Patch notes 2020-11-03 – Dam & Blast
Author: Miami_Mechanistry,
published 4 years ago,
Our most explosive update ever is live! To read about Dam & Blast, watch our new gameplay trailer, and learn about the game’s future, including the Early Access plans, [url=https://store.steampowered.com/newshub/app/1062090/view/2968395048027366293]go here[/url]. For the actual patch notes, keep on reading.
NOTE: After you download the patch, [b]we strongly recommend starting an entirely new game[/b]. Old saves and maps may or may not break, resulting in crashes, missing buildings, and other nasty surprises.
NOTE 2: This is the largest update to the closed beta we’ve ever had. Now more than ever [b]we ask you to share your feedback[/b] either here or on [url=https://mechanistry.com/discord]our official Discord server[/url].
[h3]River control[/h3]
[list]
[*] Added water physics – water now has dynamic depth and flow, allowing you to manipulate it with dams and dynamite (see below)
[*] Water may overflow depending on the strength of the current but will eventually dry out after the water levels stabilize
[*] Beavers try to avoid staying in water but will drown if unable to escape
[*] Buildings underwater become inaccessible, preventing them from working (exceptions apply such as already fuelled engine connected to a merry-go-round)
[*] Additional systems utilizing water (such as irrigation and droughts) will be added at a later date
[/list]
[h3]Dams[/h3]
[list]
[*] New structure: Dam (80 SPs to unlock, 10x log to build); partially blocks water, allows some water to pass through a spillway at the top; unstackable
[*] New structure: Levee (120 SPs to unlock, 12x log to build); blocks water completely; stackable; beavers can walk on it, and you can put other buildings on it
[/list]
[h3]Dynamite[/h3]
[list]
[*] New structure: Dynamite (250 SPs to unlock, 3x paper to build); click Detonate to blow up a single voxel of the ground underneath; adjacent dynamites auto-explode, triggering a chain reaction
[*] Beavers are instantly killed if caught within an explosion :(
[/list]
[h3]Farming and forestry[/h3]
[list]
[*] Replaced previous farming and forestry system with two new tools: Plant Crops and Plant trees and bushes; use them to mark custom-shaped areas where you want to plant Carrots/Potatoes/Wheat or Blueberries/Birches/Maples/Pine
[*] These tools need Farmhouse and Forester buildings in range, respectively
[*] New building: Farmhouse (no unlock cost, 25x log to build, employs 2 workers, requires a Warehouse in range); in the building’s settings you can set a priority to either harvesting or planting, and choose the prioritized plant
[*] Seedlings can no longer be harvested but can still be demolished
[*] Lumberjacks now remember the areas assigned to them and automatically cut trees from that area; rumor is they use mnemonic techniques such as songs to do that
[*] Gatherers automatically collect fruit from adult bushes within range
[/list]
[h3]New power tools[/h3]
[list]
[*] New building: Power wheel (no unlock cost, 40x log to build, employs 1 worker; 50 HP output)
[*] New building: Engine (200 SPs to unlock, 20x log, 5x plank, 5x gear to build, employs 1 worker, consumes 1x log per hour as fuel; 200 HP output)
[/list]
[h3]Vertical building[/h3]
[list]
[*] Removed Scaffoldings and Footbridges
[*] New building: Platform in three variants, 1/2/3-levels high (100/150/200 SPs to unlock, 4x plank and 2x/4x/8x log to build)
[*] Platforms are stackable, can be built on water, allow beavers to walk on top and below; paths, stairs, and energy shafts can be built below; other buildings can be placed on top
[/list]
[h3]Other buildings[/h3]
[list]
[*] New building: Lodge (mirrored) (no unlock cost, no additional building cost)
[*] Removed Watering place
[*] Water pump no longer requires unlocking, now costs 12 logs to build
[/list]
[h3]Maps[/h3]
[list]
[*] Two new maps: Meander (128x128) and Thousand Isles (256x256), offering completely new challenges
[*] Waterfalls (128x128), Canyon (128x128) and Plains (256x256) updated to encourage experiments with rivers among other things
[*] Ruin modules added to the maps and the map editor as cosmetic additions; while they serve no gameplay functionalities right now, they’ll act as a source for metal later
[/list]
[h3]3D visual changes[/h3]
[list]
[*] Replaced Water shaders
[*] Water sources are now represented by a mound of stones
[*] Changed crops models
[*] Changed texture of desert areas
[/list]
[h3]GUI changes[/h3]
[list]
[*] Added art to the main menu and the loading screen
[*] Tweaked GUI colors
[*] New clock design
[*] Reorganized action bar
[*] Range of all monuments is now displayed when building a new monument
[*] Minor changes to building and resource descriptions
[*] When in construction or planting mode, water becomes semi-transparent
[*] Most tools, including tree cutting, planting and demolishing, now stick to the terrain level where the click started
[/list]
[h3]Audio[/h3]
[list]
[*] Added music to the main menu
[/list]
[h3]Settings[/h3]
[list]
[*] Added a toggle for disabling auto-save
[*] Camera rotation speed can now be adjusted in Settings
[*] Keyboard camera speed can now be adjusted in Settings
[*] Adjusted edge pan camera speeds available in Settings
[/list]
[h3]Bug fixes[/h3]
[list]
[*] The cursor no longer disappears after hitting the 70-beavers pop up
[*] Material counter now can exceed 4-digit numbers. Go nuts with these logs!
[*] Hovering over some UI elements in Settings no longer prevents scrolling with a mouse wheel
[*] Exiting to main menu now correctly creates an exit save game
[*] Fixed memory leak causing the game to use more RAM with every new or loaded game
[*] Fixed a rare crash caused by InputController
[*] Fixed a bug causing performance to drop over time after selecting large clusters of buildings
[/list]
[b]Let the terraforming begin![/b]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/911a979310ce2a4bfac89891021c46b285e15b8d.gif[/img]