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Improved stability. Introducing the Water Way and additional Founders Hexes

Hi all,

This will be the last update for a while - probably to just before the Steam Next Fest in June. Here are the highlights:
  • I've spent a lot of time on things happening behind the scenes to improve stability and reduce the occurrences of Meeps taking a while before starting with the next task. You may not necessarily see these improvements on screen, but they're there...
  • As a result of the increased stability, I've increased the maximum game speed to 6x.
  • I've introduced Water Ways, which are used to cross water. Currently, the Meeps still only walk in the water, but the plan is for them to "latch on" (with a harness) to the ropes and be transported across the water. Path finding had to be completely revamped to include previously-excluded water hexes, as well as all the different combinations of travel (also see the next point).
  • If water levels subside enough, Meeps can traverse previously "underwater" areas. In effect, all 0-elevation (just under water) hexes become "dry land", while all -1-elevation hexes become shore. The path finding takes this into account already, and will allow travel across these hexes during times of drought.
  • You can now expand to remote areas (including other continents or islands, if you have a water way) by constructing additional Founders Hexes. The complete mechanics still have to be fleshed out, but for now the Meeps will just walk / travel by water way to the new site.
  • Caveat: There are still some things in the saving/loading process (and many other small bugs / to-do's) which don't work as intended. I am aware of most of these (I have a list!), but need more time to fix them. However, I wanted to release this update since I'll be on holiday for two weeks and won't be able to do much during that time.


I hope you enjoy the additions, and I'll be back with a big update in June!