Hello, everyone! Things have been quiet for a few weeks - that's because of the vacation period and our annual studio meet-up. As we do every year, all studio members met in person to discuss [i]Exciting Things[/i] coming to Timberborn down the road. But shhh, more on that in the future. Also, we've been working on a few extra tweaks we need to implement before releasing [b]Update 6 - Wonders of Water[/b] (yes, that's the official name!) onto the main branch. Here’s the first bunch. [h1]Patch notes 2024-09-05 (Experimental)[/h1] [h2]Construction guidelines[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/df5ec1ec5ce9c5c59cfea7882b9d5e37ba9ed4da.gif[/img] With the addition of overhangs, aqueducts, and increased focus on vertical building, it was time to implement a new quality-of-life feature. When constructing new buildings, it is now possible to toggle the construction guidelines view. This view helps you align new buildings correctly despite height differences or large distances. [list] [*] Added [b]construction guidelines[/b] view to the construction mode. This view can be toggled with a new button added to the top right corner of the screen (default key binding: Shift+X) or by holding X. [/list] [h2]Maps[/h2] [img]https://clan.cloudflare.steamstatic.com/images//36026812/d0d37f9ea405af4db6d6a1667798510adf523ad8.png[/img] We’re on track to revise all built-in maps for Update 6! Today, four more join our updated roster. [list] [*] Reworked the Lakes, Plains, Beaverome, and Mountain Range maps. The implemented changes range from slight to very significant. [/list] [h2]Performance[/h2] [list] [*] Significantly lowered saving times, especially on larger settlements. [/list] [h2]Mods[/h2] [list] [*] The mod incompatibility warning screen now uses different icons. It’s easier to tell which mods are outdated, and which are missing. [*] Because of some under-the-hood changes, this update might break most buildings added by mods. To remedy that - at least partially - we’ve uploaded a dedicated script onto [url=https://github.com/mechanistry/timberborn-modding]our modding repository[/url]. If you’re a modder and today’s update affected your creations, you must select a broken prefab and run the script ([i]Timberborn[/i] -> [i]Fix Prefab Components[/i]). Sadly, this will only fix some related issues. [/list] [h2]Misc.[/h2] [list] [*] Increased the tolerance for slight mouse movements with the RMB pressed down before the camera moves. We recently removed that annoying camera delay but as a result, the camera would sometimes jerk on short RMB presses (for example, when using that to close a window). Hopefully, we’ll strike a good middle ground now. [*] Removed the [i]Unlock camera[/i] checkbox from settings. The camera is now always unlocked. [*] It is now possible to build all non-Ground-only buildings on Impermeable Floor. Its model was updated to make it easier to see buildings underneath it when using the layer-hiding tool. [*] Updated the layer-hiding tool so that it’s possible to see Impermeable Floor tiles placed under buildings. [*] Impermeable Floor tiles now look consistent no matter what they’re built on. [*] Earth Recultivator’s lanterns now cast shadows. [*] Added missing flavor texts to several Update 6 buildings. [*] Simplified the model for crop leftovers (a.k.a. these little crates sometimes left next to harvested crops). [*] Beehive is no longer a Ground-only building. [*] Slope now needs to be demolished by builders rather than with a single click. [*] Did you know that Underground Pile was asymmetrical? Well, it no longer is, and you can no longer flip it. [*] Borders on the Wonder’s congratulatory screen are now consistent. [*] Changed the default console key binding on macOS to Alt+~. [*] Changing key bindings no longer triggers related actions (for example, changing a screenshot key binding no longer takes a screenshot). [/list] [h2]Bug fixes[/h2] [list] [*] The deletion tool now works correctly with Sluices. [*] Ranges for buildings are no longer displayed on layers that are still in construction. [*] Fixed the lag caused by highlighting lots of objects, for example when using the [i]Mark trees for cutting[/i] tool. [*] Fixed the selection collider for Mine and Efficient Mine. [*] Fixed the incorrect height for Wood Workshop. [*] Campfire’s light is now emitted at the correct height. [*] Kits that visited the Detailer no longer apply parts of the design to their... teeth. [*] Restored the visual differences between dry and irrigated areas marked for planting. [*] Fixed some visual issues with how badwater mixed with fresh water compared to Update 5. [*] Power Shaft connectors should now be positioned correctly when attached to buildings. [*] Fixed an issue with water sometimes appearing cut out when rendered at the top levels of the map and under specific camera positions. [*] Fixed Barrack’s rooftops messing up construction sites for buildings placed on its top, such as the Rooftop Terrace. [*] Platforms no longer clip through the dirt on construction sites. [*] Tweaked Levee, Sluice, and Dam to display construction sites for buildings constructed on their top correctly. [*] The construction site’s entrance no longer clips with several flat-roofed buildings such as warehouses. [*] Excavator’s model no longer clips through Overhangs. [*] Added that one missing plank to Roof (1x1). We’re the first to admit that this was an inexcusable design flaw. [*] Fixed several issues with the Japanese localization. [*] Fixed a few key binding bugs related to opening the console. [*] Fixed a rare crash related to persisting player data. [*] Fixed a bug with save game labels not being refreshed correctly when switching between settlements in the [i]Load Game[/i] window. [*] Fixed a rare crash caused by the settlement panel and dead beavers... again. [/list]