v1.1 Update Out Now!
[p]Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features![/p][p]We hope you enjoy this final major update and can’t wait to hear your feedback!
[/p][p][dynamiclink][/dynamiclink][/p][h2]New difficulty Mode: Hard mode named Resilience Mode[/h2][p]
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[/p][p][dynamiclink][/dynamiclink][/p][h2]New difficulty Mode: Hard mode named Resilience Mode[/h2][p]
- [p]+10 temperature on whole map in hard mode[/p]
- [p]Plants die faster in Resilience mode (slower in Harmony mode)[/p]
- [p]Plants give less ressources in Resilience Mode and more in Harmony mode[/p]
- [p]Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode[/p]
- [p]Refresh city score when changing difficulty[/p]
- [p]Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)[/p]
- [p]-20% asked resources on Harmony mode[/p]
- [p]+20% asked resources on Resilience mode[/p]
- [p]Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)[/p]
- [p]-20% on Harmony mode[/p]
- [p]+20% on Resilience mode[/p][p][/p]
- [p]Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)[/p][p][/p]
- [p]9 news city events :[/p]
- [p]Down by the River[/p]
- [p]Malnourished[/p]
- [p]Get Cooking![/p]
- [p]Split[/p]
- [p]Decentralizing[/p]
- [p]Research Proposals[/p]
- [p]Sharing is Caring[/p]
- [p]Motivation[/p]
- [p]Gathering of the Sages[/p]
- [p]Satisfaction events’ system adjusted to prevent starting a new event just after completing one[/p][p][/p]
- [p]New option to change input inventories’ capacity for production modules[/p][p][/p]
- [p]Clicking on an objective that asks to unlock a research opens the research screen with it selected[/p]
- [p]Add Icons in quest objectives for the following items:[/p]
- [p]Needed resources now have their affiliated icon before the resource’s name (material and immaterial)[/p]
- [p]Tablet now have a tablet icon before the “Tablet” word[/p]
- [p]Satisfaction threshold have the related satisfaction icon before the satisfaction names[/p]
- [p]Orders (harvest and analysis) now have the related icon before the order’s name[/p]
- [p]Needed research now have a generalist research icon before the research’s name[/p][p][/p]
- [p]Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)[/p]
- [p]+4 adults & +3 child[/p]
- [p]Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°[/p]
- [p]Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above[/p]
- [p]Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign[/p]
- [p]Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range[/p]
- [p]Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite[/p]
- [p]Art Workshop from “30 Brick” to “20 Composite”[/p]
- [p]Music Workshop from “50 Brick” to “30 Composite”[/p]
- [p]The citizen reward in exploration is now based on game time progression[/p]
- [p]Added a recipe allowing production of Boreal Rock in the Sand Factory[/p]
- [p]“5 Protection” + “20 Water” give “80 Boreal Rock”[/p]
- [p]Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)[/p]
- [p]Changed spread of Cotton Sprout and Water Gourd[/p]
- [p]Reduced Cotton Sprout max cluster size[/p]
- [p]Cotton Sprout spread time increased from 10 to 15 days[/p]
- [p]Water Gourd apparition time increased from 20 to 25 days[/p]
- [p]Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn[/p]
- [p]Modified scenario Beacon in the Sand of the Anchorage campaign[/p]
- [p]Reduced Salt Drop Trees and Diluvian Bush cluster size[/p]
- [p]Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season[/p]
- [p]Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)[/p]
- [p]Sand Extractor also reducing mineral in is range by 6 (excluding core cell)[/p]
- [p]Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)[/p]
- [p]Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”[/p]
- [p]Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags[/p]
- [p]Modification to support map start :[/p]
- [p]added 3 Child to every map at the start[/p]
- [p]balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables[/p]
- [p]New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs[/p]
- [p]The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building[/p]
- [p]Adding a "TextColor" field on the TerrainProperty class[/p][p][/p]
- [p]Placing a building will now display its entry point to help place a building correctly[/p]
- [p]Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource[/p]
- [p]Added warning icon and tooltip text when a plant is dying in its UI[/p]
- [p]Dead plant only display its health state if it can revive in plant panel[/p]
- [p]Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range[/p]
- [p]Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating[/p]
- [p]Rectangle ranges are now shown as "width x length"[/p]
- [p]Exploration zone pins now display a quest icon if an objective is asking the player to explore it[/p]
- [p]Sort resource trades by result in Bartering Outpost[/p]
- [p]Splitted toxic plant condition in multiple condition for better feedback[/p]
- [p]Added animation when a resource trade is performed[/p]
- [p]Added new feedback on production buildings indicating when its production is stopped because of the weather[/p]
- [p]Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value[/p]
- [p]Modifying text display on world space feedback for production building that are stopped during dry season[/p]
- [p]New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively[/p][p][/p]
- [p]Fixed a bug where plant were not dying when being sick during a long time[/p]
- [p]Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active[/p]
- [p]Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)[/p]
- [p]Fixed a bug where plants would spawn dead[/p]
- [p]Fixed a bug where road on irrigation canal destruction only giving back one boreal rock[/p]
- [p]It is now not possible to select road or canal worksite[/p]
- [p]Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)[/p]
- [p]Fixed research unlock description for harvest task[/p]
- [p]Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature[/p]
- [p]Fixed a bug where building with 4 orientations stay at the same orientation when moving it [/p]
- [p]Fixed dropped resources hover info and feedbacks order[/p]
- [p]Fixed hover sometimes not showing resource name[/p]
- [p]Fixed a bug where it was not possible to zoom or click behind order pins[/p]
- [p]Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction[/p]
- [p]The tooltips are now hidden when moving camera[/p]
- [p]Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu[/p]
- [p]Fixed texts with white squares on tooltips in smaller ui scale values[/p]
- [p]Fixed a bug where the mouse cursor could stay in “move mode” in the main menu[/p]
- [p]Citizens will now go heal in closest available infirmary instead of first built one[/p]
- [p]Fixed plants in wrong state when loading a game while being in a paused game[/p]
- [p]Various fixes on roads and canals placement :[/p]
- [p]Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump[/p]
- [p]Allow to build road on canal right next to a pump[/p]
- [p]Fixed invalid tiles when placing roads or canals[/p]
- [p]Fixed main menu background size for certain resolutions[/p]
- [p]Fixed camera snap when moving camera with keys while mouse button is pressed[/p]
- [p]Fixed "have 6 maxed districts" achievement activating with founders place[/p]
- [p]Fixed some cases where research module selected panel had misplaced bar cursor[/p]
- [p]Fixed plant tooltip tags text when it needs two lines[/p]
- [p]Fixed unable to correctly use saves when game folder is read only[/p]
- [p]Fixed district upgrade button’s text appearing on two lines in japanese[/p]
- [p]Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses[/p]
- [p]Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.[/p]
- [p]Fixed Cactus Shrub not showing conditional resources on shell order[/p]
- [p]Fixed city event consequence to lose or gain citizens not correctly displayed[/p]
- [p]Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective[/p]
- [p]Deleting macro save won't delete all autosaves anymore[/p]
- [p]Fixed citizen shadowing on sand factory[/p]
- [p]Fixed graphical issues on hall of wise[/p]
- [p]Fixed Spiketree outline[/p]
- [p]Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order[/p]
- [p]Fixed a bug where it was not possible to build roads on environment decorations props[/p]
- [p]Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)[/p][p][/p]
- [p]Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)[/p][p][/p]
- [p]Trees new sprites added[/p]
- [p]Sunshade tree [/p]
- [p]Hatted tree[/p]
- [p]Bunch tree[/p]
- [p]Spike tree [/p]
- [p]Improved shadow on various plants[/p][p][/p]
- [p]Disabled incompatible option "limit mouse in game area" on MacOS[/p]