Game Update 0.11.11
The game is getting ever closer to launch and a very helpful team of player/testers are working hard on finding every bug they can.
Please be aware that some content is now being held back for the launch, date to be announced.
Below is the list of changes and fixes from this weeks testing.
Patch Notes
Added
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Added: I have made the ability to send multiple scouts much easier by not closing the scouting window when you send out a scout. The window can be closed by using the X button or it will auto-close when you have sent out a maximum about of scouts.
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Added: A recipe to turn Hides into Furs
Changes
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Changed: Lockboxes will now provide a better loot system and have a more appropriate skill requirement.
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Changed: Empire Supply cost has changed form 4 Diplomacy point to 5.
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Changed: Boss spawns have been reduced to the correct frequency.
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Changed: Monsters always have at least a 5% chance to hit when shooting and a 10% chance to hit in melee, no matter what weather or wall defences you have.
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Changed: The Superior Bio-Rifle BIO-Damage is now 18 instead of 10.
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Changed: I have reduced the amount of merchants that will turn up on their own, encouraging scouting.
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Changed: Make brick now requires 6 clay instead of 2
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Changed: Clay pits will now produce clay faster - these two changes will make the need for supply more obvious.
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Changed: The King Rat helm now has +2 Status
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Changed: The unlock fight for Settlement 4 has been increased in difficulty.
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Changed: Some recipes needing Wool have had their quantity increased.
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Changed: Recipes needing Heartwood have had their quantity increased.
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Changed: The Livestock building now produces twice as much wool.
Fixes
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Fixed: The BIO-Lab now displays the 3rd material
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Fixed: Scouting 'No Results' has been recalculated
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Fixed: The Goliath quest was spamming through its options too quickly due to the previous update.
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Fixed: The attack % data was not showing in combat when mousing over a monster with a ranged weapon in the melee slot (Rifles).
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Fixed: The correct defence art was not always showing for barbed and razor wire.
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Fixed: There was a 'head is full' text output when researching items that give no skill.
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Fixed: The flood of merchants that came with the last update.
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Fixed: There was a flashing of the cog wheel when a building was not producing due to lack of manpower.
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Fixed: An issue where a scout would stay scouting for too long.
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Fixed: Questers not returning to their last position upon return.
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Fixed: Construction workers will no go back to work after an attack.
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Fixed: An error message that would occur if you right clicked on a specific blank space in the scouting window.
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Fixed: Various lesser issues and typos
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Fixed: An issue with questers returning
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Fixed: Returned missing art asset.
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