Development Patch Notes: Difference between revisions

From The Colonists
Jump to navigation Jump to search
Tarkhubal (talk | contribs)
No edit summary
m Cleaned up page; added 1.0.2a1 - 1.3.0a16
Line 1: Line 1:
{{TOC right|noautonum}}
{{TOC right|noautonum}}


==V1.5.12.1==
==1.3.0a16==
2021-06-01, 18:52 UTC+0
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


* Fixed bug from V.1.5.12 causing construction to fail at the tannery
==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


==V1.5.12==
==1.3.0a13==
2021-06-01, 00:05 UTC+0
2017-09-03, 09:02 UTC+0
* Added market option for custom maps


* Balancing tweaks for Weaponsmith
==1.3.0a12==
* Reverted Workshop tweaks for now
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


==V1.5.12a5 (2)==
==1.3.0a11==
2021-05-31, 16:30 UTC+0
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


* Balancing tweaks for Sawmill, Blast Furnace, Blacksmith, Brickyard, Tannery, Paper Mill, Printing Press, Steel Mill, Glassworks, Fletcher
==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


==V1.5.12a5==
* New Lugger boat - carry more resources!
2021-05-30, 12:30 UTC+0
* 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


* Workshop balancing tweaks
==1.3.0a8==
* Fixed hang when opening Info panel on Colony Ship in game with territory disabled
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


==V1.5.12a4==
==1.3.0a7==
2021-05-29, 14:13 UTC+0
2019-04-19, 09:40 UTC+0


* First set of balancing tweaks
* Fixed bug with publishing a map which doesn't have a victory condition
* Fixed Orchard production rate displaying incorrectly in construction UI
* Added image and title to map verification
* Default map visibility is now 'public'
* Fixed map editor play start marker not updating on first click


==V1.5.12a3==
==1.3.0a6==
2021-05-28, 08:56 UTC+0
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 V1.5.12a1 where generation of a resource that is needed at a harbour expedition causes an error
==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


==V1.5.12a2==
==1.3.0a4==
2021-05-25, 17:11 UTC+0
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


* Rewrote auto terrain adjust system when placing roads and paths over broken terrain to fix edge cases breaking roads and building entrances
==1.3.0a1==
* Fixed train station not creating track when placed on edge of map
2019-04-15, 09:32 UTC+0
* Significantly improved issue of being able to zoom through the terrain
* 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


==V1.5.12a1==
==1.2.2a7==
2021-05-03, 17:01 UTC+0
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


* Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
==1.2.2a5==
* Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
2019-03-18, 00:50 UTC+0
* Bots will now work in clearance mode when the outgoing resource stack is full
* Fixed the game not applying saved UI text size option when opening the game


==V1.5.12a2==
* Finished arch and supports for all bridge sections
2021-05-25, 17:11 UTC+0
* Fixed issue with starting/ending road and paths under bridges


==1.2.2a4==
2019-03-17, 01:23 UTC+0


* Rewrote auto terrain adjust system when placing roads and paths over broken terrain to fix edge cases breaking roads and building entrances
* Fixed issue with placing shaft mines in map editor
* Fixed train station not creating track when placed on edge of map
* Fixed error with AI tile checking
* Significantly improved issue of being able to zoom through the terrain
* Added snow palette for rocks


==V1.5.11==
==1.2.2a3==
2021-03-31, 22:59 UTC+0
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 watchtowers firing on destroyed or lost watchtowers
==1.2.2a1==
* Fixed Guardbot not animating when reloading
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


==V1.5.11a2==
==1.2.1.5==
2021-03-29, 13:12 UTC+0
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 water displaying slightly wrong after destroying boatyard
* Fixed effects and production progress not showing up for production buildings when loading a game
* Fixed boat captain bot sometimes disappearing if origin boatyard is destroyed
* Fixed dismantling of watchtower not recalculating available watchtower tiles
* Fix camera hotkeys not updating if changed mid-game


==V1.5.11a1==
==1.2.1.3==
2021-03-28, 00:38 UTC+0
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


* Added clearance mode for lumberjack huts and surface mines
* Fixed edge case where well and mountain mine stackbots could ignore production resources that needed collecting
* Added option to destroy all resources at a storage yard
* 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 shaft mine not stopping demand for Energy when production halted
* Construction demands adjust a bit more intelligently when multiple resources no longer required
* Fixed crash in certain situations on random map generation
* Fixed buildings potentially demanding resources when destroyed
* Fixed roads not get monument boost when placed after monument is complete
* Fixed roads ever having negative traffic costs
* Increased max edge pan speed


==V1.5.10.1a2==
==1.2.1.3a2==
2021-03-01, 19:46 UTC+0
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


* Fixed territory issue from previous build
==1.2.1.3a1==
2019-01-26, 02:30 UTC+0


==V1.5.10.1a1==
* Fixed edge-case placing building would break roads when tile had been manually raised
2021-03-01, 16:33 UTC+0
* 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


* Fixed bug with standalone road post placement on roads
==1.2.1.2a2==
2019-01-24, 20:46 UTC+0


==V1.5.10==
* Reverted changed from previous build that was sometimes causing road connection issues when destroying a building
2021-03-01, 00:03 UTC+0
* 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


* Support for new frontier
==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