Logistics:
We have implemented a better scoring system for logistics workers to prioritize and serve inventory connections. This affects manual and automatic logistics.
Shelves with low/no stock will be handled with increased priority
Clearing items from belts has now a higher priority
Employees will prefer taking materials to crafters and research stations before putting them on pallets
Employees will more frequently ensure that products will be taken to pallets for selling
Bug Fixes:
Fixed that the achievement “Avoiding the Reds” in campaign level 3 didn't properly trigger.
If you load a save game that fulfills the requirements (completed the first trophy without ever going below 0 G), the achievement gets unlocked
Fixed: the first analysis table in level 4 got locked for tutorial purposes but didn't get unlocked again after the research tutorial was over
Fixed that the game input could become unresponsive after interacting with text input fields (e.g. in the retriever segment panel)
Fixed obsolete but non-deletable pallet reservations (e.g. by a crafting table with override settings)
Fixed an issue with the end of the conveyor belt failing to push items into a correctly placed receiver (other conveyor belt, automatic storage, etc.) after the conveyor belt had been initially built in the opposite direction than the one indicated by the construction hologram. If this problem occurs in your save game, please try to rebuild the end of the conveyor belt.
Fixed some policies requiring specific module types didn't properly detect those modules (mostly cases) to apply their buff.
Fixed an issue where two new, not yet implemented conveyor segments would show up in certain challenges and levels
Balancing:
In Level 5 Couriers are now available right after the Conveyor Belt introduction
Possible profit for each product in level 5 has been at least doubled and product demands have been increased
Starting funds for level 5 have been increased