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-New features:
-Overhauled the rewards dialog offered by Commissioner Veronika to place the 3 buttons along the bottom, equally spaced, with a separate area for each resource offered
-This reward dialog no longer automatically pops up; it waits to be opened in the lower-right like a mission objective, and has a dancing green "present" icon instead of a dancing green envelope
-Significant UI improvements to the SHIPE colony communicator: new backgrounds, new animated widgets for the current speaker, improved intro animation
-Added a gooey explosion sequence when a Creep spore attaches to a building
-Air-related structures (Intakes and Filters) now improve air quality more significantly after they're placed, making their effect on air quality more noticeable sooner
-Added confirmation dialog when quitting back to the main menu
-Bug fixes:
-Fixed ambient colonists' greetings, complaints, etc being MUCH too loud due to incorrect sound attenuation settings
-Fixed issues with loading a game that was saved with buildings that were waiting for decommision/repair/upgrade
-Tunnels now spawn creep effects when they're infected, and they handle changing shape properly while infected
-Fixed the wrong type of trees appearing on Habitats and Skyscrapers in Sandy Gulch
-Fixed a rare issue that would stop placement from working
-Renamed the 'PrototypeOC' folder and executable to AvenColony
-Fixes to a bunch of rare bugs
-Various fixes to 2D and 3D arrows appearing at the wrong times in Holo-Sim 2
-Mills and Chemical Plants no longer have a "Forced Overtime" check box
-Edge-of-screen panning and WASD panning should now both scroll at the same rate regardless of frame rate
-In the crop picker UI, the the second line now ALWAYS says the growth rate of the crop
-Reduced the camera bounds on Holo-Sim 2
-You can no longer save the game during the two Holo-Sims
-Fixed bug where if you loaded a save game, all mission portraits were replaced with Vory
-Fixed bug where some mission objectives would not work properly when loading from a saved game
-Fixed bug with Energy Battery radio buttons during construction being greyed out
-Many other bug fixes and UI improvements
-Art improvements:
-Updates to Storage Depot (all 3 tiers)
-Reduced reflection on the terrain on wetlands maps
-Improved cultivated soil material
-Fixed several texture issues in Vanaar
-Lots of improved creep infections on buildings
-Fixed crown plant shadows
-Improved delete saved file dialog
-Added confirm exit dialog
-Improved rewards dialog layout
-New desert version of the zorium deposit
-New Shard Storm impact particle effect
-Audio improvements:
-New SHIPE call intro jingle
-Tuning/tweaking:
-Sandy Gulch moved around available resources to improve gameplay
-Vanaar: fixed blocked tiles between two lakes by cargo pod; opened up other large areas of Vanaar previously blocked; edited cropland tiles accordingly
-Increased the chance of a lightning strike causing damage to a small colony and decreased the chance of causing damage to a large one
-Shard storm shards now do roughly 50% as much damage overall, AND scale this properly with the difficulty setting or sandbox setting
-"Building lost power" notifications now cause warnings from Veronika 1/3 as quickly
-Low air quality now triggers warnings from Veronika 1/3 as quickly
-Increased the minimum time between air quality warnings by 10 sec
-Expired notifications now disappear after < 1 sec instead of sticking around in greyed-out mode and confusing people who mouse over them
-New effect for Mind Mold: it now reduces crime by 60% on the part of any colonist who ingests it (has the opposite effect when withdrawn)
-Removed Geneserium research path
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