Patches

The page contains all patch notes for the *Steam* and *Epic Games Store* edition of **Before We Leave**, unless noted otherwise.

Patches are listed in a descending chronological order, from the latest to the earliest, *with the exception of the fork mentioned in the next paragraph*.

***Players who use the game on the following platforms should jump to the Console Edition section: Xbox, PlayStation, Game Pass, and Microsoft Store for Windows***.

## Wasteland Update Fixes, version v1.0336 (28/04/2022 UTC)

* Storage Hub next to a Deep Mine only stores the appropriate single resource
* In a game with Starting Pollution set, tiles won't instantly turn to Toxic on settling on a new Island
* Only show the "Port is nearly full" notification if the Port is actually nearly full (it used to also count resources that were on their way to the island on Ships, but had not yet arrived - which was confusing)
* In a game that has Smart Shipping enabled, loading hints about the old Shipping Lanes no longer shows
* Removed text from Research Institute technology description about not needing Libraries on all islands, as you don't need that now
* Fixed a bug when generating a new game with Starting Pollution, that was setting pollution values incorrectly for placed-at-start Toxic Wastelands
* Fixed a couple of bugs around loading/saving games containing Reclamation Spires
* Fixed a bug where researching Packing multiple times would cause Warehouses and Storage Hubs to store way more resources than they should
* In Smart Shipping, Space Port islands set to Fill (or a large desired amount) will start shipping the resource to other Islands on the Planet once they reach 1/3 full, so that sub-Islands don't get starved of resources
* Fixed an issue that was causing Smart Shipping to completely halt in certain situations when you upgrade a Port (or Space Port or Air Port)
* Changing the Recipe on an upgraded Building will cause attached Storage Hubs to properly evaluate what they should now be storing
* Fixed notifications for finishing Repeatable Research
* Added Adjacency Bonus display for buildings affected by Workshop Hubs
* Changed Irrigation upgrades to require Electronics instead of Gadgets
* Did a bunch of tweaks to improve Smart Shipping especially around shipping between Planets as per community feedback; thank you everyone!
* Fixed an issue that didn't unlock Decontaminator technology if your first encounter with Toxic tiles was landing on an Island that already had one
* Irrigation technology now unlocks the Electronics Mine
* Fixed a bug that could cause Peeps to stop fetching resources
* Fixed a couple of other internal things

## 1.0330 (1/04/2022 UTC)

* Fixed a couple of bugs that were breaking saved games once Reclamation Spires were constructed

## The Wasteland Update (8/03/2022 UTC)

*The following sub-sections were generated from the transcript available on the official Discord Server. Like for the rest of this article, the text is a transcript rather than a summary.*

### New Features & Buildings

#### Smart Shipping

Smart Shipping is a new way to transport resources between Islands and Planets.
Decide what amount of each resource you want on each Island, and the new system automatically transports resources around - taking them from Islands that have more than they want and delivering them to Islands that don’t have enough. This works between Planets too - set up the Islands, and if the resources need to be shipped between Planets, they will be.

Smart Shipping is the default for new games - you can select the old shipping method in the Difficulty Settings. You can convert an existing game to Smart Shipping in the Settings menu once you’ve loaded the game. Smart Shipping games cannot be converted to the original shipping method.

#### Repeatable Research

Once you’ve discovered and constructed the Research Institute you can research Repeatable Technologies. These give you a 10% boost in some areas of the game, and can be researched multiple times each! They’re arranged in groups, and each time you research any technology in a group, all technologies in that group become more expensive.

#### Toxic Wasteland

Occasionally, a Highly Polluted tile might turn into a Toxic Sludge tile! This will destroy any building on the tile, and turn the surrounding area into Wasteland.

Peeps cannot work in Buildings within the Wasteland, and will immediately leave. They will only enter the Wasteland unprotected to fetch resources or do a few actions such as demolishing buildings, but only if there is no other choice. The Peeps that enter the Wasteland unprotected will have to go home sick as soon as they finish their task (similar to Fatigue).

You can build Protective Elevators and new Protective Airlocks (the same thing, just without going up a cliff) to allow Peeps to change into Protective Clothing to access the Wasteland safely. They still won’t work in Buildings while protected, but can fetch resources safely.

In order to remove the Toxic Sludge, you need to build a Toxic Sludge Extractor on it. Once that’s been constructed and done it’s job, the Toxic Sludge - and thus the Wasteland - will be removed.

We’ve made Space Whale attacks happen less often, but the more Toxic Sludge tiles you have, the faster they get!

The Whale Charmer end-game building cannot operate on a Planet with any Toxic Sludge tiles.

Protective Elevators, Protective Airlocks and the Toxic Sludge Extractor are invented with the new/renamed Decontamination technology. The construction resources of the Protective Elevator have also been reduced.

#### Hub Buildings

Hub Buildings help the surrounding buildings, but don't do anything specific themselves. They are invented with the new Logistics technology. There are three kinds of Hub Building:

Relaxation Hubs make Peeps that live in adjacent Accommodation buildings become immune to one (player chosen) source of Unhappiness.

Storage Hubs automatically and instantly transfer resources between adjacent buildings, and also store, fetch and deliver extra resources for them.

Workshop Hubs make surrounding production buildings work faster.

#### Nanotech Spires

Nanotech Spires are available in new games only!

They can be found on some Middle Planet Islands and most Edge Planet Islands.

If you explore a Nanotech Spire, you can choose one of three options that will remake that Island. The choices are:

* A small boost with no downside
* A medium boost with a downside
* A huge boost with a big downside

Choices are permanent and unchangeable, so choose wisely!

#### The Reclamation Spire

Entirely removes a deposit of Astrobaleenium! It is unlocked by the existing Laser technology.

#### Decorative Buildings

We've added a variety of decorations to spice things up on your Islands! Unlock these Decorative Buildings by achieving certain milestones in the game.

### Quality of Life Updates

* You no longer need to have a Library on each Island to access researched buildings (you still need them to gather and send research resources).
* The strength of Weather Systems is now limited, according to how polluted your Planet is.
* We’ve updated the layout of the Technology Panel, to make things clearer. Also, if you mouseover a technology, arrows leading to technologies that require it are highlighted accordingly.
* We’ve updated which construction category some of the Buildings are in - some of the categories were way too full!
* Landing your first Ship/Spaceship will automatically grant you the Shipping/Spaceflight technology.
* Repairing other ruined buildings (including the initial Ruined Generator) will grant you the technology needed to invent it (or one of its prerequisites instead if you don’t have that yet).
* Significantly reduced the amount of time technologies take to research.
* Updated the costs and timing of many early game buildings to be quicker and cheaper
* Decorated roads with no Power Pole reduce the impact of any Gloom effect.
* Building construction now begins as soon as any resources are at the construction site, rather than once all resources have been gathered.
* Peeps that have eaten Meals or Good Meals carry more resources per trip than usual.
* Peeps that have drunk Smoothies or Good Smoothies work longer than usual before returning home.
* Allowed the Stepped Warehouse to be constructed on Swamps.
* Desalination Plants can now be constructed on high tiles, and next to inland water sources.
* Added a nicer snow effect.
* Happy Peeps will now take over jobs from sad/hungry Peeps, to help prevent spiraling into disaster.
* Added a dropdown in the Shipping Manifest, so you can change the source or target Islands for a Shipping Lane.
* Added more personal messages from Peeps when they are (or were) hungry, thirsty etc.
* Updated credits
* Updated text to remove references to Colonization.
* Added Japanese localization
* Added more loading hints
* Ruined buildings will reorient towards a neighbouring road when repaired

### Fixes

* Re-balanced Gloom values for some buildings.
* Bridges can be repaired from either side
* Fixed an issue that could cause the Elevator sounds to play infinitely
* Fixed some textboxes that were not deselecting properly if you press ‘Escape’
* Fixed warehouse storage ratios when dragging them
* Fixed some visual banding in the atmosphere shader
* Whale Charmer tech now requires Battery Power tech
* Protective Elevator can now be constructed with either/both Clothing and Good Clothing
* In new games, prevented the First Island on a planet from being Swamp or Rainforest (as they're hard/impossible to land the spaceship on)
* Fixed an issue that sometimes caused the cliff side models to hover slightly higher than they should, creating gaps in the terrain
* The Whale Charmer and its upgrades are now cheaper and require varied resources
* Elevator sounds are now quieter
* Allowed building Shelters on Swamps
* Made Automated Desalination only produce salt when next to ocean
* Made Show Planets button responsive if you toggle from Show Planets to Shipping Mode and back
* Fixed being able to select road upgrades that haven't researched yet via hotkeys
* Fixed Tutorial objective "Speed up time" not completing after changing the game speed using keyboard shortcuts
* Fixed Shelter not costing Crystals in the Apocalypse Soon scenario
* Music is no longer cancelled when moving between planets
* Fixed Airships not doing the right thing if the Port they're loading at gets upgraded
* Fixed an issue that was choosing an invalid location for the Crystal Island
* Fixed an issue when building an Elevator down into a hole containing an Ancient Ruin
* Fixed an issue with Ruined Bridges that was making them unable to be repaired in specific situations
* Made Deactivate Tutorial Button slightly larger
* Don't list both Very High and High Expectations in population tooltip

## 1.0307 (7/10/2021 UTC)

### New features

* Both in-game and in the Planet Editor, middle click now samples whatever is under the cursor to allow you to place it. Adds a surprising amount of good Quality of Life
* When placing Resource Caches and Research piles, you can now choose what they should contain before placing, rather than having to place them then re-select to choose what they contain
* Added the Team17 logo to the list of logos that display when the app is started

### Bugfixes

* The Planet Editor is no longer affected by any difficulty settings you changes in New Game
* Difficulty settings in New Game are correctly applied to any Custom Planets in that game - specifically around amount of resources in Mountains/Rusty Hulk etc
* You can now switch the specific model used in Sunken Ruins
* Save Game and Steam Workshop thumbnail images are now higher resolution and (more importantly) the correct aspect ratio
* Significantly improved the render speed of the Atmosphere
* Fixed multiple overlaps and similar issues with translations
* Fixed an issue where tooltips near the top-right sometimes go offscreen
* Improved how removing land tiles is described in the one-page tutorial for Planet Editor

## 1.0301 Planet Editor Update (8/09/2021 UTC)

### Features

#### The Planet Editor

* There's a new Planet Editor option in the Main Menu!
* On Steam, planets can be shared using Steam Workshop
* On Epic Game Store and Steam you can export custom planets as files that can be shared with friends

#### Main game

* New Game dialog in the Main Menu is different to accommodate the Planet Editor’s addition to the game
* Achievements are disabled in games with Custom Planets, as it would be too easy to create planets designed to grant many of them straight away
* You can Ctrl-Click on a Building button to access a list of upgraded versions of that building, in both Planet Editor and the normal game.
	+ In the Planet Editor you can also use this to choose things like exactly which type of tree you want to place, or to choose between normal or passive Guardians
* Technologies have a coloured border according to the highest required technology type, to hopefully help people realise why they haven't unlocked the rest of the tree yet when they need to find another tech type
* Large Whales are now more balanced:
	+ The first couple of Large Whale attacks are deliberately not too damaging, to give the player time to adapt
	+ Better balance of Whale attack sizes depending the size of the planet they're eating
	+ If a Whale is already on it's way when you finish the Whale Charmer, the existing whale is updated to be able to complete the game, rather than summoning another separate whale
	+ The attack summary notification notes the requirement for inventing/building Shields to protect against Large Whales
	+ If a Large Whale arrives after you've built the Whale Charmer, but your Shield is still on, the endgame is no longer triggered - as should be expected from the description. But it immediately summons a new Whale, which will turn up more quickly so you don’t need to wait for ages for it
* In normal games, you no longer require Road access to construct a Forest

### Tweaks

* Added more Tips on the Loading Screen
* You can now Tab/Shift-Tab between text boxes where it makes sense, both in-game and in the Planet Editor
* Added some new tooltips:
	+ Population counter in the left hand side of the Top Bar tells you the Idle Peeps/Empty Slots numbers
	+ Construction Resources next to the Population Counter now tell you how many you're creating/using per minute
	+ Previous/Next island buttons tell you the island you'll change to
	+ Mousing over a building (or construction site) shows you what building it is
	+ Anywhere where a number is being rounded to the nearest thousand, the tooltip should now give the actual value
* Buildings that can be constructed by homeless Peeps now indicate this in their building preview card
* Historical Document dialog shows a number for how many you've earned
* In Main Menu, moved Load Game to come just under New Game

### Fixes

* Changed the look of Rainforest Tiles to be different to Grass tiles, now that it's possible to have both on a single Island
* Fixed a bug where colonising a planet with Purple Research on the first island wouldn't unlock all the Guardian-technologies
* Added a max range to the Sphinx, just in case someone puts one on a really large island
* Fixed an issue where power wasn't flowing through power lines because of a resource cache sitting on a tile border
* When a production building is off, smoke turns off too
* Tile highlighting is much brighter over ocean tiles now, so it's easier to see valid/invalid placements
* Fixed an issue that was trapping a Minotaur if Astrobaleenium turns up right underneath it
* Protective Clothing technology now states it gives access to the Protective Elevator too
* In the Language Selection dropdown, made the tick larger so it's easier to see which language is selected
* Fixed Upgraded Iron Mines so they connect to Power Lines properly
* Fixed an issue with unlocked hidden achievements not displaying correctly
* Moved the selection ring for Protective Elevator
* Fixed the Apocalypse Soon and See Hunter scenarios failing to load
* If the Crystal Island spawns in ocean tiles that haven't yet been explored, it now displays correctly
* Fixed an issue that was causing the game to stay on the loading screen if the loading process failed - it now goes back to the main menu and displays an error dialog
* Updated the road texture under Protective Elevators
* Ruined Orchards now have ruined looking trees
* Corrected texturing of ruined Marketplaces
* Fixed chimney smoke coming out of some buildings with the Filtering upgrade
* Fixed animation for felling a tree when the Forest is next to a cliff

## 1.0250 (29/06/2021 UTC)

* Overlays no longer colour ships or airships
* Research institute no longer produces research colours that the player hasn't discovered elsewhere
* (In new games) Sunken Ruins only produce colours of research that are/were available on islands of that planet
* The "..." buttons in Shipping Lane view now go in front of the Port cards
* Key settings headings now get correctly translated if you change languages
* Spaceship no longer glitches if you move it off the revealed land area when choosing where to land on a new planet
* Moved Info Pin for Skyports up higher
* Fixed an issue where Peeps don't fetch Power correctly in a building that has been upgraded then had a lower level recipe selected
* Fixed an issue where the Tutorial dialog would get stuck open if you visited the pause menu after choosing to exit the Tutorial
* Fixed an issue where Hangars would interact strangely with adjacent Bridges
* Fixed some issues where roads wouldn't be rendered joining up properly
* Fixed an issue where demolishing a building wouldn't correctly update the Power Lines data
* Fixed a text issue on Colony Spaceships when moving from one unknown planet to another
* Added settings to change or invert camera Zoom or Spin speeds
* Fixed an issue where loading a game with the camera pointing at an uninhabited island would show some incorrect buttons
* Fixed an issue where if a game was loaded with a Peep heading to Explore an Ancient Ruin, they would forget and another Peep would be sent instead
* Fixed the Idle Ship button not selecting most Ships after an Airship is constructed
* Fixed an issue where some buildings were frozen on load
* Fixed up a few internal issues

## 1.0243 (15/06/2021 UTC)

* Fixed some text errors for Achievements in Chinese
* Added a startup message for EGS players, correcting a muckup on our part

## 1.0241 (3/06/2021 UTC)

* Fixed an issue that meant Submarines could get stuck if two of them were exploring the same Sunken Ruin
* Fixed an issue causing Airships to disappear if they headed out over unexplored tiles
* Fixed an issue where Passenger Airships were reporting when they finished loading passengers on a shipping lane, spamming too many notifications
* To finish off a fix from our previous patch, planets that have been badly affected by a Space Whale attack before they had a chance to get established (by building a Space Port or colonising a second island) now get some Peeps and resources added back into them
* Pausing the game now pauses the autosave timer. If the timer was close to autosaving, the next autosave will trigger like normal, and then it won't trigger more after that
* Changed tutorial text from "middle mouse button" to "mouse scroll wheel"
* The Idle Ship button now counts and cycles through Airships
* Fixed the localization of the Filtering upgrade using the wrong languages
* Fixed a couple of it's/its issues
* The Music technology now lists the correct Happiness effect of Musicians
* Submarines that are automatically delivering to a Port, on finding the Port is full, will now drop to Manual mode
* Musicians now correctly hide in Shelters on a Space Whale attack
* Fields and Forests affected by weather now return to their proper speed when the weather leaves, rather than after finishing their next production cycle
* Sound output now correctly switches when changed in Windows
* Added the ability to select 1/2 and 1/4 game speeds (by using the '-' button or Ctrl-Clicking the 1x speed button)
* Updated the Move Ship sfx to be less annoying
* Key bindings menu is now correctly translated on changing languages
* Fixed the Expansionist achievement (colonise 7 planets in one game)
* Fixed the layout of research on the Technology panel, when you've got 5 types of research
* Fixed an issue with starting the tutorial on a new install, quitting to the menu and then clicking the Continue button
* Fixed a bunch of issues reported by the Unity Diagnostics
* Fixed Apocalypse Soon forgetting about a bunch of advanced resources stored in the initial Shelter on Save/Load
* Stop changing in-game language to the Steam configured language once a different language has been selected
* Fixed a couple of translation issues
* Added an option to allow players to cancel the tutorial once they’ve reached the end of the Shipping section
* Fixed the speed of scrolling in the Shipping Manifest
* Rendering optimisations

## 1.0238 (20/05/2021 UTC)

* Fixed an issue where running Getting Busy then Seed Hunter would make the Seed Hunter peeps increase using the Getting Busy rules
* Blacksmith achievement no longer fires when opening a Stasis box containing Tools
* Added a variety of things that will hopefully fix the missing Spaceship bug that a bunch of people have been reporting
* In Getting Busy, Large Colony Ships no longer call themselves Submarines when reporting their crews happiness
* When selecting resources in the Shipping Manifest, resources that aren't available on the island are slightly greyed out
* Added something that should make the in-game language match the selected language in Steam
* In Hut-Owners Association, you can now explore Ancient Ruins without building a hut directly next to it
* If multiple weather effects cancel each other out, we no longer show a 0% adjacency bonus
* In Shipping Manifest, dropdown to select which planet/Space you're working on is now removed until you've reached space
* Fixed an issue that could cause a single separated tile of the starting island to not get explored initially
* Fixed a bug preventing canceling resolution changes while in-game
* Prevented getting Spaceflight (and other removed tech) from ancient ruins in Getting Busy
* Autosaves taken at the end of the game use the end-game images for the save game thumbnail
* Removed some more tech from the Getting Busy scenario that doesn't make sense - Filtering, Museum, Training Ground etc
* Fixed an issue where an accommodation building containing only Children showed up as unhappy in the Happiness Overlay
* Fixed an issue where libraries in Getting Busy would indicate there was more technology to research even when you'd done it all
* Fixed an issue where Airships could get stuck above Stepped Warehouses
* Fixed an issue where the Weather overlay didn't properly disappear when switching to another overlay
* Fixed an issue where "{[INCOMING]}" could appear in a tooltop in the Top Bar dropdown
* Changing the keybinding for construction buttons to Function keys no longer makes them wordwrap
* Scenarios now start paused while you're reading the initial instructions
* Camera can't be moved while Scenario dialogs are displayed
* Fixed an issue where the whole planet wouldn't become fully explored when colonising the all the main islands
* Light towers now switch on when any of the tiles in their range are in darkness, instead of when their tile is in darkness
* Fixed (or added code to help me narrow the cause down) a whole bunch of minor things only revealed by the Unity Diagostics
* Fixed the Notification Timeout setting not being stored properly
* Changed VSync to be on by default on new installs
* When VSync is off, limit framerate to 60 fps not 120
* Space Whales ignore new planets for longer, and ignore planets with no Space Port and only one colonised Island
* Fixed a bug that meant that buildings on tiles in the middle of a Whales path weren't getting destroyed

## Console Edition (23/11/2021) (fork)

*This section does not apply to owners of the game on Steam or Epic Games Store. Such readers can skip to the section about The Scenario Update.*

**The Xbox, PlayStation, Game Pass, and *Microsoft Store for Windows* editions of the game are *limited* to The Scenario Update. This means that the features from the *Planet Editor Update* and the *Wasteland Update* are *not included*.** This edition ("Console Edition") is basically a fork from the **Scenario Update**. The exact version which got forked is unknown. The fork is supported and spearheaded by **Before We Leave'**s publisher, Team17.

Consequently, players who got the game on consoles or from the Microsoft's ecosystem (Microsoft Store or Game Pass for PC) have access to *less* features.

In July 15th 2022, *Team17* announced that the *"Wasteland Update"* would not come to the console edition. *Balancing Monkey Games* also confirmed that the features from the *"Planet Editor Update* would not come either.

The Console Edition got *distinct* version numbering and updates which are nested below:

### Xbox, Windows 10 and Playstation, version v1.0245.51 (26/04/2022)

* Provided a fix for heavily populated save files in-game functionality causing the game to freeze, including the game timer, peep movement, building & transport.
* Made changes to reduce instances where Peeps would not fetch food and water on the island despite it being available.

### Xbox and Windows 10 Build v1.0245.44 (February 2022)

* Player is now able to move the slider more than once
* Title no longer crashes spontaneously on loading or saving the game
* Title no longer displays corrupted characters for planet's name in Chinese (Simplified) language
* Player is now able to assign any Port to the Submarine for Automated Unloading
* Focus Bar in the Pause Menu will no longer disappear after the game is loaded
* Player is now able to move the small sliders under the "Available" line in the Resource display bar
* The title no longer crashes while returning from Pause Menu
* While playing on a heavily populated save, the title will no longer crash randomly during gameplay
* New Peeps now spawn when there is no housing in the Getting Busy scenario
* Indicator above Vegetable Field icon no longer disappears after building 1 of 2 required fields in Tutorial
* User is now able to rotate the camera while placing down the building
* Title no longer crashes spontaneously on loading or saving the game
* Hints will no longer appear throughout the title after the User turns them off in the Settings
* Historical Record menu button now opens the Historical records.
* Plant Fields now connect with neighbouring roads when spawned from explored Ancient Ruins in the Seed Hunter scenario
* Audio no longer becomes distorted during the loading screen and active gameplay
* Island's expectations graph will now update after switching the previewed Island
* User is now able to view information after opening the graphs menu far away from the Islands
* The player is able to open Stasis Boxes due to them being misplaced on the tile
* Settings are being saved after returning to the Main Menu without saving
* Roads no longer appear invisible on planets other than the one where save was made
* Starting number of Happy Peeps is now correct
* Vegetable Field can no longer be built on the Snow Island in the Hut-Owners Association scenario
* The title will no longer crash while returning from Pause Menu
* Text now fits with the frame in the Tutorial Log
* Player is now able to move through Delivery Options in the Woodcutter building
* Resources will no longer be delivered from production buildings to the Warehouse when delivery options are turned off
* While playing on a heavily populated save, the title will no longer crash randomly during gameplay
* Player is now able to change the game speed while in the Build menu
* The rules are no longer visible for a brief moment after exiting the Pause menu in the Hut-Owners Association scenario
* Controller focus no longer appears on the "Add Lane" button instead of the specific Ship Lane after opening that Ship Lane in the Shipping Manifest
* Resources in resource lists are no longer classified as "Tiles" after the game is reloaded
* The Japanese "Press to Start" loading screen prompt now include a reference to a button
* "Open Data Privacy Page" button is now working.

### Xbox + Win10 patch notes (December 2021)

#### Xbox Change Log, Build v1.0245.20

* Fixed an issue where “Stasis Boxes” can stop you from selecting buildings.
* Fixed the Splash image and background image as they were previously offset.
* Fixed an issue where rotating your building could cause the input to lock unless the Right Stick was used.
* Added tooltip to explain to users how to re-select a ship.
* Added a tooltip to explain how to access Space quickly.
* Save Game window has been resized to fix the clipped-out cursor and discard white space.
* Fixed an issue with the save error screen where Cursor was too large.
* Fixed incorrect terminology used in “RB” for the ‘Resource Management’ hint for French and Spanish.
* Fixed incorrect terminology used in “RB” for the ‘Planet Information’ hint for French and Spanish
* Fixed incorrect terminology used in “RB” for the ‘Default Shipping Resource’ hint for French and Spanish.
* Fixed incorrect terminology for 'D-Pad' in Brazilian Portuguese.
* Fixed Incorrect terminology used for 'LB' and 'RB' in the 'Welcome' hint for French, Spanish, and Brazilian Portuguese

#### Windows Change Log, Build v1.0245.6

* Removed option to change file names. There are 9 save slots and these are shared with Xbox builds. (Emily’s note - we believe renaming files may have been causing some of the save game issues that have been reported)
* Fixed a Save/Load issue where reloading your save game during the “Construct 3 tiles of road” would become undone.
* Fixed the “Tinker” & “Grand Tinker” achievements not unlocking on Gamepass build.
* Fixed the “Astronaut” & “Space Admiral” achievement not unlocking on Gamepass build.
* Fixed the "Captain" & "Admiral" achievements not unlocking on Gamepass Build.

## The Scenario Update (13/05/2021)

### Scenarios

There are now 4 scenarios, made with the help of our community! Thanks everyone. Scenarios alter the way Before We Leave plays:

* “Apocalypse Soon” tells a story of how your Peeps ended up in the underground Shelter at the start of the game. It’s a race against time to try to save your Peeps! This scenario is based on the Story Game that was in our Discord in early 2020.
* “Getting Busy” challenges you to keep all your Peeps happy when the rules for how more Peeps are created get changed
* "Planning Committee” messes with the rules for placing buildings
* “Seed Hunter” gives you a game where you can’t build Fields for food until you’ve found new seeds to plant.
* There’s also a couple of Easter eggs for people that have read their Historical Documents, or the Story game that was in our Discord in early 2020.

### Weather

* New weather systems that roam around planets
* Weather can be hot or cold, dry or wet, and windy or calm. Some islands have some of these settings already (Desert Islands are hot and dry, Snow Islands are wet and cold)
* Hot/Cold causes Fatigue - Desert and Snow islands now cause fatigue as a result of their default weather settings
* Hot/Cold and Wet/Dry affect how productive fields are
* Windy affects movement of both Peeps and Ships, and also how productive Wind Power Generators are
* New Overlay added to display weather systems and effects, and the Fertility top-bar dropdown also displays the current weather settings for the island
* There's a new game difficulty setting to control weather in your games

### Airships

* You can now invent and construct Airships.
* Trade and Colony Airships work about the same as their ocean counterparts, except that they can trade/colonise into the middle of islands.
* Passenger Airships allow you to set up trade routes for Peeps, either to quickly populate a new Island, or to continuously ship Happy Peeps one way and Sad Peeps back the other way, so you can cheer Sad Peeps up on a nicer Island
* Also added a new large colony ship!

### Achievements

* 56 achievements on both Steam and Epic - many thanks to our Discord community for their help with making these!

### Fixes

* Left-click or Escape now skips over the Unity/Fmod/Balancing Monkey logos
* Fixed an issue where you can't detach spaceships from their lane or switch their lane
* Crystal island no longer needs an Aegis Shield for the planet to be fully shielded
* Fixed graphical glitch on load game buttons
* Indigestible buildings on uncolonised islands still disappear when a Space Whale eats them
* Fixed scroll speed on dropdown when making a new shipping lane
* You can no longer skip a phase in the tutorial by creating a shipping lane before selecting Tools
* Whales now target Whale Charmer planet regardless of Shield status
* Fixed an issue with grass not drawing properly
* Peeps come out of landed Colony Spaceships faster
* Fixed an issue where a Whale attack while someone is crossing a bridge could end up with a Peep in a weird state
* In occupancy overlay, unoccupied Libraries should register as Not Operating
* Peeps no longer go and work at fields with no roads
* You can no longer preview fertilities on a new planet by pressing escape while zooming into the planet
* Fixed an issue with upgrading space ports
* Clicking on a notification saying a Spaceship is ready when it's finished loading passengers now takes you to the spaceship, not to the space port
* Fixed an issue where the cliff sides wouldn't update if they got really polluted then cleaned up
* Fixed an issue where the text of Hints would occasionally overrun their dialog
* Fixed an issue with grass highlighting not updating for tiles that appear after the highlight is turned on
* Resized the red warning triangle for buildings where the island doesn't have enough resources to complete it
* Fixed an issue where you'd get multiple music tracks playing if the first island you colonise isn't a desert island

## 1.0187 (13/04/2021)

* Fixed an issue with loading Historical Document data that could result in loss of chapters you had unlocked

## 1.0186 (12/04/2021)

* Fixed an issue with submarines being given a default port while exploring

## Content Update #6 - Quality of Life 2 (07/04/2021)

* During the tutorial, while Transmogrifier has an info pin to remind you to use it, it now shows Tools
* Transmogrifier info pin also shows Tools while it's loading Wood, to be more consistent with other similar things
* Turning off overlay without closing the overlay menu doesn't complete tutorial goal now
* In "Demolish boulders" step, only boulders are highlighted by demolition tool
* Time for notifications to stay open is now customisable in Settings
* Time controls get tutorial arrows pointing at them
* Hint about Gloom now waits until you've researched Gardening and Metalwork before displaying
* Tutorial arrow doesn't display if it's target is disabled (such as ships Colonise button)
* Broke Build Elevator tutorial step into two
* Port UI has a button to open the shipping lanes
* Made UI Scale dropdown longer so all options are visible without scrolling
* Completely reorganised the Settings dialog
* Some early steps in the tutorial now prevent you from building more than you're required (you can't build more than 3 huts, for example)
* ELEVATORS WILL NOW CARRY MULTIPLE PEEPS. I'm not going to tell you how, but here's a hint : Lower Pines
* Added a button to menus to take you to the website subscribe page
* Tutorial step about choosing resources in warehouse has arrows pointing at the construction resources, as they're the most useful to store
* Game Seed doesn't get grayed out when you choose Tutorial in New Game, but it does enforce not having any altered difficulty settings
* "Move ship to Port" tutorial steps place an info pin in water near the target port
* Peeps now don't work at Port buildings until Shipping is researched, which gives your second island a little boost right at the start
* Added hints for when you're in a situation where you can't place something (e.g. you want to place a Quarry but don't have a road near enough to a Mountain)
* Added a new field to the Ship card that shows you what it's doing right now, so you have more context for why it's hanging around at a Port
* Some Hints would cover over the early game technologies, so we added more space around the technology panel
* Tutorial arrows now generally stay displayed until you achieve the action, rather than just initially click on the button
* Updated the tutorial to give more specific guidance around needing roads up to elevator/mining spots
* Notification log entries now have timestamps
* Reworded the "You don't have enough Stone" warning tooltips
* Some hints/tutorial steps reworked to be correct if you've swapped your camera-drag buttons
* Added a tutorial step about shipping Red research to invent Glass
* Added a hint about constructing a second woodcutter
* Added a hint for when a ship fails to unload, to suggest upgrading the port or building a second one
* Added space in the tutorial to practice clicking on peeps and seeing their happiness graph
* Tutorial arrows now point at required tech
* Disabled technologies no longer flash as 'new' during tutorial
* Added tutorial step about speed controls (at last!)
* "Not enough Stone" warning icons are disabled in tutorial until after the Boulder Demolition step
* Overlay menu is now disabled in tutorial until it's step
* When you have more than one Library doing research at the same time, Tech Panel now shows what's going on better
* Added a Hint about Leave/Maintain settings
* Added a Hint about colonising Island 3 if you run out of Red research and haven't done so yet
* Added a tooltip about needing to rotate a building so that it doesn't block an elevator
* Submarines now have a dropdown that allows you to select a Port for them to automatically drop Resources off at. You still need to manually choose each Sunken Ruin
* Dialog for choosing which ships to have on a shipping lane now has icon indicating their size
* Landing Pad can now be upgraded for more storage
* Deep Mine can now be placed on Crystal Island, to give an infinite supply
* In Resource Details panel, production/demand graph is reworked and now displays Import + Export
* Explorers Hut no longer registers as having 'Potential Production' for research colours that aren't on the Island
* Added some more testers to the credits
* Food + Drink now has a second slider in the Top-bar dropdown, that allows you to reserve some amount for Production only (so Peeps won't consume it)
* Reworded description of Forests to acknowledge they produce Trunks which need to be processed into Wood
* Tutorial log now has headings for each stage
* "Unemployed" is now "Idle", to avoid stigma
* Added a loading-hint about clicking on Notifications to go to the thing
* Wool and Electronics moved to Raw Materials lists in warehouses etc
* Landing Pad name changed to Space Port
* Increased spacing of text in Space Port UI
* Added in a missing Tutorial arrow or two
* Deleting a road while it's being upgraded works correctly
* Fixed issue where tutorial arrow could be pointing to wrong technology in tech panel
* Whale charmer now correctly makes whales target the planet while it's being upgraded
* Fixed issue that could cause multiple whale attacks if you save+load while waiting for the initial attack in the tutorial
* Fixed some incorrect wording in warehouse tooltips
* Tutorial message improved for when you try to demolish forests/boulders before you're told how
* Submarine is named correctly when being retired
* Whale charmer description corrected - you can only have one
* Fixed tutorial arrow getting cut off when pointing at Peep Details category button
* Notification log lines no longer get squeezed when they're just the wrong length
* Fixed issue where if you zoom to Crystal Island on it's reveal from another planet, it wouldn't have it's proper terrain
* In cutscenes, hide any info pins and the tutorial dialog
* Fixed issue if you click on a building category button multiple times in a row
* Reworked how you earn chapters of the backstory (Historical Documents).  There's a lot going on under the hood, but basically you still earn them by exploring Ruins (Ancient Ruins on land or Sunken Ruins in the oceans), but now you find them within specific randomly chosen ruins, rather than the timer-based approach we had before.
	+ Taming Guardians will also now earn you a chapter of the backstory
	+ Cloudsaves now transfer story chapters you've earned between computers
* Fixed an issue where a multi-tile building wouldn't get listed as destroyed by a whale if it's main/entry tile wasn't in the whales path
* Fixed issue where buildings appeared to be valid to place next to Astrobaleenium when they actually weren't
* Astrobaleenium dropped by Space Whales can't get too close to Oil deposits
* Fixed some issues around loading Tutorial games that would unlock technologies for research that you shouldn't be allowed to get yet
* Fixed an issue with the layout of the Tutorial Log dialog
* Fixed issue where "You need Steel" hint would be displayed when you got to repairing the ruined spaceship even if you'd already invented Steel, but had saved/loading between the two

## 1.0184 (16/11/2021)

* Fix upgraded Smoothie Makers using Milk instead of Tea

## 1.0182 (12/03/2021)

* Fixed a bug in 1.0181 where Peeps with no home wouldn't fetch any resources for the homes they're trying to build
* Second fix for the bug in 1.0181, this time fixing anyone who's saved games got into a broken state

## 1.0181 (12/03/2021)

* Fixed an issue where deleting a shipping lane wouldn't properly update the storage of the connected Ports
* Fixed an issue where Explorers Huts would stop working on an Island that had multiple colours of Ancient Tech but some of them had run out

## 1.0180 (11/03/2021)

* Fixed an issue that was meaning clicking Continue wasn't loading the saved game it should

## 1.0179 (10/3/2021)

* We have updated our save-game format.  Releasing this is a multi-stage process, for now when a game is saved it gets saved in the new format.  Old and new format games are loaded just fine
* Fixed a couple of bugs where Power Lines didn't appear to attach to buildings (Oil Wells and Battery Plants in particular)
* Fixed an issue where two music tracks could play over each other just after colonising a new island

## 1.0178 (23/2/2021)

* Updated Russian translation in Shipping Manifest -> Edit Ships button
* Fixed an issue where Stasis Boxes weren't visible until you saved/loaded after exploration

## 1.0177 (22/2/2021)

* Fixed an issue that would break the tutorial if you opened an Overlay at certain points
* Fixed demolition when you've swapped the camera drag mouse button

## 1.0178 (23/2/2021)

* Updated Russian translation in Shipping Manifest -> Edit Ships button
* Fixed an issue where Stasis Boxes weren't visible until you saved/loaded after exploration

## 1.0177 (22/2/2021)

* Fixed an issue that would break the tutorial if you opened an Overlay at certain points
* Fixed demolition when you've swapped the camera drag mouse button

## Content Update #5 - Quality of Life (22/2/2021)

**LOADING CHANGES**

* Loading a save game/starting a new one no longer makes the game freeze
* Once a game is loaded/generated you now need to "Click to start"

**BALANCE CHANGES**

* Meals now only give ++ Happiness (down from +++) as they're much easier to make than Smoothies
* The amount of Pollution a building puts out is affected by the amount of work actually being done (eg if the building hasn’t got all its workers or if they’re sad, it produces less pollution. If you've got a full complement of happy Peeps working really fast, it'll produce more)

**TUTORIAL CHANGES**

* The tutorial now goes all the way to the end of the game!
* Tutorial text about demolishing forests is clearer
* Added a hint system - hints will pop up when the right situation applies. They appear twice each, and will appear in non-tutorial games.
* Added tutorial steps to tell the player about the details panel, overlays and top bar resource dropdowns
* Added a discovery pointing out automation/filtering are mutually exclusive
* Changed around tutorial around demolishing a Boulder and building the Library, so the player learns things a little better
* "Build a short road" tutorial goal now says how many roads need to be placed
* Added a log of all the tutorial steps, with ticks for completed steps. This is available even if you're not playing a tutorial game
* Clothing tutorial now requires 4 Cotton fields and two Weavers, as that gives you full production rate for clothing
* Removed/altered the two tutorial steps that just made you wait for 30 seconds. Now it's all action all the time
* Added comment to the tutorial about colonising your first island that contains instructions about clicking colonise etc
* Tutorial arrows are a bit more bouncy and obvious

**TEXT CHANGES**

* Updated description of Explorers hut
* Altered Discovery text on putting a ship next to the Crystal island
* Altered a few tooltips to be clearer
* Improved question when demolishing upgraded roads
* Added a better warning about Ships that can't move because they're loading passengers
* Improved tooltip for when a Peep is at home waiting for food or drink
* Training Ground description mentions the Minotaur now
* Library description says it is needed on each island to access buildings
* Renamed the Road Layer tech to Stone Roads, and updated the descriptions of the Stone Road, Power Pole and Decorate Road techs

**CONTROL CHANGES**

* Added hotkeys to change building priority/pause/play. They have no default hotkey assigned
* Improved zoom speed on larger planets
* Added a new camera control method (go to Options to change it)
* Added an option to have one set of saved cameras for the whole game (as opposed to one set per planet, which is the default)

**GAMEPLAY CHANGES**

* Warehouses can only be upgraded if you've got all the resources freely available on the island (like Accommodation)
* If you make a shipping lane between two Ports on the same Island, the default Maintain value is Infinite
* Peeps stop working at Explorer/Library if there's no research on the island
* Added an info pin to destroyed buildings
* Ocean tiles now slowly lose any pollution (similar to tiles next to Forests). Good Krakens speed up the process
* If enough research for a new technology is taken into a Library it will notify you now
* Ships on a Lane that has multiple attached ships take into account the resources on when calculating how many to take
* If a building has two available upgrades (Automation/Filtering) you can now replace one with the other
* Space Whales now eat all the trees in a Forest but don't remove the actual Forest, so it will regrow
* You can now click-drag when demolishing. Whatever you click on first (building / forest / road) becomes the target and you can only drag onto other entities of the same type. You can also drag over buildings/forests set to be demolished to cancel their demolition. Right click cancels the action
* Updated things for the Whale Charmer
	+ Initial Whale Charmer doesn't make Space Whales target the planet, they start targeting once the first Pylon is constructed
	+ As you construct more Pylons, whale attacks get more frequent
	+ Building description and Upgrade description mentions these effects now
* Once a Whale Charmer has started construction, Space Whales aren't always forced to be the largest size anymore
* Space Whales now have a chance to just fly by without eating anything. They're further away from the planet and rotated away from it when this is the case. This chance is higher while Whale Charmer is under construction
* You can upgrade Hut->House and House->Apartment by placing the new building on top of an existing one. You can’t upgrade directly from Hut to Apartment though sorry
* If a planet is being attacked by a Space Whale, and there is a Space Elevator or full Aegis that has worked successfully once already, the Peeps won't run and hide and the player can continue to take actions while the Whale flies past
* Camera zoom is smoother
* Cow and Sheep fields now have the Automation upgrade
* You can now retire Colony ships if they're next to a Port
* Added a tooltip for Unknown Resources telling you what tech to research to get it
* Kitchens, Smoothie makers, Marketplaces etc now have a Recipes button that allow them to behave as if they're a previous version of the building. Automated buildings are still sped up though
* Added a warning if you're trying to build a Protective Elevator in a position where you won't then be able to construct an Astrobaleenium Mine
* Clicking on an entity (building or whatever) that is the subject of a notification popup will cause the notification to be removed
* Changed Wood/Oil/Battery power generators so that their production speed is not affected by sad Peeps. We're hoping that this will make it much easier to get out of unhappiness spirals
* Peeps will now fetch less than a full load of food if it means emptying a building that doesn't produce that food (such as Shelters)
* Peeps will stop working in Light Tower/Museum/Training Ground once the Guardian on that Island has become friendly
* In new games, Rusty Hulks now hold 1000 Iron Ore
* You can now select what Food types the Space Elevator will load
* All remaining notifications are cleared when you go to the Notification Log, seeing as you can see them all in it

**UI CHANGES**

* Changed height of Port Resource dialog slightly
* We now show the building preview pane for buildings that are disabled because you can only have one per island or whatever
* Changed generator icons around to be more readable
* Port Resource dialog only lists resources available or produced on the island
* Disabled spaceship launch button while zooming to planet
* Added an Idle Spaceship button to Space view
* When choosing which Planet to go to (in Planet View), you can now choose which Island to go to as well
* Explore and Retire buttons on Submarine are different now
* Added an Unload All button to ships in Port
* When placing Cleaners, pollution outlines are shown for any pollution areas not already covered by cleaners
* Added a question when leaving the Shipping Manifest when one of the Shipping Lanes has no attached Ships
* Changed the icon on the button for removing a resource from a Shipping Lane, and added a question to confirm doing it
* Placed a gear icon next to the Options menu, so you can find it if you accidentally change the language
* When a Ship on a Shipping Lane is at Port, it's Port->Ship dialog changes to show you can't transfer resources in
* In Resource Details panel there's now a dropdown allowing you to filter what resources are displayed
* In Resource Details added rows to summarise the amount of Food + Drink on the island
* Added a button to the building card to cycle to the next building of that type
* Removed Action pane when building a new Forest
* Extra buttons added to allow going between top-bar resources, Resource Flow overlay and resource details panels more easily
* Added a search function to the places where you're presented with a bunch of resources to pick from.
* Added filters to the Peep and Building details panels
* Peep cards and Peep Details panel have icons for the food/drink/luxury a Peep most recently consumed
* Removed 120% UI scale as some things were just too large. Players that have selected it will still have it, you just can't select it anymore
* Clicking the Resource Flow Overlay button for a Resource in the Resource Details panel will take you to the selected Island (if you've selected an island in the dropdowns)
* Added menu option to disable/reset hints
* Improved the Recipe dialog for Transmogrifiers
* Removed the Pause button on Resource Caches
* Added a notification for when a Shelter/Spaceship shelter has unloaded all it's Peeps.
* Added Oil to the Fertilities list in the top bar
* Whale attack summary now says how many ships were lost
* If you attempt to rebind a key function to a key that's already used elsewhere, you get asked if you want to proceed
* Hungry/thirsty Peeps get an icon in their description about it
* Dialog for manually loading resources to/from a ship now allows you to type in how many to transfer
* Added a filter to the Space Elevator so you can choose what food it uses
* When choosing what resources to store in a Warehouse, resources that are produced on the island but not already stored anywhere get marked. Also added more notes about state of resources to their tooltips
* Each ship in the shipping manifest now has a button for removing it from that shipping lane without having to open the Edit Ships dialog
* If an Island has none of a resource, you can still set how many to reserve for Shipping etc, up to 20 - this is to allow for setting up the island for things like upgrading the Training Ground before you're actually sending the resources there
* If there's not quite enough space to display a discovery/hint in the stack, they'll be resized if that will help

**OVERLAY CHANGES**

* Added a new overlay that shows an Info Pin for every building with it's type
* Added options to many overlays to turn off parts of the information
* Added a bunch of extra controls to the Overlays, so you can select which particular parts of (for example) the Pollution or Happiness overlays you want to see
* Added buttons above the Resource Flow overlay so you can cycle through producing/consuming/storing buildings for that resource
* Tile tooltips when in the Happiness Overlay are better formatted

**FIXES**

* Correct ship model appears on Port wharf and assembles as it's constructed
* List of resolutions is now updated if you change which monitor BWL is on
* Added back notification when an Islands happiness starts to drop or improve. Also improved how that state is detected
* Fixed an issue where some buildings wouldn't change their entrance point when they should
* Fixed an issue where locking a worker slot would kick all the Peeps out of the building
* Buildings upgraded to require power (that didn't before) get power from powerlines properly
* Peep happiness no longer resets when exiting a shelter after a whale attack
* Fixed an issue where loading a game that was paused when saved wouldn't set the pause correctly
* Warehouses remember what they were storing when destroyed by a whale/sphinx then rebuilt
* If music volume is set to 0, the "first whale" cutscene is shorter seeing as it doesn't make much sense to take as long as it does without music behind it
* Prevented autosave while choosing where to place a new colony Spaceship
* Shipping Details mode/panel close if a cutscene starts
* Fixed issues caused if a game is saved during a spaceship launch sequence
* Creating/adding resources to a shipping lane by dragging correctly sets their Maintain value to 20
* Fixed an issue where the Island Happiness popup could get stuck on screen
* Editing an islands name now updates it in the UI straight away
* Made buildings description icons go to multiple lines when necessary
* Escape now cancels question dialogs
* Tooltip on Transmogrifier info pin is now correct when it's loading in resources
* Tooltips will now (mostly) update if the thing you're hovering on changes
* Fixed the Desalination plant not listing it's production per minute
* On non-tutorial games, you're not forced to watch the full unskippable cutscene when the first Space Whale attacks
* Fixed the layout of unknown input resources in construction
* Fixed rotating constructions with keys
* Added a sfx when cancelling a demolition
* Fixed an issue with asking you to make tools on Planet 2
* Fixed an issue with leaving the Peep details panel by clicking "Follow Peep"
* Clicking on a tutorial popup while the research menu is open won't close the research menu anymore
* Fixed loading a game that was saved in Space view while the tutorial is active
* Fixed the layout of various of the tutorial arrows that point at UI elements
* Fixed layout of the research description box, so the in-progress circle doesn't overlap the text
* Fixed layout of the "No ships attached" text in Shipping Manifest
* Fixed position of elevator construction circle
* Fixed the description of the Forest while it's being constructed
* Fixed ships getting stuck on bridges that were placed after the ship starts moving
* Fixed the issue where the Resource page closes on arrival if you open it while transferring between planets
* Changed order of upgrades on some buildings so that Automation is above Filtering
* Fixed size of tutorial goals window, especially when there are lots of goals
* When being constructed, forests can be accessed from any side
* Cow and Sheep fields now correctly require Power when upgraded with Automation
* Prevented manually adding resources to an automated Trade Spaceship
* Turning on Tutorial prevents you from changing the number of planets
* Fixed an issue that was preventing Peeps from working at libraries
* Research Institute continues to create research even when one of the types is full
* Fixed an issue where ship noises would be audible where there is no ship
* Wind/Solar generators show the tooltip about biome penalties correctly
* Whale charmer no longer has a Pause button, cause it's not much use
* Only one Whale Charmer is allowed in a game (rather than one per planet)
* Setting high priority on an upgrade site no longer causes the finished building to be in high priority, for buildings that don't have priority - like the Training Ground
* Info Pin for buildings that were destroyed by whale/sphinx sticks around forever now
* Added a fix to some issues where the Peep counts in Shipwright/Launchpad are in the wrong position
* Removed the Cancel button on shipwright/launchpad once you get to the final stage (loading on the resources), as by then you've already built the thing and allowing the player to cancel seems dumb (and it wasn't working anyway)
* If you have a ship selected while it's loading it's crew, the UI updates correctly once the crew has finished loading
* Fixed a bug with launchpads
* Frog has sound when you click on it
* When upgrading a road under a bridge, disallow placing a Power Pole
* Fixed an issue preventing placing a road at the top of a Protective Elevator
* Fixed Electronics Mines not requiring all research to be upgraded
* Fixed a rare case where Peeps could fly
* Fixed a rare case where Peeps could be unable to get to a Resource Cache
* Fixed an issue where roads weren't connecting to a Protective Elevator properly
* The count of hidden notifications no longer shows up when transitioning between planets
* Fixed an issue where clicking on main menu buttons could occasionally register as if you clicked the Continue button
* Entering the Tech or Details panel with a building category open now properly deselects the building category button
* Rolling the mouse wheel with the mouse over the game, but without first clicking on the game now zooms correctly
* Peeps will now prefer to walk over roadworks than empty tiles (but still prefer to use proper roads best)
* Improved colour of the unselected Details panel tabs
* Building an elevator down from high ground into a tile that has a Forest on it will automatically remove the Forest when the Elevator finishes construction
* Fixed an issue where a building would say it was waiting for one resource when it's actually waiting for another
* Fixed issues that can occur if you try to load Peeps into two Ships at the same time
* Fixed an issue where libraries wouldn't collect research from a Port that was being dropped there by a Submarine
* Fixed the height of the Explore button in Ancient Ruins
* Improved the layout of the Game Seed in the pause menu, to allow for longer seeds
* Made Space Whales more animated and significantly improved the camera tracking them during attacks

## 1.0174 (09/2/2021)

* Fixed an issue with demolishing a bridge right next to another bridge
* Fixed an issue with 'Fetch mode' for a building not being saved

## 1.0173 (29/1/2021)

* Fixed a tooltip that was missing the name of the island/planet

## 1.0172 (14/1/2021)

* Fixed a couple of issues with Light Towers

## 1.0171 (13/1/2021)

* Fixed an issue where a redundant test in the code was doing something dumb

## 1.0170 (12/1/2021)

* In Shipping Lane mode, dragging a resource between Ports sets up the lane with the correct default value for Maintain
* Fixed an issue where the wrong Peeps were being listed in the Peep Details Panel if you selected a different island in the dropdown
* Seasonal update is over

## 1.0169 (6/1/2021)

* Cleaners etc. calculate their ranges correctly when going around water tiles
* Fixed Forest Construction sites being broken on load
* Fixed Aegis not covering the whole planet when the planet has 4 islands
* Construction preview cards now list full effects of adjacency bonuses
* Other small fixes

## 1.0167 (17/12/2020)

* Fixed an issue where the Sphinx could destroy player-built Forests
* Fixed an issue where buildings upgraded to something that requires Power wouldn't then take that power from Power Lines

## 1.0166 (10/12/2020)

* Fixed some translation issues, including long-stating errors in the Italian translation of the tutorial!
* Tooltip about rainforest bonus only appears for building on a rainforest island
* Cleaners whose range covers a polluted tile on another island won't try to go there

## 1.0165 (09/12/2020)

* *Possible* fix for an issue where buildings don't appear when changing planets

## 1.0164 (08/12/2020)

* Version number is now displayed on Main Menu
* Menu on Player-build Transmogrifier closes when you deselect it
* Ships arriving at Ports that are being upgraded behave better now
* Some tooltips corrected to show full number instead of "1K"
* Fixed some translations of rounding numbers to "1K"
* Improved question text when demolishing upgraded roads
* Fixed door shutting too early on animals entering a house
* Fixed issue where hovering over a new building to remove the New outline wouldn't then display it's hotkey number
* Animals don't float over unexplored tiles
* Prevented Stasis boxes from spawning on permanent resources (e.g. Oil)
* Fixed minor issue with pathfinding over bridges
* Fixed issue where ship didn't close up whale-removed sea tiles
* Fixed issue where Cleaners were returning home after each tile they cleaned
* Fixed an issue with power lines not appearing to connect to some buildings
* Mines/Quarries who use up their input resource no longer register as having Empty Posts

## Content Update #4 - Biomes and Beasties (01/12/2020)

### Changes to new games only

* Added new biomes (Swamp, Rainforest and Crystal)
	+ Swamp biomes are like the Desert but reversed - you can only build smaller buildings on swamp tiles.
	+ Rainforests are covered with trees. They give a significant bonus to the production rate of Fields, but that bonus drops the more trees you cut down
	+ The Crystal Island... well, you'll see...
* SIGNIFICANTLY updated the game generation algorithm:
	+ Fertilities now tend to cluster on the earlier planets, so that when you reach the edge planets for Purple research you still need to go back to earlier planets to get good food and other important resources
	+ Some islands can have Iron+Electronics - no 'Mountains'
	+ Things like Oil, Milk, Wool etc tend to be on more difficult islands
	+ Tutorial games will always start with 1 grass + 2 desert islands, but non-tutorial games can now have other biomes for the 2nd/3rd islands on the first planet
	+ Swamp/desert islands are slightly more common towards the sun
	+ Snow/Rainforest islands are slightly more common away from the sun
	+ Made lots of things controlled centrally instead of being completely random, so there should be less chance of weird/broken games (once we work out any wrinkles)
	+ Added a bunch of new island shapes:
		- Archipelagos
		- Inverted islands (eg the Highlands on the coast, rather than inland)
		- Crescent shaped islands
	+ Added a chance for ruined villages to be on islands
	+ Added a chance for an extra-hard desert - no green tiles, less trees
	+ Added coral reefs
* Added a difficulty option to change resource availability (Iron, Stone etc)
* Added a difficulty option for changing pollution rate
* Added a difficulty option to change how many resources constructing buildings use

### Changes on all games (previous & new saves)

**GAMEPLAY**

* **Added something secret when you explore Ancient/Sunken Ruins**
* Added cats and dogs and scorpions and cows and sheep and squirrels and toucans!
	+ Peeps will sometimes 'pet' cats and dogs
* Added a Frog - how many times can you find it?
* You can plant forests now!
* Added Automation/Filtering upgrades to a bunch of buildings that were missing them
* Added a new "Research Institute" building, which:
	+ Gives you a timer for the next Space Whale attack
	+ Allows you to build things on any island on that planet without a Library
	+ Generates a little bit of research in all colours.
* Peeps now use Luxuries more often (when they're below 'Normal' level happiness rather than below 'Sad')
* Added Boulders that you demolish for Stone. Demolishing a Forest no longer supplies Stone. Tutorial has been updated
* Tutorial gives a bit more information about Fatigue
* Shipping lanes created by dragging a resource in the main shipping view also start with Maintain set to 20
	+ Except for Research, because generally you want to send \*all\* your research to another island
* Slightly reduced the speed that Pollution increases
* Buildings stop contributing to pollution once it's higher than their rating - so a Slightly polluting building won't cause any more pollution to a tile that's already at Slightly Polluted or greater
* Elevators and Bridges can now be built on islands without a Library, and by Peeps without a home, just in case the extra mobility is required
* Exploring an Ancient Ruin when you've already invented everything you can will now reveal a tech you don't yet have the right research for (such as Shipping on your first island if there's a Ruin on it)
* Refactored the code controlling Space Whales. It's now a bit more deliberate about progressing through stages as time goes on.
* When colonising a new Planet you can now choose your landing site on the first island
* When not playing the tutorial, your initial game start area sometimes isn't all nice and clear with the ring of roads around the shelter

* Mill, Baker, Kitchen, Smoothie Maker, Desalination Plant and Battery Power Generator have Automation Upgrade
* Smoothie Maker has Filtering Upgrade
* Roads can be upgraded through their card when selected
* Added 3 new music tracks and fiddled with when music plays
* Made it so that if an Island is attacked by a space whale, it can't be selected as the target for the next two attacks, unless it's the only option
* Defeated minotaur now falls over briefly
* After a building has been destroyed by the Sphinx, clicking on it will move to and select the destroyed building
* Player-constructed Shelters now produce a little bit of Potatoes and Water, like the original Shelter
* Improved behaviour when moving between islands when you've got a building menu open
* Scouting islands with Guardians after you've discovered Purple research (and so unlocked Museum etc tech) won't tell you that you've unlocked them anymore

**VISUAL**

* Added rocky tile sides to high ground tiles that go right down to ocean
* Added some new tree models, including a super rare type (no in-game effect, just visual)
* Added fireflies!
* Added snow/sand flurries!
* Added Waterfalls!
* Added some 'flow' effects to rivers

**UI**

* Fertility dropdown in the top bar includes text describing the biome rules
* Added a button to allow copying the game seed to clipboard
* Added confirmation dialogs for removing ships from shipping lanes and deleting shipping lanes
* Changed "New" to a star because some languages can't fit into the space
* Newly revealed technologies have a pulsing border in the technology panel
* Updated Smoothie Maker icon
* Added some tweaks to the technology panel so that when zoomed out it's more readable
* A bunch of notifications now state the island and planet where they happen.
* Fertility button in top bar now shows an icon depending on the biome of the island
* Added better icons to indicate differing efficiency of Wind/Solar power on different islands
* Colony (space)ship construction buttons now list the Food+Drink they require
* Added a line to the Shipwright and Launchpad descriptions to acknowledge the requirement for the island to have a certain population
* Clicking on "Could not unload ship as Port is full" notifications now takes you to the Port. It also lists the name of the Ship
* Holding your mouse over a "New" building's construction button will remove the New marking
* Top menu dropdowns close when you press Escape
* Fixed the zoom location for some islands
* Press '\' to close all notifications
* Removed full path for screenshots, to avoid revealing private info if streaming
* Ancient Technology deposits now state what colour they are in their title
* Updated the error message when trying to place an elevator on an occupied tile, to account for the occupier being a resource heap or ancient tech

* Highlight around selected Shipping Lane in Shipping Manifest is thicker
* Upgrading to a House/Apartment will remove the "New" border on their construction button
* When you first launch a rocket, when you get to space the rocket will be selected
* Children's happiness chart now has a line, and a thing in the key to say they're always happy
* Two-way arrow on ships in the Shipping Manifest now changes to a one-way arrow when the ship is moving, indicating the direction they're travelling
* Added an icon to building description for buildings that have to go on high ground
* If you discover gremlins/sphinx/minotaur after discovering purple research, the discovery should no longer mention that lighting/museum/training ground is unlocked now.
* Stasis boxes pick up the overlay colour of their tile
* Pending road upgrades can now be individually demolished in the road card
* You can now cancel a road upgrade from under an in-progress elevator
* You can now place an elevator over an in-progress road upgrade
* Added a red border around the unhappy workers in a building card
* Continuing a game will populate the save game dialog with its name now
* Technology queued up in another library should now show it's position in the queue.
* Made shipwright card taller when UI Scale is low, to avoid unnecessary scrollbar
* When adding a shipping lane, the Ports are now listed alphabetically

**SETTINGS**

* Added an options slider for how fast the Space Whale difficulty ramps up
* Added a "High Contrast Cursor" option in Game Options
* We've started to increase the amount of data in the game-seed. It produces a new seed that encodes all the game settings rather than just the planet generation random seed

**FIXES**

* Added some variation to how many trees are on an island
* Added some optional data to an extra save file, so that more graph and overlay history is stored (but not transferred in Cloud Saves - they'll regenerate the data when you load on the other computer)
* Added borders to the editable numbers in the resource dropdown and Warehouse card to make it more obvious that they are editable
* Added Power Line functionality to Aegis
* Updated fatigue:
	+ Added a timer to the info pin so you can see how long it'll last
	+ At work, fatigued Peeps work (very) slowly instead of not working at all
	+ Updated the Fatigue pin to be clearer it’s about being tired not sad
* On Islands with no Road Layer building the road upgrade buttons are disabled
* Colony ship tooltip updated when you're trying to colonise an island but over a tile it can't reach (in the middle of the island or over the wrong island)
* Peaceful Kraken should have their glowy ball back
* Zooming in on a laptop trackpad with two-finger-swipe should work now
* If a Port/Landing pad finishes construction while you're in Shipping Mode, a card for the new Port gets added
* If a tech finishes while you've got a building category open, new buildings get added to the category
* Rearranged the resource dropdown in the top bar to be more readable.
* Prevented starting an upgrade on a building that's doing assigned work (like a Shipwright constructing a ship)
* Dialog asking "Do you want to delete this game" appears over the load/save button like it should
* Landing a scout on a single low tile on an Atoll no longer makes the game freeze
* Suggested save name is now correct if you load two games in a row
* Prevented submarine from disappearing near edges of planet
* Fixed an issue where a Peep would sometimes list Gloom multiple times in their happiness summary
* Fixed a minor issue with helpful Minotaurs getting confused
* Fixed a bug that was breaking Peeps going to explore Ancient Ruins if they left before they were done
* Fixed a bug with Power distribution to some large buildings
* Fixed an issue that allowed you to build a bridge over a river with a Port on the inland side of it
* Fixed an issue where it was possible to click on controls underneath a question dialog
* Fixed a situation where the shelter/spaceship wasn't releasing Peeps to fill empty housing slots because there was a homeless person working in construction
* "Similar building" icons now work better when a building is being upgraded
* Fixed an issue that was making placing a road fail if you did so very quickly after placing another road
* Fixed a French translation issue
* Fixed the names for upgrades in Ports and Whale Charmers
* Fixed a pathfinding issue if a Peep winds up standing on the corner of a bridge
* Fixed description of Gardening technology
* Fixed an error when moving a colony ship
* Ship, spaceship and guardian sounds now pause when game is paused
* "Space Whale ate stuff on the planet" notification now takes you to the planet when clicked on
* Fixed planet stated on "the kraken is now helpful" notifications

* Minotaurs no longer get stuck on terrain that should be inaccessible
* Fixed a pathing error if a ship is trying to reach the unexplored centre of an island when the very edge of the island isn't explored, but the central area is still surrounded with explored tiles
* Fixed Island colonisation action+tooltip if you're next to a valid island but not next to a valid tile
* Spam clicking on a planet while in space doesn't reset the zoom-in
* Peeps no longer open and close their doors repeatedly when a minotaur is nearby
* Minotaur card resized if it changes state while selected
* Fixed a couple of issues with the glass smelter step in the tutorial
* Fixed a bug that wasn't allowing you to enter shipping mode if your camera happened to be in just the right position
* Rearranged the Port-Ship Resource Transfer dialog a little to better fit long names
* Fixed an issue that would occasionally make ships appear to clip through land tiles at 4x speed
* Hopefully fixed an issue that was causing mysterious ship-moving sounds to play from nowhere after you load a second game in the same session
* Fixed a couple of things when you've got a destroyed building you don't have the resources to repair
* In Difficulty settings, Demolition resources doesn't go grey when it's at 100%
* Homeless peeps will no longer try to reach construction jobs they can't access
* When a Road tile is cleaned, it's card should update to show the changed pollution level
* Show Planets option is no longer visible before the first spaceship is launched
* Fixed an error if you click the Launch button for a spaceship while zooming from space to planet
* Improved the way the camera is controlled when tracking the first whale encounter, so it should stay onscreen better
* Fixed an error when launching colony spaceships
* Fixed "Space sound" not disappearing when you zoom back into a planet
* Reduced the size of the click area for planets in space, so that they don't cover spaceships that are near-but-behind the planet
* Hopefully fixed an issue where the first whale attack would be tracked by the camera on the wrong planet
* Port upgrade button no longer closes any time a ship docks
* Fixed an issue when clicking notification about Trade Spaceships
* Fixed an issue where ships appear to move through land tiles on 4x speed
* Fixed an issue where peeps wouldn't fetch from a Stepped Warehouse after all the nearby elevators were destroyed by a whale
* Fixed an issue where ocean/river tiles covered by a bridge didn't have the water shoreline texturing

## 1.0127 (12/11/2020)

* Increased the allowed range for zooming in/out on the Technology Panel

## 1.0126 (09/11/2020)

* Fixed an issue where some buildings wouldn't connect into the power grid on upgrade
* Added back in the glowing ball to helpful krakens

## 1.0125 (06/11/2020)

* Fixed an issue where a 3-tile building wouldn't choose the right neighbouring tile as it's 'entry point' if it was a bridge
* Fixed an issue where 3-tile buildings wouldn't always take Power via Power Lines even though they looked like they were connected
* Fixed an issue where an Ancient Ruin could end up blocked if a Peep went to explore it then left before they were done

## 1.0124 (02/11/2020)

* Fixed an issue where a ship on a shipping lane could be 'loading' from the wrong Port

## 1.0123 (22/10/2020)

* Fixed an issue that caused the game to freeze in rare situations

## 1.0122 (21/10/2020)

* Cleaners no longer get confused when trying to clean Stepped Warehouses
* Fixed the colour of snow on Stepped Warehouses
* Fixed an issue where warehouses could refuse to gather Luxuries from Marketplaces when all the accommodation are nearly (but not completely) full
* Adding Filtering upgrade to Gadgeteers now requires the Filtering technology
* Added a check on loading a game to fix Ancient Ruins that have gotten into a strange state

## 1.0121 (15/10/2020)

* Updated a few bits of text to better explain a few changes from Paving the Way. Things like better explanations of how Wind and Solar power work now, and how the Cleaners now operate

## 1.0120 (14/10/2020)

* Made it that when dragging out roads, if you drag back over a tile that you've already dragged to, the road shrinks back to that tile (hard to explain, makes sense in practice)
* Fixed a bunch of issues with loading ships when the ship already contains more of a resource than the lane wants to put on it. Instead of living with having more than it should, the ship will unload the excess if it possibly can. This should significantly reduce frustration with ships getting over full of one resource, and also fix issues where ships could end up carrying more than their maximum
* Shipping Lanes now default to a Maintain of 20 rather than Infinite when adding new resources
* Fixed an issue where Good Sphinxes wouldn't supply Power through Power Lines

## 1.0118 (11/10/2020)

* Fixed 'Biome Penalty' icon for Wind/Solar generators not built on their preferred island type
* Removed incorrect text in descriptions of Wind/Solar generators and Clean Power technology stating they could *only* be built on one type of island. We'll update the text with correct instructions as soon as we can get translations done(you can build them anywhere, they're just less efficient)
* Added Chemicals and Cement to the list of resources shown in the Resource Details panel

## 1.0116 (08/10/2020)

* Fixed a small problem with helpful Minotaurs

## Content Update #3 - Paving the Way (07/10/2020)

### NEW FEATURES

**Two new resources - Chemicals and Cement**

* Added new Chemical resource, which is produced from Oil
	+ Chemicals have replaced some other resources in pre-existing buildings.
* Added a new Cement resource, which is produced from Sand and Chemicals
	+ Cement is required for many higher level buildings

**Roads**

* You can now produce Stone Roads, Decorated Roads and Power Poles. In order to construct them you need the new Road Layer building, which is unlocked when any one of them is researched at the Library.
* Stone Roads give Peeps a 50% speed boost. They use 1 Stone and 1 Cement.
* Decorated Roads give Peeps a '+' Happiness boost while walking on them. They use 1 Good Luxury Item.
* Power Poles will transmit power automatically from Generators to the front of buildings that use Power, so long as there’s a chain of Power Poles connecting the Generator to the building. They use 2 Wood and 1 Electronics.

**New Effect - Gloom**

* Added in a new Gloom happiness effect. Some buildings cause surrounding tiles to have a "Gloom" effect on them which makes Peeps less happy. Mostly tall and industrial buildings
	+ Apartments have a new adjacency bonus that reduces their Gloom effect if they're connected to a Power grid (but they don't use Power)

**New Buildings**

* Chemical Plant - produces Chemicals.
* Cement Maker - produces Cement.
* Stepped Warehouse - a new Warehouse that can be constructed over a cliff, with one door at each level!

### QUALITY OF LIFE ADDITIONS

* Added the ability to drag out lines of roads and cancel with right-click
* Added a selection ring when clicking on tiles! Why didn't we do this sooner?!
* Musicians no longer consume resources each time they go out to work
* When colonising a new Island, you can now choose any valid visible tile on the island, \* not just ones adjacent to the Colony Ship
* Updated how resources are prioritised to Construction Sites, so they will tend to be fed (and completed) in the order the sites are placed
* Ship and Peep names can be drawn from text files - in the "C:/Users/<USER>/AppData/LocalLow/Balancing Monkey Games/Before We Leave/" folder, you can create "malePeepnames.txt", "femalePeepnames.txt" and/or "shipnames.txt", with one name per line in the file
* Resource and Building Details panels are now divided into sections
* When selecting a resource for a Warehouse or Shipping Lane, the resource selection dialog is divided into sections
* Above the notifications is a button that you can click to see a list of all notifications from this play session
* Notifications that go below the visible area are hidden until you clear some space for them
* The Camera Smoothing effect is much stronger
* Added a magnifying glass icon on mouseover of the Resource and Peep Details graphs, to indicate they can be clicked on for a larger version
* Notification after a Space Whale attack is more informative when nothing was destroyed
* Added tooltips to the two Overlay buttons when you've clicked on a Resource in the top bar dropdowns
* Added the Filtering upgrade to a bunch more buildings
* Shelters now show the number of Peeps even when it reaches 0
* In Limited Peeps mode Ancient Ruins will no longer give you the Schools technology
* Loading a game will turn that into your Cloud Save game
* Added new notifications for when you first spot a Gremlin or Sphinx. The previous notifications are now displayed when you Scout or Colonise an island containing one
* When a cinematic is playing, save-on-exit and autosave are disabled
* Added 'O' as a shortcut for Overlays Mode
* When Overlays or Roads menus are up, '1'-N control which Overlay/Road Options are selected instead of opening Building menus
* Added two new options in Settings:
	+ "Onscreen Camera Controls" shows controls for Zoom/Rotate Camera and Cancel action in the top right corner, to make touch screens more usable
	+ "Left Mouse Button to Drag Camera" switches which ‘mouse buttons’ control the camera, in order to make pen/tablets more useable
* In Resource Details, tooltip for the numbers also contains the numbers
* Planet cards now show the Resources for the whole Planet, and also show the number of Peeps on the Planet
* Load/Save game dialog has more space in it now
* Submarines can now be retired like trade ships
* Shipping Manifest Add Resource panel behaves more like the Warehouse one - shows already added resources as green rather than hiding them and stuff like that
* Added a bunch of Quality of Life things to the shipping manifest - buttons to select the ship or port, close buttons on dialogs and stuff like that.
* Made the Ship card taller
* Make the Dump Resource button on ships red and gave it the demolish icon

### CHANGES

* Cleaners are now less efficient in cleaning up Pollution, but they can be upgraded. The upgraded Cleaner uses Chemicals instead of Water, and is slightly better than the old version
* Batteries now require Chemicals instead of Iron
* Whale Charmers now require Batteries in their construction, but then don't need Power to operate
* Electronics Mines now become available once you invent Tinkering or Power Poles

#### Changes to Power

* The Power output of the Wood Power Generator has been significantly reduced. The Power output of the Oil Power Generator has been increased slightly
* Wind and Solar Power Generators have been slightly improved, but also can now be built on any island, although their efficiency degrades. Wind is most efficient on Snow islands, less efficient on Grass, and quite inefficient on Desert islands. Solar is most efficient on Desert islands, less on Grass and less again on Snow.
* If you have a Sphinx that is now helping you, you are now allowed to demolish all other power buildings on the island if you want
* Increased the Power consumption of some end-game buildings

### FIXES

* Fixed tooltip on Construct Submarine button
* Fixed the Keys Settings menu so it accepts clicking a mouse button as the input, in case you want to assign mouse buttons to actions. IMPORTANT: This does not cause the left/right/middle mouse buttons to stop being used for their usual purposes, so you should probably only assign extra buttons (if you have any)
* Fixed text for Marketplace upgrades
* Fixed an issue where Range Lines would not be rendered after loading a second game
* Fixed an issue where the Tutorial wouldn't advance when closing the Shipping mode
* Fixed an issue where pressing Escape during the shipping manifest animation would cause it to be displayed along with the normal UI
* Fixed an issue where the amount of power produced by a building was displayed wrong in the building preview card
* Fixed camera movement in System View
* Resolved an issue where, on islands with low populations, it was possible for a Peep to get stuck working on a construction site that couldn't proceed because the required resources weren't getting made because there weren't Peeps to work in the buildings that would produce the resources.
* Fixed a bunch of edge cases where tiles weren't getting highlighted correctly when building things
* Fixed issue where Submarines wouldn't complete exploring a sunken ruin when it's the last explore for that ruin
* Fixed case where Peeps could try to demolish an elevator from the bottom even if that would leave them trapped
* Fixed an issue with how Overlay Peep paths are rendered for Cleaners (and possibly others)
* Fixed issue allowing multiple Space Elevators per planet
* Fixed Fountain Tech/Building descriptions having different happiness +'s
* Fixed an issue that was ending up with blank spaceship names
* Fixed an issue where Peeps would stop working at a construction site if the island had none of the resources left but the construction site had all it needed
* Fixed an issue where Luxuries could continue to affect a Peep after they'd returned home
* Added in a guard against an issue where the game wouldn't run for someone because their resolution had somehow been set to 0
* Notification on first reaching the lowest Expectations level now lists the correct numbers for Expectations
* Prevented opening Shipping Mode with 'L' hotkey before it was supposed to be available
* Fixed tooltip on Shipwright/Launchpad when constructing a (space)ship
* Fixed an issue where a manually loading ship correctly wasn't counted as idle, but would still be selected if you clicked the Idle Ships button
* Fixed a minor ship pathfinding error
* Fixed dialogs/panels closing when going mouse down ON the dialog then mouse up OFF it
* Fixed tutorial not advancing when closing shipping mode
* Fixed explorers getting fatigued
* Fixed bug where ships were getting caught on a highland-like tile in the sea

## 1.0101 (16/09/2020)

* Fixed an issue where some Kraken pieces could be eaten by a Space Whale before you discovered them. Sunken Ruins are no longer eaten by Whales, and games with incomplete Krakens will have a few extra Sunken Ruins added in to allow them to be completed

## 1.0099 (11/09/2020)

* Fixed an issue that was preventing saving player-set shipping resource limits on islands
* Fixed an issue that was causing some range lines to not display when loading a second game in one play session

## 1.0098 (09/09/2020)

* Fixed an issue where Accommodation buildings could store more Food/Drink/Luxuries than their maximum in specific situations

## 1.0096 (01/09/2020)

* **SIGNIFICANT OPTIMISATIONS TO SIMULATION AND RENDERING.**
* Lots of work to make the reported Potential demand/production correct - things like buildings adjacency bonuses are taken into account, and potential bonuses from current maximum peep happiness levels
* Fixed Resource Detail graphs to show actual Demand/Production numbers correctly - they used to be 1/6th of what they should be!
* Fixed "Creates X per minute" numbers not always matching "X/m" numbers in building+construction cards
* Fixed a couple of minor internal errors
* Probably fixed an intermittent issue where Range Lines (e.g. Pollution range lines) would disappear
* Fixed issue where Submarines couldn't explore Sunken Ruins on planets with < 6 Ruins
* Fixed issues where some buildings wouldn't fetch Food/Drink resources in some cases
* Fixed some random issues when UI was interacted with while leaving the screen
* Empty accommodation buildings no longer reserve resources they can't collect
* If a building is able to get less than a full load of one resource and a full load of a lesser resource (e.g. can get a little bit of Fruit but a full load of Potatoes) it will now go for the full load instead of the little bit
* Fixed the resource demand info for Iron Ore, Stone + Electronics

## 1.0090 (28/08/2020)

* Fixed Resource Detail graphs to show actual Demand/Production numbers correctly - they used to be 1/6th of what they should be!

* Fixed "Creates X per minute" numbers not always matching "X/m" numbers in building+construction cards
* Fixed a couple of minor internal errors

## Content Update #2 - Over and Under (26/08/2020)

1.0089

**NEW FEATURES**

* Added 5 new overlays - press the new button above Roads in the bottom left to access them!
* Clicking on a building with the occupancy/resource type overlays active will show you all the applicable peep paths to/from that building
* The resource counters in the Top Bar dropdown are now buttons. Click on them to see an info panel detailing current amounts + total storage, and drag a slider to reserve some amount for shipping!  Clicking on any of the sections of the bars will cycle through the appropriate buildings or Peeps
* Completely updated the Warehouse UI! There’s a whole new way to choose what Warehouses should store, and you can change how much of each resource they’ll store too.
* In the Island Details panel (Accessed by clicking on the Island Name in the top bar) we’ve added controls to the header. You can now:
	+ Select whichever Planet/Island you want to view the information for
	+ View the resource panel for the Whole Planet
	+ Zoom to the selected island
	+ Rename Planets
* You can access the Resource Details panel when in Space View!  Just click on a planet and press the Resources button on it’s card
* Planet cards now also display all resources *on the island containing a Landing Pad*, to aid in working out what to send between planets
* The Resource Details panel now has more information about each resource. You can also click on the graphs to view enlarged versions

**CHANGES**

* Increased storage of food and drink in Houses and Apartments
* Added a notification for when a resource is depleted
* Changed production times from seconds-per-resource to resources-per-minute
* Pause icon pulses to make it a little more obvious
* Shortened a few tooltips
* Increased the number of construction workers on many larger/later buildings
* Port cards now only show resources that are being Imported or Exported (or 'other') for random resources that are hanging around
* Changed "Cloth" to "Fabric", so it's more distinct from "Clothing"
* In Shipping Mode, indicate more clearly if an island is producing/consuming a resource.  Also show when adding resources to shipping lanes
* Add info pins to ports when a ship is selected
* If a building produces more than one resource per action, stop it from "over producing", which is no longer as necessary now we have peeps able to deliver their buildings outputs
* You can now destroy unwanted Trade Ships
* When a ship is selected you can click on a Port to sail up to it
* Added a couple of things for our Weekly Challenges - you can now set the game time to be displayed in the main UI, and in the pause menu you’re now told the number of actions you’ve taken in the game (for new games)

**ACCESSIBILITY**

* Added Turkish and Brazilian Portuguese languages!
* Added language specific images for the tutorial
* Added options to increase mouse cursor size
* Added options to remove clouds, or make them not react to the mouse
* Added an option to smooth the camera movement
* Added a night time brightness slider

**FIXES**

* Fixed frame rate dip when dragging construction preview around
* Fixed description of Oil Well Filtering upgrade
* Fixed the priority peeps use clothing at
* Marketplaces now use different (mostly infinite) resources
* In shipping manifest, when adding resources to a lane, remove added resources from the list of resources
* Fixed bug with roads under Ports
* Fixed tooltip text on a bunch of things, such as trying to demolish a shipwright/launch pad while it's building a (space)ship
* Fixed issue where Details panel graphs wouldn't show up until you changed page
* Improved the text on the notification when a Manual Spaceship arrives at its destination
* Fixed issue where tooltips on the Expectations Graph wouldn't reflect the actual configured numbers
* Fixed issue where resources discovered in a Sunken Ruin before the player had invented their required technology wouldn't show up in the UI
* Repairing a destroyed building that was also upgraded now costs the full resource cost, not just the cost of the upgrade
* Fixed the priority of Space Elevators so it won't prevent peeps from taking food
* Deep Mine now shows which resource it will create when previewing on a tile
* Peep locks on port cards update correctly
* Fixed resources carried by peeps counting towards totals twice
* Ship card for trade ships no longer says "Shipping Lane" above the buttons if it's not attached to a lane
* Fixed some ancient technology not getting collected
* Removed "Previous planet" icon when UI is hidden
* Hide the Debug Mode toggle in New Game dialog
* Prevent Whales from eating Guardians
* Correctly calculate the demand for Power and Clothing
* Reworked how power usage is reported - X/minute rather than Y seconds per use
* Fixed a bug where your available housing would be displayed as "1K" while a new Shelter was being constructed
* Prevented manually loading peeps+resources onto ships that are attached to a shipping lane, when they happen to be next to a Port
* Fixed formatting of some percentage values in non-English Locales
* Fixed tooltips not displaying for adjacency info and building description icons
* Fixed some resource numbers displaying on two lines when in Simplified Chinese
* Fix issue with resource caches appearing in the ocean
* Changed sphinx/gremlin announcement notification to play when you colonise an island
* Add tooltips to construction and building card resources to show their inputs and output usage rates
* Fixed issues where the number of idle peeps was being reported incorrectly
* Fixed issue where top bar reported peeps couldn't work because they are hungry/thirsty when that isn't the case
* Fixed issue that displayed unemployed peep in Details Panel as if they had a workplace
* Fixed resource counts when cancelling the upgrade of a Warehouse
* Fixed a bunch of layout issues for other languages

## 1.0077 (11/08/2020)

* Fixed an issue where the end-game Space Whale wouldn't show up when playing on Easy/Very Easy
* Allowed Sunken Ruins to generate Purple Research
* Fixed an issue where finding a resource in a Sunken Ruin before you've researched it wouldn't show the resource in the UI

## 1.0074 (28/07/2020)

* Rolled back the change that was causing Forests to be removed when the last tree was cut down. This is the way we want things to work, but given the "incorrect" behaviour has been around for so long, we need to consider how we want to make it work a bit more!

## 1.0073 (27/07/2020)

* **REFACTORED SAVE/AUTOSAVE TO FIX A FREEZE/CRASH BUG**
* **Possibly** Fixed some strange behaviour caused by having a controller attached to your PC while playing Before We Leave
* Changed the default peeps in Limited Peeps mode
* Wrestlers don't try to fight a Minotaur if the Minotaur is somewhere the Wrestler can't reach
* Fixed issue where peeps could get stuck inside rock if you place an initial Port next to high ground
* Fixed buildings forgetting they have a road attached if the space whale eats everything and then you replace the road
* Fixed forests not getting removed if their last tree is cut down, but also fixed woodcutters priorities to make this much less likely to happen
* Lowered the priority of Cleaners fetching Water, so they won't steal it away from Peeps needing a drink
* Fixed Ambient sounds not being affected by SFX volume

## 1.0072 (20/07/2020)

* Fixed notification that was reporting a completed Large Trade Ship as a Scout Ship
* Fixed orbit range of Colony Spaceships around Uncolonised Planets. Note that this is not fixed for Colony Spaceships *currently* orbiting uncolonised planets, only for when they arrive

## 1.0071 (15/07/2020)

* Fixed issue with transferring passengers *from* spaceships *to* planets
* Fixed reporting of passenger numbers on ships/spaceships when a Port/Landing Pad is selected

## Content Update #1 - The Kraken Comes (08/07/2020)

**SHIPS**

* Added a new Advanced Shipping technology!
	+ Large Trade Ships carry more resources
	+ Submarines can carry resources, but more importantly they can Explore sunken ruins to find resources or other, less welcome, things...
* Added a button to remove a Shipping Lane. Shipping Lanes no longer vanish when you remove the last resource from it
* When adding a new shipping lane, we do our best to auto-select a valid pair of ports
* Manual Spaceship Trading, including carrying Peeps between planets!
* You can now invent the ability to build your own Shelters!! Peeps will go hide in a Shelter if available, which keeps them safe from Space Whales!!
* Added a new "Limited Peeps" gameplay modifier - choose how many Peeps you get in your first Shelter, and that's it - no more can be made!
* Peeps will now Deliver resources as well as Fetching them!
	+ Production workers whose output is full will deliver their resources to warehouses
	+ Warehouse workers who have nothing to collect will deliver resources to buildings that need it
	+ Warehouse peeps will deliver goods to multiple buildings in one trip
	+ Most buildings (where it makes sense) have new controls below the Workers section where you can control when Fetching and Delivery will happen

**GUARDIANS**

* Added the Kraken Guardian
* The Sphinx, the Minotaur, the Kraken and Gremlins can now help you! How this happens is up to you to discover...
* Gremlins will stop stealing a resource if the target building gets lit after the gremlin starts heading for it
* Light towers now have full range regardless of the number of workers, and only need 2 workers
* Space Whales will now target any planet, rather than only targeting planets that have Space Elevators

**IMPROVEMENTS & BUFFS**

* Altered how adjacency penalties are displayed for pollution etc
* Initial landing on a new planet doesn't surround the spaceship with roads, so it feels more like you've just arrived
* Changed how spaceships work for moving and colonising. In particular, you now move the Colony Spaceship to an uncolonized world then click Colonize
* Moved the Game Rules in the pause menu into their own dialog
* When you're on an island without a library, made it so the disabled construction buttons still show the icon for the building, and their tooltip contains the building name
* Pause menu now shows the in-game elapsed time
* Production rate for Bread and Wheat increased a bit
* Solar Generators can store more power
* Wind generators are slightly less efficient
* Sand Mines have a different adjacency bonus now
* Desalination Plant makes Salt twice as fast
* Made the Meeting Square prettier
* Fixed trees not always standing back up when they regrow
* Fixed some Space Whale-related issues
* Fixed a couple of issues with the displayed building cards when you click on a notification which zooms you to another planet
* Fixed issue where wrong Ancient Tech colour would be displayed in building cards warning when an island runs out
* Made spaceship paths more visible when they're just setting off
* Stopped planets rolling out on load, to prevent a bad slowdown when switching to Space Mode
* Prevent Power draining from paused buildings
* Allow bridges to be demolished if there's (probably) another valid path to reach the other side
* Battery Plants will no longer take Power from a Battery Generator on the same island
* Fixed adjacency bonuses not happening when the neighbouring building is upgraded
* Discovered that Forests only absorb pollution when they're regrowing a tree. Changed it so that they always absorb pollution (but still very slowly)
* Fixed a subtle bug that could allow a Peep to load onto a Ship or Spaceship when they shouldn't, which could leave the building they were working in in a bad state
* Fixed a few cases where you could get a small area of high ground filled up with mines/mountains so there's no space to harvest them from
* Difficulty settings now have their own separate dialog when creating a new game. Also added some new settings
* Cloud Saves should be working through the Epic Launcher now!

## Release 1.0000 (08/05/2020)

*Main article:* Patches/release
The link above includes detailed notes for 1.0000 (08/05/2020) to 1.0053 (08/06/2020). Notable features:

* Tutorial improvements
* Priority system
* Overpopulation changed to Expectations

## References

1. ↑ https://twitter.com/Team17/status/1548049794806923273
2. ↑ https://discord.com/channels/518881049569394688/564651447468163083/997609661052235826
3. ↑ https://discord.com/channels/518881049569394688/600783443055345699/997632469148909658