A screen that fits, panels that remember where home is, and a countryside that found its rivers again.
The screen you choose. Visuals now opens with a single Display mode — Windowed, Fullscreen (Borderless) or Fullscreen (Native) — and a Resolution beside it. Fullscreen (Native) genuinely sets your display's own mode while the game runs and hands your desktop back when you leave; Borderless always uses the desktop's resolution, and says so rather than offering you a choice it cannot keep. A new size takes effect at once and then asks: Keep this resolution? If you cannot read the question, do nothing — it counts down and puts back the size that worked.
Panels that remember where home is. Panels now dock into ordered bands instead of contesting the same corner, they hold a sensible order when they overlap, and double-clicking a panel's grip sends it straight home. On smaller screens they arrive collapsed, so the world is never buried under its own instruments the first time you open one.
A layout composed at the size you actually play. The default arrangement had never been composed against a true 1920×1080 screen — every earlier pass was measured on a taller developer canvas. It has been rebuilt at the real size: the status bar keeps the top row with its title centred, the view bar takes the room it genuinely has, and the world beneath it keeps its horizon. The toolbar icons have been redrawn along the way.
Reset means reset. Reset to defaults used to promise that your UI scale, window size and toolbar positions were kept. They were not. It now asks before it acts, and names exactly what it returns — UI scale, text size, language, key bindings and panel positions included. The interface scale slider settles when you let go of it, instead of rescaling the chrome under your cursor as you drag.
The guided first hour, finished.
Arrows point at their subject. When a lesson's target surrounded the panel, its arrow aimed past the edge of it — at nothing. It now finds the near side of the thing it means.
Moments you are meant to watch now hold. Inspire landed and the camera flew straight out; a ridge was set down and the next instruction arrived before it finished standing up. Beats that exist to be witnessed now wait for the thing to happen.
The lesson lets go of what it opened. Turning a layer off is now asked back on, and the menus a lesson opens are closed before it moves on — the opening no longer leaves you holding a half-shut world.
The whole world is finally taught. Standing back far enough shows your valley as one place among many, on a world that closes on itself and turns. Nothing had ever told you it was there.
The countryside returns to its rivers. Worked land had drifted off the water it belongs to, and the country folk had drifted further still — the fields pulled in along the rivers while the households kept spreading to the old frontier, out past the farmland they were meant to work. Both now follow the same reach: fields hold to the water again, and the people who work them stand among them. This applies to worlds old and new alike.
Your kept ages open exactly as they were. Nothing in this update changes how the world thinks — only how the game meets your screen. An age kept in 0.39.0 opens straight from its shortcut, as quickly as it always did, with nothing to confirm and nothing lost.