Full notes
Full ALL WILL FALL update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey, everyone! 11th patch in 6 days - we're keep fixing stuff and should thank many of you for reporting it.
What changed
- Performance
- Fixes
- Events
- Balance
- Gameplay
- UI and audio
1.0.11 patch notes:
The game now checks if the building still exists after finishing task - this fixes citizen errors
Visibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crash
Fixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error before
Fixed signaling building event not showing one option
Fixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.
Make freedom/order milestones unlock things, made milestone give what it actually says it gives
Removed unique tag from tanker unique fragment spawns and replaced them with preset unique blueprints. Previously weather station could be found which could persist past the island its found on
Handle unconstructed Docks correctly when the water level changes - previously they would be considered as valid docks and cause errors
Buildings that are replaced/removed via events will now give refund for what they had in storage. Storage contents were destroyed previously
Added outsider portraits
Gathering system calculation improvements - improves performance during the storm. Now calculations triggered by moving buildings are much more optimized. Checked on Randomtown with a significant performance boost in those calculations.
The game will only update City Pipes when production buildings become dirty due to activity
Please continue to report bugs via the in-game tool or our Discord and bear with us as we’re rolling out the fixes.
PLAY ALL WILL FALL
ALL WILL FALL PhysicsBased Survival City Builder
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Source
Changelog.gg summarizes and formats this update. How we read updates.
