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:
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Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading games
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Added buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad data
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Group Fight event no longer applies to missing groups
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Crates collapse beautifully instead of despawning instantly
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Fixed citizens ragdolling after loading the game
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Event notification effects no longer spawn if it's auto-shown - improves Trader and other event experiences
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Event List categories are all selected by default, instead of just Tutorial ones
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Update Translations
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Invert Work Speed effects for Buffing building production duration. Now buffed buildings will work more slowly, retaining their effects for longer
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Added inverted duration explanation in workprovider tooltip
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Snuck in a little tooltip that says what stats are applied to a building from what technologies
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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
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Production time now shows on building tooltip card for all buildings that produce/consume resources
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Fixed Crumbling scenario progress texts to explicitly state Concrete Foundation requirement
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Fixed "What are we working for" policy efficiency buff targeting unrelated buildings
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Concrete Stairs are now gatherable
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Removed Clear Voxels from environment paths and stairs - now they can be built over more easily
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Technology no longer requires to select Concrete Foundations found in maps
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Fixed Rogue Trader not offering Tier 7 or higher Researches
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Fixed Fresh Start scenario and Sanbox maps water, ground and foundation heights
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Upgraded old Fresh Start saves by raising all buildings and water by 8 meters up
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Fixed Ground having superblack shadows
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Fixed Floating buildings acting as sand-supported Foundations and requiring Sand to build them
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Optimized sailable node generation - at least 3x speedup
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Fixed unmet Event requirement and promise outlines being masked out
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Renamed event requirement from "Reach Total Production Cycles" to "Use "
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Main Cybertower Event now shows how many times it has been completed
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The Homeless sometimes become Outsiders
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Lazy-cache boat gatherables so they're not iterated upon each boat sailable area regeneration
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Optimized how Stress Data is stored
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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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