In addition to some quality of life updates for the editor, we would like to present our roadmap to you today:
As you can see, we have divided our goals into three different time periods. We have already implemented a lot of things under "Short Term", such as the visualization of the dirt or the worker overview.
What do you think of our roadmap? Please let us know. ????
Patch notes:
- Editor: Forcefully removes objects when they block a world tile placement.
- Editor: Using XRay hint for the floor tile to always show which cell you are editing, even if it is behind something else.
- Editor: Streamlet, river and lake tiles automatically add a water model and logic.
- Editor: All waterfall tiles automatically add a waterfall model and logic.
- Editor: All spring tiles automatically add a water spring model and logic.
- Editor: Enabled the street placement and removal tools as well in the editor as the editor logic is now centralized.
- Saving cell side community task job controllers as well if the base controller changed (e.g. a fence just got built while someone is helping out).
- Removed warning log when the target base controller changed on save (e.g. a production building was removed while someone was working there).
- Fixed an issue where upgrades of certain buildings could stack when they were refreshed.
- Slightly buffed certain upgrades in the food distribution chain to balance stacking upgrades.
- Production places: Made the production history more noticeable (size & checked mouse cursor).
- We also try to get write access multiple times with a delay to write a binary map file if a third party program blocks write access.
- Fixed an issue where certain street construction sites could not be built at very low locations.
- Fixed a rare crash when a third quest entry replaced a displayed quest with a lower priority, while another one just got solved.
- Marked new non streamer friendly music.