Patch Notes: Difference between revisions
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| | | '''V1.0.0''' | ||
|- | |- | ||
| [work needed] | | [work needed] | ||
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{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| | | '''V1.0.1''' | ||
|- | |- | ||
| | | | ||
Fixed HQ resource ratio slider bug. | *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 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 Mission 3 location where harbour would not have enough room for queue buoys. | ||
Fixed incorrect Mission 6 goal. | *Fixed incorrect Mission 6 goal. | ||
Fixed edge case bug where boatyard stackbot would not deliver the last Planks to the boat construction. | *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 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 sea animation speed carrying over from previous game. | ||
Fixed 'Find Coal' and 'Research Mining I' advice items not disappearing once completed. | *Fixed 'Find Coal' and 'Research Mining I' advice items not disappearing once completed. | ||
|-} | |-} | ||
{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| | | '''V1.0.2.1''' | ||
|- | |- | ||
| | | | ||
Fixed issue with listing savegames with PCs running certain regional calendar systems. | *Fixed issue with listing savegames with PCs running certain regional calendar systems. | ||
Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there. | *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, creating a chance it could stall later on. | *Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on. | ||
HQ and Cow Farm that were broken by previously fixed ratio slider bug now auto fix when loading an old savegame from V1. | *HQ and Cow Farm that were broken by previously fixed ratio slider bug now auto fix when loading an old savegame from V1. | ||
Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building. | *Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building. | ||
Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues. | *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 bot getting stuck sometimes when conflicting with another Road Layer bot. | *Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot. | ||
Fixed Road Layer bot idle pose so it resets correctly after worker animation. | *Fixed Road Layer bot idle pose so it resets correctly after worker animation. | ||
Fixed Salt description which had incorrect mine levels. | *Fixed Salt description which had incorrect mine levels. | ||
Fixed savegame not loading for people with unusual calendars. | *Fixed savegame not loading for people with unusual calendars. | ||
Fixed situation where boat could stick. | *Fixed situation where boat could stick. | ||
Reduced maximum boat wait time. | *Reduced maximum boat wait time. | ||
|-} | |-} | ||
{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| | | '''V1.0.2.3''' | ||
|- | |- | ||
| | | | ||
Fixed harbour bug where boats would leave while stackbots might be loading resources which could lead the stackbots getting stuck. | *Fixed harbour bug where boats would leave while stackbots might be loading resources which could lead the stackbots getting stuck. | ||
Fixed cancelling expedition resource collection not resetting resources en route correctly. | *Fixed cancelling expedition resource collection not resetting resources en route correctly. | ||
Mission 6 Savegames started in V1 will now auto-update their scenario goal when loaded. | *Mission 6 Savegames started in V1 will now auto-update their scenario goal when loaded. | ||
|-} | |-} | ||
{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| | | '''V1.0.3''' | ||
|- | |- | ||
| | | | ||
Fixed bug where clearing a boat route while boat is docked could prevent it from moving after new route is applied. | *Fixed bug where clearing a boat route while boat is docked could prevent it from moving after new route is applied. | ||
Fixed bug where Harbour stackbots could become stuck if delivering resources to a boat whose route is cleared. | *Fixed bug where Harbour stackbots could become stuck if delivering resources to a boat whose route is cleared. | ||
Fixed bug where direct delivery of Harbour expedition resources from a Storage Yard could stall. | *Fixed bug where direct delivery of Harbour expedition resources from a Storage Yard could stall. | ||
Fixed bug where road post rules were ignored if road post was first node on route. | *Fixed bug where road post rules were ignored if road post was first node on route. | ||
Trains now wait until fully unloaded (if possible) before leaving station. | *Trains now wait until fully unloaded (if possible) before leaving station. | ||
When a Storage Yard's export building is destroyed, it is now automatically removed. | *When a Storage Yard's export building is destroyed, it is now automatically removed. | ||
Fixed incorrect Mission 10 scenario goal (applies to existing games). | *Fixed incorrect Mission 10 scenario goal (applies to existing games). | ||
Fixed water not being navigable in Mission 10 (new games). | *Fixed water not being navigable in Mission 10 (new games). | ||
Fixed camera angle for Large Monument mission completion. | *Fixed camera angle for Large Monument mission completion. | ||
Added ability to customise last notification hotkey (middle mouse button). | *Added ability to customise last notification hotkey (middle mouse button). | ||
Added Road Post advice when several roads are blocked. | *Added Road Post advice when several roads are blocked. | ||
Added Steel to global resource icons. | *Added Steel to global resource icons. | ||
Fixed [No Resources] displaying on global Food and Alocohol resource icons. | *Fixed [No Resources] displaying on global Food and Alocohol resource icons. | ||
|-} | |-} | ||
{| class="mw-collapsible mw-collapsed" | {| class="mw-collapsible mw-collapsed" | ||
| | | '''V1.0.3.1 ''' | ||
|- | |- | ||
| | | | ||
Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings) | *Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings) | ||
|-} | |-} | ||
{| class="mw-collapsible" | {| class="mw-collapsible" | ||
| | | '''V1.1.0''' | ||
|- | |- | ||
| | | | ||
[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. | *'''[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. | ||
[NEW] Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts. | *'''[NEW]''' Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts. | ||
Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts. | *Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts. | ||
Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost. | *Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost. | ||
Fixed weaponry and repair demands not being flagged as urgent on occasion. | *Fixed weaponry and repair demands not being flagged as urgent on occasion. | ||
Fixed repair demands not showing up on resource demand list. | *Fixed repair demands not showing up on resource demand list. | ||
Increased watchtower projectile range. | *Increased watchtower projectile range. | ||
Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts. | *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. | *Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered. | ||
Fixed error where savegame would not load. | *Fixed error where savegame would not load. | ||
Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed. | *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 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 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 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 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 error with orchard field being lost leading to watchtower capture failing. | ||
Fixed Weaponsmith sometimes causing a game freeze. | *Fixed Weaponsmith sometimes causing a game freeze. | ||
Fixed error when placing wheat field on edge of map. | *Fixed error when placing wheat field on edge of map. | ||
Fixed burning VFX on residences. | *Fixed burning VFX on residences. | ||
Removing track now longer has the possibility of deforming roads. | *Removing track now longer has the possibility of deforming roads. | ||
When placing buildings, switching level of building remembers rotation and flippedness. | *When placing buildings, switching level of building remembers rotation and flippedness. | ||
Added underground Coal Mine to Mission 2. | *Added underground Coal Mine to Mission 2. | ||
Enabled unusual aspect ratios. | *Enabled unusual aspect ratios. | ||
|} | |} | ||
Revision as of 03:25, 19 January 2021
Pre Release notes
[Missing Alpha & RC builds patch notes... they look to be lost due to them being posted to trello]
Post Release notes
| V1.0.0 |
| [work needed] |
| V1.0.1 |
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| V1.0.2.1 |
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| V1.0.2.3 |
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| V1.0.3 |
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| V1.0.3.1 |
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| V1.1.0 |
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