Update Information:
Welcome to everyone who has joined the Public Testing branch! We really appreciate all the bugs you've been reporting, and hope you are enjoying the new content. There are a number of issues we're still investigating, such as the duplicant animations being a little... wonky... but in the mean time, here's some fixes in time for the weekend. Have fun!
Change List:
Changes and bugfixes:
- Plastic is properly categorized for storage in storage lockers
- Suit Marker arrow works properly
- Poly Press and Refinery now correctly require duplicant work
- Moved Suits overlay default shortcut key from F12 to Shift-F1 to prevent conflict with steam
- Plastic tiles are now solid
- Duplicant wounding no longer prevents duplicant death
- Hide health bars of buildings in unexplored areas
- Fix for construction FX sticking around after a job completes
- Improvements to Hatch burrowing logic to account for cancelled tile consturction
- Fixes to custom game settings and world gen seed
- "Bathroom" room bonus is actually a bonus now
- Doctored duplicants continue healing even if they leave the bed
- Changed "T" suffix to "t", for tonne.
- Updated artwork on plastic ladders and tiles, oil refinery
- Neural Vacillator fixes
- Previewing a light-producing building no longer actually adds light to the world
- Hatch eating logic updated to prevent unnecessarily ignoring edible ores
- Differentiated mop and dig status items
- Fix for Liquid Cooled Fan crash
- Suit overlay can't be opened until suits are researched
- Updated sound effects for refinery and slickster
- Plants will fully grow whether you're looking at them or not now
- Miscellaneous tweaks and crash fixes
You can join in the Discussion Topic here.
If you run into a bug, please visit the Klei Bug Tracker.