Posted June 25, 2020
high rated
Filament
Updated to 1.0.2798
(Galaxy & Offline Installer)
Changelog from Discord (Login required)
Endzone - A World Apart (In Development)
The Technology Update 0.7.7480.28603 (24 June 2020)
(Galaxy & Offline Installler)
Updated to 1.0.2798
(Galaxy & Offline Installer)
Changelog from Discord (Login required)
--Changelog 24/6/20--
- Fixed z-fighting glass
- Fixed inconsistency on pair-archway 2
- Fixed Wrapping pillars not opening the door correctly if you wrapped too many times
- Fixed Wrapping puzzles letting the robot get stuck in the door
- Fixed UI showing interact prompt for anchors on the other side of walls
- Fixed a blocker where dialogue in the escape pods wouldn't trigger if dialogue was already playing
- Fixed inconsistency on pad 3_04
- Fixed inconsistency on regular 1_02
- Fixed localisation sometimes being the wrong language
- Fixed softlock after finishing the impossible puzzle
- Fixed a bug that let you solve the impossible puzzle more than once
- Minor hotfix with some missing localisation
========================================================================================== - Fixed z-fighting glass
- Fixed inconsistency on pair-archway 2
- Fixed Wrapping pillars not opening the door correctly if you wrapped too many times
- Fixed Wrapping puzzles letting the robot get stuck in the door
- Fixed UI showing interact prompt for anchors on the other side of walls
- Fixed a blocker where dialogue in the escape pods wouldn't trigger if dialogue was already playing
- Fixed inconsistency on pad 3_04
- Fixed inconsistency on regular 1_02
- Fixed localisation sometimes being the wrong language
- Fixed softlock after finishing the impossible puzzle
- Fixed a bug that let you solve the impossible puzzle more than once
- Minor hotfix with some missing localisation
Endzone - A World Apart (In Development)
The Technology Update 0.7.7480.28603 (24 June 2020)
(Galaxy & Offline Installler)
Important Notes
- Gameplay: We made profound changes to settler behavior and specially the Builder profession. Builders will now exclusively deliver resources to constructions sites. Please see the Tweaked section for in-depth-info.
Added
- Buildings: Added a small and medium version of the warehouse that can be upgraded into a large warehouse. Each upgrade has more capacity.
- Buildings: Added a Hemp Weaving Mill that produces Cloth from Hemp.
- Buildings: Added a Wind Turbine that constantly produces power but can only supply a small number of buildings. The Wind Turbine is also the first building that uses building animations.
- Buildings: Added A Scrap Catcher that is able to catch scrap whirling around during sandstorms.
- Buildings: Added a Research Station that enables the player to research new buildings, formulas or other technologies. Accumulate Knowledge by performing expeditions, solving certain Side Missions or by assigning Researchers. New buildings can be unlocked in the Technology Tree.
- Buildings: The Shelter can now be upgraded into an upgraded Shelter.
- Feature: Added a Technology Tree Window that the player can use to perform research. The technology tree is only a first version and will be enhanced in future updates.
- Content: 6 new Expeditions were added.
- Content: 2 new Scenarios were added.
- Content: 6 new Side Missions were added.
- User Interface: Added color schemes for radiation and water levels that can be selected in the Game Options Menu to assist with color blindness (let us know other color combinations, so we can add them as an option)
- User Interface: Added Glossary Entries to all new buildings
- User Interface: Added descriptions to Scenario Medals that roughly describe what to do to reach a medal.
- Achievements: Added 2 new Achievements for both new scenarios.
- Game Options: Added new Game Options for Research and Rain Contamination Director. The Research Game Options include a “Legacy” option that unlocks all buildings that were available to the player before this update from the start.
Fixed
- Performance: Opening the Survival Handbook will no longer result in freezing the game for a few seconds.
- Audio: Typewriter sound effect in settler dialog is now stopped when the window is closed before it finished.
- Audio: Fixed volume spike at the start of the game
- Audio: Click sound spamming of buildings and dialoges is now prevented.
- Graphics: Fixed object clipping/popping when zooming in/out for the first time.
- User Interface: Fixed Minimap Position Markers on minimap resizing.
- User Interface: Fixed wrongly colorized building grid and highlighting of streets.
- Save Games: Fixed housing logic for old save games
- Save Games: Fixed circular tasks for old savegames
- Expeditions: Story Dialog now shows correct titles for already solved options
- Side Missions: Effects when declining a Side Mission are now correctly triggered
- Buildings: Fixed settlers standing in front of the medical facility when they are ill.
- Buildings: Fixed zoomed out textures for potatoes.
- Buildings: Irrigation Plant no longer stores infinite amounts of water when irrigation is set to “None”.
- Gameplay: Several fixes to the task system.
- Pathfinding: Fixed error when upgrading buildings.
- Effects: Effects are now correctly rotated on rotated buildings/ruins.
Tweaked
- Gameplay: Improved the overall settler behaviour, primarily focussing on the profession “Builder”, as they were causing most of the trouble in your settlements. Builders should now work more efficiently regarding the construction of buildings. They will no longer change home with other settlers living near a construction site, which should boost the overall efficiency of your settlement. Builders will now also be responsible to deliver all resources needed for the construction of a building themselves, without the help of normal Settlers. Normal Settlers will only help to clear the construction site from trees or scrap and to dig up the ground in order to remove radiation.
- Gameplay: If Game Options have droughts to be Always enabled, the game will start with zero ground humidity
- Audio: Death sound now only plays on unnatural deaths. When a settler dies of natural causes (old age), the death sound is not played anymore.
- Camera: Added small camera effect to main menu.
- Performance: Optimized rendering performance for all objects rendered by the camera.
- User Interface: Reworked parts of the main menu (e.g. the scenario menu) to give a better overall user experience and to work better with different display aspect ratios.
- User Interface: Added a UI element to show the fill level of all water specific buildings, including Irrigation Plants, Cisterns, Water Towers, Wells and Rain Collectors.
- User Interface: Added better tooltips regarding disease spawning
- User Interface: New save games will now also create a screenshot that is saved and displayed in the load menu.
- User Interface: The intro can now be played at any time from the ‘Extras’ section in the Main Menu.
- User Interface: The intro will only play on the first start of the game, instead of every time the game boots up.
- User Interface: Toggling between buildings of the same type using the arrows in the building’s inspector now shows the index of the current building as well as the number of buildings of this type.
- User Interface: Added camera movement that reacts to the mouse cursor in the main menu.
- Balancing: A sturdy house now has space for up to 6 adults and 4 children.
- Gameplay: Some buildings from former versions of the game are now part of the new technology tree.
- Buildings: Added spot lights that illuminate buildings and their surroundings, when they are connected to electricity.
- Buildings: Added light to well that will be activated when it is connected to electricity.
- Buildings: Iterated over all buildings and added smoke effect to all chimneys
- Buildings: Changed visuals for the Wheat Seed
- Buildings: Changed visuals for the Cultivated Field
- Buildings: Changed visuals for the Dirt Road
- Buildings: Fields will now always be harvested 100% once harvesting starts. This fixes cases where fields might have 1-2 seeds left that will never grow and therefore block the whole field.
- Bug Overlay: The “Oopsie” error window now has a button that directly opens an explorer window, so you can find the relevant files more easily.
- Settlers: Settlers now have a random max age.
- Gamedata: Migrated global progress save data from Config folder to the Save Game folder so it can be saved by any Cloud providers.
Known Issues
- World Tasks: World Tasks that collect more than one resource type are currently ignoring max caps at the moment. When using a World Task like gathering forest plants, which can be berries, mushrooms and herbs for example, the maximum cap for two of these resource types is ignored.
- Share Codes: Map Share Codes currently don’t affect the new game options “Research” and “Rain Contamination Director”.
- Scrap Catcher: The point where Salvagers pickup scrap from the Scrap Catcher is currently wrongfully offset.
- Fields & Plantations: Fields and plantations are already in a working state even if there are trees or contamination that needs to be cleared first.
- Gameplay: We made profound changes to settler behavior and specially the Builder profession. Builders will now exclusively deliver resources to constructions sites. Please see the Tweaked section for in-depth-info.
Added
- Buildings: Added a small and medium version of the warehouse that can be upgraded into a large warehouse. Each upgrade has more capacity.
- Buildings: Added a Hemp Weaving Mill that produces Cloth from Hemp.
- Buildings: Added a Wind Turbine that constantly produces power but can only supply a small number of buildings. The Wind Turbine is also the first building that uses building animations.
- Buildings: Added A Scrap Catcher that is able to catch scrap whirling around during sandstorms.
- Buildings: Added a Research Station that enables the player to research new buildings, formulas or other technologies. Accumulate Knowledge by performing expeditions, solving certain Side Missions or by assigning Researchers. New buildings can be unlocked in the Technology Tree.
- Buildings: The Shelter can now be upgraded into an upgraded Shelter.
- Feature: Added a Technology Tree Window that the player can use to perform research. The technology tree is only a first version and will be enhanced in future updates.
- Content: 6 new Expeditions were added.
- Content: 2 new Scenarios were added.
- Content: 6 new Side Missions were added.
- User Interface: Added color schemes for radiation and water levels that can be selected in the Game Options Menu to assist with color blindness (let us know other color combinations, so we can add them as an option)
- User Interface: Added Glossary Entries to all new buildings
- User Interface: Added descriptions to Scenario Medals that roughly describe what to do to reach a medal.
- Achievements: Added 2 new Achievements for both new scenarios.
- Game Options: Added new Game Options for Research and Rain Contamination Director. The Research Game Options include a “Legacy” option that unlocks all buildings that were available to the player before this update from the start.
Fixed
- Performance: Opening the Survival Handbook will no longer result in freezing the game for a few seconds.
- Audio: Typewriter sound effect in settler dialog is now stopped when the window is closed before it finished.
- Audio: Fixed volume spike at the start of the game
- Audio: Click sound spamming of buildings and dialoges is now prevented.
- Graphics: Fixed object clipping/popping when zooming in/out for the first time.
- User Interface: Fixed Minimap Position Markers on minimap resizing.
- User Interface: Fixed wrongly colorized building grid and highlighting of streets.
- Save Games: Fixed housing logic for old save games
- Save Games: Fixed circular tasks for old savegames
- Expeditions: Story Dialog now shows correct titles for already solved options
- Side Missions: Effects when declining a Side Mission are now correctly triggered
- Buildings: Fixed settlers standing in front of the medical facility when they are ill.
- Buildings: Fixed zoomed out textures for potatoes.
- Buildings: Irrigation Plant no longer stores infinite amounts of water when irrigation is set to “None”.
- Gameplay: Several fixes to the task system.
- Pathfinding: Fixed error when upgrading buildings.
- Effects: Effects are now correctly rotated on rotated buildings/ruins.
Tweaked
- Gameplay: Improved the overall settler behaviour, primarily focussing on the profession “Builder”, as they were causing most of the trouble in your settlements. Builders should now work more efficiently regarding the construction of buildings. They will no longer change home with other settlers living near a construction site, which should boost the overall efficiency of your settlement. Builders will now also be responsible to deliver all resources needed for the construction of a building themselves, without the help of normal Settlers. Normal Settlers will only help to clear the construction site from trees or scrap and to dig up the ground in order to remove radiation.
- Gameplay: If Game Options have droughts to be Always enabled, the game will start with zero ground humidity
- Audio: Death sound now only plays on unnatural deaths. When a settler dies of natural causes (old age), the death sound is not played anymore.
- Camera: Added small camera effect to main menu.
- Performance: Optimized rendering performance for all objects rendered by the camera.
- User Interface: Reworked parts of the main menu (e.g. the scenario menu) to give a better overall user experience and to work better with different display aspect ratios.
- User Interface: Added a UI element to show the fill level of all water specific buildings, including Irrigation Plants, Cisterns, Water Towers, Wells and Rain Collectors.
- User Interface: Added better tooltips regarding disease spawning
- User Interface: New save games will now also create a screenshot that is saved and displayed in the load menu.
- User Interface: The intro can now be played at any time from the ‘Extras’ section in the Main Menu.
- User Interface: The intro will only play on the first start of the game, instead of every time the game boots up.
- User Interface: Toggling between buildings of the same type using the arrows in the building’s inspector now shows the index of the current building as well as the number of buildings of this type.
- User Interface: Added camera movement that reacts to the mouse cursor in the main menu.
- Balancing: A sturdy house now has space for up to 6 adults and 4 children.
- Gameplay: Some buildings from former versions of the game are now part of the new technology tree.
- Buildings: Added spot lights that illuminate buildings and their surroundings, when they are connected to electricity.
- Buildings: Added light to well that will be activated when it is connected to electricity.
- Buildings: Iterated over all buildings and added smoke effect to all chimneys
- Buildings: Changed visuals for the Wheat Seed
- Buildings: Changed visuals for the Cultivated Field
- Buildings: Changed visuals for the Dirt Road
- Buildings: Fields will now always be harvested 100% once harvesting starts. This fixes cases where fields might have 1-2 seeds left that will never grow and therefore block the whole field.
- Bug Overlay: The “Oopsie” error window now has a button that directly opens an explorer window, so you can find the relevant files more easily.
- Settlers: Settlers now have a random max age.
- Gamedata: Migrated global progress save data from Config folder to the Save Game folder so it can be saved by any Cloud providers.
Known Issues
- World Tasks: World Tasks that collect more than one resource type are currently ignoring max caps at the moment. When using a World Task like gathering forest plants, which can be berries, mushrooms and herbs for example, the maximum cap for two of these resource types is ignored.
- Share Codes: Map Share Codes currently don’t affect the new game options “Research” and “Rain Contamination Director”.
- Scrap Catcher: The point where Salvagers pickup scrap from the Scrap Catcher is currently wrongfully offset.
- Fields & Plantations: Fields and plantations are already in a working state even if there are trees or contamination that needs to be cleared first.