Aquifers and Badtide Drains
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/17fb969328bc1ee040f845ae99e88993ec5b1170.gif"][/img][/p][p]We agree that Aquifers spilling out badwater were not an ideal situation, but we felt that simply disabling them would be rather boring. So, how about adding an extra map object that acts as a counterpart to the no-longer-deadly Aquifers?[/p]- [p]New map object: Badtide Drain. This rusty pipe can be placed on flat terrain or integrated into the side of a cliff. It discharges badwater, but only during badtides. Map creators are kindly requested not to place them directly above the starting locations.[/p][/*]
- [p]Aquifers now only produce water, and only do so during temperate weather. This also means that Drills no longer consume power during droughts or badtides.[/p][/*]
- [p]Updated Ancient Aquifer Drill’s model to have smaller supports.[/p][/*]
- [p]Updated selection colliders for Ancient, Folktails', and Iron Teeth Aquifer Drills. This allows you to select the Aquifer beneath and check its strength (only possible when editing maps or using certain cheat-ish tools).[/p][/*]
Visual fidelity
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/036d6c2e4177011c1b1352a828efc811fbfa42da.gif"][/img][/p][p]With this update, clean water becomes, well, clean! And in the spirit of transparency, you now also have more control over the graphics settings.[/p]- [p]Added water transparency to the game, enabled on Medium, High, and Ultra quality presets. Water Quality has its own setting, too.[/p][/*]
- [p]Added anti-aliasing selection to the graphics settings. By default, MSAA is used on Windows, and SMAA is used on macOS. If you choose MSAA on macOS, a warning is displayed.[/p][/*]
- [p]Added a brightness slider to the graphics settings.[/p][/*]
- [p]Added animations to beavers removing Thorns (previously known as Brambles - see below). Ouchie![/p][/*]
- [p]Improved visuals for leaves on crops and trees.[/p][/*]
- [p]Tweaked water particles and water visuals in tanks.[/p][/*]
- [p]Wet beavers' fur is now visibly wet (this was actually added last week).[/p][/*]
Unstable Cores
[p]As it turns out, it was sometimes too difficult to notice a huge explosion, resulting in unexpected pain and suffering for your beavers.[/p]- [p]The sound cue is now once again played 3 hours before the explosion. After that, the alert continuously blinks until the big bang happens.[/p][/*]
- [p]The explosion can now be heard across the entire map.[/p][/*]
Decorations
[p]It’s not much, but it’s honest work.[/p]- [p]Shrub is now unlocked by default.[/p][/*]
- [p]The Wind Gauge and the Bell now have their own needs attached.[/p][/*]
- [p]On the toolbar, moved the Bench and the Hammock behind decorations that fulfill needs.[/p][/*]
- [p]On the toolbar, moved the Bulletin Pole to the end of the decorations that fulfill needs.[/p][/*]
Maps
- [p]Added Badtide Drains to Oasis, Canyon, Meander, and Craters.[/p][/*]
- [p]Made minor visual adjustments to the terrain on Pressure.[/p][/*]
- [p]Updated all map thumbnails now that we have the fancy new skyboxes in the game.[/p][/*]
Balance
- [p]Lowered logs' usage in Steam Engines to 0.1/h. [/p][/*]
Misc.
- [p]The difficulty selection now uses a vertical design. This is particularly helpful when using custom difficulty modes, which are now easier to create as a mod (see the Modding section below).[/p][/*]
- [p]The duplication tool now works on crops and trees (default key binding: B).[/p][/*]
- [p]Banners are no longer flippable. However, you can flip the pattern itself now, using a brand new toggle in the building's panel.[/p][/*]
- [p]Brambles were renamed to Thorns.[/p][/*]
- [p]Added missing translations.[/p][/*]
- [p]Re-enabled bloom on macOS now that highlighted trees no longer sparkle. [/p][/*]
Modding
- [p]Creating mods with new game modes (difficulty presets) is now easier. Two examples already available in the Workshop are the Apocalyptic and the Utopian modes.[/p][/*]
- [p]Added multiple new tags to Steam Workshop. The tags are selectable in the mod uploader.[/p][/*]
- [p]Blueprint Preview now warns about missing Timbermesh models instead of showing an error.[/p][/*]
- [p]BlueprintEditor’s draggable field and preview no longer ignore assets located outside the Resources directory (for example, those in the Data directory). [/p][/*]
- [p]Fixed BlueprintEditor throwing an error when a NestedBlueprint wasn’t found in the project. [/p][/*]
- [p]Blueprint Preview should now respect the parent's position when drawing models and colliders. [/p][/*]
- [p]Object Debugger no longer crashes for an uninitialized ImmutableArray.[/p][/*]
- [p]Object Debugger no longer shows events and delegates fields. [/p][/*]
Bug fixes
- [p]Fixed issues with terrain selection and highlighting.[/p][/*]
- [p]Removed an unnecessary empty line on the duplicate key binding warning.[/p][/*]
- [p]Fixed the incorrect text in the settlement deletion pop-up.[/p][/*]
- [p]Stumps left after cutting trees now correctly disappear after marking them for demolition.[/p][/*]
- [p]Inactive liquid sources no longer leak when their strength is changed.[/p][/*]
- [p]It’s no longer possible to trespass on Natural Dams.[/p][/*]
- [p]Reduced bloom in the Dance Hall.[/p][/*]
- [p]Fixed misaligned map description for maps with single-line descriptions.[/p][/*]
- [p]It is now possible to select dead trees once again.[/p][/*]
- [p]The game no longer auto-saves when the player quits after a load with backward compatibility issues.[/p][/*]
- [p]The game no longer crashes upon removing an Aquifer from underneath a Drill.[/p][/*]
- [p]The game no longer crashes if you try to duplicate a paused Terrain Block.[/p][/*]
