Development Patch Notes: Difference between revisions
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== | ==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== | |||
* Fixed | 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 | ||
* Fixed | * 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 | |||
* Fixed bug from | ==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== | ||
* Fixed | 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 | * 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 | |||
* Fixed bug with | ==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 | * 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 | |||
* Fixed | * Construction demands adjust a bit more intelligently when multiple resources no longer required | ||
* Fixed buildings potentially demanding resources when destroyed | |||
* | |||
* Fixed | |||
== | ==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 | |||
Revision as of 04:13, 9 August 2021
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