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]