Kia ora peeps! After a brief hiatus, I'm back with more news for you all.
A MacOS version is coming soon!
It's been in the works for a few months now, but we're very happy to announce a MacOS version of Before We Leave will be available by the end of this month! Stay tuned for an exact release date.
The Planet Editor update release date is also coming soon!
Getting this update has taken longer than we initially expected, so thanks for your patience everyone! It's currently undergoing some rigorous QA and testing. We should have a proper release date for you by the end of the month.
Beta Branch patch notes
Like last time, for those of you on the Before We Leave Beta Branch, we have some patch notes for you! Sam (aka Chiefmonkey) and I also broke it down in the latest weekly news video, too.
- This feature isn’t fully implemented yet, but in some cases you can Tab/Shift-Tab between text boxes where it makes sense, both in-game and in the Planet Editor
- Made camera position on new game make more sense
- Stasis boxes aren't placed on Initial Islands setting, but you can now place them yourselves, and select them without them 'opening'
- The Validation Dialog no longer makes the framerate tank
- Added the ability to place minotaurs directly, including friendly ones
- Fixed tooltip on Coral, new icon is coming
- Ancient Ruin buttons now highlight correctly when selected
- Fixed displaying of animal names in Planet Editor
- Prevented placing inland water within area of crystal island seed
- Ancient Ruins can now only be placed one-per-island
- Name tag for starting island now shows up even when it doesn't have a custom name. Also has an icon indicating it's the starting island
- On placing the Starting Shelter, that island becomes the starting island
- Can't have a Starting Shelter and Spaceship Shelter on the same planet
- Camera starts over the Starting Shelter when you create a game
- Island dialog now has the number of tiles in the island
- Added a single-page 'tutorial' for the Planet Editor
- If an island is about to go over 600 tiles, we now pop up a warning, given that it could have significant consequences for game speed
- Mountains/Rusty Hulk etc now show that they can be accessed from any direction when being placed in Planet Editor
- In the Language Selection dropdown, made the tick larger so it's easier to see which language is selected
- Fixed titles of various load/save dialogs
- Finished adding Tab/Shift-Tab between various text input fields, including Warehouse and Shipping dialogs
- Made Achievements stay disabled on loading a game with custom planets
- In Planet Editor if you use the demolish 'brush' on an area with no buildings, peeps+animals will be removed instead
- Fixed a subtle bug with entity id ordering when creating games with custom planets. All existing saved games with custom planets are technically invalid, but they should continue to operate just fine. Existing saved games will not be fixed by this, even if you resave them
- In Planet Editor, pollution radius etc is now displayed for the selected building
- Prevented placing 'Constructed Forest' building in the Planet Editor, as it was causing all sorts of weirdness
- If you start a game with a Library containing Purple Research, the guardian-related technologies are now correctly unlocked
- Fixed an issue that meant that custom planets in any slot except the First Planet would show up as colonised right from the start, but only show a single visible tile!
- Automated Astrobaleenium Mines can now be placed on Astrobaleenium directly (as opposed to by upgrading a normal mine)
- When starting a new custom planet with Initial Islands turned on, Atoll islands now have default names
- Added new icons for a few things
- Fixed Upgraded Iron Mines so they connect to Power Lines properly
- When placing buildings in the Planet Editor, you can now choose their state - Construction site, Destroyed or Operational
- Added some new tooltips:
- Population counter in the left hand end 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
- Added more options for custom land/ocean colours
- Possibly fixed an issue with unlocked hidden achievements not displaying correctly
- In Planet Editor, if you select a Road you get a proper card in the bottom right for it
- Fixed which button is highlighted when Good Sphinx is selected for placement
- Moved the selection ring for Protective Elevator
- Buildings that can be constructed by homeless peeps now indicate this in their building preview card
- When placing pollution in the Planet Editor, the brush settings indicate what level of pollution you've selected
- Disabled putting resources into Shipwrights/Launch Pads in the Planet Editor, as that was creating a lot of edge cases
- You can now place Ships and Airships in the Planet Editor
- Fixed an issue where starting your game on a custom planet with only one island wouldn't auto-explore the planet
- You can no longer select an autosave of a custom planet for a new game
- You can now place road upgrades on Astrobaleenium tiles
- Fields etc now default to having their resources full when placed in the Planet Editor
- If you place a field in Planet Editor, the island is automatically given the fertility for that field type
- Validation for Oil will pass if it's surrounded by roads
- Adding resources to a resource cache doesn't make the resource selector dialog vanish anymore
- Added a warning to prevent a player from doing their first island colonization on an island with no Red research, when necessary
- Added better indicator of why you can't place a Spaceship Shelter on a planet that already has a Shelter
- Prevented Peeps from snapping to the centre of their tile when placed
- Fixed translation of text when a charmed whale is blocked by and Aegis Shield
- Forests no longer attach to roads when marked for demolition
- In Planet Editor, created a new category for Guardians
- Islands can now handle having multiple Minotaurs. They should also handle having multiple Shelters
- Prevented player from placing Whale Charmer or Constructed Shelter in Planet Editor, as they create too many edge cases
- Added a validation to check that a non-first planet has a valid landing spot
- First Planet and Other Planet validations are displayed separately, and have a Tick when they're all good
- Custom planets have a different background colour in the New Game dialog
- When selecting custom planets in New Game, we added an extra icon to indicate planets with 'normal' buildings on them, as that can significantly impact play
That's it for this week. I'm looking forward to bringing more news for you all soon!
- Emily, Community Manager :)
