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Patch 1.0.11 - Performance improvements, Cybertower fixes, and more

Hey, everyone! 11th patch in 6 days - we're keep fixing stuff and should thank many of you for reporting it.

1.0.11 patch notes:

  • The game now checks if the building still exists after finishing task - this fixes citizen errors

  • Visibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crash

  • Fixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error before

  • Fixed signaling building event not showing one option

  • Fixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.

  • Make freedom/order milestones unlock things, made milestone give what it actually says it gives

  • Removed unique tag from tanker unique fragment spawns and replaced them with preset unique blueprints. Previously weather station could be found which could persist past the island its found on

  • Handle unconstructed Docks correctly when the water level changes - previously they would be considered as valid docks and cause errors

  • Buildings that are replaced/removed via events will now give refund for what they had in storage. Storage contents were destroyed previously

  • Added outsider portraits

  • **Gathering system calculation improvements - improves performance during the storm. **Now calculations triggered by moving buildings are much more optimized. Checked on Randomtown with a significant performance boost in those calculations.

  • The game will only update City Pipes when production buildings become dirty due to activity

Please continue to report bugs via the in-game tool or our Discord and bear with us as we’re rolling out the fixes.


PLAY ALL WILL FALL

[dynamiclink href="https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/"][/dynamiclink]


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