Patch notes 2026-02-24 (experimental)
[p]Hello, everyone![/p][p]We’re very happy to see you in good spirits after yesterday’s launch delay. We know it’s not ideal, but it had to be done - and on the bright side, it gives us time for more 1.0 tweaks. Here goes![/p]
Maps
[p]We’ve made some changes to the new Waterfalls map based on your feedback.[/p]- [p]Added more Berry bushes.[/p]
- [p]Growth percentage of Pines on the map is now more random.[/p]
Balance
[p]Our industrious faction has finally figured out how to more effectively cure contamination.[/p]- [p]Decontamination Pods now consume 50 HP, down from 100 HP, and heal the beavers twice as fast.[/p]
Misc.
- [p]Added notes to the credits to thank Blender and our Early Access players.[/p]
Bug fixes
- [p]Reverted how goods are counted and reported on the top bar, since the new way was confusing.[/p]
- [p]Looong building names should no longer overlap with the buildings’ power requirements.[/p]
- [p]Fixed the recipe panel not wrapping up correctly.[/p]
- [p]Fixed an issue with entrances to certain buildings not highlighting correctly during the construction stage.[/p]
- [p]Fixed range previews being visible when placing certain buildings (such as a Beehive) while the buildings were not.[/p]
- [p]Fixed the sometimes-broken construction preview for Impermeable Floor.[/p]
- [p]Windows and doors no longer resemble a portal to the Nine Hells when playing on the Low or Medium graphic preset.[/p]
- [p]Fixed some paused buildings consuming power after loading a saved game.[/p]
- [p]Network highlighting for finished mechanical buildings and shafts now excludes construction sites.[/p]
- [p]Re-added lighting to Badwater Sources.[/p]
- [p]Fixed a small visual glitch with how the district connection - the green line - is displayed at the District Center’s entrance.[/p]
- [p]Fixed a crash in the map editor when you tried to update a really old map.[/p]
- [p]Fixed a crash when using certain digits in district names.[/p]