Patch 26-490.03
[h3]Hi everyone![/h3][p]We’ve implemented a series of improvements, including fixes and enhancements based on community feedback—particularly regarding end-game content, save/load functionality, and the latest content updates.[/p][p]The detailed feedback you’ve provided shortly after we release new content is invaluable in helping us improve the game and the process. Thank you for your support and patience![/p][p]
[/p][h3]Important Fixes[/h3]
- [p]Bugs have been fixed where negative effects (Mental Stagnation, Unsanitary Condition, Flu etc.) caused by certain conditions after saving or loading could not be properly removed, even when the necessary conditions were met.[/p]
- [p]An issue where certain ambient sound effects were playing incorrectly (in the wrong locations and at high volume) on some maps has been fixed.[/p]
- [p]A set of improvements has been made to the endgame rules. In particular, the issue where players who built the Bunker structure up to level 10 encountered endgame triggers too late has been resolved.[/p]
- [p]“Development” could not be completed properly after loading in some sessions has been fixed[/p]
- [p]Bug that caused the selected product to change after pausing in production buildings has been fixed[/p]
- [p]The problem of the combine harvester not being removed even if the structure it belongs to has been destroyed has been resolved.[/p]
- [p]The issue with upgrading squares to their next-tier versions has been resolved.[/p]
- [p]Fixed an issue where the title text was not displaying in the Save/Load lists for the new “Northern Meadows” map.[/p]
- [p]“Northern Meadows” The issue where some stones and rocks remained suspended in the air after the surface leveling process has been resolved.[/p]
- [p]In all production facilities, the list view located to the left of the main UI component—which displays the raw materials or intermediate products required for this production—now functions correctly for products with alternative production formulas as well.[/p][p]
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- [p]The component that indicates the placement area for structures or props to be built on the squares has been ensured to function correctly on the inner surfaces of the squares as well.[/p][p]
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- [p]It has been ensured that by-product outputs are displayed correctly above the production facilities in the 3D environment[/p]
- [p]Tier-II Roads now generate the same bonus value as specified in the description text.[/p]
- [p]The barn's electricity requirement was reduced from 260 to 110[/p]
- [p]The space that acts as a boundary for the placement of the community kitchen structure has been adjusted.[/p]
- [p]The issue where some variants of the “Small Lumber Pile” problem remained partially below the surface has been fixed.[/p]
- [p]The sound effects for the Processing Yard structure have been adjusted. The smoke and flame visual effects, which were not working in some cases, have been revamped.[/p]
- [p]Scale improvements were made to the collision components that determine the tire contact points of vehicles on squares, intersections, and other road surface elements.[/p]
- [p]After pausing a production facility, the issue where the UI elements of another selected production facility were displayed in a “gray” shade—indicating a paused state—has been resolved.[/p]
- [p]A number of improvements have been made to the birth rate calculation method; in particular, the impact of the absence of “vacant homes” has been increased to suppress the birth rate in densely populated cities.[/p]