Hi all
Thanks for continuing to let me know about any issues you find. I've been working to get these sorted, plus I addressed a couple of UI and QoL niggles.
Hotfix 292:
-Fixed possible rare crash when clicking to select building ponds when cursor outside of floor areas.
-Staff will not become invisible when sitting down at certain camera rotations depending upon direction of last rotation
-Entering sell mode closes any open reports or windows
-Cannot accidentally drag a window (e.g. To Do list) when in build floor mode and you build floor and the cursor crosses of window top bar
-Staff portraits are all correctly drawn on the same top layer as the top HUD. This means you will no longer see an annoying overlapping effect where one staff portrait may go above another UI element where as the adjacent portrait would go above. Most often seen when above the UI element with staff name and tool (staff selector). Sorry this one took so long.
-Network Sandbox world generation allows you to toggle off terrain (that is rocks). I had some feedback that some people literally hate the rocks. You can not toggle them off - you can also set this in existing sandbox networks and if you restart a map or visit a station no yet played, it will not have rocks.
-In map room, when you hover over or click on Start or Back button, it does not interact with the station behind it.
-Updated turnstile build logic. May prevent rare issue that some have found, that turnstiles are missing when they return to stations. If this has happened to you please let me know, trying to figure this one out.
-Fixed a possible crash with shopkeepers if they turn to face a non existing customer
-I've had a couple of reports of trains leaving a graphical glitch and failing to leave stations. I'm trying to figure out the cause. It seems quite rare. What steps can cause this to occur? Is it related to the game being paused when the train leaves, or selling tracks perhaps? If you see this or can reproduce it, let me know through the form if you have a moment.
-reduce size of solid mask for Lvl 1 power gen allowing staff to squeeze between them. This means they will path find through utility rooms more easily improving access and making it now almost if not fully impossible to block off routes (most often occurred accidentally blocking path to a bin at the back!)
-improvements in Chinese translation
