:34 UTC+0
- Fixed potential bug when road posts are modified that are connected to expedition harbours that are under construction
1.4.3a5
2020-04-23, 18:03 UTC+0
- Fixed a couple of incorrect building descriptions
- Fixed alignment of Czech characters
1.4.3a4
2020-04-23, 11:39 UTC+0
- Added Free Resource Creation at storage yards in sandbox mode
- Added Czech language character support
1.4.3a3
2020-04-20, 21:18 UTC+0
- Fixed bug where boat could leave early if only resources to unload were using harbour as a transitory stop
- Fixed bug where bots would not appear correctly if they went into then came back out of fog of war
- Fixed watchtower damage smoke effects not clearing when upgrade completes
1.4.3a2
2020-04-13, 12:52 UTC+0
- Fixed resources sometimes going to storage yards that are under construction
- Fixed leaderboard button incorrectly showing on military maps
- Fixed resources potentially coming out of a shaft mine appearing skew-whiff
1.4.3a1
2020-04-07, 13:01 UTC+0
- First pass on visualisation of military building ownership overlap (click info tab on watchtowers)
1.4.2.1
2020-04-06, 17:20 UTC+0
- Fixed issue with playing and editing custom maps saved in 1.4.2
1.4.2a18
2020-04-05, 13:30 UTC+0
- Fixed rare null ref causing harbour stackbot to become stuck
1.4.2a17
2020-04-04, 14:16 UTC+0
- On boat/train panel added info to show unloading and loading info currently docked harbour/station
- Fixed an issue from previous builds where a boat could become stuck if it couldn't unload resources that needed to go into the harbour's outgoing queue
1.4.2a16
2020-04-03, 09:44 UTC+0
- Fixed a couple of null refs from previous dev builds
1.4.2a15
2020-04-02, 16:26 UTC+0
- Added details to harbour's boats panel to show a boat's status with that harbour
- Added visual to show upgrade range of a watchtower
- Fixed bug from previous build with bridge track heights
- Prioritisation button now updates when prioritisation is changed by hotkey
1.4.2a14
2020-04-01, 15:05 UTC+0
- Fixed an issue with AI cider press placement
- Time formatting tweaks for Spanish
1.4.2a13
2020-04-01, 10:01 UTC+0
- Added extra sub-panel on boats and trains resource panel to show which resources are being unloaded
1.4.2a12
2020-03-31, 23:33 UTC+0
- Removed time limit for boats and trains when loading/unloading to fix bug from previous build
- Improved resource movement behaviour on very busy large harbours with multiple road posts
- Fixed bug when pressing Escape on the 'unsave progress' window
- Properly implemented route overlays for all train track sections
- Tweaks to checks for blocked carrybots
1.4.2a11
2020-03-27, 11:04 UTC+0
- Fixed behaviour from previous build where clearing a boat's route would make it still continue towards the previous selected harbour
1.4.2a10
2020-03-25, 21:45 UTC+0
- Fixed bug where if a boat's transport route is cleared whilst it's heading from the queueing location to the dock then the next queued boat wouldn't be triggered
1.4.2a9
2020-03-25, 11:27 UTC+0
- Fixed an issue with very busy harbours where incoming resources could potentially get sent to the wrong storage pile and eventually bring everything to a halt
- Made some changes so removing resources from a harbour's incoming storage pile if it's full takes priority over queued carrybots. This allows smoother and faster operation at a harbour when everything is full (harbours and boats). It does mean you may see a blocked carrybot outside a harbour not move when a space at a road post opens up, but it's waiting for the harbour stackbots to move out resources.
- Testing a change so a boat won't leave if it still has an resource to unload at that harbour. The changes above should prevent it from not leaving at all but please alert me if a boat becomes newly stuck in this build
[All above changes apply to train stations and trains too]
- Added extra stackbot for harbour
1.4.2a8
2020-03-24, 01:31 UTC+0
- Added in-game challenge panel for games started from the main challenge screen
1.4.2a7
2020-03-23, 00:35 UTC+0
- Reduced savegame file size a bit and improved saving of very large colonies
- Minor localisation fixes
1.4.2a6
2020-03-21, 23:41 UTC+0
- Second pass of challenge complete window
- Moved 'eight speed' to game settings option
1.4.2a5
2020-03-21, 00:27 UTC+0
- Added first version of challenge complete window
- Fixed bug where demand groups couldn't be reordered in resource category panels (e.g. fuel)
1.4.2a4
2020-03-20, 15:25 UTC+0
- Fixed another similar bug caused by 1.4.2a2 build affecting sourcing of resources for cosntruction
1.4.2a3
2020-03-20, 12:14 UTC+0
- Fixed bug caused by previous build where harbours wouldn't source expedition resources
1.4.2a2
2020-03-18, 23:43 UTC+0
- Fixed error when storage yard sourced resources beyond capacity, caused by having a combination of rules which exceeded capacity
1.4.2a1
2020-03-18, 18:05 UTC+0
- Added challenges panel
- Added option to invert zoom
- Fixed edge case where enemy colony ship would self-destruct if entrance tile was captured but none of the main tiles
- Turned default ambient occlusion settings for mac and linux to off
1.4.1.4a3
2020-03-17, 11:34 UTC+0
- Added 8x speed (may get moved to an option)
- Removed some debug things from previous build
1.4.1.4a2
2020-03-16, 18:00 UTC+0
Small performance gain on wheat field rendering
- Removed error on startup on previous build
1.4.1.4a1
2020-03-16, 12:54 UTC+0
- Fixed issue with storage yard sometimes initially sourcing more than the rule specified
- Fixed issue with some resource storage demands not showing in the correct category demands panel (e.g. coal and charcoal in the Fuel panel)
1.4.1.3
2020-03-07, 12:30 UTC+0
- Fixed some minor issues with German localisation
1.4.1.3a2
2020-03-07, 00:37 UTC+0
- Fixed rare null ref on game save to do with strangely placed harbours
- Fixed issue where a single path tile could be left after destroying track
1.4.1.3a1
2020-03-06, 11:48 UTC+0
- Fixed bug where if the boat or train dock timer runs out (i.e. the game is running) while the 'edit route' panel is open then the boat or train won't leave the harbour/station
1.4.1.2a8
2020-03-03, 17:35 UTC+0
- Fixed bug where some tooltips, such as a boat status on the harbour panel, wouldn't clear if the panel was closed using right-click
1.4.1.2a7
2020-03-03, 12:08 UTC+0
- Fixed bug where, when a boat is docked, changing its route whilst a stackbot was fetching a resource to load onto it could cause the boat to become stuck at the harbour.
1.4.1.2a6
2020-03-02, 19:43 UTC+0
- Fix for rare instance when storage yards weren't requesting all the resources for their rules
1.4.1.2a5
2020-03-02, 17:21 UTC+0
- Additional backport for fix for occasional resources becoming stuck in storage
1.4.1.2a4
2020-03-02, 15:43 UTC+0
- Backport for fix for occasional resources becoming stuck in storage
1.4.1.2a3
2020-03-02, 13:10 UTC+0
- Fixed issue where resources at a storage yard were not always correctly being sent to another storage yard
1.4.1.2a2
2020-03-02, 00:11 UTC+0
- Fixed bug where resources might not be sent on from a storage yard
- Fixed VSync settings not being saved between sessions
1.4.1.2a1
2020-02-28, 23:06 UTC+0
- Fixed final determining factor of resource exports judged to be equal (same 'prioritised' destination building and same resource type) to use oldest assignment instead of newest
1.4.1.1
2020-02-27, 16:02 UTC+0
- Fixed incorrect trigger on Boatbuilder achievement
1.4.1
2020-02-27, 15:13 UTC+0
- Enabled Steam Achievements
1.4.1.0a22
2020-02-26, 22:43 UTC+0
- Fixed bots not necessarily printing at the nearest printer
- Fixed white highlight on resource markers not clearing when they should on 'en route' resource panel
- NB savegames for completing "Supplier Challenge" (mission 8) will need to started at or after this version
1.4.1.0a21
2020-02-25, 20:47 UTC+0
- Fixed bug when resources heading to construction of storage yard were destroyed and then not re-requested
- Fixed slightly misaligned UI on upgrade progress panel and dockyard progress panel
1.4.1.0a20
2020-02-25, 13:23 UTC+0
- Fixed bug when clearing a boat route and assigning to an expedition while boat is docked at harbour
- Fixed boundaries on brickyard
1.4.1.0a19
2020-02-24, 23:59 UTC+0
- Fixed bug when pasting building settings which sometimes caused the building not to import or export
1.4.1.0a18
2020-02-24, 17:17 UTC+0
- Fixed issue of different storage yard types (Small, Medium, Large) not being treated equally for demand purposes
- Fixed not being able to set fuel consumption buildings as export on storage yards
- Tweaked Printing Press footprints and bot locations
1.4.1.0a17
2020-02-23, 22:21 UTC+0
- Fixed bug stopping loading of savegames in which flag settings had been copied and pasted
1.4.1.0a16
2020-02-23, 17:08 UTC+0
- Fixed expedition panel not refreshing correctly when all resources had been loaded onto boat
- Added support for storage yards in save games from before the new storage system
- Fixed sculpt and destroy icons not updating when using keyboard shortcuts
- Fixed icon at top of the trains panel at a train station
1.4.1.0a15
2020-02-22, 20:01 UTC+0
- Fixed issue where sometimes a train wasn't created due to miscalculation of train route limits
- Added toggling resource group presets to harbours and vehicle rules
1.4.1.0a14
2020-02-22, 16:05 UTC+0
- Fixed bug which occurs when placing a watchtower when the logs demand panel is open
- Fixed issue where multiple top left panels could be overlaid after entering and leaving the research or map screen
- Added expedition resources to demand panels
- Toggling resource group presets now toggles resource selections on and off
- Minor ui improvements to building entries in the resource demand lists
- Added icons to resource group presets
- Updated icon for small storage yard
1.4.1.0a13
2020-02-19, 18:33 UTC+0
- Small Storage Yard now only requires logs
- Copying import and export building settings now filters out invalid buildings
- Added multi-selection to resource selection panels
- Added presets to blacklist resource selection panels
- Changed tick increment shortcut to backslash
- Fixed changing tick display option in-game not immediately showing it sometimes
==1.4.1.0a12 2020-02-18, 13:14 UTC+0
- Added hotkeys (default [C] & [V]) for copying and pasting settings of buildings (export & import) and road posts (blacklists and whitelists)
- Added SFX for prioritisation and upgrade hotkeys
1.4.1.0a11
2020-02-17, 11:53 UTC+0
- All storage yards now use the new Demand functionality (see above)
- You can now enable storage yard to storage yard functionality using import or export rules on storage yards.
- Tiles with trees on are now automatically adjusted when placing buildings
1.4.1.0a10
2020-02-15, 11:48 UTC+0
- NEW - Storage Yard now have two options for storage - Demand or Reserve. Reserve is how they behaved previously (fill the nearest storage yard which will accept) and is the default. Demand will put the building's storage requests into the resource demand list and can be prioritised. This also means resources will be distributed evenly between Demand Storage Yards based on their fill percentage for that resource. For example, say you have a Lumberjack Hut and two Demand Storages yards ('A' and 'B') and 'A' had a rule for 5 Logs and 'B' for 10 Logs. The first Log will go to 'B' (wherever it is located), the second Log to 'A', the third to 'B', the fourth to 'B', the fifth to 'A' etc as the priority order is fill%, total potential storage, distance.
- This is most useful when using storage yards as gated local buffers across large distances and you want even distribution
1.4.1.0a8
2020-02-11, 22:52 UTC+0
- Improved accuracy of distance sorting for priority layer buildings (lumberjacks, foresters, miners)
- Fixed null reference error on import and export building selection panel from previous build
1.4.1.0a7
2020-02-10, 23:46 UTC+0
- For export and import building lists, disabled already existing options
- For export and import buildings changed icon colour of already existing options
- Added production resource sub-panel for workshops
- Fixed bug with en route resource highlighters not always showing up correctly after a time
- Extra bot for steel mill
1.4.1.0a5
2020-02-01, 11:29 UTC+0
- You can now sell Logs at the Space Port for a small amount of money
- You can no longer publish workshop maps from the development branch
1.4.1.0a4
2020-01-29, 12:55 UTC+0
- Items waiting at harbour or train station are now rechecked for optimal routes when a new route is added
- Adding an import rule now forces an resource export check at the targeted building if source building already had an import rule
- Vegetable Farm construction time and resources now same as Sheep Farm
1.4.1.0a3
2020-01-28, 15:55 UTC+0
- Fixed bug with vegetables in vegetable plots displaying weirdly after a little while
- Fixed bug with vegetables not showing up on game load
- Fixed small performance issue with vegetable farms in long games
- Fixed hit box on vegetable resource
- Added option to show the game tick alongside the day
1.4.1.0a2
2020-01-23, 13:14 UTC+0
- Changed idle port and station stackbots to prioritise load and unloads of vehicles first
- Fixed issue with resource being routed in and out of large harbours
- Bots are now printed in the order of oldest first instead of most recent first
- Fixed order of medals in mission goals panel
1.4.1.0a1
2020-01-08, 16:52 UTC+0
- Fixed export from space port bug when selling rule is removed and resource are waiting to be loaded
- Fixed internal tree count when if lumberjack chops a tree which leaves your territory during the chopping process
- AI enemy can now cancel if project has been idle for too long
- AI enemy has smarter placement of fletchers
- AI enemy has smarter upgrading of watchtowers
- Small storage yard has an extra stackbot
- Removed rogue underwater clay deposit on 'Island Hopping' mission
1.4.0.1
2019-12-28, 18:23 UTC+0
- Fixed mission goals not loading correctly for Casual and Hard military games
- Fixed Casual and Hard incorrectly showing for non-military campaign missions
1.4.0a8
2019-12-23, 23:58 UTC+0
- AI bots in Hard mode have a 25% boost
- AI improvements in managing lost territory
1.4.0a7
2019-12-22, 20:34 UTC+0
- Improved AI management of broken roads
- Stopped some error preventing game loading on dev branch
- Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted
- Fixed an error related to rerouting a boat that is currently queueing to same harbour
- Tweaked new military mission
1.4.0a6
2019-12-22, 10:27 UTC+0
- Removed debug AI overlays
1.4.0a5
2019-12-22, 00:13 UTC+0
- Added new military map
- Fixed storage yards not showing in storage panel for resource categories (food etc)
1.4.0a4
2019-12-20, 00:16 UTC+0
- Added some Christmas decorations! Christmas trees (near monuments), Snowbots (created by Foresters) and a few presents & candy canes dotted around
1.4.0a3
2019-12-14, 15:25 UTC+0
- Linked mouse button 4 and mouse button 5 linked to rotate/flip
- Fixed quality settings panel not behaving correctly
- Added VSync option
- Fixed one way signals not loading
1.4.0a2
2019-12-14, 11:22 UTC+0
- Improved height collision detection for rocks on steep slopes (principally affecting Mission 11)
- F12 should now work again for directly capturing Steam screenshots. F10 is the hotkey for Postcard Mode.
- Fixed bug with loading a game where a train was queuing at a station would not move
- Fixed being able to select small harbours for luggers
- Fixed issue when losing territory tile with a path and it potentially not recalculating connections for affected buildings
- Fixed incorrect message for when trying to place watchtower too close to other military buildings
- Fixed bug allowing you to place watchtower anywhere in tutorial
1.4.0a1
2019-12-08, 14:15 UTC+0
- First version of rebuilt AI - including new Hard mode (there is currently virtually no difference between the difficulties, that will come in later dev builds)
1.3.6.3a5
2019-12-04, 23:07 UTC+0
- Added ability to pause building upgrades
- Added skippable warnings for cancelling upgrades and research
- Fixed incorrect storage counts for Food, Alcohol and Fuel
- Fixed Residence upgrades not updating previous Energy storage count correctly
- Fixed idle workshop check not being trigger when using 'free construction'
- Fixed idle workshop check not being trigger when research was cancelled
- Fixed initial mission selection on campaign screen (caused by Unity upgrade)
1.3.6.3a4
2019-12-03, 17:44 UTC+0
- Updated to latest version of Unity
- Fixed some rare hidden null reference exceptions
1.3.6.3a3
2019-12-02, 18:39 UTC+0
- Fixed export whitelist filtering for buildings under construction or upgrading
- Existing Printing Presses now display upgraded production times after Printing Press II research completes
1.3.6.3a2
2019-12-01, 18:21 UTC+0
- Upgrading buildings can now be added to export whitelist
- Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase
- Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing
- Fixed resources bought at Space Port showing creation building as 'unknown building'
- Fixed graph not clearing when switching from multiple output resource buildings
- Added track buffers to indicate end of track
1.3.6.3a1
2019-11-27, 23:19 UTC+0
- All resources waiting for assignment are now rechecked immediately when an export rule is added
- Fixing mining rates on Shaft Mine construction panel not increasing with relevant research boosts
- Added missing Hungarian characters
1.3.6.2
2019-11-27, 10:49 UTC+0
- Fixed bug with upgrades of some buildings not completing
- Tweaked construction requirements for Road Layer L2, Surface Mine L3, Shaft Mine L2
1.3.6.1
2019-11-26, 23:18 UTC+0
- Fixed issue loading games with pumpkin farms in
1.3.6a6
2019-11-26, 17:44 UTC+0
- Fixed one way signals not showing in loaded game
1.3.6a5
2019-11-26, 16:18 UTC+0
- Improved track one way signal placement a bit more
- Pumpkin Farm has turned into Vegetable Farm
- Fixed upgrade costs not taking into account reused resources when starting an upgrade
1.3.6a4
2019-11-26, 00:30 UTC+0
- Fixed train sometimes getting stuck if route not found then track modified
- Stuck train now rechecks route when a one way signal is added
- Tweaked/fixed issues with one way signal placement
1.3.5.6a3
2019-11-25, 00:01 UTC+0
- Proper model and icon for one way track signal
1.3.5.6a2
2019-11-23T21:04:49.190Z
- New one way signal for tracks (placeholder model) - lets you create circular train routes
1.3.5.6a1
2019-11-20, 00:10 UTC+0
- New unrestricted elevated rail option in sandbox mode
- Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs
- Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine
- Stopped auto setting building name if already set by player
- Hotkey [H] in map editor now goes to centre of map
- Fixed missing help text for road post transport connections panel
- Fixed incorrect icon on road layer upgrade panel
1.3.5.5
2019-11-12, 16:40 UTC+0
- Fixed game loading bug where a colony ship had been captured twice
- Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around
1.3.5.5a4
2019-11-12, 12:36 UTC+0
- Fixed potential bug when loading a game with a captured colony ship in
1.3.5.5a3
2019-11-11, 11:56 UTC+0
- Tweaked rock height detection numbers to be more accurate when using elevated rail
- Boats should now go over underwater rocks
1.3.5.5a2
2019-11-11, 00:50 UTC+0
- Fixed bug where expedition boat would get stuck if it had to queue at the loading harbour
1.3.5.5a1
2019-11-10, 12:37 UTC+0
- Boats should no longer sail through rocks
- Fixed crash bug caused by creating parallel roads between the same two road posts
- Fixed boundaries of brewery and wheat farm footprints
1.3.5.4a6
2019-11-07, 20:24 UTC+0
- Fixed pumpkins resource not being selectable
- Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field
- Fixed padlock icon not showing on level 1 tab for locked buildings
1.3.5.4a5
2019-11-07, 09:02 UTC+0
- Now auto enters field placement mode when switching to the fields tab on a farm building
- Fixed trader reputation not always updating correctly in market panel
- Tweaked Brewery production numbers
1.3.5.4a4
2019-11-06, 17:27 UTC+0
- Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly and block harbours
- Fixed resource exports not being checked immediately after a boat or train route is modified or added
- Fixed closing add vehicle stop side panel not adding add transport button
- Fixed incorrect value and overflow of cash victory graphic bar
1.3.5.4a3
2019-11-05, 12:28 UTC+0
- Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile
- Improved visuals and tooltip messages for setting road waypoints
- Added build mode hotkey to key bindings
1.3.5.4a2
2019-11-01, 18:53 UTC+0
- Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination
- Bots printed at Large Harbour no longer walk through bot printer
1.3.5.3a1
2019-10-30, 20:40 UTC+0
- Fixed Luggers not recognising that all their expedition resources had been loaded
- Fixed being able to create invalid roads by being able to set a waypoint on an invalid tile
1.3.5.2
2019-10-27, 23:30 UTC+0
- Fixed production rate of Pumpkin Farm on construction menu
- Fixed orchard field floor if pumpkin patch had been rotated previously
- Fixed help buttons showing on panels when it shouldn't
- Fixed a few localization issues
1.3.5a24
2019-10-25, 16:35 UTC+0
- Added warning icon if no pumpkin farm fields set
1.3.5a23
2019-10-24, 16:27 UTC+0
- Fixed error on load game caused by broken train station railtrack
- Fixed track breaking if placing a high train station
- Reduced adjustable height a little of train stations to avoid some etrance issues
1.3.5a22
2019-10-23, 22:59 UTC+0
- Fixed boat route setting error from previous build when not at harbour
- Added pumpkins outside houses
- F12 no longer trigger screenshot mode, only dedicated hotkey does that (default F10)
- Fixed notification icons on newly unlocked buildings not being reset on game load
1.3.5a21
2019-10-22, 18:27 UTC+0
- Building upgrade costs now take into account previous level
- Added Boat Building II research which is needed to build Luggers
- Luggers now a bit faster and have more capacity
- Implemented acceleration on boats
- Fixed close button on boat selection panel
1.3.5a20
2019-10-21, 14:35 UTC+0
- NEW! Pumpkin Farm gives you a new way to feed your bots
- Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
- Fixed mislabelled for item categories on flag rules panel
- Fixed rules tab count for boats and trains for item categories
- On load fix for rare instance where residences were processing but already had a resource in the outgoing
1.3.5a19
2019-10-15, 21:50 UTC+0
- Fixed some issues not being able to set export whitelists from/to buildings under construction
1.3.5a18
2019-10-15, 09:50 UTC+0
- Fixed workshop import whitelist not accepting all possible research resources
1.3.5a17
2019-10-14, 15:54 UTC+0
- Fixed destroying import building not auto removing it from another building's import whitelist
- Harbours no longer require pier layers to be inside territory
- Space Port now longer needs any resource to construct
1.3.4.6
2019-10-12, 10:49 UTC+0
- Fixed bug from previous patch where Colony Ships couldn't be captured
- Fixed building resource statistics panel not opening
- Fixed a few localization/resizing issues
1.3.4.6a1
2019-10-11, 22:43 UTC+0
- Fixed building resource statistics panel not loading
1.3.5a16
2019-10-10, 22:24 UTC+0
- Fixed having whitelisted resource along with whitelisted storage only for 'all resources' not working correctly
- Fixed performance issue affecting large colonies with full storage yards
1.3.5a15
2019-10-10, 12:09 UTC+0
- Fixed frame rate stutter caused by resources arriving at buildings which were directly connected to the harbour from where they'd been delivered
1.3.5a14
2019-10-10, 09:10 UTC+0
- 'Blacklist' and 'Whitelist' can now contain individual resources whilst 'Blacklist Except Storage' and 'Whitelist Storage Only' contain 'All Resources' respectively
1.3.5a13
2019-10-09, 21:48 UTC+0
- Fixed import building selection list not showing Food producing buildings for residences
- Path drawing now goes across roads (as that's how they function)
1.3.5a12
2019-10-09, 18:37 UTC+0
- Fixed 'whitelist storage only' 'All Items' affecting resource flow incorrectly
- Fixed transport rules not always affecting resource sourcing correctly
- Fixed resource transport rule tracking tab count wrong (it was duplicating for resource categories and ignoring boats and trains)
- Fixed and improved resource transport rules panel to show boats and trains and look nicer
- Fixed trains getting stuck if meeting at station at the same time
- Fixed some instances where train and hopper sequence would get confused when reassigning a train route
- Fixed pipette mode where level of copied building was being overridden by last selected building level
- Fixed resource destroy warning message
1.3.5a11
2019-10-07, 13:31 UTC+0
- Fixed import buildings not always being taken into account when a building sources a resource
1.3.5a10
2019-10-07, 12:06 UTC+0
- Fixed road cost calculations not working correctly in a game that had been loaded
- Improved route recalculations for resources waiting at a flag of a blocked road
- Fixed incorrect boat loading section label
1.3.5a9
2019-10-06, 13:07 UTC+0
Captured Colony Ships are now connectable and functional buildings
- Fixed bug where sometimes rubble of buildings could not be removed
- Sculpt modes now cycle when you press the Sculpt Mode hotkey
- Fixed camera a bit for Mission Complete sequence
1.3.5a8
2019-10-03, 08:35 UTC+0
- Fixed error message not being parsed correctly when track placement blocked
- Fixed icon for train route station selection and improved font spacing and resizing
1.3.5.a7
2019-10-01, 10:11 UTC+0
- Fixed bug defaulting to languages which are not finished (Russian)
1.3.5.a6
2019-09-29, 10:13 UTC+0
- Fixed issue with shadows on accented characters looking a little different
- Fixed notification text overflowing sometimes
- Resized button text on surface mine natural resource selection window
1.3.5a5
2019-09-27, 20:57 UTC+0
- Harbours can now be export targets of buildings that produce expedition resources
- In military maps your chosen colony colour is used and opponents change their colour
- Sandbox colony colour option defaults to your last chosen colony colour
1.3.5a4
2019-09-25, 18:55 UTC+0
- Fixed localisation issue on rules description
1.3.5a3
2019-09-25, 15:38 UTC+0
- Fixed issue with custom translation file not overriding some UI text labels
1.3.5a2
2019-09-25, 12:26 UTC+0
- Add panel on your Colony Ship to change your colony colour mid-game
- Fixed some localisation issues
1.3.5a1
2019-09-24, 22:48 UTC+0
- Fixed 'once' selling rule at space port not working correctly
- Fixed progress bar not always working on research icon in tech tree window
- Added Clear All Fish button in Map Editor
- Fixed UI palettes sometimes repeating themselves on shaft mine panel in map editor
- Minor fisherbot animation improvements
- Updated fields panel icon
- Enabled Italian
1.3.4.3a1
2019-09-19, 23:33 UTC+0
- Missing translations now default to English
- Darkened stone walls
1.3.4.4
2019-09-18, 21:25 UTC+0
- Language options are now read dynamically from custom translation file
1.3.4.3
2019-09-17, 11:27 UTC+0
- Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm
- Fixed some issues with long distance bot printing
1.3.4f3
2019-09-13, 08:19 UTC+0
- Updated and added colour change to production/worker rates in building panel when boosted by monument
1.3.4f2
2019-09-12, 20:41 UTC+0
- Added visual indicators when placing roads whether they'd be boosted by a monument bonus
1.3.4f1
2017-09-03T, 9:02 UTC+0
- Complete localised text for Korean
- Reverted default Monument limits back to one each
- Fixed Train Station footprint graphic
1.3.4a20
2019-09-10, 20:41 UTC+0
- Added help to building resource stats screen
- Increased monument limits (3/2/1) but reduced range a little
- Complete text for German, French and Chinese
1.3.4a19
2019-09-09, 18:28 UTC+0
- Added extra utility bot to the Brewery
- Fixed Brewery animation not working
1.3.4a18
2019-09-08, 23:51 UTC+0
- Fixed Small Monument bonus amount
- Added list of buildings and roads to bonus panel
1.3.4a17
2019-09-07T23:25 UTC+0
- Fixed occasional bug with sourcing resource system not moving beyond a building which partially fulfills the resource demand
- Changed Large Monument to require Steel
1.3.4a16
2019-09-06, 15:44 UTC+0
- Added sandbox option to have unlimited space ports
- Added sandbox option to have unlimited monuments
- Fixed monument having some effect before construction is complete
- Monument limits should adjust if victory conditions require more buildings than default limits
1.3.4a15
2019-09-05, 16:56 UTC+0
- Monuments now give a productivity and speed boost to all nearby bots
- Monuments are now limited to one of each type
1.3.4a14
2019-09-02, 11:22 UTC+0
- Added option to increase interface text size (let me know any instances where this looks particularly wrong)
1.3.4a13
2019-08-31, 19:33 UTC+0
- You can now destroy resources in Destroy mode
- Added outline highlights when hovering in Destroy mode
- Added outline highlights when selecting import or export buildings
1.3.4a12
2019-08-30, 16:22 UTC+0
- Added ability to destroy individual en route resources from building's new resource statistics panel
- Added warning and alert icons for production resource journey times
- Also added info if resource came via a storage yard
- Added note regarding import rules on empty en route resource sections
1.3.4a10
2019-08-27, 07:59 UTC+0
- Fixed some more localisation issues
- Improved Recent Resource Arrivals panel - click on a resource to show its route
1.3.4a9
2019-08-22, 17:34 UTC+0
- Fixed issues with not clearing tiles correctly when destroying a boat yard, especially if a boat was under construction
1.3.4a8
2019-08-20, 20:45 UTC+0
- Fixed bug where boats wouldn't sail under railway bridges in game that had been loaded
- Fixed bug when cleared a docked boat's route and then assigning to an expedition at the docked harbour
- Fixed occasional issue where carrier bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road
- Added different message for when trying to assigning a clipper to an expedition at a large harbour
- Fixed being able to use Full Sculpt in elevated water (lakes)
- Added error highlighting and tooltip when using Full Sculpt
1.3.4a7
2019-08-15, 22:26 UTC+0
- Enabled German language localisation
- Resource demands are now rechecked upon harbour and train station completion
1.3.4a6
2019-08-14, 17:23 UTC+0
- Fixed resources being routed through harbours and train stations that are under construction
- Improved some tooltip errors for invalid building placements
- Fixed error loading transport boat storage panel
- Fixed rare AI null reference
1.3.4a5
2019-08-11, 23:58 UTC+0
- Fixed localisation not working
1.3.4a4
2019-08-11, 23:09 UTC+0
- Fixed expedition boat not sailing off after dropping off resources at expedition harbour
- Fixed 'en route' resources section not showing up in resources panel for buildings
- Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed
- Fixed display error on production stats panel when no data
- Fixed Import building filtering for Storage Yards and Workshops
- Fixed Export building filtering for Fuel consumers
- Builderbot now heads back for recycling if building upgrade cancelled
1.3.4a3
2019-08-05, 21:51 UTC+0
- Fixed production panel not rendering for Forestries
- Fixed a rare error with not loading a savegame
- Bug reporting now verifies files (should work more consistently on Mac)
1.3.4a2
2019-08-01, 08:09 UTC+0
- Localisation fixes
1.3.4a1
2019-07-31, 17:06 UTC+0
- Enabled completed translations (currently, French, Korean and Chinese)
1.3.3a6
2019-07-31, 09:22 UTC+0
- Fixed error with import buildings draw list on some buildings
1.3.3a5
2019-07-30, 11:09 UTC+0
- Fixed some buildings not showing up in new filtered import/export listings
1.3.3a4
2019-07-29, 21:30 UTC+0
- Fixed long-standing graphical glitch with walls
- Added snow fringe on walls
1.3.3a3
2019-07-29T10:03 UTC+0
- Improved tooltips and tile highlights when removing farm fields and pastures
1.3.3a2
2019-07-28, 19:53 UTC+0
- Fixed Back button on import building selection subpanel
- Fixed scrollbar dragging in Map panel
1.3.3a1
2019-07-28, 16:20 UTC+0
- Selecting an import or export building now shows the route between the buildings
- Filtered buildings that are available to set for import & export
- Added building categories to import and export selection list
1.3.2.4a3
2019-07-25, 21:48 UTC+0
- Fixed consumption stats not being removed when cancelling upgrade
- Consumption stats now update when construction is paused and resumed
- Fixed issue when setting new route for train would create detached train hoppers
- Fixed being able to set same resource on both whitelist sections of a rules panel
- Harbour's water layers now count as occupied to avoid conflicts between harbours
- Tooltip messaging now indicates which obstacle is obstructing if build placement is invalid
- If train station has no additional track attached it'll destroy the track sections when train station is destroyed
- Fixed recalculation every frame when height-adjusting placement of train station
- On boat/train panels 'Clear Route' button now only visible when there is an existing route
- Improved custom height validation in build state
- Increased minimum size of load game window scrollbar
- Added 'Rate Map' link to in-game menu when playing Steam Workshop map
1.3.2.4a2
2019-07-16, 21:13 UTC+0
- Fixed bug with changing transport route when boat or train is docked and some affected resources weren't tidied up correctly
- Fixed rare timing issue where resource would get stuck at a destination building's road post if path to building was destroyed and resource was not yet being collected and no other path available
1.3.2.4a1
2019-07-08, 22:49 UTC+0
- Fixed bug where more resources were sent to space port than could be handled potentially leading to stuck bots
- Fixed trader reputation boundaries not always displaying correctly
- Fixed campaign names in sandbox screen
- Fixed rare bug where campaign screen could potentially not load correctly
1.3.2.1
2019-06-29, 13:22 UTC+0
- Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced
- Minor tweaks to new missions (8 & 11)
- Fixed cash victory condition bar graphic overflowing
- Fixed order and numbering of campaign missions in sandbox map selection screen
- Added tips for transporting construction resources to train station and using unsupported bridges
1.3.2.1a2
2019-06-26, 23:52 UTC+0
- Minor tweaks for new missions
- Fixed initial sheep farm tile not showing correctly
- Improved loading time if offline
- Fixed camera tracking trains when going over bridges
1.3.2.1a1
2019-06-25, 23:59 UTC+0
- Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles
1.3.2a6
2019-06-25, 18:06 UTC+0
- Fixed medals incorrectly showing up in map editor
- Fixed hang when leaving game complete screen
1.3.2a3
2019-06-25, 15:29 UTC+0
- Further single player campaign mission added
- Map Editor: fixed issue with height sub-position not resetting for certain flora/rocks
- Changed link to new Notion Help
1.3.2a2
2019-06-25, 00:10 UTC+0
- Added new mission to campaign
- Implemented leaderboards for custom maps
- Added leaderboard view to game complete screen
- Added territory toggle for custom maps
- Map Editor: verification for shaft mines
- Map Editor: can no longer place trees and resources under water and they auto-remove if sculpting results in underwater
- Map Editor: added option to remove all fish
1.3.1a8
2019-06-13, 23:34 UTC+0
- Fixed incorrect Energy text on workshop upgrade warning
- Hide pause construction option on first mission
1.3.1a7
2019-06-13, 14:08 UTC+0
- Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at
- Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell
- Fixed idle train notification not showing up correctly
- You can now destroy a single road post outside a harbour if 'free road post placement' is turned on
- Fixed null ref from previous build when completing/destroying a building under construction whilst construction panel was open
1.3.1a5
2019-06-12, 19:12 UTC+0
- Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to request a new resource and contruction/production processes could stall
- Added ability to pause and resume construction
1.3.1a4
2019-06-07, 22:44 UTC+0
- Fixed boat not being able to sail out of boatyard in 1.3.1a2
- Removed screenshot from generated bug report file
1.3.1a3
2019-06-07, 09:07 UTC+0
- Fixed not being able to place cow fields in previous version
1.3.1a2
2019-06-06, 19:45 UTC+0
- Fixed journey time costs for boats and trains, improving resource route calculations
- Journey times for each vehicle stop now display on boat and train panels
- Fixed terrain weirdness when destroying track
- Fixed potential stuck station stackbot if train hoppers weren't lined up
1.3.1a1
2019-06-06, 11:56 UTC+0
- Builder bot now returns to printer when they complete construction
- Fixed sandbox panel not resetting fog of war toggle when territory toggle changed
- Enabled whitelist exporting to space port
- Added maximum tile adjustments when placing building (no more extreme walls)
- Added maximum slopes for farm fields
- Added warning if you try to upgrade Workshop L2 without yet researching Bread Making
- When destroying farm fields terrain is no longer auto-adjusted
- Changed slope calculations - roads/paths may now be stricter
1.3.0.12a1
2019-06-04, 23:34 UTC+0
- Fixed Space Port not showing as available for custom maps which have the market enabled
- Fixed bug where, while editing a route, removing a harbour stop that a boat is currently heading to does not clear it from the harbour's expected list and can cause other boats to get stuck at queueing location
- Fixed visual glitch on Mac & Linux where bot names were overlapping other text
- Miners and Lumberbots no longer go up steep slopes
- Fixed Surface Miners not always going to exactly the closest resource
1.3.0.11a2
2019-05-27, 22:14 UTC+0
- Fixed bug where clearing a boat's route or destroying a boat whilst it was queueing at a harbour would leave 'ghost' resources which would never reach their destination buildings
- Fixed occasional issue when switching between destroy mode and road/path modes using hotkeys
- Fixed null ref error in map editor select mode when deleting something
1.3.0.11a1
2019-05-25, 10:28 UTC+0
- Fixed issue where you could create a terrain kink with certain building placements
1.3.0.10
2019-05-25, 00:19 UTC+0
- Fixed bug where a captured watchtower was not removing any direct connections to other buildings and could cause subsequent game freezes
- Fixed starting a sandbox game from a saved scenario
1.3.0.9
2019-05-21, 12:19 UTC+0
- Support and minor fixes for OSX and Linux
- Slightly newer Unity version (to fix Linux bug)
1.3.0.8a8
2019-05-16, 22:40 UTC+0
- Fixed resource not re-routing upon arriving at road post and route to destination building has become inaccessible
- Fixed Watchtower L1 "attack" range not matching L2, leading to AI potentially not upgrading their Watchtowers when they should
- (Hopefully) fixed game time bug after using postcard mode
- Weaponsmith now requires Cannonballs 1
1.3.0.8a7
2019-05-14, 14:34 UTC+0
- Fixed import and export rules not being taken into account at train stations
- Added arrows to import and export rule icons in overlays and added import/export to tooltip
- Tweaked postcard mode
- Improved some text in BuildingStorage panel
1.3.0.8a5
2019-05-12, 21:59 UTC+0
- Added ability to directly place upgraded roads and paths in sandbox
- Added boat and train rules to resource rules panel
- Fixed contour mode looking weird on flat land
- Contours should now equal one game height tile
1.3.0.8a4
2019-05-11, 21:31 UTC+0
- Fixed bug where some bridge supports were allowed to be constructed on roads/paths when they shouldn't have been
- Fixed bug where roads could be drawn through bridge supports
- Fixed bug with one of curve right bridge support's height not being set correctly
- Fixed bug with certain bridge supports not displaying correctly on game load
1.3.0.8a3
2019-05-09, 17:37 UTC+0
- Fixed bug with select buildings and amounts in map victory conditions
- Game pauses when opening Steam overlay/screenshot folder
- Updated incorrect text on transport building import and export panels
1.3.0.7a3
2019-05-06, 23:35 UTC+0
- Fixed bug which could cause a boat to get stuck at a harbour
- Under construction harbours and stations now only unload resources for their own construction rather than resources to pass through
- Hid money tab on colony stats panel when market is not enabled
- Added stlnegril9 to name list!
1.3.0.7a2
2019-05-06, 12:27 UTC+0
- Fixed bug where placing a new road directly over a building's entrance was not refreshing the building's road post connections
- Fixed stuck train notification message not updating when destroying a stuck train
1.3.0.7a1
2019-05-06, 01:16 UTC+0
- Fixed bug where large harbour entrance paths were not being created if too close to sea
- Large harbour created expedition now creates road posts in the correct locations
- Fixed Space Port ship not always showing up and landing effects timing
- Landing bot now correct colour in sandbox!
1.3.0.6f1
2019-05-04, 16:20 UTC+0
- Under construction harbours can now unload resources (for now)
- [Dev only] Unfinished building panel which shows last 20 resources that have arrived
1.3.0.6a2
2019-05-04, 10:32 UTC+0
- End Track indicators now only show when in edit mode
- Improved tile colour highlights when constructing track
- Made it easier to select track sections
- Fixed road post colour not being darkened on load game if it has rules
- Disabled more research for Mission 2
- Galssworks now requires bricks and Construction 2
1.3.0.6a1
2019-05-03, 17:18 UTC+0
- Added indicator to show end of track routes
- Fixed instances where matching tracks wouldn't properly connect (if you see a marker where track sections are connected, please post in #bug-reporting (only newly-placed track from this version onwards though))
- Fixed clearing a train route not clearing stuckness of train
- Fixed Play button in Workshop list
- Removed some newer buildings from being visible in 2nd mission
1.3.0.4a2
2019-05-02, 16:46 UTC+0
- Fixed bots not being printed if their building is only connected by path to single road post outside a harbour
- Fixed bug where joining a track section to the end of a curved section was not connecting the tracks (train would not run over it)
- Fixed newly created train not moving if creating station is second station on new route
- Added notification alert if a train cannot find a route to its next station
- Fixed bug with destroying unconstructed bot printing building causing "ghost bots"
- Fixed error caused by map file with dot in filename
1.3.0.4a1
2019-05-01, 19:30 UTC+0
- Fixed road post not changing colour when rules are removed
Zoom hotkeys no longer affected by mouse sensitivity
- Added fish count to map editor
1.3.0.3a5 2019-05-01, 13:15 UTC+0
- Added tooltips to track editing buttons
- Fixed bug with watchtower repeatedly firing at rubble
1.3.0.3a4
2019-05-01, 09:15 UTC+0
- Added hotkeys for zooming camera (defaults to left and right square bracket)
1.3.0.3a3
2019-05-01, 08:29 UTC+0
- Fixed close button on map changenotes window
1.3.0.3a2
2019-05-01, 01:27 UTC+0
- Fixed bug with clearing train routes
- Turned off train route arrows for now
1.3.0.3a1
2019-04-30, 18:41 UTC+0
- Fixed bug with large storage yard printing bots for buildings that aren't connected to a road post
- Secondary large storage yard entrance no longer connects to invalid (mismatched height) tiles
- Secondary large storage yard entrance now automatically creates entrance path after sculpt to matched height
- Added aspect ratio option for interface to help players on squarer aspect ratios
1.3.0.2a1
2019-04-30, 10:15 UTC+0
- Fixed bug with inaccessible final Large Harbour outgoing storage tile causing resources to disappear when arriving at harbour
1.3.0.1
2019-04-29, 23:39 UTC+0
- Fixed campaign screen error
- Fixed train station track issue when placed at sea level
- Fixed train station bug with creating train when another station was occupied
1.3.0a16
2019-04-29, 14:34 UTC+0
- Fixed error when creating free boats
- Fixed issue with clearing boat route not triggering route refresh for items at harbours
- Fixed issue with boat not being removed from queue when clearing route
- Fixed bug with ordering boats queueing
- Fixed idle boat notification not triggering after clearing route
- Added limit for amount of boats that can stop at a harbour
1.3.0a15
2019-04-29, 01:07 UTC+0
- (Temporarily) removed building level from victory conditions [you may need to delete any maps saved in ==1.3.0a15]
1.3.0a14
2019-04-28, 23:38 UTC+0
- Fixed searching by text in map browser
- Fixed victory conditions not showing up correctly in map browser
- Added building level option to construction victory condition
- Fixed deleting rail bridges with destroy tool
- Fixed bug with free boat construction in sandbox
- Added darker flora and rock palettes
- Added limits to number of players and amount of flora/rocks in a map
1.3.0a13
2017-09-03, 09:02 UTC+0
- Added market option for custom maps
1.3.0a12
2019-04-27, 18:43 UTC+0
- Fixed deleting a map
- Fixed Exit Game button not exiting
- Boats are now free in free construction mode
- Escape now brings up menu in map editor
1.3.0a11
2019-04-27, 12:18 UTC+0
- Added sorting options for map browser
- Fixed verification bug with maps with no victory conditions
- Fixed saving bug with maps with no thumbnail
- Palm trees can now be planted in the desert
1.3.0a10
2019-04-26, 23:52 UTC+0
- Fixed setting victory conditions
- Fixed Large Harbour entrance land adjustments
- Fixed Large Harbour interior pathing (please rebuild any existing Large Harbours!)
- Fixed Large Harbour expeditions (please rebuild any existing Large Harbours!)
- Fixed postcard mode issues
- Fixed bug with selecting Clipper in Boatyard
- Implemented icons for boats, Large Harbour and Large Storage Yard
- Proper floor graphics for Large Storage Yard
- Added verification for domination victory when not enough players
1.3.0a9
2019-04-25, 18:17 UTC+0
- New Lugger boat - carry more resources!
- New Large harbour - supports multiple docking boats!
- New boat captain bot - awesome hat!
- New model for Large Storage Yard
- Improved screenshot/postcard mode [F12]
- Removed irrelevant buildings from map editor victory conditions
- New icons for flora, rocks and palettes in map editor
- Fixed not showing other users' maps preview images/author names in Workshop map browser
1.3.0a8
2019-04-23, 22:36 UTC+0
- Fixed some issues with publishing and unpublishing custom maps
- Added Postcard Mode for taking interface-free snaps of your colony
1.3.0a7
2019-04-19, 09:40 UTC+0
- Fixed bug with publishing a map which doesn't have a victory condition
- Added image and title to map verification
- Default map visibility is now 'public'
- Fixed map editor play start marker not updating on first click
1.3.0a6
2019-04-18, 00:37 UTC+0
- Fixed bug with 'playable' player toggle not saving in map editor
- Fixed existing scenarios not being listed in save scenario panel if going straight into new map
- Fixed camera hotkeys still active when editing title and description in map editor
- Fixed UI bug in map manager caused by selected a map without victory conditions
1.3.0a5
2019-04-17, 23:48 UTC+0
- Fixed bug from previous build with carrybot generation
- Fixed bug from previous build with buildings sourcing resources when not connected to a road post
1.3.0a4
2019-04-17, 23:12 UTC+0
- New Large Storage Yard - includes additional entrance! (placeholder graphics)
- Added option to turn on free road post placement (automatically happens if you've already completed campaign mission 2)
1.3.0a3
2019-04-16, 16:35 UTC+0
- Added verification system for publishing and playing custom maps
- Improved some map editor UI
1.3.0a2
2019-04-15, 17:50 UTC+0
- Fixed bug with expedition boat not returning properly after dropping off resources at new harbour
1.3.0a1
2019-04-15, 09:32 UTC+0
- Create, share and play maps using Steam Workshop!
- Refactored boat and train stops - you can apply rules to each stop on the vehicle's route
- Harbours and Train Stations now support incoming and outgoing rules
- Map editor now supports victory conditions [placeholder UI graphics]
- Trains are now colour of your colony
- Fixed carrybot's pickup and drop off animations when on steep slope
1.2.2a7
2019-03-22, 00:35 UTC+0
- Train Stations can now have several trains call at station
- Trains now block each other on track
- Train speed now affected by amount of resources that it is carrying
- Further fixes to elevated rail construction
- New train driver bot
1.2.2a6
2019-03-19, 20:26 UTC+0
- Trains can now stop at multiple stations
- Map improvements: Fixed black lines, double-click to go to location, more accurate panning, zoom uses mouse position, map clamped to edge of window
- Fixed some elevated track construction edge-cases
1.2.2a5
2019-03-18, 00:50 UTC+0
- Finished arch and supports for all bridge sections
- Fixed issue with starting/ending road and paths under bridges
1.2.2a4
2019-03-17, 01:23 UTC+0
- Fixed issue with placing shaft mines in map editor
- Fixed error with AI tile checking
- Added snow palette for rocks
1.2.2a3
2019-03-15, 23:19 UTC+0
- Trains can now transport construction materials to stations under construction
1.2.2a2
2019-03-15, 23:19 UTC+0
- Fixed issue which created problems with bridge overlapping and land sculpting
1.2.2a1
2019-03-14, 21:40 UTC+0
- Train Track Bridge System - create train routes in the air over water, buildings and obstacles
- New individual research icons
- Improved icons over boats
- New SFX for blacksmith and wheat farmers
1.2.1.5a2
2019-02-02, 01:23 UTC+0
- Fixed bug from last patch with playing sandbox mode and auto research
1.2.1.5
2019-02-01, 00:47 UTC+0
- Added notification icons when a new building or a new level of a building is unlocked
- Fixed bug with cancelling research whilst Research bot was heading to work
- Road post now has a darker colour if it has any transport rules
- Improved Forester bot animation
1.2.1.4
2019-01-29, 12:25 UTC+0
- Fixed effects and production progress not showing up for production buildings when loading a game
1.2.1.3
2019-01-29, 02:11 UTC+0
- Fixed issue where loading a game could potentially interfere with a stackbot in the middle of fetching a resource
1.2.1.3a3
2019-01-29, 02:11 UTC+0
- Fixed edge case where well and mountain mine stackbots could ignore production resources that needed collecting
- Fixed bug where boat would create a very long back and forth route when calculating a route to the tile it was currently on
- Construction demands adjust a bit more intelligently when multiple resources no longer required
- Fixed buildings potentially demanding resources when destroyed
1.2.1.3a2
2019-01-27, 02:28 UTC+0
- Fixed AI player not prioritising military research if game had been reloaded after their initial workshop had been built
- AI Players now always build charcoal burners
- Fixed difficulty toggles on scenario selection screen
- Fixed issue of road tile never getting upgraded if road layer had been cancelled whilst in the middle of upgrading it
- Road Layers now have a maximum range of 100 tiles
- Fixed copy for Mining I and Mining II
1.2.1.3a1
2019-01-26, 02:30 UTC+0
- Fixed edge-case placing building would break roads when tile had been manually raised
- Fixed Foresterbots taking twice as long to plant trees as they should have in non-snow terrain
- Reduced Palm Trees planting times
- Fixed building not being removed from another buildings's import list if destroyed
- Fixed potential AI bug when allocating layers near the edge of the map
1.2.1.2
2019-01-25, 00:22 UTC+0
- Fixed tooltips not showing up on some interface icons
- You can no longer select a building as an import building to itself
1.2.1.2a2
2019-01-24, 20:46 UTC+0
- Reverted changed from previous build that was sometimes causing road connection issues when destroying a building
- Fixed issue where destroying a building wasn't removing it from buildings it was connected to
1.2.1.2a1
2019-01-24, 20:46 UTC+0
- Fixed issue where harbour's connection to road post could potentially become detached when destroying nearby building
- Increased valid building connection length from 15 to 20
- Clicking on the unconnected building icon now open the building's connections panel
1.2.1.1
2019-01-23, 12:03 UTC+0
- Fixed an issue where you couldn't save after loading an old AI savegame
- Fixed issue where a building's connections were incorrect up due to an error caused by a en route resource was affected
- Fixed being able to sculpt a tile with a path on
1.2.1a12
2019-01-22, 19:15 UTC+0
- and Surface Miners no longer pass through rocks (and potentially get stuck on slopes) on their way to gather resources
- Scenario construction victory requirements now clearer when more than one building required
- Improved prompts for Level 2 building unlocks on Mission 2
1.2.1a11
2019-01-22, 11:35 UTC+0
- Fixed issue with AI calculating flag connections from buildings. Should no longer create crazy path matrices
1.2.1a10
2019-01-22, 00:15 UTC+0
- Map Editor - Fixed issue when saving over existing file
1.2.1a9
2019-01-21, 23:06 UTC+0
- Fixed being able to play user maps in sandbox mode
- Map Editor - fixed error when trying to place fish outside map
1.2.1a8
2019-01-21, 16:42 UTC+0
- Map Editor - added starting height option for new scenarios
- Fixed issue with building connections being made when path next to road but no connection - mainly affected AI
- Minor tutorial fixes
1.2.1a7
2019-01-20, 16:07 UTC+0
- Fixed mesh clean error in Map Editor to do with shaft mines
1.2.1a6
2019-01-20, 02:45 UTC+0
- Can now play user scenarios in sandbox mode
- Forestry building visuals now change based on tree type
- Correct icons for Forestry tree selection
- Increased reputation per dollar in the Market
1.2.1a4
2019-01-14, 17:28 UTC+0
- Fixed error when creating a new game
- Fixed error when placing Forestry
- Fixed direct building connections not being created sometimes
1.2.1a3
2019-01-14, 00:18 UTC+0
- Added ability to choose which tree Forester plants
- Improved Wheat Farmer animations and tweaked Wheat Farm/Flour Mill/Bakery numbers
- Improved high score listings
- Map Editor - fixed error on fish mode
1.2.1a2
2019-01-06, 02:35 UTC+0
- Map Editor - fixed bug with placing underground mine
- Map Editor - fixed error when removing player with no starting location
1.2.1.0
2019-01-05, 17:45 UTC+0
- First version of Map Editor (#custom-maps)
- First version of leaderboards for economic campaign missions
- Recoded calculation of building's connections to paths and other buildings - no more lag and new UI panel where each one is listed
- New 3D models and animations for Forester bot, Smith and Furnace bot and Baker bot
- No longer adds incorrect building types to priority menu on game load
1.2.0.4
2018-12-11, 22:44 UTC+0
- Fixed bug where loading a game would sometimes cause a stackbot to cancel job and potentially leave a resource stuck
1.2.0.2a2
2018-12-06, 21:03 UTC+0
- Should have fixed Fuel building (Blast Furnace etc) Stackbots sometimes getting stuck (also reboots them on game load)
- Fixed Glassworks smoke and building footprint boundaries
- Improved Market panel UI a bit
1.2.0a25
2018-11-30, 22:43 UTC+0
- Fixed Charcoal Burner not having enough incoming storage
- Fixed tab switching if building was under construction
- Added 'Create Fuel' advice
- Added building limit info on construction panel for Space Port
- Added notification for increasing trader reputation
1.2.0a23
2018-11-29, 00:53 UTC+0
- Converted Blast Furnace, Blacksmith and Brickyard to use Fuel (i.e. accepts Charcoal)
- Increased Charcoal Burner requirements
- Trader Reputation now gained when buying resources
- Added notification for Trader Reputation increase
- Fixed a couple of brick road/path combination tiles displaying incorrectly
1.2.0a22
2018-11-28, 13:05 UTC+0
- Removed slope restrictions when placing buildings. I.e. Buildings can now be placed anywhere, as long as tiles is free and above water
- Fixed unparsed text on natural resource notification
- Fixed not being able to set to any on existing storage rule
- Improved UI for existing storage rules
- Improved UI for resource journey
1.2.0a21
2018-11-27, 00:35 UTC+0
- Construction process should now keep a more even track of resources needed and request resources more efficiently
- Research and Construction now use the oldest resource in the resource queue, avoiding problem of requesting the same resource over other resources
- Fixed minor graphical issue where surface deposits might incorrectly be in faded or darkened mode
1.2.0a20
2018-11-26, 01:00 UTC+0
- Fallback water shader
1.2.0a19
2018-11-24, 01:54 UTC+0
- NEW Additional landscaping tools allowing freer modification of the terrain
- Made notifications look a bit nicer
1.2.0a17
2018-11-22, 00:57 UTC+0
- NEW - You can now buy natural resources at the Space Port (commission applies)
- Added graph panel to show income rate over time
- Fixed bug when destroying Harbour did not reset docking tiles properly and could lead to not being able to rebuild Harbour in same location
- Fixed some tile icons that were accidentally removed in previous dev build
- Fixed listings on Fuel Resource production tab
- Clicking on a building under construction will always take you to construction tab now
- Added Charcoal Burner icon and proper floor graphic
- Improved floor graphics for train tracks
1.2.0a16
2018-11-21, 00:40 UTC+0
- Added $ income rate per day in colony stats for market enabled games
- Fixed bug with Forestry from previous version
- Fixed colour label in Sandbox setup panel
1.2.0a15
2018-11-20, 17:49 UTC+0
- NEW - Charcoal Burner building - produce Charcoal from Logs to fuel Bakery
- NEW - Choose your colony colour in sandbox mode
- New model and animation for Researchbot
- Fixed building not being removed from other building's export list if destroyed
- Fixed Road Layer unit getting stuck sometimes
- Fixed error on load when resource's destination is destroyed and game is saved while resource is still in transit
1.2.0a14
2018-11-16, 13:49 UTC+0
- NEW Added ability to set import and export whitelists for production buildings
- Fixed laying train track breaking road or paths in certain situations
- Improved messaging and tile visuals when track can't be placed or removed
- Road and paths are no longer allowed consecutive tiles along train track
- Resource Transport Rules panel now updates correctly when adding/removing transport rules. Also number in tab now matches up to number of affecting rules
- Fixed harbour/station overlay icons breaking when the resource transport rules panel is closed if it was showing a harbour/station entry
1.2.0a11
2018-11-14, 11:24 UTC+0
- Fixed some issues with destroying buildings changing the landscape in unhelpful ways
- NEW Added autosave iteration and interval settings
1.2.0a9
2018-11-11, 21:57 UTC+0
- Fixed existing Surface Mines throwing error when trying to head to work
1.2.0a8
2018-11-11, 19:37 UTC+0
- NEW Priority Mining Tiles for Surface Mines
- Fixed bug with resources potentially being accepted by destroyed building which was sometimes causing problems, especially with watchtower captures
- Disabled sculpt and destroy hotkeys for start of Mission 1
1.2.0a6
2018-11-11, 00:53 UTC+0
- Fixed bug with Road Layer bots upgrading the same tile and sometimes getting stuck
- Fixed bug where higher level mines would not show in the production listings for a resources
- Fixed bug with destroying wheat fields sometimes and not burning when lost
- Road Layer bots now retriggered when a new path is built
- Sandbox - added ability for military maps to change the AI difficulty level or turn them off completely
1.2.0a5
2018-11-09, 17:02 UTC+0
- Fixed error when building destruction leads to resource trying to reroute to that building
- Fixed bug where it was possible for expedition boat to leave before all expedition resources fully loaded
- Removed trade ship logging
- Fixed boat construction notification icon
1.2.0a4
2018-11-08, 23:22 UTC+0
- Fixed bug where resources were ignoring harbour rules once they reached the previous harbour in the route
- Resource selling now only on mineable resources
- Added Clay to Mission 4
1.2.0a3
2018-11-08, 16:25 UTC+0
- Fixed stackbot getting stuck if resource is manually destroyed during pickup phase
- Fixed animations of space port ship
- Fixed inaccessible fish locations in Mission 6
1.2.0a2
2018-11-08, 03:38 UTC+0
- NEW Sell your resources for cash at the new Space Port building in the first draft of the endless sandbox mode (resources market prices not yet balanced)
- Fixed error when destroying orchard field
- Fixed error when trying to save game in AI game
- Fixed inaccessible Salt Mine in Mission 11 draft
- Changed in-game game time display method to 'X years X months X days'
1.1.1.1a1
2018-11-07, 14:21 UTC+0
- Fixed not being able to place fishing huts side-by-side sometimes (maybe have to rebuild any existing fishing huts)
- Fixed destroying boatyard not resetting tiles correctly
- Destroying buildings should clear up tiles more cleanly now
1.1.1a2
2018-11-06, 13:24 UTC+0
- Added Import Whitelist functionality to Storage Yards
- Fixed error caused by destroying storage yard and it trying to relocate resources to itself
- Fixed Engineering displaying negative numbers
- Removed mention of road posts on harbour's rules panel
1.1.1a1
2018-11-06, 01:45 UTC+0
- First draft of Mission 11 added to sandbox (biggest map yet)
- Halved Bakery's Coal consumption
- Fixed resources waiting at harbours not being rerouted when their route is removed
- Fixed bug where loading a game with a new expedition harbour with no watchtower yet would not let you place a watchtower
- Fixed error caused by loading a game where a bot printer was in middle of printing cancelled bots
- Fixed error caused by loading a game where the original harbour of an expedition had been destroyed and then new harbour was built
- Fixed potential error caused by loading game where building was burning
- Fixed best time display on scenario screen
- Added hotkey for skipping destroy warning [LeftAlt]
- Can no longer 'remove' train platform, allowing you to erroneously delete track at station
- Game Complete no longer shows medals for military games
- Added more Stone to starting Mission 3 island
- Added more Stone and Gold to Mission 5
- Added Casual mode to Mission 6
- Added more Coal to Mission 7
- Added more fertile land and resources to Mission 9
- Added Casual mode to Mission 10 and added Infinite Stone resource for AI
1.1.0a13
2018-11-03, 20:36 UTC+0
- Fixed boat route ordering
- Fixed boat and train renaming
1.1.0a12
2018-11-03, 20:00 UTC+0
- Fixed issue with loading game after setting harbour rules
- Harbours and Train Stations now show up in resource banned list
- Road Post connections to buildings are now sorted by distance
1.1.0a11
2018-11-03, 16:42 UTC+0
- Added whitelist and blacklist rules for harbours and train stations
- Improved route calculation to avoid busy or blocked roads
- Fixed bug where destroying a road without a flag was not clearing attached building's routes to road posts
- Fixed edge case where stackbot could get stuck if resource deleted during pick-up
1.1.0a9
2018-11-02, 18:49 UTC+0
- Implemented 'collapse' system for watchtowers. Once captured, repairs need to be started within a certain time otherwise the building will collapse
- Increased Watchtower projectile range a little
- Increased stackbot export path distance, fixes resources being assigned but not delivered on very long paths
- Fixed ammunition and repair resources not being flagged as urgent sometimes
- Fixed repair resource demands not showing up in correct places sometimes
- Fixed error with orchard field being lost at particular time
- Fixed Weaponsmith causing a freeze sometimes
- Fixed null ref when placing wheat field on edge of map
- Fixed bug where road tile would not be removed correctly on a track tile
- Fixed production building that was exporting directly to harbour for transport causing resources to disappear
- Fixed burning VFX on residences
- AI enabled on AI sandbox maps
- When placing buildings, switching Level remember rotation and flippedness
- Enabled unusual aspect ratios
- Resolution refresh rate should be applied now
1.1.0a8
2018-10-31, 15:56 UTC+0
- Fixed bug with error logging causing savegame not to load
- Fixed edge case scenario where stackbot fetching a resource from a building whhen the target destination was invalidated case the resource to stay registered with the export road causing a potential subsequent error where another bot delivering to that road post could get stuck
- Fixed middle mouse button going to last notification on 'down' instead of 'click'
- Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island
1.1.0a7
2018-10-30, 17:39 UTC+0
- Fixed bug where direct delivery of expedition resources from storage yard were not being delivered
- Fixed bug when clearing a boat route while boat was docked would result on the boat not moving when a route was reassigned
- Fixed bug where clearing a boat route while boat was having resources loaded onto it would result in stuck Harbour stackbots
- Fixed train timings so train doesn't leave before being fully unloaded
- Fixed bug with recent update where Meat might not get delivered to a Residence if sharing the same path
- Added refresh rate options to resolution selection screen
1.1.0a6
2018-10-30, 02:49 UTC+0
- Fixed incorrect game time display on game complete screen
- Added Steel to bottom left section
- Added Free Construction mode to sandbox
- Road Post Rules now apply correctly for the first road post on a route
- Fixed camera angle for large monument
- Building is now removed from Storage Yard's Export list if destroyed
- Removed tutorial elements from sandbox
- Disabled AI in sandbox
- Stop under construction ports being selectable for route
- Prevent boats from having same stop twice in a row
- Ability to change last notification Hotkey (middle mouse)
- Fixed [No Resources] in Resource icon tooltip for Food and Alcohol
1.1.0a4
2018-10-29, 01:59 UTC+0
- Fixed mission goal for Mission 10 (will fix in existing saves)
- Changed Mission 10 water in the west (won't fix in existing saves)
1.1.0a3
2018-10-29, 00:52 UTC+0
- Fixed saving a sandbox game
- Fixed close buttons on sandbox windows
- Disabled AI for military maps for now
1.1.0a1
2018-10-28, 12:25 UTC+0
- First iteration of sandbox mode - play an existing map, with options for research, fog of war and territory. More soon!
1.0.2.2
2018-10-27, 21:24 UTC+0
- Fixed bug with harbour stackbots getting stuck
1.0.2a1
2018-10-26, 16:47 UTC+0
- Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there
- Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, chance it could stall later on
- Buildings broken by previous ratio slider bug before are now Fixed if loading and old savegame
- Fixed harbour construction resources being delivered directly incorrectly to outgoing storage
- Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues
- Fixed road layer getting stuck sometimes when conflicting with another road layer
- Fixed Road Layer Idle pose so it resets correctly
- Fixed Salt description which had incorrect mine building levels
1.0.1
2018-10-25, 22:44 UTC+0
- Fixed HQ resource ratio slider bug
- Fixed issue where game wouldn't load if you were on a OS with an unusual calendar (e.g. Thai)
- Fixed Mission 3 location where harbour would not have enough room for queue buoys
- Fixed incorrect Mission 6 goal
- Fixed edge case bug where boatyard stackbot would not deliver the last Planks to the boat construction
- Fixed colony boat not immediately leaving boatyard if target harbour has only one boat and that boat is en route
- Fixed sea animation speed carrying over from previous game
- Fixed 'Find Coal' and 'Research Mining I' advice items not disappearing once completed