Hi everyone! I wanted to thank everyone for the reviews, we more than doubled them! Now, the main topic, the v1.0.8 patch is out and brings:
- Big QoL change : The destination of the horse/car is now selected in the horse/car menu and not in the Garage menu
- Fix HUD (resources) tooltips will not go hidden with the day change
- Balance Morale when people die especially on low Morale (loose less Morale than before)
- Balance Storage Morale Bonus (depends on Morale and People)
- Loose Morale when give nothing in events about helping a city
- Increase Morale drift
- Increase fish hitbox so it is easier to get the Local Wildlife achievement
- Increase cost of Clear Area upgrade
- Reduce ship repair cost
- Reduce Policies cost and upgrade duration
- Reduce cost and duration of some upgrades
- Technology Ship is slightly less frequent than before
- Slightly adjust signs for Lighthouse and Hospital
- Remove Strikes random event (can now only spawn when at low Morale or when you don't pay your employees)
- Unlock Heating Technology by default on Peaceful City because the Boiler House is not present on the map
- Less events in Lighthouse scenario
- Fix not loosing when having 0 people
- Fix speed of random event wheel anim (when result is random)
- Fix Hospital being hidden after first level
- Fix strikes were not happening when having low Morale
- Fix Ship sound that was not looping correctly
- Fix game not paused during events (should not work 100% of the time, we will see)
- Fix selling disable estimation for artifacts
- Fix keybindings not saving correctly
- Fix infection chance computation with upgrades/policies
- Fix hammer sound on a Tech Ship mesh
- Fix Technology Ship not spawning while not having unlocked all technologies
The balancing part is very difficult because of the amount of options/events available to the player!
If you have any suggestion on balancing, QoL and bugs, you can write a message under this post!
That's all for today,
Thank you for your support!
Have a great day!
Small update (v1.0.8) : Bugs, QoL and balancing
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