Patch 1.3.4 - QoL & Fixes
Hello Survivors,
This week's small update brings you plenty more quality of life and bug fixes!
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Citizens that leave for expeditions actually come back instead of their imposters
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Magnet ignores mark priority and affects hazards
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Fixed Cannibal Hut policy applying unintended buff to all workplaces
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Improved Expedition experience by requiring to assign citizens
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Fixed Chart Screen breaking on non-100% Windows screen scaling
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Moving buildings have their impact effects
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Fixed not being able to detonate floating explosives
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No longer update Citizen work tasks on each tick - track last updated Tick instead. Improves performance on cities with many citizens
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Tooltip detection now gets blocked properly by UI
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Load Game UI has "Show more" button instead of hiding saves beyond second-click
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Reduced floater damage dealt to Deflectors
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Added large and small Rocket explosion effects
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Spawn damaged effect when hitting something
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Disabled crash reporting and detection if version is not supported
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Added warnings of unsupported version in Bug Report and Main Menus
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Made float physics more realistic by retaining velocity, natural deceleration and acceleration
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Tweaked speed values for Pushers, Magnets and Harpoons
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Fixed events not displaying correct amount of loyalty to be rewarded
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Rebalanced outsiders
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Event tweaks and rebalance
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Harpoons only affect one floater at the time
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Changed default Toggle Height Meter key from F to H
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More detailed error log with hashset
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Building sanitize ignore your own voxels
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Reordered functions to fix plastic explosive undo
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Show correct Policy tooltip cost colors influence red if lacking influence to change policy
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Added rare Balloon event for generic collection
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Added slower, but more robust importing path for ultra large city mods
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Fixed unclickable External Scenarios in custom scenario selection
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Trees have less hp so they're breakable with single weakest explosives
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Fix event buildings exploding instantly from any damage
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