This update contains a ton of bugfixes and improvements in display, quality of life, onboarding, and improves the general polish/quality of the game!

NEW:
- Added resource animations to building, and receiving resources from Exploring. This helps teach new players better of how things work (can be disabled in settings)
- Added some animations to various game icons to make the game feel a bit more alive
- Added much more informative tooltips to build buttons
- The game will now remember the zoom and offsets on all draggable screens (research, maps – can be disabled in settings)
- New settings to hide building animations and to disable remembering zoom/offsets
- Added more information to House, to help teach players better of what is population and how it grows
- Added new icons on top of buildings when they are affected by any event (can be clicked for full details)
- The first 20 parts you find, will now have a very high chance of being combinable (in fact, some are guaranteed to be) – beyond that, there will be some guarantee that every 8th part is combinable as well
CHANGES:
- You will now be able to use up to x4 speed by default (speeds unlocked with research were increased where needed)
- Changed various numbers to be “monospaced”, so they don't move around while changing
- Now you can demolish a specific amount of levels from upgradable buildings – this also prevents earthquakes from destroying ALL of i.e. Your mining plant levels late game
- Made various tutorial animations a bit more clear/bigger to guide new users better
- Improved the clarity of resource costs & gains by adding proper prefixes
BUGFIXES:
- When saving game will now securely encode all data, which will ensure that certain characters (Russian/Chinese) won't break the game saves on load
- Sorted a lot of instances where assign and build buttons wouldn't properly update/disable
- Sorted several issues where health, productivity or citizens information didn't update in the top row
- Objective for upgrading the mining plant will now work even when upgrading the second plant
- Public jobs will now properly show up if the first building is built while there
- Fixed several bugs in manage plans view, where it wouldn't open sometimes
- Fixed some issues with certain views opening up too early
- Fixed some issues where notification board items could overlap
- As explorers find scavengable resources, these will properly update immediately
- Fixed an issue where some achievements wouldn't properly copy over data from old saves
- Added additional prevention of deleting some of the first tank parts
- Fixed an issue where randomize wouldn't fill the whole formation
- Notification board will properly clean up when loading a save
- Fixed an issue (hopefully) where corpus could allow more tanks than possible
DISPLAY:
- Fixed a ton of issues where buttons/UI parts in various languages would not display well
- Made design of tank bars more consistent with the new UI
- Improved clarity of what you own/don't own in Research tree
- Fixed some issues where animations would show over popups
- Made “change speed” icons clearer, to indicate the feature better
- Improved display of yes/no icons
- Improved display of research details popup, and their costs
- Fixed an issue where all research upgrades could show that “this building is not affected by productivity”
- Added tooltips to all active skills in combat
- Improved parts of combat display to make it clearer
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We are closing in on our 1.0 version fast, and will try to add as many improvements before that as possible :) BUT, v1.0 is not the end of updates for SimPocalypse yet – we have a lot of planned still, and are already working on follow-up updates!
We are releasing the game out of Early Access on May 11th, and the more people that get it, the more we will be able to keep updating it :) So if you enjoy the game, we'd highly appreciate sharing it with your friends, - it helps us a lot, thank you!
-SimPocalypse team
