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Genre: Simulator, Strategy, Indie

MegaFactory Titan

Major Update 0.9.0.0 Released!

Update 0.9.0.0 is out. With Heating Dynamics, Weather Dynamics, Custom Landing Zones, and much more, this update is huge! It also makes some significant improvements to the Population Dynamics added in the previous update.

Heat Dynamics


Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation.
Some structures now overheat and shutdown, while others, like habitats and farms, need to stay warm, otherwise workers will get unhappy and leave.
Habitats, Farms, and other population-related structures now have an internal heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures.
To better help improve heating and cooling, there are several different heat exchanger floors, which greatly improve dissipation of heat, several different insulator floors and insulator augmentations, which can hold in heat. Cooling Towers can now take in many different kinds of coolants, each of which has different cooling capabilities. A new Heating System structure can pump additional heat into structures which need it.

Weather Dynamics


Hydrocarbon rain is here at last! Rain clouds will form over your factory from time to time, and the rain will clear pollution significantly when it falls. Rain also can alter the temperature of your factory, heating up your factory when it is cold, or cooling it down when it is overheating. Hydrocarbon snow is also another possibility. The snow can cool down your factory somewhat. Cloud seeders now can help accelerate the formation of rain or snow clouds as well.
Wind dynamics have been changed significantly.

Custom Landing Zones


Not a fan of night time? Well, now you can choose to start your new game at Titan's North Pole, which is awash in perpetual daylight. Great for solar power, not so great for wind power and cooling.
You can stick to the Northern Regions, which is the default, but now also available is Titan's Equator, which has equally long days and nights, giving better wind power and cooling.
And finally, if you want a more challenging experience, try Titan's South Pole, set in perpetual darkness except for Saturn's gleam behind the thick atmosphere.

Graphics Improvements


The main menu screen now features a dynamic scene of the space station you deploy from in low orbit over Titan.
Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, it produces a yellowish gleam in the sky that illuminates the world at night better.
Many smaller graphics improvements have been made as well. Fog is less flat looking. Lakes and shiny surfaces no longer flash so brightly at dusk and dawn when you are looking into the sun. Explosions have been improved. Terrain has been tweaked to look better. Spacecraft radiators generate light now. Meteors have been completely reworked visually.

Population Dynamics Improvements


You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities.
You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters.
There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others.
You can now hire workers directly from your HUD, from the same button where you layoff workers, rather than talking directly to each faction. If you do so, you will hire from the faction that is the cheapest to hire from (which will vary based on how much each faction likes you).
Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so they're harder to miss. Headquarters now give more warnings about unhappy population as well.
When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them.
Habitats now store twice as much as they need, in case they are far from a necessity source.

Balance Changes


Corporate fees and subsidies have been reduced so that it is now ideal to pay off your loan as soon as possible (rather than previously, where it was cheaper to delay payments as long as possible).
On easier difficulties, you need fewer necessities. You can also alter this on custom difficulties.
On Sandbox difficulty, workers don't leave if they are unhappy. Instead they just complain.
The Meteors Crisis spawns fewer meteors in early to mid game.
Early game in general has been made slightly easier.

Quality of Life


You can now pin resources to your main HUD, which will tell you how many each resource exists across your entire factory. This lets you create an "inventory" which allows you to instantly know at a glance what you have, and whether there are any blockages, or unexpected losses.
Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage.
You can set exact storage caps on warehouses for each different resource if you want exact control over how many resources go into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with a number of dummy goods.
You can also better check on the heat of your structures with the Temperature View Mode now, and you can determine how much heat is being lost through convection, conduction, and radiation.





Full Changelist


0.9.0.0 (6/25/2024)
Gameplay
- Hydrocarbon rain added. Rain clouds form every so often and rain all over your factory, which greatly reduces pollution. Rain clouds can heat up or cool your factory, depending on its current ambient temperature.
- Hydrocarbon snow added as well. Snow clouds can sometimes form over your factory too, which can cool down your factory slightly.
- Cloud Seeders now actually seed clouds. Adding them to your factory increases the frequency with which clouds form, and increases the chances they form in the area around your cloud seeder.
- Cloud Seeders no longer simply reduce pollution as they used to do. They will need to form a cloud to do so.
- Start Landing Zones. Four landing zones (Northern Region, North Pole, South Pole, and Equator) can be chosen at game start, each of which vary your latitude on Titan, each of which yields very different day and night cycles. The cycles significantly alter how solar power, wind power, and heating/cooling will work.
- Corporate Fees and Subsidies are reduced. They are now equal to your starting loan payments. This means it's better to pay off your loan as soon as possible. The upkeep will be lower if you pay off your loan (rather than before, where paying off 9/10 of your loan was optimal). This greatly reduces the difficulty in that part of the game.
- Reduced the number of meteors during a crisis.
- Amount of necessities such as food and oxygen needed now scales by difficulty. On easy and sandbox, it is reduced to 50%. This can also be customized on custom difficulty as well.
- On Sandbox difficulty, workers don't leave if they are unhappy (they just complain).
- Whenever your workers are set to leave because they don't have the right necessities, the Conflux Market will send you a message reminding you that you can buy necessities off of them. They also restock with necessities at this point too.
- Large/Mega producers now have 3 augmentation slots (instead of 2).
- Large/Mega producers are now cheaper to maintain than their smaller variants.
- Optimizer is better at improving production speed.
- Supercomputer is better at improving research speed.
- Catalyst Augmentation is better at improving production/research speed.
- Food can now be produced immediately at Farms. You don't need to research Refineries and produce Agrochemicals. However, food produced without agrochemicals is extremely inefficient, but it can be done.
- There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and now it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others.
- Removed counterfeit artifacts ability from Saturn's Chosen.
- Habitats now store twice as much as they need, in case they are far from a necessity source.
- Tweaked prices of various buildings.
- Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation.
- Reworked advection, wind, and temperature simulations.
- Convection is increased based on wind speed.
- Structures can now overheat and shutdown.
- Habitats need to stay within a temperature range, otherwise workers will get unhappy and possibly leave. Habitats now have a heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures.
- All population related structures have a narrow range they must stay in.
- Farms and Oxygen Gardens must also be carefully kept within a temperature range, otherwise the plants will die.
- Population-related structures have built-in internal heaters that consume variable amounts of power based on how cold the structure is. Farms and Oxygen Gardens do as well.
- Certain producers and science facilities now have a minimum temperature to operate. When working, they have a heater to heat them to the minimum temperature before they can begin producing things.
- Constructed buildings are built hot, and then cool down to the ambient temperature.
- There are now several heat exchanger floors, each of which alter the thermal conductivity of the structures above them, which can heavily improve heat dissipation.
- There are also several different insulator floors. Each alters the thermal conductivity of structures above them in the insulator range.
- There are now several Insulation Augmentations. Each now alters the wall material of structures it is added to, causing those structures to lose less heat to wind and ambient temperatures.
- Cooling Towers now dump a portion of excess heat produced from a structure directly into the atmosphere. The amount of heat it dumps scales on how much coolant is fed into the tower. If a producer generates tons of heat, the coolant will be spent far quicker.
- Cooling Towers can now take in different kinds of coolant. Each will have a different effect on how well the tower will cool.
- New Heating System structure. An upgrader that converts power into heat and heats anything it touches, but some of the heat stays in the heating system. It can also become overheated in this way.
- Spacecraft exhaust plumes dump heat into the atmosphere when landing and taking off.
- First ruin you pick up in a new game is now always a map.
AI
- You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities.
- You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters.
- Only the Conflux Market will sell you necessities now.
- Allies will start even closer to your start location so as not to get into a struggle with the Marauder faction.
- AI will request much larger power amounts to heat their buildings.
- Reduced power markup bonus.
Graphics
- The main menu has been updated with a dynamic main menu showing the space station in orbit over Titan, and Saturn in the background as well.
- Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, there is a yellowish gleam in the sky that illuminates night time better.
- Camera can be tilted slightly upwards.
- Fog is much less flat looking now.
- Movement of the sun in the sky is correct now, matching Saturn in summertime, so Titan in the north gets the longest day in the Saturnian year.
- Distance to Saturn varies due to Titan's orbital eccentricity now.
- Spacecraft radiators generate light now (only on high graphics settings).
- Improved explosion FX. Shockwave is brighter, the fireball is less uniform, and the smoke lingers longer.
- Improved meteor FX significantly.
- General dust FX improved.
- Hydrocarbon lakes and terrain no longer get that bright flashing at dusk and dawn. Specular highlights are toned down at sunset / sunrise.
- Terrain tweaked to look better.
UI
- You can now pin resources to your main HUD, which lets you see how many resources of various types you have at a glance.
- The Layoff Button in the main HUD now lets you hire directly, rather than talking to another faction. If you choose to hire from that button, it will simply pay the cheapest faction for workers.
- The temperature view now colors in structures with their temperature. It also lets you know that structure's temperature through the hover.
- In temperature view mode, hovering over a structure will let you know the heat that it is losing to conduction, convection, and radiation.
- User Selected View always overrides the view of the selected structure.
- Pollution reduced by clouds formed from a cloud seeder now record pollution removed in your stats.
- When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them.
- Power UI lines are now yellow, worker UI lines are purple.
- Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so you won't miss them.
- Headquarters now give more warnings about unhappy population.
- Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage.
- You can set exact storage caps on warehouse for each different resource if you want exact control over how many resources goes into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with dummy values.
- Removed tutorial checkbox from new game screen.
- Many structures have a heating ui section now.
- Floors have been redistributed to all action menus, because there are so many.
- Unassigned population is specifically mentioned as being at the headquarters in error messages.
- Buying a permit or other item from another faction has the option to return to that faction's store if they have it.
- Added a tutorial for hiring workers.
- Habitat tutorial is before the mining tutorial now.
- Various other improvements to existing tutorials.
- Added a new button in the bottom bar for heating and cooling items.
- Infolinks shows min and max temperature limits.
- Added limits to size of marquee delete/relocate.
- Many other minor UI fixes.
Other
- Game starts in fullscreen the first time you play it.
- Bug fix - Fixed a rare case where start locations were ending up with no good starting resources for Wire.
- Bug fix - Infolinks showing wrong maintenance costs.
- Bug fix - Upgraders complaining about nothing to upgrade when they were just out of inputs, off, or otherwise had a different issue.
- Bug fix - Fixed large producers having worse pollution efficiency than small producers.
- Bug fix - Fixed normals of certain terrain types being slanted incorrectly.
- Bug fix - Fixed normals being upside down in certain cases.
- Bug fix - Rotations causing weird lighting in certain cases.
- Bug fix - Particles sticking around between games.
- Bug fix - Factions that become hostile to you due to the main mission will no longer allow you to visit their store or chat with them.
- Bug fix - Marauders running out of ammo and doing nothing about it.
- Bug fix - Symmetric hotspots would sometimes produce nearly zero temperature gradient, and thus cause near zero wind.
- Bug fix - Fixed particle FX wind drag being wrong.
- Bug fix - Fixed particles showing up on the minimap.
- Bug fix - Fixed meteors not having lights.
- Bug fix - Fixed particles flickering at dusk and dawn.
- Bug fix - Powerline ui showing up for the wrong structures.
- Bug fix - Fixed invalid-build-squares UI showing up while a structure is being built.
- Bug fix - Fixed odd black artifacts appearing on buildings under certain angles of sunlight.
- Bug fix - Bankruptcy status bar colors were wrong.
- Bug fix - Fixed build templates not loading in certain rare cases.
- Bug fix - Fixed discrepancies in costs reported vs costs paid.
- Crash fix - Crash when selecting a structure where certain specific good types are going to.
- Crash fix - Rare pathing crash from loading bad data.
- Crash fix - Rare crash when using patrolling vehicles with a power-of-two number of nodes.
- Crash fix - Fixed a crash when placing or deleting a maglev tube in a large, complex maglev setup.
- General performance optimizations made.
- Fixed a number of UI-related memory leaks.

Hotfix 0.8.0.2

0.8.0.2 (3/20/2024)
- AI Land Buying Behavior. Allied factions, such as the Conflux Market or Settlers, will now try not to buy land near enemy faction land. Similarly, enemy factions will try to not build their bases near allied factions. This avoids cases where the Conflux Market is too close to the Marauders, and will cause your trucks to get attacked anytime you deliver to or from the Conflux Market. This change will take place on new save files, older save files will be unaffected.
- Starter Packs of Items now have a "Recommended" option for new players who aren't sure which option to choose.
- "Take Trash" replaced with "Take Waste Products" deal, which allows you to take Waste Water and Carbon Dioxide from players in addition to Raw Garbage.
- Balance - Most Augmentations are now far cheaper, show up in multiples at the Conflux Market, and show up in multiples when they are a mission bonus reward.
- Pausing the game disables autosave.
- Strings tweaked.
- Bug fix - When taking a waste mission, trading post will fill up with the waste as long as the mission is active (overriding any existing deal).
- Bug fix - Enemy AI wasn't ordering attacks in certain cases if targets were out of range.
- Bug fix - Conflux Market's production structure lights were not on.
- Crash fix - Fixed crash when deleting certain habitats.

Hotfix 0.8.0.1

0.8.0.1 (3/15/2024)
- Increased worker range on habitats.
- Increased automation filters on starting cargo vehicles (Light Transport has 4, Heavy Transport has 6 now).
- Habitats now have an option for setting up automatic pick ups and deliveries for vehicles.
- Population byproducts now show up in Filters UI.
- Bug fix - Fixed ground texture not updated after being mined out.
- Bug fix - Vehicles sometimes being unable to reach destinations near obstacles when pathing.
- Bug fix - Vehicles stopping pathfinding in certain cases when you queue up scout orders.
- Bug fix - Red Citadel Gun Rovers unable to go to ruins fixed.
- Bug fix - Lights stay on for other faction habitats.
- Bug fix - For cargo vehicles, can right-click on habitats to set dropoff and pickup spot.
- Bug fix - Cargo vehicle not doing anything if there is no valid pickup spot, but they still have goods to dropoff.

Major Update 0.8.0.0 Released!

Update 0.8.0.0 is out! The new Population Dynamics adds a new game mechanic, the largest such gameplay change since MegaFactory Titan has entered early access!
Older saves will work with the new mechanics, however, you will need to rearrange and rework parts of your factory to do so.

Population Dynamics


People are no longer solely the domain of the AI. Now, as a player, you too need to manage your own population! In order to run your factory, you will need to build habitats, hire workers, pay their wages, and supply them with food, potable water, oxygen, and medicine, and also make sure they remain happy. You start the game with several days of necessities, but once those run out, you will need to start producing them yourself at your factory, or buy them from other factions. You can also hire workers off of other factions, but be careful -- this can cause other factions to be drained of people, and they will demand less trade from you as a result.

Pollution Dynamics


Pollution dynamics have been expanded greatly. Pollution now negatively affects most production facilities in the game. Pollution also reduces the happiness of your workers, and can cause them to leave your factory if you don't address it. In addition to previous pollution removal buildings, there is now an early pollution scrubbing augmentation you can install directly into your structures. Visually, polluting now leaves huge black clouds lingering all over your factory.

Interface Theme Overhaul


The main interface has been overhauled, with changes made to nearly aspect of the interface.
The default color scheme has been redone as well, and now there is support for many different color schemes.
The infolinks have been completely redone to be much clearer and easier to navigate. A lot of extraneous / useless information has been removed from it. The info is much more compact, and infolinks can now be searched.
A ton of changes have been made to make the UI better suited for players with smaller monitor resolutions, with more compact interfaces in a lot of places.

Difficulty Rebalancing


Normal difficulty has been made less difficult financially. Crises are now less devastating on Normal and Easy mode.
There are more ways to deal with the meteors, as certain defenses which work well against storms now work well against meteors.
Certain Crises, such as meteors, now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
Crises are less frequent in general.
You can also change the difficulty mid-way through the game. If you are in custom mode, you can edit the individual variables as well.

Performance and Memory


Vulkan now uses significantly less memory during the game, especially for players who explore a lot. There is now better performance in general when lots of mining is occurring. Load times have been improved. Large save files use less memory as well.

Quality of Life


Graphical improvements for lower resolution monitors, such as improvements to jagged bloom effects, and ugly SSAO artifacts.
Mission success or failure messages go away after a few seconds if you ignore them.
The ledger shows a pie chart of your expenses so you can quickly tell what is costing the most money at a glance.
All tutorials and loading screen tips are now readable in Infolinks.
And a huge amount of small tweaks and UX fixes.





Full Changelist
0.8.0.0
Gameplay
- Production structures, extractor structures, large powerplants, certain upgraders, radar, research labs, cloud seeders, vaporizer stacks, and most population-related structures now all need workers to function.
- Habitats now can have population assigned to them, which allows them to send out workers to nearby structures.
- You can hire workers from most of the allied factions. This will pull away population from that faction, reducing their trade demands.
- You can lay off any of your unassigned workers.
- Workers cost a flat daily wage (except for the Cult faction).
- Population needs food, potable water, oxygen, and medicine. If they don't get what they need, they will become unhappy, and if too unhappy, they will leave. In the case of missing oxygen, they will immediately leave.
- Oxygen, when consumed, converts into Carbon Dioxide, which must be passed back into Oxygen Gardens (or Farms) to convert it back into Oxygen.
- Potable Water converts into Waste Water once consumed, which must be passed back into Water Treatment Plants to be cleaned.
- You can purchase necessities from some of the allied factions, if they have any in stock.
- Population becomes unhappy when there is no power in their habitats, but they still function just as well.
- Population becomes happier if they don't have any work to do.
- Luxury habitats reduce unhappiness modifiers.
- Comm Towers, Office Parks, and Hospitals increase the happiness of nearby habitats.
- Happiness of population drifts towards the mean over time in the absence of external factors.
- In new games, you will get a fixed amount of population and several days worth of necessities to start with. In older saves, you will get these as well.
- Pollution reduces the working speed of most production facilities in the game.
- Pollution reduces the happiness of habitats.
- Pollution Scrubbers help reduce inefficiency caused by too much pollution.
- New Scrubber Augmentation for installing into your structures, which reduces pollution generated.
- Farms and Habitats now can take augmentations.
- Most population-related structures are now in the tech tree and must be researched.
- You can change the difficulty while in game. Easy, Normal, and Hard can be switched between. Sandbox can not. Custom difficulty allows you to tweak some of the individual variables of the difficulty, but not all of them.
- Difficulty - Normal difficulty has reduced costs. All difficulties have reduced crisis intensity by default.
- Crises are less frequent in general.
- Meteors can now also have their damage reduced slightly by using Stabilizer Floors and Mass Dampers.
- Underground structures are also resistant to meteors by default.
- Different Crises have differing warning times now. Meteors, in particular, have a very long lead time, to give you plenty of time to set up turrets.
- Selling trophies is no longer a way to get near-infinite money. The price of trophies now falls off the more you sell. They still can net you a lot of money in the short term, but in the long term, it stops being a viable way to support your factory.
- You can only stash items from structures, not from vehicles now.
- You can't destroy your main base while there are items inside of it now.
Graphics
- Large pollution clouds now hang around your factory if you pollute too much.
- Dust clouds don't move as fast in the wind.
- Tweaked fog to look nicer, especially in the minimap view.
- Fog has greater variety of color, and is more noticeable.
- Minimap view exploration cutoff is smoother.
- Tweaked pollution/temperature/tides/geothermal overlays to look nicer.
- Improved SSAO to be crisper and less noticeable.
- Reduced bloom jaggies on lower resolution screens.
- Toned down the brightness of certain glowing structures.
- Added floor lights to farms and oxygen gardens.
- Tweaked smoke particles.
- Tweaked a number of other structure models.
UI
- Default color scheme redone.
- Several new color schemes to choose from.
- The infolinks have been completely redone to be much clearer and easier to navigate.
- Infolinks subsections has a search bar.
- Extraneous info removed from many infolinks sections.
- Certain Crises now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
- UI is more compact in size, better suited for smaller monitor resolutions.
- In the Missions Board, requests are grayed out if you already have a prior request from the same faction.
- Below your money display is now a population display, which tells you your total population, assigned population, if any habitats have errors (such as lacking in oxygen), and a button to lay off your workers.
- Habitat UI now shows you a breakdown of where your people are working.
- Mission success messages now go away after a few seconds if you don't open them up.
- Explorer notifications are usually sent to the bottom corner of the screen now. These notifications only appear in the middle of the screen if that explorer is selected.
- Inefficiency due to pollution is now shown in the "Bonuses and Penalties" panel of all producers.
- High Priority setting now applies to worker usage as well as power consumption.
- Land buying UI made more compact, with improved clarity of options.
- Loading screen reports load progress better.
- Ledger shows a pie chart of daily expenses.
- "Sell Only" structures build button removed, replaced with "Population" structures button at the bottom of the screen, also rearranged.
- New overhead floating error that appears when a location has no workers that can work there.
- In the tech tree, nodes will stay filled when researched fully.
- Tutorials and loading screen tips are now readable in Infolinks.
- Items are now sorted better across all readouts in the game, in infolinks, in the action bar, etc.
- In Infolinks, some goods (like necessities) will show you where they can be purchased at.
- Added a new tutorial for population dynamics.
- Tons more small changes made to all the UI across the game, too many to list.
Performance / Memory
- Performance - Improved load times for large save files.
- Performance - Better performance when lots of mining is occurring.
- Performance - Made improvements to UI performance.
- Memory - Significantly better memory usage in general, especially with large save files.
- Memory - Vastly better memory usage when mining or altering terrain.
Other
- Bug fix - Floors no longer report a repair cost because they don't cost anything to repair.
- Bug fix - Fixed UI badges not showing up.
- Bug fix - Fixed thumbnails showing blackness in parts.
- Bug fix - Fixed goods classifications being sometimes incorrect.
- Bug fix - Fixed glowing models sometimes causing black spots.
- Bug fix - Fixed window size resetting whenever you change options.
- Bug fix - Fixed changing themes not resetting all of the UI.
- Bug fix - Fixed a major bug where the stores wouldn't sell autocannon rounds in a meteor storm.
- Bug fix - Fixed a shadows bug where far away shadows at dusk and dawn were not getting rendered.
- Bug fix - Floating icons in game fade out properly when far away or when the mouse moves close to them.
- Bug fix - Fixed bug where mining vehicles would freeze up when their pickup vehicle was near, even if they had nothing to give their pickup vehicle.
​​- Bug fix - Fixed vehicles going to the wrong spot after finishing a job.
- Bug fix - Fixed tutorial not triggering properly in some cases.
- Crash fix - Crashes when exploring or buying maps fixed.
- Crash fix - A number of general out of memory crashes in Vulkan fixed.
- Crash fix - Rare crash when mouse cursor moves outside the window.

Major Update 0.7.0.0 Released!

Update 0.7.0.0 is here! The difficulty has been rebalanced to be generally easier, especially on 'Normal' difficulty. A number of quality of life changes have been added. New gameplay content has been added too.

Difficulty Rebalanced


Normal difficulty has been made less difficult financially.
'Rebuild Area' mode which allows you to rebuild all structures and vehicles in a large area all at once.
Your destroyed vehicles leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their settings prior to destruction.
A greater abundance of structures gives the players more options to make money, which makes the early game easier to survive.
Anti-Meteor Turrets are now cheaper, have longer range, and have very low maintenance costs.
Conflux Market faction has a much bigger stock of items to sell you for Crises.
Most cargo transports have more automation filters.
Type I Titanquakes are less devastating.

Spacecraft Logistics


There are now multiple cargo spacecraft of varying sizes and speeds, each requiring different technologies, each using different fuels.
You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
Launchpads and Spaceports both function the same. Spacecraft are now built at Shipyards, stored in your inventory, and then deployed as you would deploy any vehicle.
The Orbital Exchange faction is now a spacecraft-focused faction. They start with 5 Suborbital Cargo Spacecraft and 5 Launchpads at game start, which lets them immediately spread out their factory and outposts across vast distances.

Maglev Intersections


Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity. Intersections also allow multiple goods to attempt to pass through all at once, if possible. Goods entering an intersection have a free-for-all with all other goods entering in an attempt to get through, and can possibly achieve a much greater throughput than sorting houses or junctions could ever do, though entries and exits now need to be carefully planned for Intersections to achieve good results. They come in 2x2 through 5x5 variants.

More Structure Variants


Factories, Smelters, Forges, Refineries, and Extruders have been split into Small and Large variants. The larger variants take up more space, are more costly, but have more augmentation slots. The Mega producer variants now instead have an additional recipe input cache built in as well.

Half-Automation


Cargo vehicles now have two new 'half-automation' modes.
The first new mode allows automatically gathering from all automation-enabled structures and delivering them to a manually set spot. This is useful, for example, for supplying a research lab with everything it needs with a dedicated truck or two.
The second new mode allows gathering from a manually set spot for automatic distribution to your automation-enabled structures. This is useful, for example, for distributing a wide variety of goods from your headquarters, or from a foreign trading post.

Quality of Life


Chasms can be filled in with Land Reclamation now.
When building/placing/relocating/duplicating/etc. and you have an error, your tooltip will give you a detailed popup of why you are having trouble. When building anything that comes in multiples, the tooltip will let you know how many you are placing, and how many you have left.
Missions will describe if and how their bonuses are retracted based on player behavior.
Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
Building Breakers never waste resources. If they run out of space, excess resources are dropped onto the ground in a small cache which can be picked up later by your trucks.
Building Breakers now have a mode to always drop resources on the ground.




Full Changelist
0.7.0.0
Gameplay
- Normal difficulty has been made less difficult financially.
- Cargo Rocket has been replaced with Suborbital Cargo Rocket, Orbital Cargo Rocket, and Heavy Cargo Rocket. Each operates on different scales, speeds, and requires different techs.
- You can now send spacecraft to storage like you would any other vehicle. Spacecraft can only be stored if they have landed on your launchpads.
- Spacecraft now follow the same rules as vehicle creation/production. When built, they are sent to your inventory, and you must deploy them to a launchpad or your HQ.
- New Shipyard structure, only for building spacecraft, no longer for loading or holding spacecraft. The Spaceport now functions as a large Launchpad only.
- Spacecraft can now be rewards for missions.
- You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
- The Orbital Exchange faction, instead of being maglev focused, now starts with 5 Suborbital Cargo Spacecraft and several Launchpads at game start, which lets them immediately spread out their factory across multiple locations due to this powerful logistic capacity.
- Novametrics is now maglev focused, in addition to its research bonus.
- Because The Orbital Exchange is now a more complex faction, it is no longer a demo faction. Instead, Mining Emirates is enabled in the demo instead.
- Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity, assuming no curving. Intersections also allow multiple goods to attempt to pass through all at once, if possible. They come in four different sizes now: Mini, Small, Large, Mega. Intersections do not interface with Maglev Catapults.
- Factory, Smelter, Forge, Refinery, and Extruder split into Small and Large variants. Large variants now just have more augmentation space than the small variants, but have higher maintenance costs and take up more space.
- Mega producer variants now have more augmentation space, plus an additional input recipe cache, rather than a power bonus.
- Some tubes, especially higher in the tech tree, are resistant to storms and quakes.
- Underground structures tend to be strong to storms and weak to quakes.
- Tall structures, especially stackable structures, are now weak to storms.
- Many other structures now have varying strengths and weaknesses to storms and quakes.
- Various other faction tweaks and rebalancing.
- You can now fill in chasms with land reclamation.
- Underground structures can no longer gain bonuses from floors.
- Vaporizer Stacks can now have upgraded input buffer sizes.
- The heaviest cargo transport options at game start and later in the game now supports much more filters, up to 5 unaugmented. Medium cargo transports have 3 filters by default. Lighter cargo options remain limited to 1 filter count, but are much faster.
- Building Breakers, if they have no space in their inventory, will simply drop a cache of resources in the location where they destroyed the structure.
- The player's Building Breakers will never leave behind wreckage. They will directly and fully flatten structures to the ground, so they don't have to break down structures twice.
- Anti-Meteor Turrets are cheaper, and have slightly longer range. They also now have very low maintenance costs by default, since they are rarely active.
- Mini Storages store slightly more.
- Powerlines have reduced maintenance costs.
- When your vehicles are destroyed, they leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their previous settings.
- Rebuilder Drone now has a chance to rebuild structures without requiring a replacement structure. This can be especially valuable when rebuilding your vehicles.
AI
- Half-Automation - You can now set cargo vehicles to have half-automation. They can either automatically gather from structures and deliver to a manually set spot, or they can pickup from a manually set spot and automatically distribute to your structures..
- Building Breakers auto-dropoff only at your warehouses. They will no longer consider allied trading posts.
- Building Breakers now have a mode to always drop resources on the ground, rather than collect resources in their inventory.
- Conflux Market faction has a much bigger stock of items to sell you for Crises.
UI
- New 'Rebuild Area' mode which allows you to rebuild all structures in a large area all at once.
- When building or placing things, your tooltip will show you what errors you have before you even attempt to place/build.
- Multi-build mode tooltips now tell you how many items you will place and how many you have left in storage.
- General improvements to build/place/relocate/duplicate/install/etc. modes.
- Better error messages for all build/place/etc. modes.
- When other factions fulfill their trade requests via other factions, they now leave behind an "expired mission" in the job board to let you know why it's gone.
- New 'Select' button for any units delivering to a storage building.
- Tooltip for chasms now.
- Missions will now specify if the bonus will go away if you research the technology before starting the mission.
- Infolinks sections made clearer.
- Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
- Upgrader UI now shows a more explicit description of what the upgrader does to adjacent structures.
- Added a tutorial for using the 'Rebuild Area' tool.
- Added a loading screen tip for the 'Rebuild Area' tool.
Other
- Some models tweaked.
- String tweaks.
- Bug fix - Fixed particles and other FX being rendered underneath the fog.
- Bug fix - Fixed being able to shoot down enemy warships in space with simple anti-air missiles.
- Bug fix - Fixed wreckage UI showing options that should only appear for undamaged structures.
- Bug fix - Fixed wreckage name changing based on properties prior to destruction.
- Bug fix - Fixed Rebuild button sticking around after rebuilding.
- Bug fix - Fixed producers of different types not copying across their outputs when they could.
- Bug fix - Fixed being able to deploy units on top of each other if the game was paused.
- Bug fix - Tubes were not throwing errors when diagonally entering an intersection.
- Bug fix - Fixed some strings missing in infolinks.
- Bug fix - Fixed some near zero maintenance costs.
- Bug fix - Fixed wreckage costing maintenance.
- Bug fix - Invalid icons for weather showing up.
- Bug fix - Wreckage of other factions are no longer controlled by that faction. This allows you to clear out the wreckage of your allies, and not have to attack the wreckage of your enemies to wipe them out.
- Bug fix - Infinite tube/wall farming glitch via duplication fixed.
- Bug fix - Filter augmentation not working.
- Bug fix - Fixed a rare edge case where an AI faction would have land that fits everything except its main base, and decide that it doesn't need any more land then, and then never build its main base.
- Crash fix - You can no longer zoom into meteors, causing a crash.
- Crash fix - Fixed rebuilding via the dropdown menu crashing sometimes.
- Crash fix - Crash when area demolishing storages without a main base to store goods to.
- Crash fix - Crash when hovering over destroyed entities.
- Crash fix - Crash with certain tube layouts.

Hotfix 0.6.0.6

0.6.0.6 (9/27/2023)
- Bug fix - Getting stuck, caught in an infinite loop if certain missions expire.
- Bug fix - Shift-click queued orders fixed.
- Bug fix - Trucks sometimes refusing to deliver trash when ordered to complete a trash mission.
- Bug fix - Trading posts and allied bases sometimes accepting raw garbage rather than giving it out.
- Crash fix - Destroying your vehicle before you have a main base.
- Crash fix - Crash when sending trucks on trash missions.

Hotfix 0.6.0.4

0.6.0.4 (9/24/2023)
- Area for delivering units to a player's trading post has been expanded, clearing up possible traffic jams.
- Pirate AI base interaction improved.
- Bug fix - Cargo quadcopter picking up from mining vehicles were broken.
- Bug fix - Allied AI trucks were not delivering at settlements, causing starvation, among other problems.
- Bug fix - AI was not delivering their trash properly, causing trash contracts to not work.
- Bug fix - Pickup filter sometimes incorrect with combat vehicles.
- Bug fix - Allied vehicles getting stuck on your land.
- Bug fix - Impassability not getting refreshed when land is purchased.
- Bug fix - Allied units getting destroyed by land purchases sometimes.
- Bug fix - Cargo speeder exhaust fx being offset improperly.
- Bug fix - Enemy units always deselect when moving into unexplored terrain, not just when the game is unpaused.
- Crash fix - Crash sometimes when using gun rovers.
- Crash fix - Selling a vehicle to a faction when it is on your land.

Hotfix 0.6.0.2

0.6.0.2 (9/19/2023)
- Fixed save files sometimes being corrupted when placing floors. Save files corrupted in this way (saved with 0.6.0.x and then wouldn't load) will now be loadable, but previously placed floors may be missing.
- Bug fix - Miners sometimes blocking each other's paths.
- Bug fix - Vehicles getting stuck sometimes when there are many other vehicles near the destination.
- Bug fix - AI factions were not spawning when the "No Enemies" option was on.
- Bug fix - Fixed redundant error messages.
- Stats UI shows custom difficulty details in the tooltip.

Major Update 0.6.0.0 Released!

Update 0.6.0.0 is here! It's one of the biggest updates to MegaFactory Titan. Core gameplay systems have changed, giving players a much greater choice in how they pursue the challenges. Additionally, a huge number of Quality of Life changes have gone into effect.

Graphics Improvements


The lighting model has been improved, with much better specular highlights on the hydrocarbon lakes, the ice, the mountains, and everything in general. Sand is now more realistic-looking and granular. Beaches now have erosion. Ore veins now have a slight gleam. Metal sands glitter. Snow and ice caps shine in the sun.
All structure screens are replaced with holographic screens that always face the camera, no matter how you orient it. Screens also better show the entire contents of warehouses if there are many different kinds of goods within.

Job Board


The mission system has been so heavily reworked such that the entire game balance has changed, making the game somewhat easier, but also giving the players more choice in how they play. Jobs are no longer thrust upon you by the other factions. Instead, factions post a wide variety of jobs to a bulletin board which you can browse at your leisure. As a result, only a select few missions will give you a bonus you can choose, while the rest simply give money. Missions now always fail completely if their time limit runs out, but now you have more freedom to choose when to start their timer, so you can prepare. Missions on the job board are also fulfilled by other factions over time, so don't delay too long to pick a mission!

Vehicle Automation Overhaul


A huge number of improvements have been made to the automated vehicle AI. Vehicles can now squeeze past each other in narrow mountain passes or bridges, and no longer get stuck on other vehicles. Cargo vehicles no longer race other cargo vehicles to make deliveries. Mining vehicles freeze up when a cargo vehicle is near them so it is easier for them to drop off their goods. All vehicles now produce more error messages if things go wrong, and show more in-depth details into their current automation state.
Additionally, cargo vehicles and mining vehicles now have a small number of available filters which must be set in order to automate them. They can't deliver/mine outside of their filters, but larger vehicles have more filters. Manual deliveries and trade missions do not require filtering, but filters can be used if desired.
Cargo vehicles that finish trade requests will return to your headquarters.

Automated Mining


You can now set a mining vehicle to automatically mine a certain resource, and they will search your entire owned land to mine for that resource (starting with the nearest). Bigger mining vehicles can filter multiple resources at a time, smaller ones can only filter a single resource.
Mining vehicles now better interop with cargo transports, which vastly improves the efficiency of using cargo transports directly with mining vehicles.

Flooring


You can now build floors underneath your factory, which affect structures built on top of them, and vehicles that move over them. Floors may give defensive bonuses against Titanquakes and storms, or increase land vehicle speed, or boost maglev acceleration, or more! Floors can be deleted with the demolish area mode.

Structure Augmentation


You can now install augmentations to certain structures, such as producers, endpoints, and turrets. Several new structure-specific augmentations have been added, such as for improving power usage, adding cache space, etc. Mega Producers now have the bonus of having more aug slots, while mini producers have none.

Quality of Life


Sorting Houses now push out multiple resources at a time. Sorting Houses and Junctions will also push resources out on suboptimal exit routes if all optimal exit routes are currently blocked.
Sorting Houses will never decide to loop between themselves anymore.
When a structure is destroyed and rebuilt, it will remember the settings it had prior to its destruction.
Selecting an automated cargo vehicle will show all possible pickup and dropoff spots, alongside the current pickup and dropoff spot.
Better error messages for all structures and vehicles have been added.
You can now install augmentations directly from the bottom action bar, just like building structures or deploying vehicles. You can also install augmentations from trading posts now too. No need to gather them and drop them off in a friendly warehouse first.
You can destroy filled warehouses, and their contents will simply be stashed in your headquarters.
Storages, cargo transports, and mining vehicles that filter exactly one resource auto-rename themselves to specify that resource.
You now get two starter packages for storages, allowing you to start with both large and small storages. You can also choose to get underground storages at game start, which allow greater storage at the cost of reduced vehicle interoperability.
Easy mode made even easier.
And a huge number of other smaller QoL tweaks, bug fixes, and crash fixes.





Full Changelist
0.6.0.0 (10/15/2023)
Gameplay
- Job board. Faction jobs are all posted to the missions board, rather than factions constantly sending messages at you to do their jobs. Most missions don't have bonuses now. Only a select few do, and they will be marked appropriately in the missions board.
- Significantly increased variety of missions each faction might give you, since all are listed in the bulletin board.
- Missions always fail if the timer runs out, on all difficulty levels. However, because you get them from the job board, you now can prepare accordingly before starting each mission's timer.
- Missions from the job board now get fulfilled over time every day by other factions, so you can't wait indefinitely before picking a mission.
- New Underground Warehouses and Underground Storehouses available at game start. These structures store more than their normal counterparts, and can take more damage, but vehicles load and unload to/from them extremely slowly.
- Storage starter packages now come in two variants, large and small, so you can have a balanced variety of starting storages.
- Existing storages tweaked/rebalanced.
- Floors - You can now build floors over the ground. Stability Floors makes every structure built on top of them highly resistant to Titanquakes and Storms. Smooth Floors increase the speed of any land vehicle moving atop them. Heat Exchanger Floors reduce the waste heat of any structure built atop them. Insulated Floors reduce power usage slightly. Magnetic Floors boost the acceleration of maglevs above them.
- Filters are limited on cargo and mining vehicles now. You can only apply a few filters at a time, which varies by vehicle type. Smaller cargo vehicles have fewer allowed filters.
- Cargo vehicles now need at least one filter to automate deliveries. Manual deliveries do not require filters, but they still can be used.
- Augmentations can be installed on certain structures now too, including Producers, most Endpoints, and Turrets. The starting Mega Producers have 2 slots, the default Producer has 1, and the Mini Producers have none.
- Mega Producer and Mini Producer have reduced advantages/disadvantages, and instead are given more/less augmentation slots.
- New Cache Augmentation for producers, allowing them to store more input and output recipes.
- New Catalyst Augmentation for faster production or research.
- New Insulation Augmentation for reducing power on producers, researchers, and waste disposal.
- New Filter Augmentation for increasing number of filters on your cargo vehicles.
- You can now deconstruct warehouses, but you will need space in your HQ to store their contents if you do so.
​​- When a structure is destroyed and later rebuilt, it remembers its settings from before it was destroyed.
- Cargo vehicles attributes tweaked.
- Factions tweaked/rebalanced. Terrene Legacy now has a bonus to automation filters, other bonuses of factions have been juggled around somewhat. Various starting structure counts tweaked.
- Crisis warning time increased some.
- Sorting Houses and Junctions, if the optimal exit path is temporarily blocked, will push goods out of any suboptimal exit paths rather than temporarily locking up.
- Sorting Houses will push out multiple goods at a time.
- Easy mode made even easier.
AI
- Vehicles now squeeze past each other in narrow mountain passes and corridors.
- Automated cargo vehicles now have a checklist of suppliers and demanders, and will make sure to hit every supplier or demander once, ensuring no storage is starved of resources, or no provider gets overwhelmed with resources.
- Cargo vehicles will no longer race other cargo vehicles to be first to pick up supplies. Instead, they will evenly distribute amongst supply sources, and if there are not enough, simply wait.
- Mining vehicles "freeze up" whenever cargo vehicles try to unload them. This prevents cargo vehicles from chasing them while they work, and vastly improves the efficiency of pairing cargo vehicles with miners.
- You can set auto-mining filters on your mining vehicles, which tells them what resources to search for after they've completed their current orders. They will search your entire owned land.
- When your cargo vehicles finish a mission, if they have nothing else to do, they will automatically return to your headquarters.
- Many more minor improvements to cargo vehicle AI.
- When accepting a trash mission, it will auto-accept the 'take trash' option of that faction.
- Factions build their trading posts further away from their "city-center" to avoid traffic jams when trying to deliver vehicles to their trading post.
- Faction population dynamics tweaked.
UI
- You can now quickly install augmentations via the bottom menu actions, similar to building structures or placing vehicles.
- You can install augmentations from any structure you control, or directly from trading posts.
- Install Augmentation dropdown tells you have many you have in stock across all structures or trading posts.
- Mining vehicles will auto-rename based on what they are currently mining.
- Cargo vehicles with exactly one filtered resource will auto-rename themselves based on that resource.
- Storages that filter exactly one resource auto-rename themselves to specify that resource.
- Automated vehicles show their automation state to explain why they are doing what they are doing.
- Missions on the job board have additional explanations on how to complete them. For instance, power missions will tell you that you need to buy nearby land to feed them power.
- Reorganized the quick actions to mirror the standard actions menu.
- Delete area mode now deletes floors you've placed (and recovers them).
- Quick Locator and Stats buttons added to top middle ui.
- Call UI replaced with various buttons for interacting with factions in different ways, including the jobs board, as well as quick info on current missions at the job board.
- New button added to top right ui for quickly opening a store of any faction.
- Better error messages. On vehicles, they warn if another vehicle has already taken their job before they could finish. On producers, they warn if an output tube has been blocked for a short while.
- Tweaked the error and warning flashing to be less annoying.
- Selecting a single cargo transport will now show a hovering icon above ALL possible dropoff and pickup spots in your territory, though these will be grayed out compared to its current pickup and dropoff spot. Very useful for catching mistakes like accidentally forgetting to set an automation setting on a warehouse.
- Improved invalid placement error tiles to be less intrusive when building things.
- Improved powerline placement visualizer to be less intrusive.
- Clearing miner automation clears dropoff spots.
- You will get a notification whenever you clear a vehicle's automation by assigning it a move destination via right-click.
- Manually moving a mining vehicle will clear its mining target automation as well as its dropoff automation, and it will send you a notification when you do so.
- Starting a cargo mission disables filters for the duration of that vehicle's mission.
- Messages which mention or suggest you visit a faction's store now give you a button to immediately do so if you'd like.
- Clearly highlight mining areas when selecting a mining vehicle.
- Destinations UI for automated vehicles now shows how full destinations are.
- If you have no stored structures/units/augs of a type, its relevant quick action button will be grayed out and pushed after actions you have stored.
- Tweaked colors on alternate view modes to better highlight terrain features.
- Mission reward choice UI now shows how much of a reward you currently have stored.
Graphics
- Lighting model improved. Specular highlights are more physically correct. Specular highlights bloom now.
- Ore veins glitter in the sunlight slightly.
- Hydrocarbon lakes gleam like actual liquid now.
- Beaches are eroded and more detailed now.
- Beach texture reworked to look sandy and gritty.
- Metallic sand glitters more than regular sand.
- Snow gleams like actual snow in sunlight. Ice as well.
- More general terrain graphics improvements.
- The sun follows a different path in the sky now.
- More ambient light in shadowed areas.
- Most building screens replaced with floating hologram screens. These screens now always face your camera, so you can rotate your camera and still see what everything is doing.
- Several structure and vehicle models updated.
Other
- Many strings updated.
- Tweaked the volume of certain ambient sounds.
- Bug fix - Fixed flickering "output blocked" icon.
- Bug fix - Fixed bugs with repair trade requests.
- Bug fix - Trash burner now only takes max of 1 item at a time, won't request more.
- Bug fix - Inability to switch trade missions on a truck once another's already active.
- Bug fix - Fixed automated trucks getting stuck from time to time and needing to be reset.
- Bug fix - Removed ability to bind one key to multiple keybindings.
- Bug fix - Exploit which allowed duplication of resources fixed.
- Bug fix - Vehicles refusing to do trade missions on occasion unless close to source.
- Bug fix - Factions properly demand all production structures, including alternatives.
- Bug fix - Overhead floater icons being buried fix.
- Bug fix - Fixed particle wind being out of sync with actual wind patterns.
- Bug fix - Cargo quadcopters can now correctly gather resources from mining vehicles deep inside strip mines.
- Bug fix - Duplicate structure no longer can place a new structure atop itself.
- Bug fix - Building Breakers no longer complain that there is nothing at pickup spot.
- Bug fix - Vehicles gathering the wrong thing to take on a mission fixed, happened if trading post destination wanted multiple things.
- Bug fix - Vehicles spinning wheels in place.
- Bug fix - Mining vehicles sometimes prioritizing far off spots when there are fine spots nearby.
- Bug fix - Cargo vehicle distance priority was reversed incorrectly.
- Bug fix - Text on buttons sometimes missing or incorrectly placed, especially with variable screen scaling.
- Bug fix - Production Power Bonus was not affecting research labs incorrectly.
- Bug fix - Resource floaters not going away after they've been fully mined away.
- Crash fix - Rare tutorial crash fix.
- Crash fix - Rare storms-related crash fix.
- Crash fix - AI Faction Trading Post placement related crash fix.
- Crash fix - Rare tube-related crash.
- Crash fix - Crash on selecting certain wreckages.
- Crash fix - Rare crash deleting and replacing tubes with sorting houses.
- Crash fix - Crash when relocating ruins.

Hotfix 0.5.0.6

0.5.0.6 (6/8/2023)
- Bug fix - Enemy warships not targeting players sometimes.
- Bug fix - Artillery and other structure-attackers can now attack neutral structures and ruins.
- Bug fix - Hidden Fortresses not being targetable by players.
- Bug fix - Hidden Fortresses not being selectable. Other selection box collisions fixed.
- Bug fix - Turret/vehicle attack orders not getting cleared.
- Crash fix - Crash when clicking on certain quick actions.
- Crash fix - Infinite range targeting crash.