Patch Notes: Difference between revisions
Jump to navigation
Jump to search
Hi5bboy-Pi (talk | contribs) m →1.2: Reordered the patch notes |
Hi5bboy-Pi (talk | contribs) m →1.1: added all V1.1 |
||
| Line 925: | Line 925: | ||
===1.1=== | ===1.1=== | ||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.4.5 - ''' | |||
|- | |||
| | |||
* Fixed bug when loading a game | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.4.2 - ''' | |||
|- | |||
| | |||
* Fixed data serialisation issue causing potential issue with right-click interactions | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.4 - ''' | |||
|- | |||
| | |||
* '''NEW''' Control how often the auto-save system saves and how many iterations it uses | |||
* '''NEW''' Added ability to set import and export whitelists for production buildings | |||
* Fixed regression where destroying a building would not clean up the terrain efficiently | |||
* Fixed bug where category resources (e.g. meat, fish) would ignore blacklist excl. storage rules when being sourced from a Residence | |||
* Fixed bug where track placement would break a road or path connection leading to issues including bots not being able to find a route to their destination | |||
* Tracks can no longer have consecutive road or path tiles | |||
* Fixed bug where road or path tiles could overlap invalid track tiles | |||
* Improved messaging and tile highlights for valid and invlida track placement | |||
* Fixed bug with number on resource panel transport rules tab not matching up to actual rule count | |||
* Fixed bug where transport rules resource panel would not automatically update when rules had changed | |||
* Fixed bug with manually changing a slider in the Quality Settings not keeping other settings in tact | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.2.1 - ''' | |||
|- | |||
| | |||
* '''NEW''' Added ability to prioritise tiles for Surface Miners | |||
* Fixed expedition boat being allowed to leave before all expedition resources had been fully loaded | |||
* Fixed potential issues when destroying a building lead to resources rerouting back to same building | |||
* Fixed bug where Stackbot would become stuck if resource it was picking up was manually destroyed | |||
* Fixed bug with Road Layer bots upgrading the same road tile and sometimes becoming stuck | |||
* Fixed transport rules being ignored in rerouting when harbour was initial transport node | |||
* Fixed bug where Orchard Field and Wheat Field couldn't be removed in certain situations | |||
* Fixed incorrect boat construction notification icon | |||
* Fixed high level mine buildings not showing up in resource production panel | |||
* Fixed maximum field tooltip showing incorrect text sometimes | |||
* Prevented farm fields from being rotated which led to incorrect field graphics | |||
* Wheat fields now burn properly | |||
* Making a new path now triggers idle Road Layers | |||
* Changed in-game time display to past tense to match time displayed elsewhere | |||
* Cow Farm's initial field now aligned to left edge of building | |||
* Sandbox - AI difficulty level can now be set or turned off complete on military maps | |||
* Mission 6 - tweaked fishing locations | |||
* Mission 4 - added underground Clay mine | |||
* [V1.1.2.1] Fixed bug with starting military map without AI in sandbox mode | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.1.2 - ''' | |||
|- | |||
| | |||
* Fixed destroying buildings, especially a boatyard, not resetting tiles properly | |||
* Fixed not being able to place fishing hut side by side sometimes | |||
* Fixed missing text for forestry task in M1 | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.1 - ''' | |||
|- | |||
| | |||
* Fixed resources waiting at harbour not rerouting properly if their next sea route is removed | |||
* Fixed bug where loading a game which had a new colony harbour with no watchtower would not let you build a watchtower | |||
* Fixed bug where carrybot would get stuck if resource it was carrying was manually destroyed during drop off phase | |||
* Fixed bug where harbours on steep slopes could have their entrance land connection to the road post broken causing stackbot routes to break | |||
* Fixed error caused by loading a game in which a expedition boat had had its original harbour destroyed | |||
* Fixed cancelling and restarting upgrade potentially causing overflow in the progress bar | |||
* Fixed error caused by destroying storage yard | |||
* Fixed best time display on scenario screen | |||
* Halved Bakery coal consumption | |||
* Added ability to set import whitelists for storage yards | |||
* Added hotkey for skipping destroy warning (default is Left Alt) | |||
* Fixed Engineering showing negative number | |||
* Adjusted Cow Farm so it only needs one starting field and is indicated more clearly in placement footprint | |||
* Road Posts can now be placed at harbour entrances if the original is accidentally removed | |||
* Mission 3 - added more stone to starting island | |||
* Mission 5 - added more stone, more gold, removed green terrain which was not fertile | |||
* Mission 6 - added Casual mode | |||
* Mission 7 - added more coal | |||
* Mission 9 - added more fertile land and more resources | |||
* Mission 10 - added Casual mode and infinite stone resource for AI | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | |||
| '''V1.1.0.2 - ''' | |||
|- | |||
| | |||
* Fixed incorrect mission linking in sandbox mode | |||
|} | |||
{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| '''V1.1.1 - ''' | | '''V1.1.1 - ''' | ||
|- | |- | ||
| | | | ||
*''' | * Fixed bug when loading a game | ||
*''' | |} | ||
* Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts | {| class="mw-collapsible mw-collapsed" | ||
* Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost | | '''V1.1.0.1 - ''' | ||
* Fixed weaponry and repair demands not being flagged as urgent on occasion | |- | ||
* Fixed repair demands not showing up on resource demand list | | | ||
* Increased watchtower projectile range | * Enabled sandbox button for production builds | ||
* Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts | |} | ||
* Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered | {| class="mw-collapsible mw-collapsed" | ||
* Fixed error where savegame would not load | | '''V1.1.0 - ''' | ||
* Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed | |- | ||
* Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island | | | ||
* Fixed bug where direct delivery of expedition resources from storage yard were not being delivered | * '''NEW''' Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any map with customisable options including auto-research, optional fog of war, optional territory and free construction mode | ||
* Fixed boat and train names force-including worker bot name | * '''NEW''' Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts | ||
* Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement | * Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts | ||
* Fixed error with orchard field being lost leading to watchtower capture failing | * Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost | ||
* Fixed Weaponsmith sometimes causing a game freeze | * Fixed weaponry and repair demands not being flagged as urgent on occasion | ||
* Fixed error when placing wheat field on edge of map | * Fixed repair demands not showing up on resource demand list | ||
* Fixed burning VFX on residences | * Increased watchtower projectile range | ||
* Removing track now longer has the possibility of deforming roads | * Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts | ||
* When placing buildings, switching level of building remembers rotation and flippedness | * Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered | ||
* Added underground Coal Mine to Mission 2 | * Fixed error where savegame would not load | ||
* Enabled unusual aspect ratios | * Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed | ||
* Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island | |||
* Fixed bug where direct delivery of expedition resources from storage yard were not being delivered | |||
* Fixed boat and train names force-including worker bot name | |||
* Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement | |||
* Fixed error with orchard field being lost leading to watchtower capture failing | |||
* Fixed Weaponsmith sometimes causing a game freeze | |||
* Fixed error when placing wheat field on edge of map | |||
* Fixed burning VFX on residences | |||
* Removing track now longer has the possibility of deforming roads | |||
* When placing buildings, switching level of building remembers rotation and flippedness | |||
* Added underground Coal Mine to Mission 2 | |||
* Enabled unusual aspect ratios | |||
|} | |} | ||
{| <!-- This is to make formating work --> |} | {| <!-- This is to make formating work --> |} | ||
===1.0=== | ===1.0=== | ||
Revision as of 22:06, 28 January 2021
Note: This page is for the Live Game Patch Notes only, and should not be confused with Development Patch Notes or Modding Patch Notes. Date and time is in the order of YYYY-MM-DD, HH-MM (rounded to the nearest 10th) @ UCT
Versions History
1.5
| V1.5.8.1 - 2021-01-01, 01:00 UTC+0 |
|
| V1.5.8 - 2020-12-31, 22:20 UTC+0 |
|
| V1.5.7 - 2020-12-18, 16:30 UTC+0 |
|
| V1.5.6 - 2020-11-26, 12:10 UTC+0 |
|
| V1.5.5 - 2020-10-31 23:50 UTC+0 |
|
| V1.5.4.2 - 2020-10-02, 15:50 UTC+0 |
|
| V1.5.4.1 - 2020-10-01, 08:50 UTC+0 |
|
| V1.5.4 - 2020-09-30, 13:30 UTC+0 |
|
| V1.5.3 - |
|
| V1.5.2.1 - |
|
| V1.5.2.1 - |
|
| V1.5.2 - |
|
| V1.5.1.1 - |
|
| V1.5.1 - |
|
| V1.5.0.1 - |
|
| V1.5.0 - |
|
1.4
| V1.4.3.6 - |
|
| V1.4.3.5 - |
|
| V1.4.3.4 - |
|
| V1.4.3.3 - |
|
| V1.4.3.2 - |
|
| V1.4.3.1 - |
|
| V1.4.3 - |
|
| V1.4.2.1 - |
|
| V1.4.2 - |
|
| V1.4.1.3 - |
|
| V1.4.1.2 - |
|
| V1.4.1 - |
|
| V1.4.0.1 - |
|
| V1.4.0 - |
|
1.3
| V1.3.6.4 - |
|
| V1.3.6.3 - |
|
| V1.3.6.2 - |
|
| V1.3.6.1 - |
|
| V1.3.6 - |
|
| V1.3.5.5 - |
|
| V1.3.5.4 - |
|
| V1.3.5.3 - |
|
| V1.3.5.2 - |
|
| V1.3.5 - |
|
| V1.3.4.6 - |
|
| V1.3.4.4 - |
|
| V1.3.4.3 - |
|
| V1.3.4.2 - |
|
| V1.3.4 - |
|
| V1.3.3.3 - |
|
| V1.3.3.2 - |
|
| V1.3.3.1 - |
|
| V1.3.3 - |
|
| V1.3.2.2 - |
|
| V1.3.2.1 - |
|
| V1.3.3.2 - |
|
| V1.3.2 - |
|
| V1.3.1.1 - |
|
| V1.3.1 - |
|
| V1.3.0.13 - |
|
| V1.3.0.12 - |
|
| V1.3.0.11 - |
|
| V1.3.0.8 - |
|
| V1.3.0.7 - |
|
| V1.3.0.6 - |
|
| V1.3.0.5 - |
|
| V1.3.0.4 - |
|
| V1.3.0.3 - |
|
| V1.3.0.2 - |
|
| V1.3.0.1 - |
|
| V1.3.0 - |
|
1.2
| V1.2.1.4 - 3512914 - 2019-01-29 |
|
| V1.2.1.2 - 3499914 - 2019-01-24 |
|
| V1.2.1.1 - 3494151 - 2019-01-23 |
|
| V1.2.1 - 3492556 - 2019-01-22 |
|
| V1.2.0.4 - 3388452 - 2018-12-11 |
|
| V1.2.0.2 - 3375683 - 2018-12-07 |
|
| V1.2.0.1 - 3366114 - 2018-12-04 |
|
| V1.2.0 - 3358954 - 2018-12-02 |
|
1.1
| V1.1.4.5 - |
|
| V1.1.4.2 - |
|
| V1.1.4 - |
|
| V1.1.2.1 - |
|
| V1.1.1.2 - |
|
| V1.1.1 - |
|
| V1.1.0.2 - |
|
| V1.1.1 - |
|
| V1.1.0.1 - |
|
| V1.1.0 - |
|
1.0
| V1.0.3.1 - |
|
| V1.0.3 - |
|
| V1.0.2.3 - |
|
| V1.0.2.1 - |
|
| V1.0.1 - |
|