Update 3 (0.21) - Resource-gathering rework, accessibility and more

Fellow Hogardians! Although we support Iris and The Order, we have a treat -no tricks- for horror fans: [b]a new update![/b] Before we hand out some candy-ish features, we’re also celebrating [url=https://discord.com/invite/BFWrAfxd2H]a Halloween-themed building contest on Discord[/url]. Almost anything goes, whether it’s your take on Dracula’s castle, stone-made jack-o'-lanterns, or even wooden monsters. That said, here’s what [b]version 0.21[/b] includes: [h2]Resource gathering system rework[/h2] [list] [*] Workers can now be increased or decreased for each resource-gathering building. [*] Warehouses now only increase resource storage and no longer serve as a destination for pawns. [*] Added a new piece to optimize resource-gathering. [*] Highlighting pawns shows carried resources and highlights the building of origin. [*] A button was added to instantly recalculate the path from the gathering building to the core. [*] Resource-gathering values have been rebalanced. [*] Removed resource-gathering improvements from Sandbox Mode. Now, resource-gathering will correspond to a normal vanilla level. [/list] [img]{STEAM_CLAN_IMAGE}/44126591/66b3c6b942bfb328f8143a9f1ee9eaa2b4652b9c.png[/img] [h2]Units & Horrors[/h2] [list] [*] Units that are already attacking should ignore aggressive movement orders. [*] Now horrors from waves will be spawned in random order within a spawner [*] Horrors will no longer be able to traverse the borders of the Wetlands in Endless Mode. [*] Updated unit grouping tutorial keys. [*] Improving the Partisan correctly increases his HP now. [*] Horror dens will now gather nearby wander enemies as part of the spawned pool. [*] The Siren shouldn’t stay at 1HP and not die indefinitely. [*] Iris spawn behavior has been improved in the Level Editor. [*] Waves from the second tutorial shouldn’t come from unexpected places. [*] Unit description now auto-scrolls even if the game is paused. [*] Horror dens and lamps are now removed from targeting to better calculate horror area. [*] Increased explosive horror’s vertical radius. [*] The lamp from the tutorial starts as conquered. [/list] [h2]Pieces & Buildings[/h2] [list] [*] Pieces rebuilt with undo will preserve the health they had when recycled. [*] Now when a built piece is restored using undo, it will be built instantly. [*] Building and Squad panel binding and behavior changes [*] Blueprint flow fixes. [*] The piece picker should work with improved entities too. [*] The horizontal wooden surfaces of the new roofs should be walkable and deployable. [*] Fixed the HP of the new roofs. [*] The B key should close the building menu if it’s opened. [*] The construction panel hotkeys now work as a combo with alt+ [*] Fixed the blueprints menu not updating while the game is on pause. [*] Bridges and lanterns are available on Skirmish levels. [*] The collision between the recycle, undo, and piece picker buttons has been solved. [*] Healing pieces by undoing shouldn’t work any longer. [*] The roof corner with support and the roof with support can now be saved as blueprints. [*] Solved an error causing players to exit building mode with deplanized pieces without any confirmation pop-up. [*] The waves panel was broken in the SavesEditor prefab. [*] Smoke should be disabled if a piece isn’t conquered. [/list] [h2]UI & UX[/h2] [list] [*]Horror units and dens and human units limits UI implemented for Level Editor [*] An exclamation mark particle was added to notify an aggressively moving unit that an enemy had been detected. [*] Changes in UI to better indicate whenever resources are not being produced/consumed during the night. [*] Added UI scaling (experimental). [*] The camera position will be restored after skipping events when needed. [*] The execution text will no longer be visible in-game when the UI is disabled. [*] Solved the errors caused by opening the menu just before the final UI fade on level The Defense of Hogar. [*] The icons of different tools from the Terrain view in the Level Editor shouldn’t remain highlighted after deselecting them. [/list] [h2]Balance[/h2] [list] [*] Changed the level flow in The Defense of Hogar to lessen player frustration after listening to our community. [*] Small adjustments to Pallid Bay. [*] Improved the spark buff. [/list] [h2]Miscellaneous[/h2] [list] [*] Removed the speedrunning achievement. [*] Added accessibility settings (UI scaling, background for subtitles…). [*] Subtitle background can be enabled for animatics from the options menu. [*] A new setting allows the player to start a load a save file with the game paused by default. [*] Improved feedback for capability action buttons. [*] Added the option to key bind the bug reporter. [*] Dither distance slider has been added to the options menu. [*] Added a perla escape tutorial to the tutorials menu. [*] The pop-up asking for player confirmation (exiting/loading a game and whatnot) can now be confirmed by pressing the space bar. [/list] [img]{STEAM_CLAN_IMAGE}/44126591/ba0b1d9d7ae1d83ccba278e6b4f0c3d57ce372db.png[/img] [h2]General Bug Fixing[/h2] [list] [*] Added custom error message to handle missing maps trying to be loaded. [*] Adjusted Wetlands to restore ambient music after an event starts. [*] Fixed tactical buff soft lock in the tutorial. [*] The bug reporting panel now hides correctly after pressing Escape. [*] Fixed soft locks on the first level. [*] Fixed weird behaviors in the terrain editor. [*] The cursor is set when leaving the Entity Editor. [*] Revised the amount and frequency of notifications to reduce noise. [*] Fixed memory leaks. [*] The game shouldn’t stop working anymore if GameAnalytics initialization fails. [*] Fixed infinite loading screen when returning to the war table in some cases. [*] The “restart level” option shouldn’t be shown upon victory anymore. [*] Explosion range modifications. [*] Fixed an issue causing some behaviors to miscalculate the occupied tiles. [*] Time Anchors in custom levels now have a correct diurnal thumbnail. [*] Fixed a soft lock situation caused by players holding the click button when loading a level from the war table. [*] Updated InitialSave on level Mistfuel Firepower. [*] Fixed weird deploy problems and overlapping exploits. [*] Fixed pause not being triggered during the victory screen if the last chain was skipped on The Defense of Hogar. [*] The camera height button colliders have been revised so they can be easily clicked. [*] Bug reporter now should close when pressing Escape. [*] Other bugs related to the Bug Reporter. [*] Drag deployment should obey the CTRL key to apply aggressive movement. [*] Removed the ProsperityProgressBlocked notification. [*] Players can select a block underneath the Elite’s Quarters when clicking in the middle of it. [/list] [h2]Thanks for your feedback[/h2] That’s it! As always, thank you for your tireless support. Your feedback on the Steam forums and reviews, as well as on our Discord server, has been priceless. Let’s keep improving Cataclismo together! Have A Boo-tiful Halloween! 👻