![]() ⚡ Fixed a bug with Automatons not being affected by production boosting perks. It’s now called Ruins, and the description states that there is a higher chance of finding ruined buildings in the forest. You can now control the distance at which shadows are disabled (to lower the strain on your GPU or increase the graphical fidelity of the game).Ĭhanged the name of the “Modifiers” tab in the Embark View to “Conditions”, to better describe the information that is available after clicking it.Ĭhanged the name and description of the Ruined Settlement modifier to avoid confusion with the new Abandoned Settlement modifier. ⚡ Changed the wording in the Silent Looting perk description to make it more consistent with other text in the game.Īdded information about the radius to some explosion effects (like in the Noxious Machinery glade event).Īdded a new graphic setting in the options menu - shadow fade distance. ⚡ Improved the wording in the Awakening effect’s description (Infected Drainage Mole) to make it clear that Cysts remain active even after solving the corresponding glade event. ⚡ Updated the description of the Earthquake effect (Drainage Mole) to also include information about nearby glade events being destroyed by it. It affects all scroll bars in the game’s UI. ⚡ Added a new setting in the options menu - UI scroll sensitivity. ⚡ Changed the wording on progress previews in effects that are only active during one season (like Cricket Mating Grounds, Woodpecker Technique, and Improvised Tools). The tooltip now reads “Timed Resolve effects expire only after the timer reaches 0, even if they were started by a Forest Mystery during the Storm.” to avoid confusion. ⚡ Added an explanation to timed Resolve penalties that were started by Forest Mysteries during the Storm (such as Cloudburst and Creeping Shadows). You can skip the confirmation pop-up by holding Shift when destroying buildings. Now all buildings (aside from roads and decorations) will always ask for confirmation. ⚡ Changed the way removing buildings works. Now before buying or picking a retroactive perk, you will be able to see the expected bonus from it. ⚡ Added an effect preview in the description of retroactive perks. Slightly rearranged the Trade Route panel (mostly the checkboxes and the headers). ![]() This should make it easier to make decisions at a glance without needing to open the trade route UI. The Trade Route button on the HUD will now show two numbers: trade routes ready to be collected (on the left), and trade routes that can be started right away (on the right). Checking it will hide offers you can’t afford.Īdded a checkbox to the options menu (in the “Alerts” tab) to enable trade route completion notifications even if auto collect is on (this option is off by default). The biome name can still be seen in the town tooltip.Īdded a “show only available” checkbox above the offer list. Removed the biome name from the town slot to make more space for the town name. Moved the buy button for new offer slots from the main offer list to the side list of towns. You no longer have to click on towns to see their offers. Now all offers are displayed at once (with small dividers for town names). Against the Storm Changelog (continued from above)Ĭhanged the way the list of offers works.
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