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Hello, A bug was found on the second campaign level. Because of that I have pushed some of the fixes intended for tomorrow to release now. Changes to underlying systems: - Health now affects max population in buildings. If health levels are bad or worse than, the max population in buildings gets slightly lower. - Minimum wage regulation affects labour demand and wage levels. - Wagelevel divided into three categories, low, mid and high income. These are viewable in the city stats panel. General bugs and glitches fixed - Campaign level 2 glitch fixed. - Road tile type next to buildings was sometimes incorrect. - Conglomerate counter displayed too many new established comglomerates (as if all of them were new) after loading a city and after a new conglomerate had established itself. This has been remedied. Changes based on player feedback: - Campaign level 1-3 objectives lowered a bit. - Recycling center now has lower upkeep costs. Incinerators rebalanced (lower upkeep cost, lower pollution, higher trash capacity). Incinerators are now more of an early mid-game alternative to carbon power, with the capacity of almost two recycling centers and power generation 2/3rds that of a carbon power plant. - Warehouse and atmoport upkeep costs have also been lowered slightly, to improve earnings in the early game. - More preplaced area in retro-mode. Now a larger square area. - Click and drag sensitivity lowered to avoid double placement of foundations when attempting to place only one at a time. - Pressing H will reorient the camera level with the horizon. The mixed tier buildings and the camera control tutorial will be added in tomorrow as planned. I should also have added a practice level of sorts as a tutorial. This will only be available in english, until I have text objects translated, but it should still be enough to initiate players in the basics of the game. / Dispersing Minds
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