ver 0.998l, 2019 08 23
We just released a quickfix - please see the changelog...
ver 0.998l, 2019 08 23
* a bit more sunny during introduction
* drivers equipment and hat do not disappear during working menu (TAB)
* small improvement to fireplace blinking params
* optimization to object creation routines
* There was a subtle bug that might have read repair states of open doors or external (non-building) parts like swings or fences incorrectly and those got reset to initial state. This bug is now fixed - both old saves and new saves read these data properly. HOWEVER if someone loaded his data in the meantime (reset to original state) and saved his game, he saved these wrong (original) states and they will be read as such from now on - in this case he'll have to repair again. Sorry for that. Alternatively, you can load the most recent savegame that was not yet overwritten - all buildings should then be in the repair status you had before.
ver 0.998l, 2019 08 23
* a bit more sunny during introduction
* drivers equipment and hat do not disappear during working menu (TAB)
* small improvement to fireplace blinking params
* optimization to object creation routines
* There was a subtle bug that might have read repair states of open doors or external (non-building) parts like swings or fences incorrectly and those got reset to initial state. This bug is now fixed - both old saves and new saves read these data properly. HOWEVER if someone loaded his data in the meantime (reset to original state) and saved his game, he saved these wrong (original) states and they will be read as such from now on - in this case he'll have to repair again. Sorry for that. Alternatively, you can load the most recent savegame that was not yet overwritten - all buildings should then be in the repair status you had before.