Additions
- voltite manual tower: orb launcher (!)
- shuttle module: repair drone (!)
- goals system to earn prestige points (!)
- prestige shop to buy mining kits (and more later) on bridge
- ocean biome graphics overhaul
- world map: quest info boxes when hovering/clicking zones
- second quest (miniboss. triggers after both triangulations stations are built or when zone gets discovered)
- thunderstorm in wasteland biomes, damages buildings and enemies
- infested biome wasteland tiles
- better coast world map tiles
- blood decals
- tech tree unlock success/failure SFX and button animations
- better sound pooling/batching system
- enemies standing on a concrete block drown when it breaks
- support for utf32 strings, experimental ai translated russian translation
- pixel perfect setting for windowed and fullscreen mode
- monitor selection
- completely new lights system (no more green/black areas around overlapping lightsources)
- buildmenu now shows how much energy an energy producing building will provide
- mining kits owned shown in its own UI element
- UI elements to open pause menu in every context
Changes:
- having no visitables zones (all locked or have nuke explosions going on) is no longer a loose condition
- all walls have more health (400 -> 500)
- very slightly increased ambient light brightness during night
- decreased crossbow build cost (30 -> 25)
Bugfixes
- it was possible to move the camera to the shuttle hangar with post encounter screen open
- messages played in a zone did not end playing when the zone was lost/won
- daytime did always advance on game start, even when game was closed with no active zone
- fixed shocked effect sprite position for water enemies
- exit game popup was behind tertiary main menu boxes
- ocean still had 1 block wide diagonal islands
- squid alien attacked block instead of building on the block
