Evening everyone or morning or good day, depending on where you are at the moment
Another long night and day is behind us, but we're ready to share the post-release Update 2. The general rule was the same as with the previous patch : improving gameplay by tweaking existing things and adding useful details that were requested by the players.

We've also fixed a number of reported glitches and finished several things that were announced for yesterday's patch, but testing took longer than anticipated.
The list of changes is below, but in short, you should have an easier time managing things in the game, have more feedback from the game and have more resilient people that won't die as soon as their bellies aren't stuffed ːsteamhappyː
Now it's full steam ahead towards Update 3! But first a bit of info...
How do the resource locks work?
When you lock a resource, it is no longer allowed for citizens to take this resource from the stock to consume it BUT(!) there are exceptions:
- if there is no unlocked alternative, they will take what they can, even if locked
- if there is only ONE food allowed, they will grab at least one other, even if locked, because if they don't you'll have a lot of health bars dropping (not enough food diversity leads to sickness). the unlocked food will still be the majority of their food intake
- if all the luxuries are locked, they'll get in there and grab something
To lock a resource, find it in the Stock panel, and toggle the lock button, right next to the cap limiter.
Additions
- Immigration now brings people from all social classes, not just peasants
- When people get married, if they are not of the same social class, the spouse of the lower social class will move up in class
- You can now lock a resource in the stockpile panel to prevent it from being used by the citizens for consumption. This effectively means the resource can only be used in production.
- Added a couple of new notifications regarding deaths and emigration
Fixes
- Limiting the maximum amount of a resource in the stockpile now works as intended.
- Done a number of fixes and changes to make sure Achievements are fired off correctly
- Fixed a glitch related to the refresh of the max cap input on the Stockpile panel
Tweaks
- Carriers and workers will now haul enough upkeep resources to fulfill the demand for longer. This optimizes times usage and reduces the chance for problems in production.
- Changed how fire behaves in terms of duration.
- School ambient SFX changed to a one less irritating
- On the Normal start preset, disasters are now set to normal as intended, not low
Is that all?
Nah. Steam trading cards passed certification, so now you'll start getting some of those ;).
Enjoy and have fun!
Overseer Games
