v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatibleandallnew features areavailablein legacy saves. * In order to enjoy updated maps and improved terrain generation, youneedtostartanew game. Map editor andterrain generation * Fully-featured map editor that allows editing maps as asetof manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * Newmap representation that ensures maps are maximally forward-compatibleand future-proof. * Increased maximum mapsizeto 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one startinglocation. * Improved map generation pipeline to allow parallelization ofall generation stages, decreasing game load times. * New hydraulic erosion simulation that makes theterrain (especially mountainsand cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, notonly as lines. * Allexisting maps were recreated and improved, all containing newstartinglocations for fresh playthroughs. Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration withthe game (compared toother third-party services) such as validating blueprint strings, or showing contents of uploaded maps. Custom surfaces & decals * It is now possible to manually place surfaces such as concrete ontheground. * Thereare 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor isavailableinthe Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, andother decorative elements. Thereareover 70 different decals to choose fromavailablein 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance. Improved difficulties settings * Game difficulty setup inthenew game flow is now split intotwo parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay inmore significant ways, e.g. whether vehicles should keep driving slowly without fuelor stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, orto make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded ina log anda cooldown period prevents changing the same settings too often. * Thereare now more than 30 individual game difficulty settings available. - Newoptiontodisable death by starvation, starving people will notwork though. - Newoptionto keep vehicles running slowly without fuel. - Newoptionto keep ships running onunity when nofuelisavailable. - Newoptionto keep machines working for some time without electricity orcomputing. - Newoptionto keep machines working slowly when broken down due tolow maintenance. - Newoptionto stop conveyor belts from working when lowon power. - Newoptionto keep water pumps working when nowaterwith reduced throughput. - Newoptionto keep world mines working slowly when without Unity. - Newoption for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier. Additional new features * Hydrogen vehicles - New class ofvehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucksand excavators, T2 tree harvester, tree planter, andcargoship. * Morefuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up toa height difference of 6 tiles on 1x2 tiles ofspace which allows transporting materials over retaining walls. * Ores sorting - When enabled, truckswith mixed materials froma mine will haveto dump their cargotoadedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed inneworexisting games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removaloftree stumps, rocks, and bushes. Improvements * Balancers can be suspended on pillars, similar totransportsor connectors. Othertransportsor balancers can be built on topofthem, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg ofthe trip isnot accessible. This solves issues where trucks were being loadedwithmaterialand was then unable to deliver it toits destination. * Trucksno longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiplevehiclesget reported via a notification. * Molten transportsand balancers can now be elevated, but must still remain flat. * Initial transport placementno longer requiresa valid pillar tostartthe transport construction. New UI * New user interface for the main menu, map editor, in-game settings anddifficulty configuration. * Revamped save/load game screen to group saves by game sessions. Thisis also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked inthe UI together withthe copyable error message. * Improved sound effects for many UI actions Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes andto support pipes with mixed contents. * Truckswith tank attachments are colored similar to pipes andhaveaproduct icon onthe side. * Fluid storages haveaproduct icon on top. * Three new deciduous tree variants: birch, maple, and oak. * Newterrain props: bushes. * Clouds now cast shadows ontheground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions withterrainsuch asmining, dumping, orterrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway inthe wind slightly. * Terrain rendering now reacts to wetness from weather and ocean. Balancing * Vehiclesandcargo ships now cause pollution when using fossil fuels. * Cost ofVehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased outputand upgrade levels for world map’s rock mine Changes inthe early game * Abandoned radio toweris now setto be recycled by default. * The main shipno longer requiresinitialrepairs, just the dock. * Early assembler now requires power so power production isunlockedfromthestart, initial diesel supplies were increased to reflect that. Modding * Significant changes were made inthe modding API, all mods will likely needto be updated and recompiled. * Mods are now selectedatthestartofthenew game (instead ofatthe end), allowing themto affect thenew game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface. Fixes * Fixed disappearing large entities undersome camera angles in rare cases. * Fixed a slight memory leak after quitting a game tothe main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.