This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.16.4
🪐 indicates changes due to community feedback!
Balance changes:
Adjusted survey, salvage and extract time on Obsidian Ruins
Increased influence cost of Obsidian Ruins
Rebalanced Obsidian Ruin resource drop rate
Increased price and energy cost of Monument Center
Doubled Monument Center influence cap gain, reduced build time
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.16.3
🪐 indicates changes due to community feedback!
Balance Changes
Player starting area will always contain a level 1 and level 2 obsidian ruin
Adjusted the range and cost of Radar Ruins
UI Updates
Rebel ships will now display target ship’s name instead of hull name
🪐 Device menu will now remember which categories you had expanded
🪐 A button has been added to the pause menu to disable the easter egg after it has been triggered
Fixes as of 0.16.3
Fixed camera becoming misaligned with the map border after exiting a building interior on the edge of the map
Fixed battery and vision ruins not always showing VFX
Fixed not all variants of Level 2 and 3 ruins spawning during mapgen
Fixed redundant “Salvage” button displaying on destroyed rebel buildings
Fixed device health not displaying on docked ships
Fixed some Inert Ruins VFX not playing correctly
Fixed using dashes around letters will no longer turn them into an em-dash
Fixed discover section of ruins will now refresh when surveying completes and ruin is selected
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.16.2
🪐 indicates changes due to community feedback!
Artifact Anomalies
Anomalies function very similar to resource patches - by researching them, you can gain more artifacts than you would usually find in a Ruin!
You can assign an Employee to harvest the artifacts from the Anomaly. They will instantly be added to your HUD as they are harvested
Obsidian Ruins
These Ruins contain higher tier resources than normal Ruins. If you’ve been slow to get started on your resource processing, snagging one of these will net you some tier II or III resources quickly and painlessly. They’re a bit pricier to claim, however.
Monument Center
You can now build a special Monument Center on top of any Monument that you’ve claimed
As long as this building is online and fully staffed, your influence cap will be permanently increased
Large Ruins Functionality
You can now survey, salvage and extract Large Ruins
They contain significantly more resources and artifacts than regular Ruins
Device List Update
We’ve been wanting to update the device list look and UX for some time. Now, all devices are in Categories that can be expanded and closed at will. We also have much bigger thumbnails so players have a better idea of what the devices look like before placement.
Please let us know what you think!
New Inert Ruin Type
Vision-increasing Ruin - activating this ruin will enable you to see into the Fog of War, helping you plan your expansion. You’ll still need to build Command Centers to claim new territory.
Added overlay activation to Inert Ruins - selecting a battery or fuel Inert Ruin will now display the correct overlay
Watch out - there’s a new Rebel Leader on the map!
Szoren Gorak is leader of the Breakers, an organization of Rebels loosely affiliated with the Cobra Rebels (led by Bahar). He, too, despises the Council and their ways, and is a master of persuasion in getting others to join his cause.
You can read more about Szoren in the Codex!
The Rebel Leader you’re dealing with is randomized each new game
Misc.
Removed the Fuel Used stat from Transport Hub as it was not adding value to gameplay
🪐 Added extra UI to locked hulls to make it more obvious that they are locked
🪐 Added a button for ‘open directory’ to Photo Mode
Did a pass on all button tooltips to make sure they displayed their hotkey correctly. If you’ve been hoping for a specific hotkey to be added to the game make sure you check out the settings - we have quite a few there already!
We’ve changed the way Tutorials work - they are now per game instead of in settings.
Fixes as of 0.16.2
Fixed trucks getting stuck when bringing Employees to the shipyard if they were going to build a ship (this is not a retroactive fix, sorry!)
Some visual issues still occur
Fixed Full flag not being displayed if a resource was completely filtered out of storage
Fixed ships waiting for Crew forever if an Employee died on the way to the crew pod
Fixed Timed Contract mode not working correctly on Epic
Fixed jukebox defaulting to automatic when reloading a game
Fixed music volume not resetting its state when moving from Shipyard to another building via the shortcut menu
Fixed speaker portrait not returning to the correct character if going back to the previous speaker during a two-character dialog
Fixed a handful of crashes
Fixed cancel shortcut not working until the right tile of a device was selected
Fixed duplicate descriptions of Osprey and Heron ships
Fixed devices disabled due to waste incorrectly showing a ‘not enough energy’ flag
Fixed zoom/minimap UI elements displaying over Citizen panel
Fixed some instances of wording not being consistent between UI elements
Fixed some overflowing UI in certain buttons
Fixed some inconsistencies with draining battery flags
Fixed jukebox not playing music in Manual mode
Fixed Employees getting stuck in their walking animations when pausing and resuming device construction or dismantle jobs
Fixed crew not getting unassigned from a ship correctly if their next job was to become crew on a different ship
Fixed enable/disable shortcut not working on buildings outside of command range
Fixed some missing strings
Fixed max influence not updating correctly until the game was unpaused after loading
Fixed ugly text resizing in build menu
Fixed tooltip in HUD disappearing if you clicked on credits
Fixed being unable to select a new grid from the HUD if any tile was selected in the city
Fixed repair button remaining highlighted after a building was fully repaired
Fixed Spaceport displaying ‘not enough storage’ incorrectly (should have displayed ‘not enough living space’)
Fixed progress bar on resource patch appearing empty on load
Fixed checkbox SFX triggering incorrectly on load
Fixed rebel attacks not shooting in a straight line occasionally
Fixed some incorrect triggers in tutorial
Fixed turret range VFX not disappearing if selecting a building that triggers an overlay
Fixed camera getting stuck when clicking on minimap and entering a building at the same time
Fixed jobs not being cancelled when Crew were unassigned from a ship while repairing a device or healing themselves
I hope you've been well since my last report. As you know, Artifacts are very important to the Council. These Artifacts allow us to rapidly advance our research and make consistent new discoveries here on Titan. In our last update to you for example, we discovered a way to activate inert ruins, which has opened up a whole new world of possibilities.
Well, we've made even more discoveries since then that will not only help you uncover more Artifacts for the Council, but put your Artifacts to use in more ways. The Council wants us to do a little more research before we can permit you to utilize these in your city-corporation, but I have been granted permission to share with you a little sneak peek at what's to come.
New Discoveries
Obsidian Ruins
We have been finding these Obsidian Ruins around Titan lately. They appear to be constructed of higher quality resources, and they are visually distinct from the typical ruin you find around here. Does this mean the previous civilization had a refining process, the same as ours? Or were the resources available on Titan better quality before the current medley of corporations settled here? I wonder if we'll ever know for sure...
Large Ruins
Our team has also finally made a technological breakthrough with the Large Ruins that will allow you to extract their secrets. As you might expect, Large Ruins contain a lot more resources and Artifacts than you'd typically find.
Monument Center
Speaking of mysterious ruins, have you seen these huge Monument Ruins? Well, the Council has just shared blueprints with us to build a Monument Center on top of them. Honestly, I'm not quite sure what goes on in there, and the Council is as secretive as ever about what goes on behind closed doors. Regardless, if you manage to construct one of these for them, you'll be sure to gain a lot more Influence with them.
Anomalies
We've also recently uncovered these strange Anomalies scattered around Titan. There are rumours that they are burial sites for the former civilization, but there is currently no substantiated evidence for this, so don't worry about extracting them. They are a good source of Artifacts if you choose to study them. These Anomalies are surprisingly delicate and would be destroyed by machines, so you'll want to dispatch your employees to get the job done.
These discoveries will be made widely available for corporate use on September 7, 2021 Pacific Time. What's that saying? The early bird gets the worm? Make sure you mark down the release date so you can put these discoveries to use before your enemies do.
[EDIT] Click HERE for experimental patch notes with these updates.
- Maddie, Council Representative
P.S. Here's our development roadmap again in case you missed it.
Patch 0.16.1
Fixes as of 0.16.1
Fixed a crash caused by rebels trying to upgrade a destroyed tile
Fixed first migrant ship lane not always having 4 citizens before a migrant ship has been purchased
INERT RUINS: Some ruins can now be activated for various functions SHIP BLUEPRINTS: Save and load layouts for your ships NEW LOCATIONS: Two new map locations are available to play PIECE OF ADVICE: Moved the Advisors Panel to the top left for easier access and more!
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday update on September 7th, 2021. See the full patch notes below!
Titan Tuesday: Patch 0.16.0
(Recipe for Ruin)
Changes as of 0.16.0
🪐 indicates changes due to community feedback!
Insert Inert Ruins
Some ruins, when surveyed, will now reveal functions apart from just containing Resources and Artifacts. For now, you can discover ruins that store Energy or Fuel or act as an Air Filter to remove pollution and Xethane (and sometimes a mix of two, if you’re lucky maybe even all three!) for your city
Once activated by spending Artifacts to research them, they will act like other buildings in your city. However, they cannot burrow
Even once activated, you can still salvage them for their original resource contents, but any artifacts they once contained are used up on activation
Inert Ruins will also do far more damage when destroyed by Rebels, so it’s wise to plan your city carefully around these useful but volatile structures
🪐 Ship Blueprints
UI is in the bottom left of the Shipyard View
From here you can save, apply and overwrite blueprints
Blueprints are saved on a per user basis, so no matter how many cities you start, you’ll be able to use the same blueprint every single time
Up to 5 blueprints per ship hull can be saved
Explorers of Titan
Two new map locations are now available to play!
Tranquil Trailblazing - more lakes, less Rebel camps, low Xethane and lots of rain
Chemical Enterprise - no lakes, lots of Xethane and Rebel camps, and no weather conditions
We’ve also added some colour overlays to all locations to give them more distinct identities and added specific weather conditions to some existing maps
Piece of Advice
We’ve moved the Advisors Panel to the top left next to all the other Management panels so that it’s easier to find and more accessible - remember you can access all kinds of extra gameplay tips and tricks by calling your Advisors, so give it a try!
Moved a gameplay tip from the Advisor system to the Linear Tutorial to better explain Job Priorities
Working Hard or Hardly Working?
Added a new flag to indicate that all your Employees are assigned to fulltime jobs or dedicated to a Job Category, to better communicate why no Employees are available to do other work
Unfortunately we will have to wait to localize the contents of this tooltip!
Filters are Friends
🪐 Changed the UI panel of Storage Facilities and Containers - the filter settings are no longer hidden behind a button and are now instead listed on the UI panel
Fuel Up
Refactored some fuel storage code
Fuel stored in the Transport Hub can now also be used to power your Energy Plants if need be
Fuel from your Silos will also be used to fill your Transport Hub if need be
Red vs Blue (Polished up our Combat VFX!)
Player ships fire blue lasers instead of red lasers to help differentiate between shots
Combat view targeting reticles got a makeover and now display different colours depending on if they are being placed, charging or firing
Dismantle it All!
Moved the Dismantle All and Dismantle Mode UI to the bottom of the device list in Buildings and Shipyard
Miscellaneous
Framerate now defaults to 60fps instead of unlimited for new players, to improve performance. If you are having trouble maintaining a steady framerate consider changing your frame limit setting in Options
Updated the Codex
Fixes as of 0.16.0
Fixed device dismantle tooltip displaying the returned resources in tier 1, regardless of which tier was used to build the device
Fixed being unable to dock in a shipyard if there were more than two shipyards present and the player had the maximum number of ships allowed
Fixed destroying a Rock bigger than 1x1 after a save and load causing a hole in the map
Fixed an exploit allowing ships to target buildings from across the map
Fixed launch button not updating its visual state when selecting the shipyard after exiting
Fixed device UI changing to ‘dismantling’ if a dismantle was selected before selecting a construction
Fixed a crash occurring when a dismantle was ongoing in one shipyard and a construction was queued in a second shipyard
Fixed being allowed to build more than the max amount of ships
Fixed rebel claims and surveys leaving icons behind
Fixed ultra-wide monitors not showing their correct native resolutions in fullscreen mode
Fixed ship employee management panel not being closed when right clicking to dismiss
Fixed some more achievements triggering incorrectly
Fixed Rebel Turrets being allowed to attack player ships that were inside shipyards if they were within range
Fixed devices never being repaired if a Crew member died while assigned to repair that device
Fixed relay arcs being displayed on the enemy ship and never being dismissed if the Energy Overlay was viewed in Combat View
Fixed Life Support UI flickering on and off in some circumstances
Made a low risk fix to the freeze when placing Command Centers in truck-accessible tiles in very big cities with huge transportation networks. While this doesn’t resolve the issue completely it should significantly decrease the length of the freeze
🪐 Framerate now defaults to 60fps instead of unlimited for new players, to improve performance. If you are having trouble maintaining a steady framerate consider changing your frame limit setting in Options.
Halved the amount of Xethane filtered by Inert Purifiers
Added some information about Inert Ruins to our Codex!
Added localizations for some of our new features
There are still a couple lines that are not translated - these will be translated next month!
Fixes as of 0.15.3
Fixed a slowdown issue that occurred when changing currency tiers or storing resources in a Storage Facility that was selected and displaying it’s UI panel
Fixed devices never being repaired if a Crew member died while assigned to repair that device
Fixed relay arcs being displayed on the enemy ship and never being dismissed if the Energy Overlay was viewed in Combat View
Fixed Life Support UI flickering on and off in some circumstances
Made a low risk fix to the freeze when placing Command Centers in truck-accessible tiles in very big cities with huge transportation networks. While this doesn’t resolve the issue completely it should significantly decrease the length of the freeze
Fixed some instances of unlocalized strings not defaulting to English
Patch 0.15.2 and Beta Branch Info
Hello Founder,
So you're feeling a little experimental, are you? Well, you've come to the right place then. This update is for those who would like to play on the Experimental Branch (AKA beta, unstable, or test branch). Below, you can find information on the Experimental Branch and what to expect.
If you already know all this stuff or if you're not interested in playing on Experimental but want to know what we're working on, keep scrolling down for the patch notes.
What is the Experimental Branch?
The Experimental Branch is a beta test branch for Industries of Titan where you can play upcoming features, content and experiments that aren't yet (and may never be) ready for the Main Branch.
Why should I play on the Experimental Branch?
If you don't mind that certain aspects of the Experimental Branch may be less polished, you get to experience updates before everyone else! Testing on the experimental branch is a big help to our team and QA testers!
How can I play on the Experimental Branch?
Right click on Industries of Titan in your Library, and go to Properties. Click 'BETA' on the list and select the build from the drop down.
How often will you be updating the Experimental Branch?
We don't have a specific cadence for experimental updates. However, we do try to get at least one patch out on Experimental approximately a week or two before a Titan Tuesday! Experimental patches will vary depending on many factors though.
Where can I find Experimental patch notes?
For now, we plan to post all of our Experimental updates here on Steam like this, but even if this changes in the future, you can find all of our patch notes up on https://braceyourselfgames.com/industries-of-titan/updates.
How do I report issues or give feedback while playing on the Experimental Branch?
Please use the in-game bug reporter as usual!
Can I openly discuss/stream/create content based on the Experimental Branch?
Absolutely!
I have more questions!
Feel free to reach out on our forums, or join our Discord!
Thank you very much for supporting Industries of Titan! We are working hard to make sure we can get the game into a stable and fun place for 1.0, and you're a huge help!
Patch 0.15.2
Changes as of 0.15.2
🪐 indicates changes due to community feedback!
Insert Inert Ruins
Some ruins, when surveyed, will now reveal functions apart from just containing Resources and Artifacts. For now, you can discover ruins that store Energy or Fuel or act as an Air Filter to remove pollution and Xethane (and sometimes a mix of two, if you’re lucky maybe even all three!) for your city
Once activated by spending Artifacts to research them, they will act like other buildings in your city. However, they cannot burrow
Even once activated, you can still salvage them for their original resource contents, but any artifacts they once contained are used up on activation
Inert Ruins will also do far more damage when destroyed by Rebels, so it’s wise to plan your city carefully around these useful but volatile structures
🪐 Ship Blueprints
UI is in the bottom left of the Shipyard View
From here you can save, apply and overwrite blueprints
Blueprints are saved on a per user basis, so no matter how many cities you start, you’ll be able to use the same blueprint every single time
Up to 5 blueprints per ship hull can be saved
Explorers of Titan
Two new map locations are now available to play!
Tranquil Trailblazing - more lakes, less Rebel camps, low Xethane and lots of rain
Chemical Enterprise - no lakes, lots of Xethane and Rebel camps, and no weather conditions
We’ve also added some colour overlays to all locations to give them more distinct identities and added specific weather conditions to some existing maps
Piece of Advice
We’ve moved the Advisors Panel to the top left next to all the other Management panels so that it’s easier to find and more accessible - remember you can access all kinds of extra gameplay tips and tricks by calling your Advisors, so give it a try!
Moved a gameplay tip from the Advisor system to the Linear Tutorial to better explain Job Priorities
Working Hard or Hardly Working?
Added a new flag to indicate that all your Employees are assigned to fulltime jobs or dedicated to a Job Category, to better communicate why no Employees are available to do other work
Unfortunately we will have to wait to localize the contents of this tooltip!
Filters are Friends
🪐 Changed the UI panel of Storage Facilities and Containers - the filter settings are no longer hidden behind a button and are now instead listed on the UI panel
Fuel Up
Refactored some fuel storage code
Fuel stored in the Transport Hub can now also be used to power your Energy Plants if need be
Fuel from your Silos will also be used to fill your Transport Hub if need be
Red vs Blue (Polished up our Combat VFX!)
Player ships fire blue lasers instead of red lasers to help differentiate between shots
Combat view targeting reticles got a makeover and now display different colours depending on if they are being placed, charging or firing
Dismantle it All!
Moved the Dismantle All and Dismantle Mode UI to the bottom of the device list in Buildings and Shipyard
Fixes as of 0.15.2
Fixed device dismantle tooltip displaying the returned resources in tier 1, regardless of which tier was used to build the device
Fixed being unable to dock in a shipyard if there were more than two shipyards present and the player had the maximum number of ships allowed
Fixed destroying a Rock bigger than 1x1 after a save and load causing a hole in the map
Fixed an exploit allowing ships to target buildings from across the map
Fixed launch button not updating its visual state when selecting the shipyard after exiting
Fixed device UI changing to ‘dismantling’ if a dismantle was selected before selecting a construction
Fixed a crash occurring when a dismantle was ongoing in one shipyard and a construction was queued in a second shipyard
Fixed being allowed to build more than the max amount of ships
Fixed rebel claims and surveys leaving icons behind
Fixed ultra-wide monitors not showing their correct native resolutions in fullscreen mode
Fixed ship employee management panel not being closed when right clicking to dismiss
Fixed some more achievements triggering incorrectly
Fixed Rebel Turrets being allowed to attack player ships that were inside shipyards if they were within range
Patch 0.15.1
Changes as of 0.15.1
🪐 indicates changes due to community feedback!
Added missing localization for all languages
Added localization for intro subtitles
Fixes as of 0.15.1
Fixed a crash that occurred occasionally when changing auto-currency
Fixed a rare but easy to solve crash
Fixed Energy Overlay being triggered whenever a pylon completed construction or upgrade
Fixed being allowed to rename certain map tiles that were definitely not supposed to be re-nameable! You can still rename any Empty Plots that you own, to help plan out your city.
Hey Founders! It's the first Tuesday of the month, which means it's Titan Tuesday. However, since it's only been a few short weeks that we released on Steam, this isn't going to be your typical Titan Tuesday update. We're still working hard on August's content with Inert Ruins, but these last few weeks we focused largely on addressing the feedback that we've received from you since launch. That's what this update is about.
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday update on August 3rd, 2021 at 11:00AM PST. See the full patch notes below!
Changes as of 0.15.0
🪐 indicates changes due to community feedback!
There’s no Industry without UI
We’ve made some changes to our UI to hopefully improve readability and usability! We will be doing a couple of these changes every month going forward.
Widescreen, Display Resolution and UI Scaling
🪐 Added 21:9 as a UI clamp ratio for wide-screen users
🪐 Added support for Fullscreen Borderless to display at resolutions other than the native resolution
Added better support for multi-monitor resolution lists (should now display resolutions correctly)
Moved UI scale to the Accessibility Settings menu
Rebels
The Rebel Threat meter is now displayed and hidden automatically when going out of/into a ship combat
Ships
Added docked ship information to the Shipyard UI panel
Rearranged Ship UI panel to display the health of the ship without requiring a scroll
🪐 Added a ‘Repair Ship’ button to the Shipyard UI panel
Changed order of action buttons on Ship construction panel
Xethane and Fuel
Added Xethane level to Crack UI panel
Changed ‘Xethane Depleted’ flag to an Error instead of a Warning
Waste
🪐 Added a Waste Burn Rate property to the Smokestack UI panel
Artifacts
Moved the Artifacts count in the HUD to be beside Waste instead
Auto Currency
🪐 Re-enabled click on HUD to switch resource tiers out of Auto Currency mode and to cycle through tiers
You can use Tab and Shift+Tab to cycle through Minerals and Isotope tiers respectively, but the hotkey can’t be used to swap between Auto-Currency and Tiers (to prevent accidental swapping)
Employees
🪐 Added a tooltip to the Idle Employee flag to indicate why those Employees are idle
Transport Hub
Removed a useless stat on the Transport Hub (travel range is limitless)
Indoors
Removed overlay icons that do not apply from interior view
Just Fuelling Around
Fuel Turbines now require an Employee to operate. If you’re loading a save file from before this change, we add Employees to your Turbines on load, so your entire city won’t go offline when you start playing again!
Advisor Reviser
🪐 Updated our Tutorial to more clearly explain how Xethane works
We do not have VO for this step for now, so the auto-advance feature will not work and you will have to manually click through to read the tutorial
Sorry, we are still waiting on translation for other languages! This will come soon in a hotfix.
🪐 Also allowed players to phone Advisors sooner, to access the Admiral’s Ship building tutorial
Adjusted some VO to better match text
The Name Game
🪐 You can now rename any building in the game, not just Factories, HQ, Shipyards and Command Centers
Shield of Approval
🪐 Updated the radius of the automatic shield - it now covers all the tiles it should cover!
To Map it All Off
Removed the fixed rectangle focus and replaced with a dynamic box that scales based on the 4 angles of the camera view
🪐 Prevented the camera box from panning too far off the side of the minimap, to keep players from accidentally edge scrolling to the edges of the map and not realizing what happened
Intro Cinematic
🪐 Added subtitles in English for our Intro Cinematic
Sorry, we are still waiting on translation for other languages!
🪐 Added a Cinematic Volume slider to Audio settings
Added support to try and solve audio from intro cutscene not being cancelled when players with lower-spec machines were launching the game
General Updates
To improve stability we’ve removed the in-game patch notes display in favour of linking to our website. Clicking on the button will now open your browser.
Added a link to our newsletter on the main menu
Hardcore mode now turns off when you return to the main menu if it was toggled on previously
Made some changes to how storage is initialized to improve stability on load
Made some readability changes to the main menu and new game menu
Balance, Balance, Balance
Some changes to Rebel Camp balance:
🪐 Decreased overall rebel growth rate of cities and ships
🪐 Decreased turret spawn frequency and ensured they do not spawn so close together
Rebel camps spawn fewer but stronger ships in late game
🪐 Rebel ship aggression range increased by 33%
Destroying rebel buildings increases the threat meter 50% more than previously
Rebel ships generated at camps are Defenders more often than Patrollers now
Some general balance changes:
🪐 Lowered the difficulty of Hard and Titan by 25%
Increased the effect of influence gain on the Rebel Threat Meter by 25%
🪐 Increased capacity of the Medium and Large Storage Containers by 33%
Increased the effect of credits gain on the Rebel Threat Meter very slightly
🪐 Several changes were made to the Pacing of Combat In order to make tactical decisions have more strategic depth. In general, the average duration of tactical combat has been doubled.
Buildings all have about 50% more HP
🪐 Doubled all Ship HP for player and Rebels
Decreased Ship repair costs to account for doubled HP
Crew on ships now take twice as long to suffocate to death
Adjusted explosion damage of ship hulls to be based on the new HP levels
Ship repairs are now 2x faster as a result of more HP
Burrow duration is doubled to account for longer combat duration
Rebel turret DPS for Level 2 and Level 3 has been reduced by 20%
Fixes as of 0.15.0
Fixed being able to drag and drop the ‘drag jobs here’ box in an empty folder
Fixed a handful of rare crashes
Fixed Employee modules not appearing connected when re-entering a building
Fixed Corp Icon defaulting to ‘Corp Icon’ after a save and load inside HQ
🪐 Fixed Steam Leaderboards not being displayed in-game, though the scores were still being recorded
🪐 Fixed French-Canadian and Swiss-French users being shown the AZERTY layout
🪐 Fixed weapon hotkeys 1 thru 4 in ship combat not selecting weapons correctly
Fixed an issue with double-clicking on a warning flag on a building to enter the building causing camera issues when returning to City View
Fixed some keyboard shortcuts not being displayed correctly
🪐 Fixed ‘City’ not being centered in the top tab of the HUD
Fixed energy overlay not being updated when a Pylon was disabled
Fixed trucks being invisible after cancelling an upgrade on Transportation Hub
Fixed max ship speed not being displayed correctly on Ship UI panels
Fixed Shipyard not being displayed as unplaceable if hovered over tiles the player didn’t have enough influence to purchase
Fixed Employees getting stuck in shipyard when trying to pick up resources from a dismantled ship. This fix is backwards compatible!
Attempted fixes at a handful of unreproduced crashes
Fixed road network not refreshing correctly when a building finished connecting or upgrading, causing issues with truck access to newly connected/upgraded building
Fixed repair animation in shipyards triggering early if the game was loaded after the job had been queued
Fixed some code running at save instead of only at load, causing a few issues
🪐 Fixed the playtime achievement unlocking based on simulation time, not actual playtime
🪐 Fixed the ‘launch your only ship while under attack’ achievement unlocking when the player had more than 1 ship available
Fixed some typos
Fixed ship facing the opposite direction in city view vs shipyard when launching
Fixed the ship repair job not being set correctly
Fixed not being able to select the building to connect to if connecting via hotkey
Fixed some characters defaulting to missing glyphs instead of the backup font
🪐 Fixed Energy Plant not being visually re-enabled correctly after changing state (upgrade, connection, disabled)
Fixed some strings not translating correctly
🪐 Fixed Advisor tutorial step not completing correctly
Fixed cracks not generating Xethane after loading a game
Fixed claiming Rebel HQ costing more influence than the cap could be expanded to