Update 1.2.3 - Optimization and Quest Fixes
Welcome back to Elaran, Arelians!
In this update we focused on big cities and the story. Late-game settlements run more smoothly, and the game needs less video memory. We fixed quests that could get stuck or end in defeat. The Luminaris "Eye" button finally works, ultrawide monitors got their own resolutions, and the full game now opens saves from the new demo. Many of these issues were found by you - thank you for your reviews and reports, they help make Elaran better!
Update 1.2.3
- Large late-game settlements run more smoothly
- The game needs noticeably less video memory
- A quest with all its goals done now completes right away
- Chapter 3: choosing "Give up the Seed" in "Sorago's ultimatum" no longer ends the game - Valfidis talks you out of it and you can pick again
- Isolation points in Chapter 3 no longer burn out on day 22, and the attempt on Valfidis's life happens even when Isolation is in the lead
- Chapter 4: the "Obtain information by force" quest no longer gets stuck if you captured the outpost earlier
- The far patrol point from Chapter 4 no longer appears in Chapter 1 and stays visible after you explore the refugees
- Chapter 5: the "Evacuation" quest no longer completes by itself, and the refugee ship arrives on time
- The side quest failure window shows how many resources you will really lose
- Saves from the new demo now open in the full game, and if you finished the prologue in the original demo, the main menu has a "Skip Prologue" button
- Citizens no longer get stuck at one of the stairs up the Great Tree and starve there
- Patients of a demolished hospital go back to work, and citizens' needs no longer freeze if they leave a building early
- Citizens without a home or job now also wander onto the new sections of expanded platforms
- A citizen who goes mad in a zipline cabin now rides on to the station instead of teleporting
- After a building is upgraded, its shifts get as many slots as the new level provides
- In buildings with Walkers, switching a shift to 8 or 12 hours no longer hires extra workers
- Flameguards now cure the contamination ghosts leave on buildings on platforms
- The "Building destroyed" notification no longer shows up by mistake, and empty Fungus Colonies are left out of the problems panel
- After the prologue, no leftover roads remain on the Great Tree to get in your way in Chapter 1
- Rangers on fishing duty cast their nets into the water instead of at their own feet
- The "Eye" button on the Luminaris panel works: the beam follows a scout group
- The Luminaris can no longer be aimed into the Great Tree's crown above its cabin, and its beams work again after it is rebuilt
- The Townhall's Heroes tab now shows the assigned hero's portrait and description right away
- The hero ability radius is now visible in the fog too, and tooltips for the hero portrait no longer hide under the build menu
- A Skywalker unloading at port can be sent straight to a Sorago outpost - to form an alliance, trade or build a network, and its card shows what it is busy with
- The pack warning appears as soon as a pack targets your settlement, not a couple of hours before the raid
- Two Skywalkers in a patrolling pack's region fight it one after the other, and a defeated pack no longer intercepts anyone
- The "?" hint in the outpost window describes it, and numbers in choice hints stay on the same line as their words
- Settings include resolutions for ultrawide screens and multi-monitor setups, and the picture is no longer stretched
- Hotkeys are labeled in Latin letters even with a Cyrillic keyboard layout, and rebinding a key no longer starts several times in a row
- Results of exploring points in the settlement open when you click their marker and no longer pop up over the Global Map
- The Build button on the Townhall's Platforms tab stays available as long as there is something to build or upgrade
- The demolish button tooltip of a contaminated building no longer promises to refund resources
- Resources in prices follow the same order as on the resource panel, and numbers sit next to their icons
- The pause menu now has its own sound
- The Duskwalker no longer flickers in the smoke as it appears, and neither does the Reflector when you zoom out
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Update 1.2.2 - A Compass for Elaran
Hold your course, Arelians!
This update is about keeping the story of Elaran moving without hiccups. The game now has a Tutorial window where you can reread any hint you have already seen, at any time. We have fixed places where the story could get stuck, from the mechanism in the crown of the Great Tree in Chapter 1 to the negotiations with Sorago in Chapter 4. Skywalkers no longer get stuck on missions, scouts come back home, saves are more reliable, and the city renders faster. We found many of these issues thanks to your reviews and reports - thank you for writing to us!
Update 1.2.2
- The new Tutorial window opens with the book button in the top bar, in the settlement and on the Global Map: you can reread any hint you have already seen, sorted by section and with search, and the game pauses while you read
- The "Repair the mechanism in the crown of the Great Tree" quest explains its goals more clearly, reminds you of the deadline and no longer ends in defeat: if time runs out, it gets fixed without you, but fear rises
- The "Stockpile resources" quest shows how many rations you already have to hand in and gives you 28 hours to do it, so Chapter 1 no longer stalls
- Quests that are ready to hand in move to the top of the list
- A quest with all its goals completed no longer fails on its timer while a story event is playing
- Story Skywalker flights no longer halt the story: quests, windows and saves stop waiting forever for a ship
- The Sorago ship now leaves if you fail to pay it off, and the Sorago refugees in Chapter 3 arrive only once
- Chapter 4: the Sorago negotiations fork now has fallback outcomes, so the story moves on after the talks, and quests from the other branch never start
- Chapter 4: the Shroud on the Global Map no longer covers every region for three days
- Chapter 5: the Skywalker swarms in the "Dominion in the skies" quest are back, and each goal counts only its own swarm
- Skywalkers no longer get stuck at "0 minutes": a Global Map event now waits until other windows are closed, and a second click on an option does not double damage and fear
- After loading a save, a Point of Interest whose Skywalker was already destroyed or recalled no longer closes without a reward: you can send another ship
- An option in a choice event now applies only once and closes its own window rather than another one
- Scouts sent against a monster now drive it away without a fight and come back, and duplicate exploration points in Chapter 1 no longer keep them from returning
- The Scouts Building can now be moved, and hired squads transfer to the new location
- Upgrading an outpost from level 3 to 4 works again, and a double click no longer charges you twice or removes the Sorago trade offer
- Saves are now written to a separate folder first: if the game crashes mid-save, your previous save is restored automatically
- Saves from a renamed or copied folder load again, and a broken slot no longer prevents you from loading another one
- An autosave that falls during a story event is no longer lost and is written right after it ends, and the inactive "Save" button now has a hint
- If an error occurs, the rest of the simulation keeps running: time, construction and citizens no longer freeze until you reload
- While you type a save name or a bug report, keys no longer move the camera or change the game speed, and the game stays paused while that window is open
- Walker extensions now correctly reduce the number of workers per shift, and after moving a building, no ghostly previews of them stay at the old spot
- The building window now closes when you click elsewhere or right-click, and the browsing arrows also work while it is being upgraded
- Cancelling construction on the Great Tree no longer breaks a road crossed by its staircase
- Wind, water and fog sounds no longer go silent until you reload when a citizen or an item disappears from the game
- The city renders faster: trees, rocks, roads and building parts are drawn more efficiently, and the grass on Kaleyards is drawn in batches
- The fog in the settlement now sits exactly within its borders, creeps forward in billows and puts less load on your graphics card
- The Luminaris beam is visible above the fog again all the way to its target
- Ghosts put much less load on the CPU at higher game speeds
- Fixed texts shown in the wrong language in the German, French, Polish and Chinese versions, and the platform hints now have clear titles
- Plus some twenty fixes for errors the game reported to us on its own: after loading saves, in event and building windows, with structure sounds, on the Global Map and at high game speed
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