* Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last).
* Work Orders - This new system was created so that players can request special batches that are not the workers' normal batch. For example, Lumber Millers will have the ability to create Fine Lumber from (Regular) Lumber. Work Orders are unlocked once workers reach a certain amount of experience.
* Land Clearance - The Explorer was redesigned in this update. Instead of randomly finding Forest space for you, they will now have a chance of finding Land Parcels, which represent a piece of land that can become useful - if you decide to invest in working them. It will take some time, and resources, but you'll get a very rare resource - land.
* Apothecary Shop - a new Improvement for Forest zones in Districts, Apothecary Shops can improve your district's resilience against the spread of disease.
* Hospital Privitization previously simply added some money to your coffers (except when it didn't because there was also a bug). This tech has been modified to provide the player with a scaled policy to set just how greedy the Hospital should be run.
* A new one-time conversation happens now when you hire a lot of lumberjacks
* Taxation - changed the scaling for awesomeness when tax income increases
* Reduced the scaling for tech exp required for next level
* Fixed a bug where the game crashes when a batch was reset prematurely
* Fixed a bug where abandoning a district doesn't empty the district of its workers properly
* Fixed a text description bug regarding Tree Selection
* In game notifications will now display a button for the relevant action to describe what would happen when the player clicks on the notification (for example, go to the trading screen)
* Special Project Cards will now describe how many days Setup and Ramp up could take
* District details will now explain the stats - Workers, Food, Loyalty, Efficiency, and Production in the tooltip in greater detail
* Efficiency Breakdown for workers will now be shown right away when you open the worker details
* Added icons for land, missing item icons
* Added new actions for some in game notifications for switching to a different screen
- The save folder has changed locations for windows users! Don't worry, the game will migrate your files over automatically
- Fixed a bug where currency can go negative from the Garden Stall
- Fixed a bug where you can lose resources for starting to create a new district but then cancelling instead of hitting create.
- Fixed a bug where workers can go negative when a building collapses from natural disasters
- Added failsafes to prevent population from going negative (which shouldn't be possible, but there are some far flung edge cases)
- Auction houses now provide money properly
- Tweaked a number of tech upgrades
- Job description will now provide efficiency breakdown if available
- Lots of progress on the work order system but it is not yet available
- Started work on the Perks system (not available yet)
- New feature: The hospital is a new facility for helping with overall health related issues. Like the City Guards, the Hospital can be funded at different levels for different effects. Funding is set the first of each month, and the effects last all month long, it is an important aspect for bigger towns/cities where disease can spread quickly.
- Districts can now be abandoned or even razed. Sometimes districts simply cannot scale past a certain amount due to availability and types of zones. Sometimes you suffer a huge setback in the Capital, and need to recall workers. Abandoning a district keeps it on "hold" effectively, for a reduced upkeep but produces nothing. Razing takes some time to happen but completely clears the area and a "slot" so that you can establish a new district.
- New portraits and icon assets - now choose from 3 male and 3 female avatars. Also, many of the icons in game were updated.
- QoL changes: Ability to sort the warehouse by categories, and ability to sticky items to the top of the list.
- Misc. Bug fixes: Includes a major update of the data-consistency checker, so that cached data are properly refreshed and derived data is close to being updated real time.
- New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement
- District Improvement changes:
- Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms
- Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower
- District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many all at once
- District Details UI - now displays a badge beside each stimulus package if there is currently any time left on a stimulus pack
- Districts are now prone to flooding if there is a river zone in the district. Flooding can kill inhabitants and will delay production
- New District Improvement: Levee - can be built on district zones with a river, reduces chance of flooding.
- New District Improvement: Stables - are built in the Core of a district, once built it will provide a productivity boost of 20 for every farm built in the district
- Fixed an issue where a district improvement in ramp-up mode produced negative goods
- Fixed an issue where district efficiency could potentially become negative
- Fixed an issue where 2nd floor (and other building upgrades that added housing capacity) wasn’t adding any housing
- Fixed an issue where the upgrade toggle on a building card reset itself if the building was not marked as being upgradable
- Fixed an issue where starting a project called for 1 more worker than listed in the project card
- Fixed an issue where the commission on the trading screen was incorrectly calculated
- Fixed an issue where typing the amount of goods to sell did not trigger an update on calculating what the total gains should be
- Granite and a number of other exotic resources are now able to be sold through the Sell tab of the Trading screen
- Overflow penalty for warehouse will now be more prominent by adding a debuff marker. Overflow penalty will now scale when population < 100
- Increased base salary of Constables, constables will now provide a static increase to security awesomeness
- Sleeker UI for setting up a game, added potential for more professions to be added
- Behind the scenes: Modified the food history so that annual food consumption will be recorded in a separate archive, which reduces memory needs to store food history in total