Patch 2.0.14042 (12 November 2020)
UI, text and Language
- Added back and close buttons in the sabotage browser
- Changed how opponent activity is visualized in the market graph
- Fixed a couple of situations where two tooltips were overlapping
- The cash reward for contracts from Bladh are now presented
- We noticed that it was somewhat confusing how players only advance to the next tier if they have reached the goal at the point of each market update. We therefore added a clock, counting down to the next market update, which is shown next to the threshold bar in the opponent UI
- A good amount of minor layout and visibility improvements and polish
- A few translation fixes and malfunctioning strings
Gameplay/Gamedesign
- Fixed wrong lock on Stool product
- Updated a couple of help section articles with new images
- Removed some redundant help-section articles that only apply to the base game and not when the dlc is played, and vice versa.
- Bladh requests now reward player with the correct amount of experience
- Opponents are now even more aggressive when it comes to the amount and types of products that they choose to compete for on the market
Art
- Forbid a number of products from being placed on shelves
- Added more types of heads for the “Evil” Hauler model
- Fixed a faulty frame in one of Bladh’s video calls
- Fixed an issue with the light bake in the base game main menu
- Touched up Bladh's castle, seen in one of the videos
Technical
- Changes to the triggers associated with the hints and phone calls during the start of the DLC
- Fixed an issue causing Bladh introduction challenge not to save properly
- Aligned market offer competition data points with other data points in the same graph
- Made it so keybinds alter depending on running dlc or base, specifically binds for milestones / competitors / clients vs opponents.
- Fixed loading issue while doing the sabotage step of the introduction
- The monitor screen flicker has been improved and should be less intensive. The effect should also remain the same over time and not freak out as it did before
- Fixed an issue with hints not being shown on load after the second trigger to unlock sabotage feature
- Lowered Synth volumes
- Improved how sabotage products that are left behind are handled
- A bugfix relating to a falsely claimed product/carryable
- Added a load recovery for machine queues where entries have mysteriously ended up with a negative amount value
- Fixed an issue where opponents would take over the market immediately
- Fixed shader issues with terrain foliage
- Fixed issue where opponents with lower marketing and sales value would produce too much on the market
- Fixed sabotage products that were not delivered as part of their intended sabotage showing up in the UI again
- Machines now use dlc appropriate material for icons
- Fixed a bug where factories created in the current play session would not count as evil
Patch 2.0.13976 (5 November 2020)
The Evil DLC v.2.0.13976
UI, text and Language
- Fixed a couple of cases where UIs were overlapping and multiple tooltips were shown simultaneously
- Made the progress meter for selected sabotage amounts easier to read - different coloration and the min and max amount is written out
- Fixed an issue when trying to open a UI from the basegame while playing the DLC.
- Fixed an issue causing old saved plans attributes to hide behind the worksheet in planning mode
- Re-sorted the appearance of competitors skills - they should always appear in the same order now.
- Fixed an issue with the sold sign not showing correctly on an object being sold
- Fixed an indicator from showing general research points earned, when you actually earned evil points
- Made the button background for Evil Workforce dark red - some players did not think it was active due to the greyish color before
- Increased the contrast on buttons that were in a toggled state
- Fixed a good amount of texts, translation and string issues. Thanks again to the community for finding many of these and reporting in!
Gameplay/Gamedesign
- Added two new HelpSection Articles regarding acquiring and managing subsidiaries
- Boosted the resistance of all opponents to make them less squishy
- Increased CompanyValue of bladh and also greatly increased resistances
- Increased damage towards bladh when sending the specialized bladh showdown sabotage products (I challenge you to read that one fast, 10 times)
- Disabled some products from being allowed to be stored inside shelves
- Fixed an issue causing Code Red tech to be unlockable one tier too early
- Fixed how a couple of products were visually stacking
- Fixed an issue causing Crazy Overdrive not to reset properly after being used
- Fixed an issue causing “Master of Puppets” and "Private Investigator Associate" achievements not triggering properly
- Fixed an issue causing the Overlord not to boost factory workers properly
Art
- Polished and improved the particle effect for Evil Ducks and Haunted Gnomes
- Replaced the icons for the Crazy Overdrive and Overlord abilities in the active ability row
- Fixed a few products from rotating incorrectly
- Fixed some irregularities with bladh animations during phone calls
- Fixed and updated fireworks on the end game screen
Technical
- Fixed an issue with not being able to delete saves, both in ‘Base LBW’ and DLC
- Fixed some faulty material settings in worker skins
- Fixed lag and performance issues due to not having a scrap container
- Fixed an issue where the sound from pliers would play instantly in the main menu (!?)
- Fixed an issue showing empty plan when trying to make more of an already existing sabotage product
- Fixed an issue causing bladh sabotage contracts not presenting any results
- Fixed and adjusted synth and ability volumes
- Fixed an issue causing the sabotage feature to not unlock properly
- Fixed an issue causing in-game table Keyboard buttons not to work when paused
- Fixed an issue causing keyboard not to be played in some occasions
Known Quirks & Issues
- You may see weird shadows when the camera hits the edge of the table from a particular angle
- The screen may briefly flicker black when recruiting new workers to your factory
- We’ve noted a rare case where a sabotage in progress can get stuck in the UI if the opponent goes bankrupt while the sabotage is on the way
- Rare cases of workers ignoring walls, related to the portal system
- Sabotage Opportunities may get picked up by a standard trucker, rather than the opponent-specific variant
- There’s something wrong with the “Stool” product which may make it impossible to unlock
- Hints for the Sabotage system may not always trigger properly
- Saving and loading during the first Bladh contract may cause the sabotage feature to not unlock properly (a backup should trigger on day 11 though)
- The display effect that looks like scanlines may start acting up over time - a temporary workaround for this is to reset the scene (simply save then load)
Hotfix v. 2.0.13896 (31 October 2020)
- Fixed an issue causing the game to crash shortly after reaching the final tier of the game.
- Apparently, bladh's signature melody was too much to handle!
Hotfix v. 1.0.13138 (8 September 2020)
- After tinkering away and troubleshooting, for what feels like an eternity, we believe we have finally tracked down what's been causing all manner of weird graphical issues for our MAC users!
This was a particular tough nut to crack, but the so-called "red screen of death" and "lights out" issues should be fixed now.
- Thanks to the community for helping us test this and giving us feedback via the support channels and discord.
Hotfix v 1.0.12573 (14 May 2020)
- Fixed an issue causing shelves not to be used properly
v 1.0.12544 (8 May 2020)
Tweaks
- Updated the game engine - this should increase the stability and average FPS of the game in general.
Fixes
- Fixed an issue causing the truck to get stuck in loading bay
- Fixed an issue causing workers to get stuck inside the truck
- Fixed an issue causing trucks to both import and export items during the same stop
- Fixed an issue causing workers to space out if the path to their destination was blocked
- Fixed an issue that sometimes caused workers to remain employed, even though they got fired
- Fixed an issue causing workers to pick up and drop objects continuously when unable to reach a shelf
- Fixed multiple issues causing workers to sometimes get stuck on a workstation
v. 1.0.11982 (14 February 2020)
Tweaks
- Added Razer Chroma support (make sure you have the latest drivers installed).
- Added delimiters to improve readability of high numbers on several UIs.
Fixes
- Large Wheel Rim can now be placed inside a shelf.
- Fixed an issue causing builders to be permanently stuck inside a freshly modified room.
- Fixed an issue causing workers and haulers to get stuck when retrieving objects from a truck.
- Fixed an issue causing Carny Plant not to be assembled properly.
- Fixed an issue causing corrupt save game screen to appear incorrectly.
- Fixed an issue causing objects to get stuck in machines when Scrap Container was disassembled or sold.
- Fixed an issue causing Advanced Circlesaw to get stuck.
- Fixed a missing text in planning mode during tutorial.
- Fixed an issue causing Catapults to always be guaranteed in the Medium market category.
(apologies to the Cult of Catapult worshippers in our community, but it had to be fixed!)
v. 1.0.11906 (20 December 2019)
Winter is upon us and the team is just about to take some well earned time off and recharge the batteries for next year.
It's now been about two months since we released our first game and, with the exception of some exploding MACs and those over-zealous rat infestations, we are really happy about how the launch went! It's been really fulfilling to see so many enjoy and share the game!
Extra thanks goes out to all the community members helping out on the forums, discord and spreading the skills on how to be a good workshop manager. You guys are awesome!
Before we're out the door though, we've also prepped a little mini-update for you all that just went live. The content is mostly polish and small fixes following the previous holiday update, but we still wanted to get this out to you all rather than hold on to it until early next year. :)
See full patch notes below.
On behalf of the team I'd like to wish you all happy holidays and a happy new year!
/ Simon
Tweaks
- Added keybindings for building and bulldozer mode within construction tool.
It is now possible to press “Tab” for switching between construction and deconstruction when using the construction tool.
- Pause button now have a keybind setting.
- It is now possible to delete the whole factory using the construction tool.
- Added Minion Effects Volume slider to Audio Options.
- Added repair icon to linked machines inside billboards.
- It’s now possible to use up to 32 characters including spaces and symbols when naming a new factory.
- Minor localization improvements.
Fixes
- Fixed an issue causing project overdrive to show incorrectly when cancelling projects and completing projects.
- Fixed an issue causing new client indicator to appear on load when it shouldn't.
- Fixed an issue causing camera movement not to work properly when playing at high frame rates.
- Fixed an issue causing the trucker to get stuck when throwing product parts.
- Fixed an issue causing product stacks to get stuck on the Table Saw.
- Fixed an issue causing specialist to get stuck on an Advanced Table Saw.
- Fixed an issue causing specialist to get stuck on an Injection Press.
- Fixed an issue showing wrong tooltip text on new icons for Client, Milestone and Inventory.
- Fixed an issue causing Event UI to not disappear when opening planning mode.
- Fixed an issue where products would fail to stack properly resulting in projects not finishing.
v. 1.0.11855 (16 December 2019)
‘Tis the Season to be Jolly!
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Winter is here and all your factories have been properly decorated and filled with Holiday-themed details. Build your own little version of Santa’s workshop and try building some of the new seasonal products, including toys, sleds and snowmobiles!
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Who knows, maybe even the white-bearded man himself may need some help...
(Note that all seasonal content of this sort can be toggled on or off from the options menu)
Construction Tool Revamp
- We have created and implemented “Version 2” of the construction tools. Players should now have an easier time creating and modifying rooms and areas within their factories.
Pause Button!!
- The community cried out, and we answered - you can now pause the game! You’ll find this button next to the other speed controls in the bottom UI.
Beyond that, there's also a whole bunch of smaller tweaks and fixes, see list below.
We hope you'll like it and wish you all happy holidays!
Tweaks
- Added a floor mat to a couple of products so you can more easily see what area they occupy.
- Rats don't reproduce quite as aggressively as they used to.
- Specialised operators are now noticeable better at their jobs compared to regular operators.
- Changed ‘worker on break’ icon.
- Changed notifications using camera view to have an icon instead.
- Rewrote the game over message so it comes across as a bit nicer.
- Products are now centred on shelves so they can be seen from any perspective.
- Implemented a system to delay workers from taking on work that is far away. This should lead to less workers running across the entire factory if there’s another worker more suitable nearby.
- Players can now toggle overdrive on a project basis. The button can be reached by hovering over each project tracker on the right side of the screen.
- Implemented an optional “free camera” as a gameplay setting. This disables the forced 90 degree increments that our default camera has so you can rotate freely around the focus point.
- The filters in the worker UI have been switched to include rather than exclude. If no filters have been selected, all workers are listed.
- You can now see how close a worker is to reach their next rank - check the fill of each star in the worker UI.
- Longer Deadlines now affect ‘special’ challenge contracts as well.
- Improved our hint system so players don’t get informed about things that we probably can assume they already learned or -know about.
- Reduced the clicking area on shelves to make it easier to use, especially with small zones below it.
- Further extended the time between each 'taunt' call from Nemesis Inc.
- Created a close button on the win-screen, instead of closing by clicking anywhere on the screen.
- Scrapping products now correctly chooses the closest scrap container.
- Various small improvements to art assets - a texture here, a model there, a little bit of housekeeping!
- Fixed and improved a good bunch of localisation and language issues.
(Big shout-out to our community on this one, especially ‘Thrifler’ and ‘Landwalker’, for your help with many of these! )
Fixes
- Fixed some odd UI behaviour on super ultra wide screen.
- Fixed an issue where delivery trucks could leave even though a worker is en route for dropoff.
- Fixed a missing description to the Naval Cannon and the Standard Bicycle.
- Fixed issue where description remained of dead market offer.
- Fixed an incorrect icon and tool-tip for the Longer Deadline tech.
- Fixed an issue where a workstation would count as two workstations if it was planned to move.
- Fixed an issue causing machines to not be disassembled
- Fixed an issue causing builders to hammer into infinity
- Fixed an issue causing product amount demand not to refill on market update
- Fixed an issue causing jammed machines icon to not show properly beside idle workstations.
- Fixed an issue causing “Industrial Design” tech upgrade to stop working after save/load.
- Fixed an issue making it impossible to change game speed when you had several callers in queue on the phone.
- Fixed an issue where an operation type was categorised incorrectly.
- Fixed an issue where billboard stats could be seen from the planning mode.
- Planned(but not yet built) rooms can no longer be infected by mold.
- Walls seen when using the construction tool now also respect the hide walls setting.
- Changed the input for plan name to allow for all languages to have a similar experience.
- Fixed an issue with floating products in loading bay, causing vehicles to get stuck.
v. 1.0.11365 (20 October 2019)
This is just a small Hotfix to solve a couple of annoying bugs that we noticed after release:
Fixed bug where mold machine would fail to assemble in some configurations
Fixed issue where debris and left over parts were not being disposed of
Thanks to the community for the quick and good posts on the forums! If you come across anything strange or confusing, just get in touch and we'll have a look at it. :)
v. 1.0.11358
We survived the release - Wohoo!
Now, after some early and quick feedback from the community we have prepped a small patch for all our players to enjoy over the weekend.
Tweaks
Added "Serious Business Mode" - checking this option will disable all the random events in the game, such as the rat invasion or the mold infection. This can be found in in the Gameplay tab under the Options menu.
Bugfixes
Fixed a bug where rooms needed to be emptied before you could expand them
Adjusted position of options menu for ultra wide setups
Made sure debris and slime are disposed of properly when moving the Scrap Container
Minor language corrections
Let us know what you think in the comments and keep sending us feedback on the forums and through your reviews! :)