Patch Notes: Difference between revisions

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


==Post Release notes==
==Release Notes==


{| class="mw-collapsible"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.0'''
| '''V1.5.8.1 - '''
|-
|
* Fixed previous Frontiers not showing
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.8 - '''
|-
|
* Fixed bug when stackbot direct building delivery was interrupted by road post placement
* When setting lumberjack priority tiles different graphics are shown depending on whether the tile is occupied by a tree or not
* Tweaked tree opacity values when setting priority tiles so it's easier to see tiles
* Fixed bug on Screen Settings window with setting and saving 'Cursor Constrained'
* Fixed Screen Settings window 'applyable' state not always initiating correctly
* Fixed edge panning in Windowed mode
* Fixed being able to click through an alert window (e.g. closing game menu when showing save game warning)
* Fixed warning icon not showing up on fields tab for Vegetable Farm and Wheat Farm
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.7 - '''
|-
|
* It's that time of year again! Christmas trees, snowbots and presents are back!
* Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open
* You can now remove the Colony Ship road post if you have 'free road post placement' setting active
* Fixed workshops being dismantled showing up as idle
* Fixed water-breaking bug when destroying a harbour or boatyard on water above sea level and game loading issue after that
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.6 - '''
|-
|
* Game is now available in Spanish! :flag_es:
* 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
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.5 - '''
|-
|
* '''NEW''' Chocolate Factory and Cocoa Farm! Supply your Level 3 Residences with chocolate
* Fixed some issues with tooltips not showing up when hovering over farm fields
* Fixed watchtower not resetting priority target after being captured
* Added help section to research 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
* Better messages when farmbot is idle and waiting for something to grow
* Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.4.2 - '''
|-
|
* Fixed resource tracking count in mission info panel for October's Frontier incorrectly including resources en route
* Tweaked pumpkin create LODs
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.4.1 - '''
|-
|
* Fixed bug with loading a savegame of the new Frontier
* Fixed an edge case where it'd trigger a game loss after capturing a second colony ship
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.4 - '''
|-
|
* It's Harvest Time - Pumpkins and the Pumpkin Farm are back!
* Players now can replay old Frontiers but their times won't be recorded
* Added tracking information for Challenges in the mission info panel
* Increased max train speed by 25%
* Added skippable warning to deleting savegame in load game window
* Added beer to alcohol category preset
* Fixed stored SFX volume not being applied on game open
* Fixed deconstructing workshops counting as idle
* Fixed an instance of possible space port ship freeze
* Fixed visual ui bug with resource rules overflowing on boat/station stops
* Fixed bug with being able to place train tracks below sea level
* Fixed import building selection sometimes including irrelevant building types
|-}
 
{| class="mw-collapsible mw-collapsed"
| '''V1.5.3 - '''
|-
|-
| [work needed]
|
|}
* Enabled deconstruction for buildings under construction
* Added 'Tiny' option to random map generation options
* 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 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
* Fixed incorrect mission names showing for some campaign missions in info panel
|-}


{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.1 - 10/25/2018, 5:40 PM CST'''
| '''V1.5.2.1 - '''
|-
|-
|
|
*Fixed HQ resource ratio slider bug.
* Fixed dismantling workshop and production buildings not stopping resource demand sometimes
*Fixed issue where game wouldn't load if you were on a OS with an unusual calendar (e.g. Thai).
* Fixed workshops being dismantled showing up in research panel
*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.
|-}
|-}


{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.2.1 - 10/26/2018, 3:50 PM CST'''
| '''V1.5.2.1 - '''
|-
|-
|
|
*Fixed issue with listing savegames with PCs running certain regional calendar systems.
* Fixed dismantling workshop and production buildings not stopping resource demand sometimes
*Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there.
* Fixed workshops being dismantled showing up in research panel
*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.
|-}
|-}


{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.2.3 - 10/27/2018, 9:10 PM CST'''
| '''V1.5.2 - '''
|-
|-
|
|
*Fixed harbour bug where boats would leave while stackbots might be loading resources which could lead the stackbots getting stuck.
* '''NEW!''' Frontiers Mode - Compete against each players on a new map each month!
*Fixed cancelling expedition resource collection not resetting resources en route correctly.
* '''NEW!''' Dismantle Ability - Dismantle building and recover construction resources
*Mission 6 Savegames started in V1 will now auto-update their scenario goal when loaded.
* Adjusted market prices for resources to better reflect production costs
* Added Continue Game option to main menu
* Minor optimisations to rocks and carrybot animations - large colonies may see a small performance boost
* Fixed new trains not have upgraded storage after Steam Engines II is researched
* Added warning when upgrading a building with import rules
* Fixed shaft mine deposits placed precisely at sea level not being usable
* Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
|-}
|-}


{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.3 - 10/30/2018, 8:50 PM CST'''
| '''V1.5.1.1 - '''
|-
|-
|
|
*Fixed bug where clearing a boat route while boat is docked could prevent it from moving after new route is applied.
* Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory
*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.
|-}
|-}


{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| '''V1.0.3.1 - 10/31/2018, 8:50 AM CST'''
| '''V1.5.1 - '''
|-
|-
|
|
*Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings)
* Improved Key Bindings window usability
* Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
* Fixed sandbox games not being recognised as sandbox games
* Fixed not being able to create a road over a flat section of train track
* Fixed monument boost not applying to workshops
* Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
* Fixed expedition resources not showing on a harbour's 'en route' panels
* Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
* 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
* Fixed bakery, flour mill and harbour not having correct destruction models and effects
* Game 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
* Source and destination buildings are now clickable on an individual resource's journey panel
* Bots will now (mostly) return to a printer when their building or road is destroyed
* Made some fish more accessible on campaign map 8
* Tweaks to some steep shoreline in campaign map 5
|-}
|-}
{| class="mw-collapsible mw-collapsed"
| '''V1.5.0.1 - '''
|-
|
* Fixed loading a random map savegame which had a non-standard size map
|-}


{| class="mw-collapsible"
{| class="mw-collapsible"
| '''V1.1.0 - 11/3/2018, 7:40 PM CST'''
| '''V1.5.0 - '''
|-
|-
|  
|
*'''[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.
* Random Map Generator! Procedurally generate maps with various settings in either main random map mode or in sandbox 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''' mission info panel - better contextual information about the mission or map you're playing, including an option to edit sandbox settings mid-game
*Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts.
* Fixed some instance of auto terrain adjustment not working correctly when placing road and paths over broken terrain
*Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost.
* Fixed placing harbours over existing roads causing issues
*Fixed weaponry and repair demands not being flagged as urgent on occasion.
* Top left buttons now have a selected state
*Fixed repair demands not showing up on resource demand list.
* Few more localisation fixes
*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.
|}

Revision as of 05:38, 20 January 2021

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

Release Notes

V1.5.8.1 -
  • Fixed previous Frontiers not showing
V1.5.8 -
  • Fixed bug when stackbot direct building delivery was interrupted by road post placement
  • When setting lumberjack priority tiles different graphics are shown depending on whether the tile is occupied by a tree or not
  • Tweaked tree opacity values when setting priority tiles so it's easier to see tiles
  • Fixed bug on Screen Settings window with setting and saving 'Cursor Constrained'
  • Fixed Screen Settings window 'applyable' state not always initiating correctly
  • Fixed edge panning in Windowed mode
  • Fixed being able to click through an alert window (e.g. closing game menu when showing save game warning)
  • Fixed warning icon not showing up on fields tab for Vegetable Farm and Wheat Farm
V1.5.7 -
  • It's that time of year again! Christmas trees, snowbots and presents are back!
  • Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open
  • You can now remove the Colony Ship road post if you have 'free road post placement' setting active
  • Fixed workshops being dismantled showing up as idle
  • Fixed water-breaking bug when destroying a harbour or boatyard on water above sea level and game loading issue after that
V1.5.6 -
  • Game is now available in Spanish! :flag_es:
  • 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
V1.5.5 -
  • NEW Chocolate Factory and Cocoa Farm! Supply your Level 3 Residences with chocolate
  • Fixed some issues with tooltips not showing up when hovering over farm fields
  • Fixed watchtower not resetting priority target after being captured
  • Added help section to research 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
  • Better messages when farmbot is idle and waiting for something to grow
  • Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement
V1.5.4.2 -
  • Fixed resource tracking count in mission info panel for October's Frontier incorrectly including resources en route
  • Tweaked pumpkin create LODs
V1.5.4.1 -
  • Fixed bug with loading a savegame of the new Frontier
  • Fixed an edge case where it'd trigger a game loss after capturing a second colony ship
V1.5.4 -
  • It's Harvest Time - Pumpkins and the Pumpkin Farm are back!
  • Players now can replay old Frontiers but their times won't be recorded
  • Added tracking information for Challenges in the mission info panel
  • Increased max train speed by 25%
  • Added skippable warning to deleting savegame in load game window
  • Added beer to alcohol category preset
  • Fixed stored SFX volume not being applied on game open
  • Fixed deconstructing workshops counting as idle
  • Fixed an instance of possible space port ship freeze
  • Fixed visual ui bug with resource rules overflowing on boat/station stops
  • Fixed bug with being able to place train tracks below sea level
  • Fixed import building selection sometimes including irrelevant building types
V1.5.3 -
  • Enabled deconstruction for buildings under construction
  • Added 'Tiny' option to random map generation options
  • 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 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
  • Fixed incorrect mission names showing for some campaign missions in info panel
V1.5.2.1 -
  • Fixed dismantling workshop and production buildings not stopping resource demand sometimes
  • Fixed workshops being dismantled showing up in research panel
V1.5.2.1 -
  • Fixed dismantling workshop and production buildings not stopping resource demand sometimes
  • Fixed workshops being dismantled showing up in research panel
V1.5.2 -
  • NEW! Frontiers Mode - Compete against each players on a new map each month!
  • NEW! Dismantle Ability - Dismantle building and recover construction resources
  • Adjusted market prices for resources to better reflect production costs
  • Added Continue Game option to main menu
  • Minor optimisations to rocks and carrybot animations - large colonies may see a small performance boost
  • Fixed new trains not have upgraded storage after Steam Engines II is researched
  • Added warning when upgrading a building with import rules
  • Fixed shaft mine deposits placed precisely at sea level not being usable
  • Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
V1.5.1.1 -
  • Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory
V1.5.1 -
  • Improved Key Bindings window usability
  • Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
  • Fixed sandbox games not being recognised as sandbox games
  • Fixed not being able to create a road over a flat section of train track
  • Fixed monument boost not applying to workshops
  • Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
  • Fixed expedition resources not showing on a harbour's 'en route' panels
  • Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
  • 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
  • Fixed bakery, flour mill and harbour not having correct destruction models and effects
  • Game 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
  • Source and destination buildings are now clickable on an individual resource's journey panel
  • Bots will now (mostly) return to a printer when their building or road is destroyed
  • Made some fish more accessible on campaign map 8
  • Tweaks to some steep shoreline in campaign map 5
V1.5.0.1 -
  • Fixed loading a random map savegame which had a non-standard size map
V1.5.0 -
  • Random Map Generator! Procedurally generate maps with various settings in either main random map mode or in sandbox mode
  • New mission info panel - better contextual information about the mission or map you're playing, including an option to edit sandbox settings mid-game
  • Fixed some instance of auto terrain adjustment not working correctly when placing road and paths over broken terrain
  • Fixed placing harbours over existing roads causing issues
  • Top left buttons now have a selected state
  • Few more localisation fixes