Holidays are around the corner, but horrors never rest. We can’t blame them, as we’ve been working hard on [b]Cataclismo’s Update 4, our biggest update thus far[/b].
Alongside the patch, we’ve put together [url=https://store.steampowered.com/news/app/1422440/view/518574472406499355?l]a beta branch for the new Endless mode[/url], focusing on maximizing its replayability and variety. Sounds like fun? Read more about the beta and how to access it right here.
With all that being said, here’s what version 0.22 includes:
[h2]Main features[/h2]
[list]
[*] [b]Custom endless maps[/b]. You can now customize your endless maps and see a preview of their layout. In the menu, you’ll be able to modify almost every aspect, including the amount of resources and enemies. Maps can also be fully randomized, and you can even play some campaign and skirmish levels in Endless mode!
[img]{STEAM_CLAN_IMAGE}/44126591/e7ad1f544c8576897ab31423ef60657535c41d00.gif[/img]
[*] [b]Rebuild tool[/b]. Easily rebuild everything horrors break each night instead of reconstructing it piece by piece. Definitely among your most requested features!
[img]{STEAM_CLAN_IMAGE}/44126591/5e4850cd732487077e064980b1cde118fc0d021b.gif[/img]
[*] [b]Height filter[/b]. Hides everything above a specific height that you can adjust at will.
[img]{STEAM_CLAN_IMAGE}/44126591/e9285aae36a2efbd9c88ec24727bf34ecd4decea.gif[/img]
[*] [b]Blueprints panel rework[/b]. Now you can filter blueprints by tags and favorites! The panel is also expandable so you can see more blueprints at the same time.
[img]{STEAM_CLAN_IMAGE}/44126591/5807fa22f9c27b7727c3845d3b8ff06b1f4f0026.jpg[/img]
[*] [b]More binding options in the Level Editor[/b]. Added camera, mist, spawner, and other bindings to the controls menu. All bindings are specified later in these patch notes.
[img]{STEAM_CLAN_IMAGE}/44126591/81e803d4ec502259c319f10e5764d547f9c5e205.jpg[/img]
[*] [b]Tutorial skip! [/b]Whenever you start a new save file, choose to play an alternative version of the campaign where the tutorial from the first level is skipped.
[img]{STEAM_CLAN_IMAGE}/44126591/cac7c292436f57d4c22022284527629a36f804cd.jpg[/img]
[/list]
[h2]Gameplay[/h2]
[list]
[*] The Hunter’s Execution skill will ignore shields now.
[*] Skipping time to advance waves will give players the resources that should’ve been produced in that timeframe. A summary of the obtainable resources will be shown in the confirmation panel.
[*] The optimal amount of workers for Sawmills and Quarries will now cover a 95-100% efficiency range.
[*] Wave pointers were added during the day to improve wave anticipation.
[*] Rebalanced building supplements.
[*] Improved interaction with wandering enemies.
[*] Neutral, damaged pieces will heal when the conditions allow for it.
[*] Blueprints can now copy scenery pieces.
[/list]
[h2]Quality of Life[/h2]
[list]
[*] A specific shortcut (Shift + Number) now allows you to add units to a group without resetting it.
[*] Air filters reserved area is now displayed when planning certain buildings for easier gatherer distribution.
[*] Binding buttons can be reset (right-click) and unassigned individually (wheel button).
[*] A notification is now triggered when the wood, stone, or mineral storage is filled up. The player won’t be notified again until at least 50% of the total capacity has been spent.
[*] Added military capacity details while hovering.
[*] The Quests panel now closes after clicking on it instead of on any part of the screen.
[*] When selected, an incomplete path will be shown for buildings without access to the citadel.
[*] The inaccessible door gizmo will now be seen through other structures.
[*] Blueprints can now use inventory pieces instead of resources.
[/list]
[h2]Miscellaneous[/h2]
[list]
[*] Re-added brightness option on the accessibility settings.
[*] The Citadel reserved voxels have been reduced.
[*] Some icons have been updated.
[*] The invalid safe area preview is fully painted, not just the outline.
[*] Several improvements in endless map generation. Old seeds might present changes, although already-created maps shouldn’t be affected.
[/list]
[h2]Bug Fixes[/h2]
[list]
[*] Fixed some supply chain functionalities being hidden while the game was paused.
[*] Fixed minor bugs in the terrain editor.
[*] Fixed some stretched blueprint images.
[*] Fixed an exploit allowing users to place floating drags of stairs.
[*] Fixed several UI buttons without sound.
[*] Fixed inconsistencies in the data shown after ending a level.
[*] Fixed hardware supplies missing sounds.
[*] Fixed an exploit causing the undo function to heal pieces.
[*] Fixed audio issues in the “Give Feedback” panel.
[*] Fixed the Citadel flickering a bit after its destruction.
[*] Fixed an issue causing the Photo Mode panel to go out of the screen.
[*] Fixed the Terrain Editor camera moving outside the skybox sphere.
[*] Fixed wrong material being shown on some scenery pieces.
[*] Fixed the costs detail pop-up staying active on unit hover.
[*] Fixed some windows not showing the buff pop-up.
[*] Fixed an issue with enemy movement when dealing damage with falling blocks.
[*] Fixed an issue causing wrong pathing on some specific circumstances.
[*] Fixed an exploit allowing you to create blueprints with no cost (sorry not sorry).
[*] Fixed a soft lock in the Level Editor when you assign several actions to the same key.
[*] Fixed a bug hindering you from deploying units over loot.
[*] Workers will now disappear if the worker amount is reduced.
[*] Added an uncrossable wall to avoid soft locking in Downpour.
[*] The paved area around buildings shouldn’t be that much visible when placed close to a higher cliff.
[*] No more small holes in the Elite HQ building.
[*] The unit experience bar now updates properly as units get more experience.
[*] The Hardware Supply boost text has been corrected.
[*] Several text scale bugs have been solved.
[*] Unit description auto-scrolls normally even if the game is paused.
[*] The cost pop-up has been disabled by default so no placeholder values are displayed.
[*] The reserved space for some pieces will no longer protect units from rain.
[*] The buttons for recalculating the path and assigning or unassigning workers should stay visible and enabled during the night.
[*] Increasing pawns during the night now spawns the gatherer.
[*] Possible fix for missing screen pointer dot.
[*] The camera won’t go below 0 height when following a unit falling into the abyss.
[*] Null check added to the notification of being attacked to avoid issues when the attacker piece is a falling block.
[*] Downpour’s outpost will automatically be conquered when reaching a close enough area on the map.
[*] Pause is properly triggered if you skip The Defense of Hogar’s last event and go to the victory panel.
[/list]
[h2]Share your thoughts![/h2]
As always, thank you for tirelessly [b]sharing your feedback through Steam forums and reviews[/b], as well as [url=https://discord.com/invite/BFWrAfxd2H]our Discord[/url] server. We’ll wait for your input on these changes so we can keep improving Cataclismo together.
See you in Hogar!