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Patch 1.4.2 - Improvements Aplenty!

Hello Survivors,

We recently had two patches come in with a variety of improvements and fixes. Take a look at the changelog below:

  • Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading games

  • Added buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad data

  • Group Fight event no longer applies to missing groups

  • Crates collapse beautifully instead of despawning instantly

  • Fixed citizens ragdolling after loading the game

  • Event notification effects no longer spawn if it's auto-shown - improves Trader and other event experiences

  • Event List categories are all selected by default, instead of just Tutorial ones

  • Update Translations

  • Invert Work Speed effects for Buffing building production duration. Now buffed buildings will work more slowly, retaining their effects for longer

  • Added inverted duration explanation in workprovider tooltip

  • Snuck in a little tooltip that says what stats are applied to a building from what technologies

  • Improved Construction/Gathering position next to buildings generation - buildings can now be accessed down from Stairs and paths build directly above (if there's a gap). Buildings can no longer be accessed diagonally downwards if something blocks them

  • Production time now shows on building tooltip card for all buildings that produce/consume resources

  • Fixed Crumbling scenario progress texts to explicitly state Concrete Foundation requirement

  • Fixed "What are we working for" policy efficiency buff targeting unrelated buildings

  • Concrete Stairs are now gatherable

  • Removed Clear Voxels from environment paths and stairs - now they can be built over more easily

  • Technology no longer requires to select Concrete Foundations found in maps

  • Fixed Rogue Trader not offering Tier 7 or higher Researches

  • Fixed Fresh Start scenario and Sanbox maps water, ground and foundation heights

  • Upgraded old Fresh Start saves by raising all buildings and water by 8 meters up

  • Fixed Ground having superblack shadows

  • Fixed Floating buildings acting as sand-supported Foundations and requiring Sand to build them

  • Optimized sailable node generation - at least 3x speedup

  • Fixed unmet Event requirement and promise outlines being masked out

  • Renamed event requirement from "Reach Total Production Cycles" to "Use "

  • Main Cybertower Event now shows how many times it has been completed

  • The Homeless sometimes become Outsiders

  • Lazy-cache boat gatherables so they're not iterated upon each boat sailable area regeneration

  • Optimized how Stress Data is stored

  • Various bug fixes

Please, keep reporting bugs via the in-game tool or by posting on our Discord!


PLAY ALL WILL FALL

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