Patch v1.5.0

One More Island

As the Queen's latest governor, build a colonial empire in Her name. Claim islands, collect their natural resources, build production chains, and turn a derelict outpost into a rebellious, bustling metropolis at the heart of a New World commercial empire!

Hi all, We've launched v1.0 just over a month ago and it seems we haven't really found any urgent issues the past weeks. That meant we could spend a lot of time on... quality-of-life features! What are "quality-of-life" features? Typically small things such as hotkeys, convenience, or removing unlogical things, so make your session more enjoyable overall. This time you'll find new features such as 'quick build' for foundations and walls, where holding CTRL will allow you to fill the zone with one click! We've also added a new 'cancel jobs' mode to cancel multiple jobs at once from the Construction menu, and you can quickly plan removing withered crops directly from the notifications panel. Well, check out the list below for yourself, and have fun with the new patch! - Tom [h3]Gameplay changes:[/h3] [list] [*] The Queen is a bit less lenient when it comes to failed taxes, depending on how large your colony is. ‘Abduction’ is no longer limited to 1 worker, ‘Ship sunk’ is no longer limited to 1 ship, and fire intensity... well... [*] Growing grapes now takes a bit longer and harvesting them now yields a slightly lower amount. [*] The Vineyard is now marked as a ‘complete zone’ with 6 trellises instead of 10. [*] You can now build a Tier III cow-only Slaughterhouse, since you’re no longer required to build a Pig pen. If you build both Pig and Cow pens nothing changes. [*] Repair jobs now get a 15% bonus for the same material cost. This increases the frequency that buildings will be fully repaired, even if it takes some time for the repair job to be picked up, or for the materials to be brought. [*] Newly generated worlds now always have at least 2 islands with Gold and 2 islands with Diamonds, to prevent the lack of ore nodes in the world becoming a bottleneck late game. [/list] [h3]Quality of life:[/h3] [list] [*] Inventory slots in the harbor now show grouped-per-type for goods on stockpiles, instead of one-slot-per-stockpile. This means that instead of potentially 150+ slots you now have a maximum of about 45, if all types of goods are in that harbor. [*] When building foundations or enclosure for a zone, you can now hold CTRL to automatically build floors or walls for the entire zone. [*] Clicking on the goods-slot on a stockpile now allows you to directly set the allowed type of goods, or to clear the allowed type of goods. [*] Clicking on the 'harbor missing stockpile of type' notification now jumps to the harbor. [*] Clicking on the fertility or ore deposit indicators near the minimap now starts build mode (if the correct zone has been unlocked), allowing you to quickly build a mine or farm zone. [*] The most recent save can now directly be opened by clicking 'Continue' in the main menu when the game starts. [*] Goods lying on the floor in a harbor will no longer be 'cleaned up' and moved out of the zone, allowing the player to always reload onto a ship whatever has been unloaded to the floor. [*] With ‘Cancel jobs’ in the Construction menu you can now cancel all build/deconstruct jobs in a dragged area. [*] Pressing T while having a zone selected now triggers the zone’s action, such as ‘Hire worker’ or ‘Remove withered crops’. [*] Range of a new Sprinkler is now visible while building one. [*] You can now plan 'remove withered crops' directly from the notifications panel. [*] Zone maintenance jobs can now be prioritized in the zone panel when a maintenance job is already planned. [/list] [h3]Bug fixes:[/h3] [list] [*] Moving a Door or Gate to a new location where furniture has to be replaced (such as a wall or fence) no longer makes the object you're moving disappear. [*] Fixed issue where Cows or Pigs kept walking back-and-forth between Slaughterhouse and their zone. [*] Deconstructing a Fence Gate that's adjacent to a zone that needs enclosure, now automatically adds both tiles of the gate to that zone, instead of just one tile. [*] The ‘Animal plague’ disaster no longer kills animals on different islands than the island where the plague occurs. [*] Upgrading a wall from Wood to Brick no longer triggers a notification that was instantly resolved about the zone being incomplete. [/list] [h3]Look & feel:[/h3] [list] [*] All supported languages have received another update round. All content up to v1.4.0 has now been fully translated. [*] Tooltip for downgrading a worker now shows that 'previously paid upgrade costs will be reset'. [*] Workers in the ‘Irrigation’ and ‘Silk Treatment Factory’ zones now have a custom zone outfit. [*] Sheep now have 4 visually distinctive growth stages so there is more variation and it's easy to spot when a sheep is ready for shearing. [*] When clicking on the harbor it no longer shows the inventory in the harbor. [/list] [h3]Performance:[/h3] [list] [*] The looks of a planned object being built have been changed for Floors and objects that link to neighbors (paths, walls, pipes, ...). [*] Instead of a transparent sprite being ‘colored in’ bottom-to-top as the job progresses, there is now just one transparent sprite slowly fading to non-transparent as the job progresses. [*] The previous method resulted in a significant number of additional draw calls slowing down the game rendering, which was especially noticeable when building large areas with floors/walls. [/list]