Fixed an error that could prevent a savegame from being loaded
v0.14.1 B5
Changelog
Fixes
fixed workers not being able to upgrade era divisors even if era tab has been unlocked
Winter Wonderland
buffed second 'Cookie Factory' upgrade
added countdown until next day
added label that shows remaining upgrade slots
v0.14.1 B4
Changelog
Winter Wonderland
added weather visuals
fixed production sometimes getting negative
fixed repair buildings quest
fixed UI production values
fixed outdoor temperature displaying the current level instead of °C
fixed coal miners displaying milk bonus even though they are not affected by it
v0.14.1 B3
Changelog
New Stuff
winter buildings are now upgradeable
added auto-save to Winter Wonderland
v0.14.1 B2
Changelog
Fixes
fixed Winter Wonderland not using the correct delta time
fixed missing localization key for event resource bonus
fixed 30 min. reset cooldown not being applied
fixed winter ship in Town going to the wrong island
fixed AI not being able to disable era powers or upgrade era dividers before reaching era
v0.14.1 B1
added Winter Wonderland
v0.14.0 B1
Hi everyone!
This week's update contains a few important fixes that might affect most if not all area modules.
Enumerating groups of units is limited to 101 since this is the current maximum possible amount of units during tower testing. Assassins were previously counted twice since their visual and technical positions are two separate instances due to their ability to jump. If there were a total of 100 units on the map and some of them were assassins it lead to the problem that the buffer that gets filled up with units during the evaluation of an area effect overflowed which basically meant that some of the units on the map were not being affected by whatever area module is currently being triggered. Builds that rely heavily on area effects should behave a lot more consistent now after this update.
Other significant adjustments include uncapping boss 4, which enables you to compete on our Discord server for a unique boss role. The fragment multiplier for contracts, which becomes available at military tier 13, is another new feature. Technically speaking, there have been numerous refactorings made to how town buildings and currencies are handled. Additionally, the lua API for the moddable client is progressing nicely as well.
Changelog
New Stuff
added fragment multiplier to contracts when reaching Military Tier 13
added fragment drop multiplier to Town stats menu
added tech upgrades to 'Steam Turbines' in Power Plant
added basic lua support for future modding
Changes
contract 'Neutralist' requires between 5 and 10 #neutral modules instead of exactly 10
adjusted descriptions of 'Growth' and 'Adaptive Regeneration' to make their effect less ambiguous
removed Boss 4 tier cap
Refactored every building
Refactored script execution order
Fixes
fixed module description 'Power Of The Cat'
fixed Assassins counting twice for modules
fixed special modules not showing up in the blueprint selection list
fixed drones throwing exceptions in the log file when there are no enemies present on the map