We've also had tremendous success on internal branches with Multi-Threading our loading systems, which necessitated a major architecture change. These changes aren't live in this patch as they're being heavily tested, but they should be around in our next patch. Initial testing has shown a decrease in loading times by up to 90%, at the same time as using far less ram.
As always, please do let us know of any issues you encounter, and be sure to join us in our Discord http://discord.gg/distantkingdoms
Patch Notes:
- Speed buttons are now highlighted when starting a new session.
- Saves are no longer populated twice in the Load Functions.
- Pausing an un-upgraded Gatherer's Hut and then unpausing will no longer permanently increase it's maintenance cost by 1.
- Encounter icons can now correct disappear after clearing a Hex.
- Cider can no longer be produced before Tech Node is unlocked.
- The event "StonyForeman" can no longer lead to the game tick stopping indefinitely.
- Localisation error no longer occurs in Emergency notification popup.
- Status bar Tooltips are no longer layered underneath Paused text.
- Quarter's Inspector is no longer partially hidden behind Advisor Dialogue in the Tutorial obscuring the button to close the Inspector.
- Errors no longer spam and building preview appears when first placing a Small Warehouse in Open Spaces.
- Fixed two issues where Upgrading House Density and choosing Production Building Upgrades would not display available goods appropriately.
- Tooltip for the date now updates regularly.
- Fixed an issue where players using Non-English Region Settings on their PC could cause save games and other data to be loaded incorrectly, specifically swapping decimal and thousand terminators between Comma and Period/Full-stop, leading to bizarre co-ordinates and values being loaded in many places.
- Portals can no longer be placed over each other.
- Game now correctly resumes at the previous speed after opening and closing Tech Tree.