Just uploaded the latest beta patch. It has quite a bit of stuff in there.
Thanks everyone for the help finding issues.
Here are the notes:
Water and drainage
- Reworked water flow. Water fills downward first, spreads between neighboring tiles, and equalizes through connected bodies of water.
- Water levels now track volume in 1% increments, preventing water loss when neighboring tiles equalize.
- Only water touching the map edge at or below sea level provides an unlimited source.
- Rain replenishes exposed water. Shallow, exposed water evaporates after 30 in-game minutes.
- Collecting water now reduces the source tile's water level.
- Added the Abyssal Drain. Unlocked by Arcane Mastery and built using Void Craft, three Void Crystals, and two Rutile Ingots. Drains adjacent water without fuel.
- Hold Alt to show capacity gauges on partially filled water tiles.
- Location tooltips now show water fullness.
- Water becomes darker and more transparent as its level decreases.
Fishing
- Fisheries can now make Fish Bait from food waste or seeds at a table.
- Added Bait Water, which uses five bait to attract fish and encourage nearby spawning for one in-game hour. Location info shows the remaining bait duration.
- Fish are slightly more likely to spawn near active fishing jobs.
- Fishermen now keep pursuing fish they have lured and try other nearby fish when a lure fails.
- Fishermen occasionally move to another Fishery spot after several empty casts. Manually placed fishing jobs keep their assigned location.
- Fishing results now appear in the notification log, with details about catches, empty casts, failed lures, and unsuitable water. Previews are disabled by default.
- Open water no longer increases Fishery quality requirements.
- Fixed lures targeting the air above water, failed lures stopping fish movement, and failed casts reporting success.
Combat and notifications
- Added a combat summary showing casualties from all factions, dropped items, and XP earned.
- Combat summaries include hostile deaths outside active combat, such as trap and environmental kills.
- Combat summaries pause the game and can be disabled with Never show again. Added Show Combat Summary to general settings to enable them again.
- Added an Entered Combat notification. It pauses the game and focuses the camera by default, once per battle.
- Added a first-combat tutorial explaining fleeing settlers and attack orders.
- Notification pause settings now have separate faction filters. Death previews can remain enabled for captives and animals while pausing only for citizens.
- Void Recall now adds a Recalled entry to the notification log, with previews, pausing, and camera focus disabled by default.
- Pit Zargl now have a 50% chance to carry one bone, iron sword, iron dagger, wood bow, or wood crossbow.
- Automatically sized hostile parties now start at one member, gain one per 15 settlement days, and gain one per two adult settlers in combat professions. Existing hostiles reduce the arriving group, with party sizes limited to 1–25. Dead settlers no longer count.
Morale, Spirit, and energy
- Base Morale is now 10. Entities gain or lose Spirit each in-game hour equal to their current Morale, including room, clothing, and diet modifiers.
- Ancients gain +5 Morale from their Aeternal racial perk.
- The Voidlands' magical aura grants all entities +10 Morale while in the biome.
- Magic blueprints require at least 10 Spirit to start and consume 10 Spirit on completion.
- Spirit tooltips now show current Morale, including for entities outside your faction.
- Entities pass out after two hours at zero energy and sleep until fully rested, recovering two energy per minute. Combat delays passing out. Ancients and Void Woken are exempt.
- Void Woken return to the void when their energy runs out, leaving carried and equipped items behind. This no longer counts as a death.
- Rebalanced food and drink recovery for hunger, thirst, energy, health, and Spirit.
- Consumption bonuses no longer grant XP or increase maximum health.
Jobs, items, and rooms
- Repeating jobs, including fishing and collecting water, now check for higher-priority work between completed cycles.
- Workers try other valid work positions before abandoning an unreachable job.
- Jobs now recheck their location requirements before completion.
- Fill Container orders wait for wells to refill, allowing workers to take other jobs while water is unavailable.
- Wood and stone wells now refill in 90 in-game minutes, down from 180.
- Mining, logging, harvesting, and deconstruction tooltips now preview item yields for the hovered tile.
- Mining frozen water now drops Ice Chunks.
- Harvest Crop no longer removes floors or prevents Build Floor orders on the same tile.
- Unassigned settlers now have a shared equipment uniform, including in existing saves.
- Stoneleaf Bags now grant +15 hauling, up from +4. Leather Backpacks grant +20, up from +9. Linen Backpacks remain at +10.
- Making ink now returns the empty water container. The separate glass bottle is still consumed.
- Chicken and Waffles is now classified as a Meal instead of Meat.
- Vytrax can now eat Animal Fodder.
- Wood workbenches now provide 40 room quality, matching stone workbenches.
- Clarified that jobs requiring a table, including Trail Mix, can also use workbenches.
- Fixed room jobs retaining the Disabled label after being enabled and displaying outdated availability messages.
- Fixed profession changes disabling default skills, including hauling. Resetting skills now respects Skill Defaults.
- Fixed remains being discarded when nearby tiles were too crowded to place them.
Visitors and events
- Markets now accept any neutral sapient visitor carrying items or Ren. Eligible visitors can be traded with anywhere in the settlement.
- Recondite, Gaiyus, and Popcornia now bring gems to trade alongside their weapons and Ren.
- Timed events now select one eligible event per day, weighted by rarity. Failed events can retry, and other arrivals no longer delay them.
- Idle entities prefer to stay in their current room, occasionally visiting another room they occupy. Merchants follow the same behavior.
- Inn guests waiting for food, drink, or rest now stay available for service.
World generation
- New worlds generate mountains and taiga hills with gently raised centers, along with a subtle rise in ocean terrain.
- Tropical mountains now have volcanic terrain with a raised rim around a central crater.
- Drowned Caverns now generate only in Ocean and Tropical biomes, including Tropical Forests and Mountains.
- Voidlands sand deposits now generate as blood sand.
- Blacklotus Greatcap Tree Seeds no longer appear in random inventories or treasure while the tree is unfinished.
- Fixed terrain generation incorrectly reusing height values from another tile or world seed.
Research
- Tiered research now requires its preceding tier, including Forestry II, Fishing II, and Trade II.
- Numbered research tiers now appear directly after their predecessors.
- Reorganized Prison, Inn, Alcohol, and Arcane Mastery research. Iron, Steel, and Rutile now use their column's level requirement.
Movement and pathfinding
- Flying creatures now prefer airborne routes while remaining able to land and use confined passages.
- Entities now account for their movement type and faction when checking routes after terrain changes.
- Path shortcuts now respect ground support and access restrictions.
- Fixed settlers turning toward an old waypoint after taking a shortcut.
- Blocked movement no longer plays the walking animation.
- Fixed adult Haasts and adult and elder owls being classified as children.
- Neutral and hostile juveniles can now use combat skills. Child work restrictions still apply, and age-related skill restrictions update when factions change.
Interface and controls
- Added optional camera edge scrolling and a separate speed setting under General. Disabled by default.
- Updated the Load Game list with clearer realm and kingdom names, save details, and full seed values. Version and mod details appear on hover.
- Loading a game now restores Overworld or Object selection. Saves made with another tool active return to Object selection.
- Renaming rooms no longer removes their icons. Missing room icons are restored when loading a save.
- Restored equipment hover details and clicks in settler tooltips.
- Fixed tooltip hit areas shifting and preventing clicks.
- Fixed scrollbar dragging falling behind the cursor at different HUD scales and with uneven row heights.
- Fixed scrollbar dragging triggering window resizing.
- Fixed the minimap view rectangle using the wrong zoom level and failing to update with resolution or HUD changes.
- Fixed numeric ordering in the job designation list. Bait Water now appears after Fish in Water.
- Fixed an oversized multiplication symbol in the Ren level reward tooltip.
- Removed an extra bullet before equipment-granted attacks in item tooltips.
- Fixed an error when opening location tooltips.
- Fixed the camera starting underground when entering a tile for the first time.
- Fixed neighboring terrain textures bleeding into tile edges at fractional resolutions.
Performance
- Improved terrain rendering performance and spread large terrain updates across frames.
- Reduced frame-time spikes when searching for nearby job resources.
- Reduced memory allocations from frequent notifications.
- Improved room updates when large numbers of items share the same tags.
- Reduced unnecessary checks when scheduling scenarios and visitor arrivals.