Ice Altar Update is now live!

Hello there! We’re extremely excited to present the very first major content update for Laysara - the [b]Ice Altar Update[/b]! [img]{STEAM_CLAN_IMAGE}/41623538/a2870d157fa135a5bf82b738505b68512f4106b5.png[/img] Here’s a video summary of what we are adding: [previewyoutube=zeKrSnbIoj0;full][/previewyoutube] So, to reiterate: [b]Ice Altars[/b] - Two new buildings, which grant production boost (25% and 50%) for nearby buildings, when provided with Ice or Sacred Ice - new resources produced in 2 additional new buildings! We’ve described this feature and our reasoning behind adding it in our [url=https://store.steampowered.com/news/app/1823950/view/4542535656071495914]last post[/url], so check it out if you’re interested in more details. [b]New Scenario[/b] - Venture onto Plain Rock with our three characters and familiarise yourself with the new altar mechanics. [b]Effect filters[/b] - which we decided to add only a few weeks ago, so I’ll go back to them in a second! [b]Three new music tracks[/b] - To make your return to the kingdom of Laysara more refreshing! [b]Tons of smaller changes and bugfixes[/b] - see full patch notes below. [img]{STEAM_CLAN_IMAGE}/41623538/17d40b2b4063dd12be5e43a5084b30950ff29e21.gif[/img] [h3]Effect filters[/h3] This is something we’ve heard you ask quite a lot! We totally agree that this is a great quality-of-life improvement, so we’ve managed to squeeze it into our schedule and add to this update! Before, you’d have to click on every building to see its range and there was no way around it. It was quite painful to check if all of your houses in any given district are in the range of, for example, Praying Places. [img]{STEAM_CLAN_IMAGE}/41623538/3cad3d0501698df0c01a4c25c08e30d3981ee911.gif[/img] But no more! From now on, clicking on any effect granting building will also highlight the ranges of all other buildings of the same type. But no more! From now on, clicking on any effect granting building will activate the corresponding global filter, highlighting the ranges of all other buildings of the same type. You can also manually select such a filter at any time from the handy drop-down menu. [img]{STEAM_CLAN_IMAGE}/41623538/79aaff5e900eb2d6f86f44edcaed0d742100b610.gif[/img] We certainly hope this feature will make your lives easier! We already cannot believe how it was possible to play without it 😅 [h3]Full patch notes[/h3] [b]Main:[/b] [list] [*] New buildings: Snow Compressor, Sacred Ice Maker, Ice Altar, Divine Ice Altar [*] New resources: Ice, Sacred Ice [*] New scenario and mountain available in Free Build: Plain Rock [*] Three new music tracks [*] Introduced Effect Filters [/list] [b]Balance changes:[/b] [list] [*] Incense Maker now requires 6 Herbs, not 12 [*] Gold Mine and Mint are now available on research level 4, not 2 [*] Lift Towers require now 3 Lowanders, not 5, and have an upkeep value of 5, not 10 [*] The monetary penalty for an overloaded Lift Station Base increased to 150 from 50 [*] Lift Station Base is now run by 14 Artisans, not 16 Lowlanders [*] Herbalist is now run by 5 Monks, not 7 [*] Cedar Groove is now run by 7 Monks, not 8 [*] Summit Temple is now run by 42 Monks, not 90 [*] Yak Utopia’s upkeep value decreased to 75 from 100 [*] On Splintered Soul, Summit Temple requirement for Ornamented Cedar decreased to 6 from 8 [*] On Splintered Soul and Smothered Flame, Ice is now available from import [*] On Mount Plenty, Sacred Ice is now available from import [*] On Talontop, Sacred Ice is now available to export [/list] [i]Values of upkeep and required workforce are for the Professional difficulty and scaled for the other ones[/i] [b]Bugfixes:[/b] [list] [*] Mr Plow works properly for grouped buildings without road access [*] Changing the quantity of bought/sold resources no longer changes the Trade Post’s UI panel size [*] Fixed the Summit Temple build stages counter on Temple’s UI [*] After finishing the Summit Temple completion animation, the camera no longer can clip inside the mountain geometry [*] Disabled Forestries are no longer blocking avalanches [*] Fixed potential block when going back through objectives, which was causing the “Continue” button to disappear [*] Allow to complete a scenario when fulfilling the Summit Temple without completing previous objectives [*] Don’t stop highlighting a house after upgrading it while it’s being highlighted by selected effect granting building nearby (or via a filter!) [/list] [b]Tweaks:[/b] [list] [*] Added a setting for turning off the edge scrolling [*] Added animation for resources going from mines or to Summit Temple [*] Limit resources density on cables when going to Summit Temple [*] Multiple minor tweaks in texts in all languages [*] Added Mint to Treasury Buildings selection panel [*] Adjusted height of a warning icon above multiple buildings [*] Added info about Shaft’s required workforce and upkeep to Shaft button tooltip [*] Additional text for Artisan in the money tooltip when paying high penalties for buildings buried under avalanche snow [*] On the money tooltip, the workforce penalty split into the human-workforce penalty and the yakforce penalty [*] On Talontop, move the camera to Salt deposits after being tasked with producing Smoked Meat [*] Don’t play the Summit Temple completion animation when loading a game where this animation was already played [*] Hide more text when minimizing Summit Temple's objective [*] Lowered volume of Copper Mine, Hay Dryer and Rock Crystal Mine sounds [*] Avalanche danger visualization better aligned with the grid [/list]