Endzone 2 is a post-apocalyptic survival colony builder, where you embark to secure humanity's survival after a cataclysmic disaster. Discover and repopulate the last habitable grounds, while the survival of your people hinges on your wits, foresight, and resilience in a harsh and unforgiving world.
Survivors!
today we release a small hotfix consisting of bugfixes and stability improvements.
[img]{STEAM_CLAN_IMAGE}/44535526/54a023f03a740c71dee4e51699201190f49488ef.png[/img]
[img]{STEAM_CLAN_IMAGE}/44535526/38c7b7e09d6369437e312fc029f0bd5e11468a28.gif[/img]
[list]
[*][b]Vehicles:[/b] Vehicles that are still in construction are no longer fully functional when loading a save game.
[*][b]Vehicles:[/b] Fix for vehicles being stuck (e.g. at ascents of zones).
[*][b]Trade Routes:[/b] Fixed resource selection not setting an initial amount when selecting a resource.
[*][b]Zone Occupation:[/b] Fix for accidentally placing the town center when clicking the access point preview to start zone occupation.
[*][b]UI:[/b] Fix for empty menus (e.g. trade routes or vehicles).
[*][b]Map Generation:[/b] Some improvements to road layouts fixing some wonky road situations.
[*][b]General:[/b] UI and game stability improvements.
[/list]
[img]{STEAM_CLAN_IMAGE}/44535526/54a023f03a740c71dee4e51699201190f49488ef.png[/img]
[img]{STEAM_CLAN_IMAGE}/44535526/281a82ab4ce953a75b80e435c91f0f8f2de2dc31.gif[/img]
[list]
[*][b]Trade Routes:[/b] Added header to trade route editor to better explain slot functionality.
[*][b]Auto Save:[/b] Auto saving is now less intrusive. Selections will no longer be lost and build modes will no longer be cancelled.
[*][b]Performance:[/b] First performance improvements for sessions with a lot of tree nurseries and vehicle workshops.
[*][b]Map Generation:[/b] Significantly reduced loading times when loading or starting a new session.
[/list]
[img]{STEAM_CLAN_IMAGE}/44535526/54a023f03a740c71dee4e51699201190f49488ef.png[/img]
[i]Your Teams from Gentlymad & Assemble | 0.8.9012.15022 #cf42c316c[/i]