Added "Fulgurite", curiosity. Found when digging sand. Suggested here.
Key Fixes
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Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu. Suggested here and here. Also added a range display to the initial placement milestone.
Logs and stumps should now, if off-claim, decay to mirkwood equivalents. This means you can produce quality mirkwood. Suggested here.
Chances to catch fish with casting rods and lures are now more exhaustively presented, with chance to bite, chance to land, and effective final chance, instead of only chance to bite as it used to be. A bit spreadsheet-ish, but more accurate. Feel free to suggest something better.
Small Fixes
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Fixed a generation bug by which Bat Dungeons would sometimes be large enough to cross their world borders.
Added back and forth hotlinks to the screenshot pages when browsing the screenshot feeds.
Differentiated the speed of dungeon bats a bit.
As always, if you liked what we did here: Support the patch.
Today's Patch Item, for the fair price of $10, is the "Strawberry Hat".
Store Description wrote: $10 Don't let anyone pick you up and turn you into a fruitcake while wearing this sweet hat in celebration of spring!
All Gold subscribers have been awarded the Strawberry Hat, free of charge.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked. Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
jorb wrote:
Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
jorb wrote:
Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
Yeah i agree, for the initial milestone its pretty neat but finding your way after being waylaid sucks even more
jorb wrote:
Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
indeed , I hate it , and I usually love most of the changes
jorb wrote:
Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
This. Connecting roads along existing paths, and just building roads in general has just gotten much harder.