Thank you for the feedback, everyone, please keep it coming so we can make [b]Update 4[/b] truly worth the hype! Here are today's changes. [h1]Optimization[/h1] We've just transferred all existing in-game models to our custom 3D model format - Meshy. In short, this results in better optimization for everyone and makes our work easier - but it's also important to our dear [url=https://mod.io/g/timberborn]modding community[/url]. In the coming days, we'll provide you with documentation on how to use our Meshy implementation so that you can continue turning Timberborn into a [i]Beaver Train Simulator[/i] and so on. [list] [*] All in-game models now use the Meshy format. [*] Optimized the new distribution system so your beavers can export goods at even higher FPS. [/list] [h1]Balance[/h1] You love the districts so much we're making it easier to add new ones faster. <3 [list] [*] District Crossing: unlock cost reduced from 1000 to 600 SP. [*] Increased water sources' strength on Craters. [/list] [h1]Visual[/h1] [list] [*] Updated models for Campfires (both factions). [*] Fixed a minor visual bug in tanks. [*] Slightly adjusted the blueness of Blueberries because it made our 3D Artists blue. [/list] [h1]Misc.[/h1] [list] [*] Path tiles now display the distance to the parent District Center in their panel. [*] Selecting a Slope now shows range lines and the heatmap, similar to stairs and paths. [*] Added missing flavour texts (for now, in English only). [/list] [h1]Bug fixes[/h1] [list] [*] Fixed a bug with status icons not disappearing after hiding the UI. In case you didn't know, [i]Ctrl+H[/i] does that. [*] Fixed a bug with goods not being balanced out between districts if only one side of a District Crossing had workers. [*] Fixed a crash caused by removing a District Crossing. [*] Fixed impatient patients that would casually leave Medical Beds to fulfill their needs. [/list]