Patch Notes: Difference between revisions

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Not to be confused with [[Development Patch Notes]] or [[Modding Patch Notes]]
==Pre Release notes==
==Pre Release notes==



Revision as of 03:32, 19 January 2021

Not to be confused with Development Patch Notes or Modding Patch Notes

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
  • 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.
V1.0.2.1
  • 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 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.
  • 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 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 Salt description which had incorrect mine levels.
  • Fixed savegame not loading for people with unusual calendars.
  • Fixed situation where boat could stick.
  • Reduced maximum boat wait time.
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 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.
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 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 road post rules were ignored if road post was first node on route.
  • 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.
  • Fixed incorrect Mission 10 scenario goal (applies to existing games).
  • Fixed water not being navigable in Mission 10 (new games).
  • Fixed camera angle for Large Monument mission completion.
  • Added ability to customise last notification hotkey (middle mouse button).
  • Added Road Post advice when several roads are blocked.
  • Added Steel to global resource icons.
  • Fixed [No Resources] displaying on global Food and Alocohol resource icons.
V1.0.3.1
  • Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings)
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] 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.
  • 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 repair demands not showing up on resource demand list.
  • 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.
  • 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 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.