Hello, everyone!
We’re very happy to see you in good spirits after [url="https://store.steampowered.com/news/app/1062090/view/523116750517045384"]yesterday’s launch delay[/url]. We know it’s not ideal, but it had to be done - and on the bright side, it gives us time for more 1.0 tweaks. Here goes!
Maps
We’ve made some changes to the new Waterfalls map based on your feedback.
Added more Berry bushes.
Growth percentage of Pines on the map is now more random.
Balance
Our industrious faction has finally figured out how to more effectively cure contamination.
Decontamination Pods now consume 50 HP, down from 100 HP, and heal the beavers twice as fast.
Misc.
Added notes to the credits to thank Blender and our Early Access players.
Bug fixes
Reverted how goods are counted and reported on the top bar, since the new way was confusing.
Looong building names should no longer overlap with the buildings’ power requirements.
Fixed the recipe panel not wrapping up correctly.
Fixed an issue with entrances to certain buildings not highlighting correctly during the construction stage.
Fixed range previews being visible when placing certain buildings (such as a Beehive) while the buildings were not.
Fixed the sometimes-broken construction preview for Impermeable Floor.
Windows and doors no longer resemble a portal to the Nine Hells when playing on the Low or Medium graphic preset.
Fixed some paused buildings consuming power after loading a saved game.
Network highlighting for finished mechanical buildings and shafts now excludes construction sites.
Re-added lighting to Badwater Sources.
Fixed a small visual glitch with how the district connection - the green line - is displayed at the District Center’s entrance.
Fixed a crash in the map editor when you tried to update a really old map.
Fixed a crash when using certain digits in district names.
