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Steam News26 March 20224y ago

Update 8 - Patch 2

Balancing: Tweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place.

Full notes

Full Dream Engines: Nomad Cities update

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What changed

4 fixes0 additions2 changes0 removals
  • Gameplay
  • Fixes
changedTweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place. I decided to keep it higher, making this recipe a renewable source for acidshards (at the cost of featherstone/bloodwood), but I did lower their production rate a little.
fixedFixed issue when number of workers available for a specific building increased from partial availability to full availability (through population growth or disabling another building) - the actual production rate would not update.
fixedFixed an that caused the whole building's production to be disabled when switching production recipes if there were 0 workers free for that building.
fixedFixed a rare bug when the same building produced one normal and one global item that caused production of that building to get stuck. Specifically this happened in the acid extraction recipes.
fixedFixed a bug that didn't let you change production from the building info window if you opened that window from the building management window.
changedBuilding management window will now refresh worker assignments when enabling a building

Dream Engines: Nomad Cities changes

changedTweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place. I decided to keep it higher, making this recipe a renewable source for acidshards (at the cost of featherstone/bloodwood), but I did lower their production rate a little.
fixedFixed issue when number of workers available for a specific building increased from partial availability to full availability (through population growth or disabling another building) - the actual production rate would not update.
fixedFixed an that caused the whole building's production to be disabled when switching production recipes if there were 0 workers free for that building.
fixedFixed a rare bug when the same building produced one normal and one global item that caused production of that building to get stuck. Specifically this happened in the acid extraction recipes.
fixedFixed a bug that didn't let you change production from the building info window if you opened that window from the building management window.

Balancing:

  • Tweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place. I decided to keep it higher, making this recipe a renewable source for acidshards (at the cost of featherstone/bloodwood), but I did lower their production rate a little.

Bug fixes:

  • Fixed issue when number of workers available for a specific building increased from partial availability to full availability (through population growth or disabling another building) - the actual production rate would not update.

  • Fixed an that caused the whole building's production to be disabled when switching production recipes if there were 0 workers free for that building.

  • Fixed a rare bug when the same building produced one normal and one global item that caused production of that building to get stuck. Specifically this happened in the acid extraction recipes.

  • Fixed a bug that didn't let you change production from the building info window if you opened that window from the building management window.

  • Building management window will now refresh worker assignments when enabling a building

Source

Steam News / 26 March 2022

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