Hello Survivors,
We recently had two patches come in with a variety of improvements and fixes. Take a look at the changelog below:
Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading games
Added buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad data
Group Fight event no longer applies to missing groups
Crates collapse beautifully instead of despawning instantly
Fixed citizens ragdolling after loading the game
Event notification effects no longer spawn if it's auto-shown - improves Trader and other event experiences
Event List categories are all selected by default, instead of just Tutorial ones
Update Translations
Invert Work Speed effects for Buffing building production duration. Now buffed buildings will work more slowly, retaining their effects for longer
Added inverted duration explanation in workprovider tooltip
Snuck in a little tooltip that says what stats are applied to a building from what technologies
Improved Construction/Gathering position next to buildings generation - buildings can now be accessed down from Stairs and paths build directly above (if there's a gap). Buildings can no longer be accessed diagonally downwards if something blocks them
Production time now shows on building tooltip card for all buildings that produce/consume resources
Fixed Crumbling scenario progress texts to explicitly state Concrete Foundation requirement
Fixed "What are we working for" policy efficiency buff targeting unrelated buildings
Concrete Stairs are now gatherable
Removed Clear Voxels from environment paths and stairs - now they can be built over more easily
Technology no longer requires to select Concrete Foundations found in maps
Fixed Rogue Trader not offering Tier 7 or higher Researches
Fixed Fresh Start scenario and Sanbox maps water, ground and foundation heights
Upgraded old Fresh Start saves by raising all buildings and water by 8 meters up
Fixed Ground having superblack shadows
Fixed Floating buildings acting as sand-supported Foundations and requiring Sand to build them
Optimized sailable node generation - at least 3x speedup
Fixed unmet Event requirement and promise outlines being masked out
Renamed event requirement from "Reach Total Production Cycles" to "Use "
Main Cybertower Event now shows how many times it has been completed
The Homeless sometimes become Outsiders
Lazy-cache boat gatherables so they're not iterated upon each boat sailable area regeneration
Optimized how Stress Data is stored
Various bug fixes
Please, keep reporting bugs via the in-game tool or by posting on our Discord!
PLAY ALL WILL FALL
[dynamiclink href="https://store.steampowered.com/app/2706020/ALL_WILL_FALL/"]