Tutorial
[p]As we mentioned in the previous patch notes, the new tutorial makes it easier to add new tutorial paths as needed. And today, we’re doing just that.[/p]- [p]Added new tutorial paths: Working hours, Droughts, Badtides, Dams, More beavers, Layer tool, Vertical architecture, Haulers and workforce.[/p][/*]
- [p]New tutorial paths are blinking for a few seconds after they appear.[/p][/*]
Balance
- [p]Increased the starting adult beaver count to 9 on all difficulty levels.[/p][/*]
Modding corner
- [p]Blueprint Editor now shows a simplified version of a spec with a missing type instead of removing it straight away.[/p][/*]
- [p]Mods with asset bundle names that end with an OS suffix but also contain a dot are now correctly associated with that OS.[/p][/*]
Misc.
- [p]Having gathered the player feedback, we've removed the new way of changing the visible level by holding Alt (Options on Mac) and dragging the mouse up/down.[/p][/*]
- [p]The game now displays multiple tips on the loading screen. Yes, it took us a while.[/p][/*]
- [p]Added flavor texts to the new buildings.[/p][/*]
- [p]Updated the Polish description of the Badtide Drain.[/p][/*]
- [p]Dormant Dynamite has slightly lower performance overhead.[/p][/*]
- [p]The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.[/p][/*]
- [p]Removed the colon from dropdowns and switches. *insert anatomical joke* [/p][/*]
Bug fixes
- [p]The game no longer pretends you’re renaming a district when you change a beaver’s name.[/p][/*]
- [p]Fixed a bug causing the tutorial highlight to stay visible if the tutorial was closed at a very specific moment.[/p][/*]
- [p]Fixed beavers that wouldn’t sit down on benches.[/p][/*]
- [p]Beavers no longer get permanently stuck after their District Center is moved.[/p][/*]
- [p]Fixed delayed water and badwater sources sometimes loading as inactive despite already having been active when the game was saved.[/p][/*]
- [p]Fixed active delayed water and badwater sources reporting their status as dormant in the GUI.[/p][/*]
- [p]Replaced the "Default worker type for new buildings" label in District Centers with a shorter one that fits in one line.[/p][/*]
- [p]Plants brought back with undo no longer become dead regardless of terrain's irrigation.[/p][/*]
