
Scenery Brushes
Hi everybody! Today we have a much-requested feature, a brush interface for placing down groups of scenery objects!
New in this update:
- Scenery brushes!
Each scenery placement tool can now be put into a “brush” mode, where you can scatter scenery items across an area with just the sweep of the mouse. There are several different patterns available, with customisable densities, brush sizes, scale and angle randomisations, and more! Individual placements are of course still available, and scenery items placed using a brush can be further adjusted the same as any other scenery items!
Additionally, this update has a whole bunch of other minor quality-of-life fixes and improvements:
- All dropdown menus all now have a downward-pointing triangle on their right side, to indicate that they can be clicked upon
- Disabled ‘undo’ and ‘redo’ functionality during the initial game tutorial to prevent a possible soft-lock.
- Changed the MegaTooltip window so it won’t place itself partially off the bottom of the screen.
- Added some missing description strings for the new vehicles from the last travel update.
- Fixed mouse movements affecting camera rotation if you were holding a keyboard “rotate camera” button (default-bound to ‘q’ and ’e’)
- Moved the Wall/Path placement help messages to smaller, dark-background windows in the bottom right of the screen to match the appearance and positioning of other help text windows. (previously these had been larger blue windows in the top left)
- Vastly improved the handling of in-progress pathfinding queries when map edits happen, especially edits which touch multiple regions simultaneously (destroying mountain passes, multi-region flight paths, etc)
- Fixed issues with deleting a travel building while in a placement tool that had been trying to use that travel building as part of a new path placement.
- Fixed dungeon fog settings sometimes temporarily being applied to the main world map view, immediately after leaving a dungeon interior view.
- Fixed several issues caused by the use of keyboard hotkeys to switch between editing tools while in the middle of drag operations.
…as well as a bunch of other minor bug fixes, and updated localisation data!
The next big thing I’m working on is going to be a major revamp to game progression; how your game’s version number goes up, how you unlock new technologies, and how you unlock character type slots; I have plans to improve all of these! I’m very excited to write more about this in the next big feature update! And of course, we also have at least one big content update planned between now and then!
More details soon. And once again, I have to give so many thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It makes such a big difference to me and everyone on the development team! :)