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Скачать торрент Before We Leave [1.0340] (RUS/ENG/MULTi7) [L|EGS-Rip] от InsaneRamZes

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InsaneRamZes

post 20-Авг-20 12:56

Раздача обновлена 20.08 в 12:56 МСК. Игра обновлена до версии 1.0078. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 26-Авг-20 14:23 (спустя 6 дней)

Content update #2 - Over and Under
1.0089
NEW FEATURES
*Added 5 new overlays - press the new button above Roads in the bottom left to access them!
*Clicking on a building with the occupancy/resource type overlays active will show you all the applicable peep paths to/from that building
*The resource counters in the Top Bar dropdown are now buttons. Click on them to see an info panel detailing current amounts + total storage, and drag a slider to reserve some amount for shipping! Clicking on any of the sections of the bars will cycle through the appropriate buildings or Peeps
*Completely updated the Warehouse UI! There’s a whole new way to choose what Warehouses should store, and you can change how much of each resource they’ll store too.
*In the Island Details panel (Accessed by clicking on the Island Name in the top bar we’ve added controls to the header. You can now:
*Select whichever Planet/Island you want to view the information for
*View the resource panel for the Whole Planet
*Zoom to the selected island
*Rename Planets
*You can access the Resource Details panel when in Space View! Just click on a planet and press the Resources button on it’s card
*Planet cards now also display all resources on the island containing a Landing Pad, to aid in working out what to send between planets
*The Resource Details panel now has more information about each resource. You can also click on the graphs to view enlarged versions
CHANGES
*Increased storage of food and drink in Houses and Apartments
*Added a notification for when a resource is depleted
*Changed production times from seconds-per-resource to resources-per-minute
*Pause icon pulses to make it a little more obvious
*Shortened a few tooltips
*Increased the number of construction workers on many larger/later buildings
*Port cards now only show resources that are being Imported or Exported (or 'other' for random resources that are hanging around
*Changed "Cloth" to "Fabric", so it's more distinct from "Clothing"
*In Shipping Mode, indicate more clearly if an island is producing/consuming a resource. Also show when adding resources to shipping lanes
*Add info pins to ports when a ship is selected
*If a building produces more than one resource per action, stop it from "over producing", which is no longer as necessary now we have peeps able to deliver their buildings outputs
*You can now destroy unwanted Trade Ships
*When a ship is selected you can click on a Port to sail up to it
*Added a couple of things for our Weekly Challenges - you can now set the game time to be displayed in the main UI, and in the pause menu you’re now told the number of actions you’ve taken in the game (for new games)
ACCESSIBILITY
*Added Turkish and Brazilian Portuguese languages!
*Added language specific images for the tutorial
*Added options to increase mouse cursor size
*Added options to remove clouds, or make them not react to the mouse
*Added an option to smooth the camera movement
*Added a night time brightness slider
FIXES
*Fixed frame rate dip when dragging construction preview around
*Fixed description of Oil Well Filtering upgrade
*Fixed the priority peeps use clothing at
*Marketplaces now use different (mostly infinite) resources
*In shipping manifest, when adding resources to a lane, remove added resources from the list of resources
*Fixed bug with roads under Ports
*Fixed tooltip text on a bunch of things, such as trying to demolish a shipwright/launch pad while it's building a (space)ship
*Fixed issue where Details panel graphs wouldn't show up until you changed page
*Improved the text on the notification when a Manual Spaceship arrives at its destination
*Fixed issue where tooltips on the Expectations Graph wouldn't reflect the actual configured numbers
*Fixed issue where resources discovered in a Sunken Ruin before the player had invented their required technology wouldn't show up in the UI
*Repairing a destroyed building that was also upgraded now costs the full resource cost, not just the cost of the upgrade
*Fixed the priority of Space Elevators so it won't prevent peeps from taking food
*Deep Mine now shows which resource it will create when previewing on a tile
*Peep locks on port cards update correctly
*Fixed resources carried by peeps counting towards totals twice
*Ship card for trade ships no longer says "Shipping Lane" above the buttons if it's not attached to a lane
*Fixed some ancient technology not getting collected
*Removed "Previous planet" icon when UI is hidden
*Hide the Debug Mode toggle in New Game dialog
*Prevent Whales from eating Guardians
*Correctly calculate the demand for Power and Clothing
*Reworked how power usage is reported - X/minute rather than Y seconds per use
*Fixed a bug where your available housing would be displayed as "1K" while a new Shelter was being constructed
*Prevented manually loading peeps+resources onto ships that are attached to a shipping lane, when they happen to be next to a Port
*Fixed formatting of some percentage values in non-English Locales
*Fixed tooltips not displaying for adjacency info and building description icons
*Fixed some resource numbers displaying on two lines when in Simplified Chinese
*Fix issue with resource caches appearing in the ocean
*Changed sphinx/gremlin announcement notification to play when you colonise an island
*Add tooltips to construction and building card resources to show their inputs and output usage rates
*Fixed issues where the number of idle peeps was being reported incorrectly
*Fixed issue where top bar reported peeps couldn't work because they are hungry/thirsty when that isn't the case
*Fixed issue that displayed unemployed peep in Details Panel as if they had a workplace
* Fixed resource counts when cancelling the upgrade of a Warehouse
* Fixed a bunch of layout issues for other languages
1.0090
* Fixed Resource Detail graphs to show actual Demand/Production numbers correctly - they used to be 1/6th of what they should be!
* Fixed "Creates X per minute" numbers not always matching "X/m" numbers in building+construction cards
* Fixed a couple of minor internal errors

InsaneRamZes

post 28-Авг-20 21:37 (спустя 2 дня 7 часов)

Раздача обновлена 28.08 в 21:36 МСК. Игра обновлена до версии 1.0090. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 02-Сен-20 16:34 (спустя 4 дня)

1.0096
* SIGNIFICANT OPTIMISATIONS TO SIMULATION AND RENDERING.
* Lots of work to make the reported Potential demand/production correct - things like buildings adjacency bonuses are taken into account, and potential bonuses from current maximum peep happiness levels
* Fixed Resource Detail graphs to show actual Demand/Production numbers correctly - they used to be 1/6th of what they should be!
* Fixed "Creates X per minute" numbers not always matching "X/m" numbers in building+construction cards
* Fixed a couple of minor internal errors
* Probably fixed an intermittent issue where Range Lines (e.g. Pollution range lines) would disappear
* Fixed issue where Submarines couldn't explore Sunken Ruins on planets with < 6 Ruins
* Fixed issues where some buildings wouldn't fetch Food/Drink resources in some cases
* Fixed some random issues when UI was interacted with while leaving the screen
* Empty accommodation buildings no longer reserve resources they can't collect
* If a building is able to get less than a full load of one resource and a full load of a lesser resource (e.g. can get a little bit of Fruit but a full load of Potatoes) it will now go for the full load instead of the little bit
* Fixed the resource demand info for Iron Ore, Stone + Electronics
1.0097
* Fixed an issue that was making our save games REALLY LARGE!

InsaneRamZes

post 04-Сен-20 20:22 (спустя 2 дня 3 часа)

Раздача обновлена 04.09 в 20:22 МСК. Игра обновлена до версии 1.0097. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 09-Сен-20 10:44 (спустя 4 дня)

1.0098
* Fixed an issue where Accommodation buildings could store more Food/Drink/Luxuries than their maximum in specific situations
1.0099
* Fixed an issue that was preventing saving player-set shipping resource limits on islands
* Fixed an issue that was causing some range lines to not display when loading a second game in one play session

InsaneRamZes

post 11-Сен-20 03:39 (спустя 1 день 16 часов)

Раздача обновлена 11.09 в 03:38 МСК. Игра обновлена до версии 1.0099. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 16-Сен-20 13:39 (спустя 5 дней)

1.0101
* Fixed an issue where some Kraken pieces could be eaten by a Space Whale before you discovered them. Sunken Ruins are no longer eaten by Whales, and games with incomplete Krakens will have a few extra Sunken Ruins added in to allow them to be completed

InsaneRamZes

post 17-Сен-20 20:37 (спустя 1 день 6 часов)

Раздача обновлена 17.09 в 20:37 МСК. Игра обновлена до версии 1.0101. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 02-Окт-20 18:17 (спустя 14 дней)

Content update #3 - Paving the Way (Patch 1.0115)
New Features
Two new resources - Chemicals and Cement
* Added new Chemical resource, which is produced from Oil
* Chemicals have replaced some other resources in pre-existing buildings.
* Added a new Cement resource, which is produced from Sand and Chemicals
* Cement is required for many higher level buildings
Roads
* You can now produce Stone Roads, Decorated Roads and Power Poles. In order to construct them you need the new Road Layer building, which is unlocked when any one of them is researched at the Library.
* Stone Roads give Peeps a 50% speed boost. They use 1 Stone and 1 Cement.
* Decorated Roads give Peeps a '+' Happiness boost while walking on them. They use 1 Good Luxury Item.
* Power Poles will transmit power automatically from Generators to the front of buildings that use Power, so long as there’s a chain of Power Poles connecting the Generator to the building. They use 2 Wood and 1 Electronics.
New Effect - Gloom
* Added in a new Gloom happiness effect. Some buildings cause surrounding tiles to have a "Gloom" effect on them which makes Peeps less happy. Mostly tall and industrial buildings
* Apartments have a new adjacency bonus that reduces their Gloom effect if they're connected to a Power grid (but they don't use Power)
New Buildings
* Chemical Plant - produces Chemicals.
* Cement Maker - produces Cement.
* Stepped Warehouse - a new Warehouse that can be constructed over a cliff, with one door at each level!
QUALITY OF LIFE ADDITIONS
* Added the ability to drag out lines of roads and cancel with right-click
* Added a selection ring when clicking on tiles! Why didn't we do this sooner?!
* Musicians no longer consume resources each time they go out to work
* When colonising a new Island, you can now choose any valid visible tile on the island, * not just ones adjacent to the Colony Ship
* Updated how resources are prioritised to Construction Sites, so they will tend to be fed (and completed) in the order the sites are placed
* Ship and Peep names can be drawn from text files - in the "C:/Users/<USER>/AppData/LocalLow/Balancing Monkey Games/Before We Leave/" folder, you can create "malePeepnames.txt", "femalePeepnames.txt" and/or "shipnames.txt", with one name per line in the file
* Resource and Building Details panels are now divided into sections
* When selecting a resource for a Warehouse or Shipping Lane, the resource selection dialog is divided into sections
* Above the notifications is a button that you can click to see a list of all notifications from this play session
* Notifications that go below the visible area are hidden until you clear some space for them
* The Camera Smoothing effect is much stronger
* Added a magnifying glass icon on mouseover of the Resource and Peep Details graphs, to indicate they can be clicked on for a larger version
* Notification after a Space Whale attack is more informative when nothing was destroyed
* Added tooltips to the two Overlay buttons when you've clicked on a Resource in the top bar dropdowns
* Added the Filtering upgrade to a bunch more buildings
* Shelters now show the number of Peeps even when it reaches 0
* In Limited Peeps mode Ancient Ruins will no longer give you the Schools technology
* Loading a game will turn that into your Cloud Save game
* Added new notifications for when you first spot a Gremlin or Sphinx. The previous notifications are now displayed when you Scout or Colonise an island containing one
* When a cinematic is playing, save-on-exit and autosave are disabled
* Added 'O' as a shortcut for Overlays Mode
* When Overlays or Roads menus are up, '1'-N control which Overlay/Road Options are selected instead of opening Building menus
* Added two new options in Settings:
* "Onscreen Camera Controls" shows controls for Zoom/Rotate Camera and Cancel action in the top right corner, to make touch screens more usable
* "Left Mouse Button to Drag Camera" switches which ‘mouse buttons’ control the camera, in order to make pen/tablets more useable
* In Resource Details, tooltip for the numbers also contains the numbers
* Planet cards now show the Resources for the whole Planet, and also show the number of Peeps on the Planet
* Load/Save game dialog has more space in it now
* Submarines can now be retired like trade ships
* Shipping Manifest Add Resource panel behaves more like the Warehouse one - shows already added resources as green rather than hiding them and stuff like that
* Added a bunch of Quality of Life things to the shipping manifest - buttons to select the ship or port, close buttons on dialogs and stuff like that.
* Made the Ship card taller
* Make the Dump Resource button on ships red and gave it the demolish icon
CHANGES
* Cleaners are now less efficient in cleaning up Pollution, but they can be upgraded. The upgraded Cleaner uses Chemicals instead of Water, and is slightly better than the old version
* Batteries now require Chemicals instead of Iron
* Whale Charmers now require Batteries in their construction, but then don't need Power to operate
* Electronics Mines now become available once you invent Tinkering or Power Poles
Changes to Power
* The Power output of the Wood Power Generator has been significantly reduced. The Power output of the Oil Power Generator has been increased slightly
* Wind and Solar Power Generators have been slightly improved, but also can now be built on any island, although their efficiency degrades. Wind is most efficient on Snow islands, less efficient on Grass, and quite inefficient on Desert islands. Solar is most efficient on Desert islands, less on Grass and less again on Snow.
* If you have a Sphinx that is now helping you, you are now allowed to demolish all other power buildings on the island if you want
* Increased the Power consumption of some end-game buildings
FIXES
* Fixed tooltip on Construct Submarine button
* Fixed the Keys Settings menu so it accepts clicking a mouse button as the input, in case you want to assign mouse buttons to actions. IMPORTANT: This does not cause the left/right/middle mouse buttons to stop being used for their usual purposes, so you should probably only assign extra buttons (if you have any)
* Fixed text for Marketplace upgrades
* Fixed an issue where Range Lines would not be rendered after loading a second game
* Fixed an issue where the Tutorial wouldn't advance when closing the Shipping mode
* Fixed an issue where pressing Escape during the shipping manifest animation would cause it to be displayed along with the normal UI
* Fixed an issue where the amount of power produced by a building was displayed wrong in the building preview card
* Fixed camera movement in System View
* Resolved an issue where, on islands with low populations, it was possible for a Peep to get stuck working on a construction site that couldn't proceed because the required resources weren't getting made because there weren't Peeps to work in the buildings that would produce the resources.
* Fixed a bunch of edge cases where tiles weren't getting highlighted correctly when building things
* Fixed issue where Submarines wouldn't complete exploring a sunken ruin when it's the last explore for that ruin
* Fixed case where Peeps could try to demolish an elevator from the bottom even if that would leave them trapped
* Fixed an issue with how Overlay Peep paths are rendered for Cleaners (and possibly others)
* Fixed issue allowing multiple Space Elevators per planet
* Fixed Fountain Tech/Building descriptions having different happiness +'s
* Fixed an issue that was ending up with blank spaceship names
* Fixed an issue where Peeps would stop working at a construction site if the island had none of the resources left but the construction site had all it needed
* Fixed an issue where Luxuries could continue to affect a Peep after they'd returned home
* Added in a guard against an issue where the game wouldn't run for someone because their resolution had somehow been set to 0
* Notification on first reaching the lowest Expectations level now lists the correct numbers for Expectations
* Prevented opening Shipping Mode with 'L' hotkey before it was supposed to be available
* Fixed tooltip on Shipwright/Launchpad when constructing a (space)ship
* Fixed an issue where a manually loading ship correctly wasn't counted as idle, but would still be selected if you clicked the Idle Ships button
* Fixed a minor ship pathfinding error
* Fixed dialogs/panels closing when going mouse down ON the dialog then mouse up OFF it
* Fixed tutorial not advancing when closing shipping mode
* Fixed explorers getting fatigued
* We found a situation where a ship can move onto (what looks like) a high ground tile of an island. We've added a fix to allow players to move those ships off the weird tile. A later update will fix the game generation to remove those tiles (which shouldn’t be part of the island!), but we're too close to release to safely add that to the update

Sciminok

post 10-Окт-20 10:39 (спустя 7 дней)

1.0116
* Fixed a small problem with helpful Minotaurs
1.0118
* Fixed 'Biome Penalty' icon for Wind/Solar generators not built on their preferred island type
* Removed incorrect text in descriptions of Wind/Solar generators and Clean Power technology stating they could only be built on one type of island. We'll update the text with correct instructions as soon as we can get translations done(you can build them anywhere, they're just less efficient)
* Added Chemicals and Cement to the list of resources shown in the Resource Details panel

InsaneRamZes

post 11-Окт-20 06:58 (спустя 20 часов)

Раздача обновлена 11.10 в 06:58 МСК. Игра обновлена до версии 1.0118. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 15-Окт-20 11:35 (спустя 4 дня)

1.0120
* Made it that when dragging out roads, if you drag back over a tile that you've already dragged to, the road shrinks back to that tile (hard to explain, makes sense in practice)
* Fixed a bunch of issues with loading ships when the ship already contains more of a resource than the lane wants to put on it. Instead of living with having more than it should, the ship will unload the excess if it possibly can. This should significantly reduce frustration with ships getting over full of one resource, and also fix issues where ships could end up carrying more than their maximum
* Shipping Lanes now default to a Maintain of 20 rather than Infinite when adding new resources
* Fixed an issue where Good Sphinxes wouldn't supply Power through Power Lines
1.0121
* Updated a few bits of text to better explain a few changes from Paving the Way. Things like better explanations of how Wind and Solar power work now, and how the Cleaners now operate
1.0122
* Cleaners no longer get confused when trying to clean Stepped Warehouses
* Fixed the colour of snow on Stepped Warehouses
* Fixed an issue where warehouses could refuse to gather Luxuries from Marketplaces when all the accomodation are nearly (but not completely) full
* Adding Filtering upgrade to Gadgeteers now requires the Filtering technology
* Added a check on loading a game to fix Ancient Ruins that have gotten into a strange state
1.0123
* Fixed an issue that caused the game to freeze in rare situations

InsaneRamZes

post 28-Окт-20 17:11 (спустя 13 дней)

Раздача обновлена 28.10 в 17:11 МСК. Игра обновлена до версии 1.0123. Просьба перекачать торрент-файл и перехэшировать раздачу.

Sciminok

post 02-Ноя-20 14:03 (спустя 4 дня)

1.0124
* Fixed an issue where a ship on a shipping lane could be 'loading' from the wrong Port
1.0125
* Fixed an issue where a 3-tile building wouldn't choose the right neighbouring tile as it's 'entry point' if it was a bridge
* Fixed an issue where 3-tile buildings wouldn't always take Power via Power Lines even though they looked like they were connected
* Fixed an issue where an Ancient Ruin could end up blocked if a Peep went to explore it then left before they were done
1.0126
* Fixed an issue where some buildings wouldn't connect into the power grid on upgrade
* Added back in the glowing ball to 'good krakens'
1.0127
* Increased the allowed range for zooming in/out on the Technology Panel

InsaneRamZes

post 28-Ноя-20 17:02 (спустя 26 дней)

Раздача обновлена 28.11 в 17:02 МСК. Игра обновлена до версии 1.0127.

Sciminok

post 28-Ноя-20 17:27 (спустя 25 минут)

Content update #4 - Biomes & Beasties
Changes to new games only
* Added new biomes (Swamp, Rainforest and Crystal)
* Swamp biomes are like the Desert but reversed - you can only build smaller buildings on swamp tiles.
* Rainforests are covered with trees. They give a significant bonus to the production rate of Fields, but that bonus drops the more trees you cut down
* The Crystal Island ... well, you'll see ...
* SIGNIFICANTLY updated the game generation algorithm:
* Fertilities now tend to cluster on the earlier planets, so that when you reach the edge planets for Purple research you still need to go back to earlier planets to get good food and other important resources
* Some islands can have Iron+Electronics - no 'Mountains'
* Things like Oil, Milk, Wool etc tend to be on more difficult islands
* Tutorial games will always start with 1 grass + 2 desert islands, but non-tutorial games can now have other biomes for the 2nd/3rd islands on the first planet
* Swamp/desert islands are slightly more common towards the sun
* Snow/Rainforest islands are slightly more common away from the sun
* Made lots of things controlled centrally instead of being completely random, so there should be less chance of weird/broken games (once we work out any wrinkles)
* Added a bunch of new island shapes:
* Archipelagos
* Inverted islands (eg the Highlands on the coast, rather than inland)
* Crescent shaped islands
* And more...
* Added a chance for ruined villages to be on islands
* Added a chance for an extra-hard desert - no green tiles, less trees
* Added coral reefs
* Added a difficulty option to change resource availability (Iron, Stone etc)
* Added a difficulty option for changing pollution rate
* Added a difficulty option to change how many resources constructing buildings use
Changes on all games (previous & new saves)
Gameplay
* Added something secret when you explore Ancient/Sunken Ruins
* Added cats and dogs and scorpions and cows and sheep and squirrels and toucans!
* Peeps will sometimes 'pet' cats and dogs
* Added a Frog - how many times can you find it?
* You can plant forests now!
* Added Automation/Filtering upgrades to a bunch of buildings that were missing them
* Added a new "Research Institute" building, which:
* Gives you a timer for the next Space Whale attack
* Allows you to build things on any island on that planet without a Library
* Generates a little bit of research in all colours.
* Peeps now use Luxuries more often (when they're below 'Normal' level happiness rather than below 'Sad')
* Added Boulders that you demolish for Stone. Demolishing a Forest no longer supplies Stone. Tutorial has been updated
* Tutorial gives a bit more information about Fatigue
* Shipping lanes created by dragging a resource in the main shipping view also start with Maintain set to 20
* Except for Research, because generally you want to send all your research to another island
* Slightly reduced the speed that Pollution increases
* Buildings stop contributing to pollution once it's higher than their rating - so a Slightly polluting building won't cause any more pollution to a tile that's already at Slightly Polluted or greater
* Elevators and Bridges can now be built on islands without a Library, and by Peeps without a home, just in case the extra mobility is required
* Exploring an Ancient Ruin when you've already invented everything you can will now reveal a tech you don't yet have the right research for (such as Shipping on your first island if there's a Ruin on it)
* Refactored the code controlling Space Whales. It's now a bit more deliberate about progressing through stages as time goes on.
* When colonising a new Planet you can now choose your landing site on the first island
* When not playing the tutorial, your initial game start area sometimes isn't all nice and clear with the ring of roads around the shelter
* Mill, Baker, Kitchen, Smoothie Maker, Desalination Plant and Battery Power Generator have Automation Upgrade
* Smoothie Maker has Filtering Upgrade
* Roads can be upgraded through their card when selected
* Added 3 new music tracks and fiddled with when music plays
* Made it so that if an Island is attacked by a space whale, it can't be selected as the target for the next two attacks, unless it's the only option
* Defeated minotaur now falls over briefly
* After a building has been destroyed by the Sphinx, clicking on it will move to and select the destroyed building
* Player-constructed Shelters now produce a little bit of Potatoes and Water, like the original Shelter
* Improved behaviour when moving between islands when you've got a building menu open
* Scouting islands with Guardians after you've discovered Purple research (and so unlocked Museum etc tech) won't tell you that you've unlocked them anymore
Visual
* Added rocky tile sides to high ground tiles that go right down to ocean
* Added some new tree models, including a super rare type (no in-game effect, just visual)
* Added fireflies!
* Added snow/sand flurries!
* Added Waterfalls!
* Added some 'flow' effects to rivers
UI
* Fertility dropdown in the top bar includes text describing the biome rules
* Added a button to allow copying the game seed to clipboard
* Added confirmation dialogs for removing ships from shipping lanes and deleting shipping lanes
* Changed "New" to a star because some languages can't fit into the space
* Newly revealed technologies have a pulsing border in the technology panel
* Updated Smoothie Maker icon
* Added some tweaks to the technology panel so that when zoomed out it's more readable
* A bunch of notifications now state the island and planet where they happen.
* Fertility button in top bar now shows an icon depending on the biome of the island
* Added better icons to indicate differing efficiency of Wind/Solar power on different islands
* Colony (space)ship construction buttons now list the Food+Drink they require
* Added a line to the Shipwright and Launchpad descriptions to acknowledge the requirement for the island to have a certain population
* Clicking on "Could not unload ship as Port is full" notifications now takes you to the Port. It also lists the name of the Ship
* Holding your mouse over a "New" building's construction button will remove the New marking
* Top menu dropdowns close when you press Escape
* Fixed the zoom location for some islands
* Press '' to close all notifications
* Removed full path for screenshots, to avoid revealing private info if streaming
* Ancient Technology deposits now state what colour they are in their title
* Updated the error message when trying to place an elevator on an occupied tile, to account for the occupier being a resource heap or ancient tech
* Highlight around selected Shipping Lane in Shipping Manifest is thicker
* Upgrading to a House/Apartment will remove the "New" border on their construction button
* When you first launch a rocket, when you get to space the rocket will be selected
* Children's happiness chart now has a line, and a thing in the key to say they're always happy
* Two-way arrow on ships in the Shipping Manifest now changes to a one-way arrow when the ship is moving, indicating the direction they're travelling
* Added an icon to building description for buildings that have to go on high ground
I* f you discover gremlins/sphinx/minotaur after discovering purple research, the discovery should no longer mention that lighting/museum/training ground is unlocked now.
* Stasis boxes pick up the overlay colour of their tile
* Pending road upgrades can now be individually demolished in the road card
* You can now cancel a road upgrade from under an in-progress elevator
* You can now place an elevator over an in-progress road upgrade
* Added a red border around the unhappy workers in a building card
* Continuing a game will populate the save game dialog with its name now
* Technology queued up in another library should now show it's position in the queue.
* Made shipwright card taller when UI Scale is low, to avoid unnecessary scrollbar
* When adding a shipping lane, the Ports are now listed alphabetically
Settings
* Added an options slider for how fast the Space Whale difficulty ramps up
* Added a "High Contrast Cursor" option in Game Options
* We've started to increase the amount of data in the game-seed. It produces a new seed that encodes all the game settings rather than just the planet generation random seed
Fixes
* Added some variation to how many trees are on an island
* Added some optional data to an extra save file, so that more graph and overlay history is stored (but not transferred in Cloud Saves - they'll regenerate the data when you load on the other computer)
* Added borders to the editable numbers in the resource dropdown and Warehouse card to make it more obvious that they are editable
* Added Power Line functionality to Aegis
* Updated fatigue:
* Added a timer to the info pin so you can see how long it'll last
* At work, fatigued Peeps work (very) slowly instead of not working at all
* Updated the Fatigue pin to be clearer it’s about being tired not sad
* On Islands with no Road Layer building the road upgrade buttons are disabled
* Colony ship tooltip updated when you're trying to colonise an island but over a tile it can't reach (in the middle of the island or over the wrong island)
* Peaceful Kraken should have their glowy ball back
* Zooming in on a laptop trackpad with two-finger-swipe should work now
* If a Port/Landing pad finishes construction while you're in Shipping Mode, a card for the new Port gets added
* If a tech finishes while you've got a building category open, new buildings get added to the category
* Rearranged the resource dropdown in the top bar to be more readable.
* Prevented starting an upgrade on a building that's doing assigned work (like a Shipwright constructing a ship)
* Dialog asking "Do you want to delete this game" appears over the load/save button like it should* Landing a scout on a single low tile on an Atoll no longer makes the game freeze
chiefmonkey27.11.2020
* Suggested save name is now correct if you load two games in a row
* Prevented submarine from disappearing near edges of planet
* Fixed an issue where a Peep would sometimes list Gloom multiple times in their happiness summary
* Fixed a minor issue with helpful Minotaurs getting confused
* Fixed a bug that was breaking Peeps going to explore Ancient Ruins if they left before they were done
* Fixed a bug with Power distribution to some large buildings
* Fixed an issue that allowed you to build a bridge over a river with a Port on the inland side of it
* Fixed an issue where it was possible to click on controls underneath a question dialog
* Fixed a situation where the shelter/spaceship wasn't releasing Peeps to fill empty housing slots because there was a homeless person working in construction
* "Similar building" icons now work better when a building is being upgraded
* Fixed an issue that was making placing a road fail if you did so very quickly after placing another road
* Fixed a French translation issue
* Fixed the names for upgrades in Ports and Whale Charmers
* Fixed a pathfinding issue if a Peep winds up standing on the corner of a bridge
* Fixed description of Gardening technology
* Fixed an error when moving a colony ship
* Ship, spaceship and guardian sounds now pause when game is paused
* "Space Whale ate stuff on the planet" notification now takes you to the planet when clicked on
* Fixed planet stated on "the kraken is now helpful" notifications
* Minotaurs no longer get stuck on terrain that should be inaccessible
* Fixed a pathing error if a ship is trying to reach the unexplored centre of an island when the very edge of the island isn't explored, but the central area is still surrounded with explored tiles
* Fixed Island colonisation action+tooltip if you're next to a valid island but not next to a valid tile
* Spam clicking on a planet while in space doesn't reset the zoom-in
* Peeps no longer open and close their doors repeatedly when a minotaur is nearby
* Minotaur card resized if it changes state while selected
* Fixed a couple of issues with the glass smelter step in the tutorial
* Fixed a bug that wasn't allowing you to enter shipping mode if your camera happened to be in just the right position
* Rearranged the Port-Ship Resource Transfer dialog a little to better fit long names
* Fixed an issue that would occasionally make ships appear to clip through land tiles at 4x speed
* Hopefully fixed an issue that was causing mysterious ship-moving sounds to play from nowhere after you load a second game in the same session
* Fixed a couple of things when you've got a destroyed building you don't have the resources to repair
* In Difficulty settings, Demolition resources doesn't go grey when it's at 100%
* Homeless peeps will no longer try to reach construction jobs they can't access
* When a Road tile is cleaned, it's card should update to show the changed pollution level
* Show Planets option is no longer visible before the first spaceship is launched
* Fixed an error if you click the Launch button for a spaceship while zooming from space to planet
* Improved the way the camera is controlled when tracking the first whale encounter, so it should stay onscreen better
* Fixed an error when launching colony spaceships
* Fixed "Space sound" not disappearing when you zoom back into a planet
* Reduced the size of the click area for planets in space, so that they don't cover spaceships that are near-but-behind the planet
* Hopefully fixed an issue where the first whale attack would be tracked by the camera on the wrong planet
* Port upgrade button no longer closes any time a ship docks
* Fixed an issue when clicking notification about Trade Spaceships
* Fixed an issue where ships appear to move through land tiles on 4x speed
* Fixed an issue where peeps wouldn't fetch from a Stepped Warehouse after all the nearby elevators were destroyed by a whale
* Fixed an issue where ocean/river tiles covered by a bridge didn't have the water shoreline texturing

InsaneRamZes

post 02-Дек-20 14:44 (спустя 3 дня)

Раздача обновлена 2.12 в 14:44 МСК. Игра обновлена до версии 1.0162.

Sciminok

post 15-Дек-20 16:24 (спустя 13 дней)

1.0164
* Version number is now displayed on Main Menu
* Menu on Player-build Transmogrifier closes when you deselect it
* Ships arriving at Ports that are being upgraded behave better now
* Some tooltips corrected to show full number instead of "1K"
* Fixed some translations of rounding numbers to "1K"
* Improved question text when demolishing upgraded roads
* Fixed door shutting too early on animals entering a house
* Fixed issue where hovering over a new building to remove the New outline wouldn't then display it's hotkey number
* Animals don't float over unexplored tiles
* Prevented Stasis boxes from spawning on permanent resources (e.g. Oil)
* Fixed minor issue with pathfinding over bridges
* Fixed issue where ship didn't close up whale-removed sea tiles
* Fixed issue where Cleaners were returning home after each tile they cleaned
* Fixed an issue with power lines not appearing to connect to some buildings
* Mines/Quarries who use up their input resource no longer register as having Empty Posts
1.0165
* Possible fix for an issue where buildings don't appear when changing planets
1.0166
* Fixed some translation issues, including long-stating errors in the Italian translation of the tutorial!
* Tooltip about rainforest bonus only appears for building on a rainforest island
* Cleaners whose range covers a polluted tile on another island won't try to go there
1.0167
* Fixed an issue where the Sphinx could destroy player-built Forests
* Fixed an issue where buildings upgraded to something that requires Power wouldn't then take that power from Power Lines

InsaneRamZes

post 17-Дек-20 17:34 (спустя 2 дня 1 час)

Раздача обновлена 17.12 в 17:34 МСК. Игра обновлена до версии 1.0167.

Текущее время: 29-Мар 11:57

Часовой пояс: GMT + 3



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