Happy new years everybody! I'm back to work, and while working on the upcoming DLC (no ETA yet, I'm experimenting with a lot of stuff, and a lot of cats!), here are some fixes for some more edge cases that were reported. Thank you, and have fun!
- Michele
V 1.5.0 d
[b]Bugfixes[/b]
[list]
[*] Unless forcing removal, Pips won't abandon their working building anymore (could happen with multi-worker buildings)
[*] Untraining a working Pip if doing so would make resources go below zero is not permitted anymore
[*] Fixed "The Merchant Joins Up" event triggering even if not finding the Merchant
[*] Fixed bug with trying to auto-build a pavement in slow mode reducing the build turns by one
[*] Fixed bug with water pools not being visible anymore on pavements
[*] Fixed bug with Orchards being able to spawn due to an event before unlocking them in memories
[*] Fixed bug with research completion logic sometimes messing up if you got an event that added buildings you have not unlocked yet
[*] Fixed bug with wild animals not spawning on Tilled Soil anymore
[*] Fixed rare bug with forcing actions when resources are needed somewhere else allowing them to go into the negatives
[*] Fixed rare bug with Pips being able to be assigned to two buildings at once when performing a professional replacement
[*] We now never pick patients that cannot be removed due to spending
[*] UI: Fixed personal highscores sorting order
[*] UI: The "new" icon on buildings now disappears on any hover
[*] UI: Fixed "new" icon not disappearing when performing upgrades
[*] UI: Fixed "World Shift" event tag not appearing in Agepedia
[/list]