Update 2.0.6 - Water, Portals and Bugfixes

Aground

As one of the last human survivors, you find yourself stranded on an uninhabited island. With a few other victims of the crash, can you craft, mine, and build your way to survival?

Our first post-launch update is live! 2.0.6 is a small update, but it adds a few neat features and finishes the last incomplete area. It also has a lot of bugfixes and minor quality of live improvements. [b]The following changes affect the full version:[/b] [list] [*] The final "incomplete" area is now complete. If you know what I'm talking about, try entering that portal now! [*] Multiplayer will now check that the game version and mods match when joining a game. [*] Various multiplayer bugfixes - including issues joining by IP address. [/list] [b]These changes affect the demo as well:[/b] [list] [*] Water now has a more natural flow and is easier to drain and plug leaks. Before, a single water tile would spread infinitely to any tiles left, right or below. Now, water will move and evaporate, so one water tile will never spread to more than one tile (and often less). [*] Game difficulty is now set per save, not globally. You can have a hardest difficulty save and a normal difficulty save without having to manually switch difficulty modes each time you load. New saves will be set to the last difficulty mode you used. [*] The Shift key is now an official, assignable "walk" key and has controller support. It also allows you to slow down blueprint placement for pixel-perfect placements. [*] Controls have been changed to a keyboard+mouse layout where you attack/defend with left/right clicks. C and Space still work as alternates, and you can change the controls in the options menu. [*] Adjusted the default controls for QWERTZ and AZERTY keyboards (windows only for now). [*] The game's FPS can be adjusted with the command line argument -fps x, and vsync can be turned off with -vsync false. [*] The auto-collect gameplay option now lets you change it to always auto-collect, never auto-collect, or set to default (auto collect unless overweight). [*] Other bugfixes and minor tweaks/improvements. [/list] Going forward, I have some final backer rewards to deliver, and I am considering options for the hybrid path. I have also finalized the design document for my next planned game, which I plan to start once things slow down a bit with Aground! Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already: [url=http://discord.gg/aground]Discord [/url][url=https://www.reddit.com/r/aground]Reddit [/url][url=https://twitter.com/fancyfishgames]Twitter [/url][url=https://www.facebook.com/FancyFishGames]Facebook[/url]