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BarrageNewsThe One Where the Slots Got Outlined
Game update

The One Where the Slots Got Outlined

Barrage · published 21 Jun 2025, 16:35 UTC · build 18950572

All newsPlayers around this dateRead on Steam

Hello everybody! Cody here to bring you a small—but not that small—update. A new build, v1.0 b946 is on it's way and here's what you get from it:

Fixes

+ fixed map building slot tooltip appearing on slots where no building by the player was possible (e.g. opponent' or neutral dams, basins that already had a player dam or power plants complexes where the player already had a power plant in place)
+ fixed "southern" power plants' positioning so that they now are in front of "northern" ones
+ fixed bug where map tooltips remained visible until the mouse left the map or another map element's tooltip was triggered
+ fixed bug on UI where Viktor Fiesler was shown as active during Germany’s bonus production, causing a “NotEnoughEnergyToFulfillContract” error when attempting to close contracts that were incorrectly marked as available due to Fiesler's bonus
+ fixed Octavious' power being available during Germany's bonus production
+ fixed a bug where Germany's bonus production wasn’t triggered if the only water available to use, was added through the resolution of a contract in the normal production
+ fixed a bug where Germany’s bonus production wasn’t triggered if the only valid dam was a neutral one in the same basin where the player also had their own dam, and that dam had no water"
+ fixed a bug with Amir where, if two water drops were placed in the same headstream with different types (e.g., one stationary and one running), both were treated as the type of the second-placed drop
+ fixed bug on rules' optional actions detection method where, when checking for powerplants (and dams), the location of these was not kept in consideration leading to wrong placements being considered valid. This in tail was causing the AI to sometimes trying to act on those invalid placements, causing the "NotEnoughEngineersOrEquivalentsAllocated" error to be thrown.
+ AI - fixed a bug on optional actions where in some particular cases, with Anton Krylov as ExO, the AI would try to use the wrong tech tile for the optional action, causing "NotEnoughEngineersOrEquivalentsAllocated" error to be thrown.
+ fixed a bug preventing certains productions configurations from being selected - for example in the particular case that was reported, if the player had a dam placed in the same lake as a neutral and penstocks on both sides, it was not possible to select the neutral dam for the production

Changes

Now, for the juicy part! Here's a list of changes that I hope you will appreciate:+ when producing with Octavious, all configurations now have the "X" button, not just the additional ones (Previously, it wasn’t possible to set 0 drops used in the “starting” dam, which forced the player to select another dam to avoid using drops from that one)
+ changed the alignment of water drop buttons in the production configurator from center to left
+ adjusted the layout of the water drops placement popup to give more room to the arrow buttons that change drop type when Amir is the player’s ExO.
+ the map dimming effect now remains locked-on during building and production actions.
+ removed the fade-in/out animation from “ghost” placeholders when hovering over empty building slots on the map
+ added a dedicated label during Germany’s bonus production to remind players of the bonus production rulesLast but not least - what I think is the biggest change in this build - we reworked the building slot highlights on the map to (hopefully!) make everything clearer during production and building actions.That's all for today's update. Thank you again, everyone, for the continuous support, reports, feedback, and positive reviews! It means a lot to us!Oh, one last note before I salute you farewell: if everything goes according to plan, next week I'll be releasing the Custom game mode for single-player. It will let you rig the assets extracted for the draft, or skip it entirely (or partially) and assign assets directly to players. Once that’s released, I’ll really start cracking down on the Medium AI, and then shift focus to finishing the UI for The Leeghwater Project, which I hope to release before the end of summer.That's all folks! Take care and have a nice dam weekend!Cheers,
Cody

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