⚓ DEMO UPDATE - Version-0.11.3f3⚓
DEMO UPDATE - Version-0.11.3f3
[p][/p][h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]The new All Will Fall Demo Update is finally here, and it might just be the last one before we release our game![/p][p][/p][h3]Gameplay[/h3]- [p]Storm and Junknado remove fishing spots.[/p]
 - [p]Old steel parts are now gatherable.[/p]
 - [p]Change corner cutting assumed cost down to 10% extra to allow citizens pathfind correctly.[/p]
 - [p]Fix pathfinding overestimating path costs, which sometimes resulted in sub-optimal paths.[/p]
 - [p]200 IQ large wood support 4x4 rework.[/p]
 - [p]Remove Gathering Hut. Idle citizens will now automatically take from basic resource piles,[/p]
 - [p]Remaining Gathering Huts now have a range from which employees gather resources.[/p]
 - [p]Tier 2 stands use electricity instead of employees.[/p]
 - [p]Reworked lots of Events.[/p]
 - [p]Photo Mode is now available! Use it to tweak camera settings and animate camera movements to capture your beautiful cities on film![/p]
 
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- [p]In event requirements - whether Policy or Research technology is required[/p]
 - [p]Don't draw bubbles if something is selected.[/p]
 - [p]Display logistics paths overview when production buildings are selected.[/p]
 - [p]Show buff tooltips in Event Outcomes, which give Technologies.[/p]
 - [p]Fix settings not re-enabling UI element - fixes error and subtle issues with UI after opening faulty graphics settings[/p]
 
- [p]Add "Conditional Rendering" system, which allows dynamically enabling or disabling models. Paths and stairs get railings![/p]
 - [p]Occlude water specular highlights when in the shadow.[/p]
 - [p]Add rotations to crane animations and sync them with production progress.[/p][p][/p][p]
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- [p]Boiling sounds added[/p]
 - [p]Household sounds added[/p]
 
- [p]Remaining support is now calculated for all buildings. It will appear in the selected building menu gauge.[/p]
 - [p]Display remaining support change when building Structures - it should help evaluate how new buildings will affect physics.[/p]
 - [p]Update Gatherable data when buildings move - Gatherables reachable by Huts would get stale if any of them moved[/p][p][/p][p]
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- [p]Optimize approximate shadow system scheduling.[/p]
 - [p]Optimize logistics to not check all resource buildings if they have resources.[/p]
 - [p]Optimize voxel-based Ambient Occlusion generation - the game should stutter on city updates much less[/p]
 
- [p]Fix copied and painted buildings not getting saved correctly.[/p]
 - [p]Correctly schedule citizen path requests from the next position - fixes citizens returning to the previous position to then going forward again.[/p]
 - [p]Plants can be deconstructed without technologies.[/p]
 - [p]Fix the lack of festivity.[/p]
 - [p]Fix boat entrance node generation for floating resources - potentially fixes a crash.[/p]