Demo 1.001d [b]Balance changes[/b] I have slightly increased the rate of effort gain as players found it difficult to manage this when juggling upkeep costs in the early game. I've also reduced the impact of Flappers, especially in the second wave as that was ending a lot of runs unexpectedly. Finally, the health of some buildings has been increased. [list] [*] Wall health 150 -> 180 [*] Well and Thumper health 40 -> 50 [*] Effort per professional 2 -> 2.5 [*] Workers per solar 4 -> 3 [*] Flapper health 30 -> 25 [*] Flapper damage 5 -> 4 [*] Flapper spawn chance in second wave reduced [*] Reduced The Brain's Flapper spawn chance buff [*] Gate health 150 -> 200 [*] Tower health 60 -> 80 [/list] [b]Bug Fixes[/b] [list] [*] Fixed Armoury text [*] Fixed menus unpausing the game if the player manually paused [*] Fixed Module levels carrying across incorrectly in saved games [*] Cyborg and Centurion research should now unlock correctly [*] Fixed the well overlay displaying the incorrect water gain if tiles were blocked by connectors [*] Fixed the tile toggle overlay not updating if the game is paused [*] Fixed robotics overlay displaying the incorrect amount of effort gained [*] Restored previous UI scaling [*] Fixed lost colony building notifications displaying [/list]