Patch 2.3.1:1301a (7 January 2021)
Happy New Year, Tycoons!
With such a successful 2020 with both the base game and 2130 DLC celebrating their 1st anniversaries, along with the new Easter Egg product and game-changing patch notes, we thought it fitting to start 2021 off with an industrious bang!
As such, we're proud to introduce our newest and most legendary 2.3 update which will change the way you play Rise of Industry!
Don't believe us? Then come take a look at what it includes:
- A revamped scenario editor with the option to place towns, resources, shops and more! No longer will you build with unknown resource or town positionings. Now, you can build your empire quite literally, from the ground up!
- We've also performed some routine housekeeping to maintain the game's quality of life including requested bug fixes.
So what are you waiting for! Start up Rise of Industry and prepare yourselves for this new way of empire making.
Be sure to share your new map designs and feedback with us on Discord, Twitter, Facebook and Instagram too.
Till next time,
Alex
Patch 2.2.3:0106a (1 June 2020)
Improvements and Changes
- Forcing the language selector screen to appear on first launch
- Hide most of the UI when editing Scenarios
- Updated language files
- Edited some transport tooltips to make some mechanics clearer
- Improved Production Overview Panel info (better costs breakdown)
Bugfixes
- Game sometimes started in German
- Budget broke for no apparent reason
- Resources didn't want to deplete
- Math fail when calculating product costs
Patch 2.1.0:1211a (12 November 2019)
Improvements and Changes
- Adjusted texture to the Map skirt, so it is less distracting.
- Added new 2130 House assets.
- Added a new Skybox for both Vanilla and 2130.
- Added a confirmation popup when buying an AI.
- Improved the Ground Texture that appears at the edge of the map.
- Added a method to restore 0% pollution for vanilla.
- Added a depth-based foam to the water shader.
- Enabled the grid for Water.
- Added new Icons for the Maglev for better clarification.
- Improved the errors that Manual Destination slots spawn.
- Cannot Reach Destination - Cases where there is no path to the Destination building
- Cannot go back to Origin - Cases where there is no path to the Origin building
- Added new Currency Icon for 2130 currency values to reflect the new era.
- Added a search function to the Manual Destination Product Selection element.
- Adjusted Tooltips, so that they appear above the cursor.
- Added a Progress Counter for Assistant Steps with numerical objectives.
- Adjusted the Production Overview screen for better clarification and utility.
- Improved the Town Advancement Shop Selector Tooltip for better clarification
- Added a Cooldown Timer to the Contract Spawner, so there is a delay between spawns
- Added a method of tracking how far along a Player has progressed on an Assistant Step
- Adjusted the Assistant, so it changes the text to make keys that are rebound.
Bugfixes
- Fixed a bug where Pollution would be set to 100% when it was preset to 50%.
Patch 1.4.0:1609 (16 September 2019)
Additions
- Headquarters Specialty
- When the Player researches enough Unlocks they can upgrade the HQ that will grant them specific bonuses to that industry.
- Able to see the bonus granted in the Tooltips.
- Able to change or remove the bonus if you want.
- Two upgrades per industry: one lesser upgrade, one greater upgrade.
Improvements and Changes
- Added the Seed Number of the map to the ESC menu.
- Adjusted the Events without Global effects to not display the name of the Settlement in the UI.
- Added the ability to scale the Tree Brush up to 5 tile radius using the Mousewheel.
- Added Tooltips to the HQ Specialty Unlocks that include their bonuses.
- Improved AI handling of Advancement Contracts.
- AI will remove dead-end roads left behind after AI Buildings are demolished.
- Adjusted the HQ upgrade to only require one payment to unlock.
- Adjusted the AI to prioritize nearby Shops when sending Product to two or more Shops.
- Added Production Overview to the AI Debug panel.
- Adjusted the AI to always play on Easy.
- Adjusted the Destination lines to center on the Building, not the Road Connector.
- Improved how the AI decides to place buildings.
- Will not place buildings that pollute near farms or settlements.
- Improved zone choosing when placing buildings
- Improved the save/load system
Bugfixes
- Fixed a bug where the Efficiency of a building was not being copied properly.
- Fixed a bug where Saved and Loading would take a long time.
- Fixed a bug where the visual effects from an Event remain after it has finished.
- Fixed a bug where hitting ESC would not cancel Demolishing during the confirmation.
- Fixed a bug with Keybinding that prevented the removal of the old binding.
- Fixed a bug where hitting ESC while the Terraforming popup is up will prevent the terraforming from happening.
- Fixed a bug with the Recipe Book search function where it would not remember past searches properly.
- Fixed a bug where the Backspace would not work in the Recipe Book.
- Fixed a bug where the game would revert storage capacities after loading a game.
- Fixed a bug where the AI would produce more water than needed.
- Fixed a bug where the Simplified Production Times would not affect the Air Purifier or Wooden Planks.
- Fixed a bug that was producing a Null Reference error when the game started.
- Fixed a bug where AI would place buildings in unowned Regions.
- Fixed a bug where Non-Gatherer AI Buildings would not sell their Products.
- Fixed a bug where AI buildings that were bought out would not show Efficiency.
Work in Progress
- Working on a bug where Trucks don’t follow bridge pathing.
- Working on a bug where the Oil Truck Model was transparent.
- Working on improving the ground texture.
Patch 1.3.4:3107a (31 July 2019)
Improvements and Changes
- Made Boat Docks and Fishermen Pier much easier to place by using just one row of tiles to go in the water.
- Adjusted the dead settlement condition game over screen.
- Edited a tutorial slide to include changing the vehicle type when using Trains.
Bugfixes
- Fixed a bug where the Building Upkeep was wrong after Players reloaded a game.
- Fixed a bug where the Bridge Speed was decreased if it went over a Dirt Road.
- Fixed a bug where the “Invest in the Sciences” event would spawn after everything has been researched.
- Fixed a bug where Pollution would not affect elevated tiles.
- Fixed a bug where the Pollution Game Over the screen would not appear properly.
- Fixed a bug where the Chemical Scrubber was researchable without unlocking Chemicals.
- Fixed a few minor errors with SVG settings and Data binding on destination modules.
- Fixed a bug where Train Terminals would lose their inventory when updating game versions.
- Fixed a bug with the Production Overview Screen to display more pertinent information.
- Fixed a bug that prevented the Product from changing what Trucks were hauling properly.
Work in Progress
- Working on improving how the AI places building.
Patch 1.3.0:1507a (15 July 2019)
Improvements and Changes
- Removed the CTRL+Hover feature as it was not working properly for some users.
- Updated the Localization strings.
- Removed Labels from Warehouse Modules.
- Optimizing how Pollution Cleaners operate.
- Adjusting where the Pollution Fog is processed.
- Edited and removes several slides in the Tutorial.
- Adjusted the description of the +1 Truck Capacity for better clarification.
- Added a Fisherman’s Market Dynamic Event which will spawn Fishing Season when completed.
- Adjusted the Copy tool copies all the building Settings.
- Adjusted Roads so that they cannot be placed parallel under a bridge.
- Adjusted Dynamic Events to show their proper modifiers.
- Improved the method of renaming objects in the game.
- Adding an option to Toggle the default setting for “Wait til Full” button in Warehouses.
- Achievements will now trigger even with Mods enabled.
- Adjusted various aspects of the Logistics System:
- Warehouse upkeep up to 2.5%
- Removed Trucks Depots from the Game
- Warehouse Manual Destinations now use Trade Trucks instead.
- Updated the Tutorial to match changes
- Moved the +3 Destination Slots from Logistics Tree to the Basic Distribution Tree.
- Added a Pollution Visualization Map Layer (access with P).
- Adjusted world generation to include Rivers at least one River on a map.
- Adjusted minimum upkeep to 25%, despite Event effects or a shutdown building.
- Adjusted to Auctions, so that when an AI wins, there is no effect spawned.
- Moved the Coal Mine in the Tutorial to a valid placement location.
- Added the word “Days” to the cleaning time in Pollution Buildings.
- Added a toggle option for the Logistics System in the gameplay menu.
- Can now turn the Logistics System off/on (default off)
- Logistics System recommended for advanced players.
- Logistics Depots now disable when they are not connected to their Warehouses.
- Removed an old Tooltip helper.
Bugfixes
- Fixed a bug where the Pollution Cleaner would not show the time it cleans an area properly.
- Fixed a bug where Trucks would veer into the opposite lane at intersections.
- Fixed various issues with Trees and the Pollution Visualizer.
- Fixed a bug where the Global Prices of all products was too low.
- Fixed the Soup Icon in the Recipe book and Tech Tree.
- Fixed a bug with the AI, so it doesn’t build their HQ on a Region Boundary.
- Fixed a bug that prevented Players from toggle buildings off/on in Warehouses.
- Fixed a bug where some events would not spawn a location for goods to go to.
- Fixed a bug with changing Transport Modes that caused other Destination Data to change for no reason.
- Fixed a bug that is preventing Players from clicking the Contract Destinations.
- Fixed a bug that caused the Production Alert to freeze.
- Fixed a bug where the Research Queue icon would track the cursor after being placed back in the queue.
- Fixed a bug where Warehouses would stop delivering demanded products to Shops.
- Fixed a bug where Achievements would not trigger properly.
- Fixed a bug where Warehouses would not stop doing Auto deliveries.
- Fixed a bug that allowed Players to research Plastic Furniture without researching Plastic first.
- Fixed a bug where Warehouses lose their Depots and are unable to rebuild them.
- Fixed a bug that causes the icon for Logistics Alerts to not spawn properly.
- Fixed a bug where Warehouses would use Trade Trucks when Normal Trucks was selected.
- Fixed a bug that caused Asset properties to be set to null.
- Fixed a bug that causes multiple destination slots to appear after selecting a Product.
- Fixed a bug with the Cycles Tooltip to function properly.
- Fixed a bug that caused the State Sale Event to have no effect on import prices.
- Fixed a bug that caused AI Warehouses that were purchased to stop selling Products late-game.
Work in Progress
- Working on improving how the AI places building.
- Working on a bug with Dynamic Events where they do not update Events.
- Working on a bug that prevented from the Product Destination changing.
- Working on a bug that turns the Pollution Visualizer on when you Press P while renaming buildings.
Patch 1.1.0:2105b (21 May 2019)
Major changes to Logistcs:
Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
- It's all more according to how big bulky transportation vehicles should work.
- Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
In short:
- Automated Warehouse trucks are very cheap
- Normal trucks are good for very short range (under 50 tiles)
- Warehouse dispatch trucks are good for short range (under 125 tiles)
- Trains are expensive to set up, but are fast and good over 200 tiles
- Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
- Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.
Stock Market
- Players can now buy up other companies in hostile takeovers, by purchasing their stocks when they are vulnerable.
- Be careful as other companies can buy up your stock.
- Stock prices go up over time, as the company places more buildings and gains control over more regions
- The more stocks are sold, the more expensive they get
AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
- "Equally": like now: AWH sends stuff equally to shops and producers. This is the default state.
- "+Shops": it will send stuff to shops first, then, if there's spare, to producers. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the shop, and then to the farm. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the shop).
- "+Users": it will send stuff to producersfirst, then, if there's spare, to shops. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the farm, and then to the shop. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the farm).
- "Only shops": AWH will supply only shops and will not care about producers.
- "No shops": AWH will supply only producers and will not care about shops.
- "All Off": same as "all manual" (AWH disabled).
Patch 1.0:0305b (03 May 2019)
Improvements and Changes
- Updated the Recipe Book to include all the new Recipes.
Bugfixes
- Fixed a bug where players could not change the Production selection of Farms.
- Fixed a bug where Player’s could crash the price of a product by having the State Deliver to shops.
- Fixed a bug where the Difficulty value was being displayed incorrectly.
- Fixed a bug that causes the game to exit when trying to return to the main menu.
- Fixed a bug where the Fullscreen option defaults to Borderless.
- Fixed a bug where there was a duplicated slide that was a translated version.
- Fixed a bug with the Demo where players would start with zero money.
- Fixed a bug with the Demo where Water was not being distributed properly.
- Fixed a bug where changing a Factory Recipe requires two clicks instead of one.
- Fixed a bug where Trucks would get stuck in a loop with no cargo.
Work in Progress
- Working on a bug where Trucks would get stuck at Farm exits.
- Working on a bug where Contracts would end early.
- Working on a bug where Trucks are not grounded on One-Way Water Bridges.
- Working on a bug where Trucks will get stuck at the Warehouse exit.
- Working on the Cash Flow statistic, so it provides more accurate information.
- Working on a bug where bridges could end on a slope.
- Working on a bug where the Logistics Routes shows upkeep costs with no requests ran that month.
- Working on a bug where the State location was listed in the wrong region.
- Working on a bug where Tech Tree Unlocks will flash white when players change categories.
- Working on a bug that prevented players from sending to correct products to make a Train Set to the Toy Factory.
- Working on a bug where the Traffic Heatmap hotkey is not working.
- Working on a bug where PR Events are producing a parsing error.
- Working on a bug where the Losing Money helper was not translated into German.
- Working on a bug where R&D costs would fluctuate above their set costs.
- Working on enabling the ability to Demolish world generated roads temporarily.
- Working on adjusting the Research Categories, so that it can fit more items.
- Working on optimizing building animations when the building is not visible, or the camera is zoomed out.
- Working on making PR events affect the Whole map instead of just a single Region.
- Working on an exploit where you can build roads over trees in another region.
- Working on fixing the Text on the Headquarters, so it doesn’t block icons.
- Working on making sure Oil doesn’t appear twice in some text.
- Working on improving the Production Panels for Livestock recipes.
- Working on showing the correct starting Bid in the Auctions Panel.
- Working on changing the order of the Save Game and Load game lists.
- Working on improving the Auction Notifications to include who won the Auction and by how much.
- Working on changing the name of Fluff to Stuffing.
- Working on updating how the in-game Recipe Book categories open and close.
- Working on updating the Tutorial with some minor corrections and adjustments.
- Working on fixing a compatibility issue with a name mod that causes incorrect displays.
- Working on adjusting Vehicles to have no boxes when returning to their home destination.
- Working on making sure map layers do not reset each time players reload.
Patch 1.0:0205 (02 May 2019)
Improvements and Changes
- Updated the Localization for the game.
- Changed the name of the "Mainframe Assembly Megafactory" to "Computer Megafactory."
- Changed the name of the "Meal Packaging Megafactory" to "Meal Megafactory."
- Changed the name of the "Automobile Assembly Megafactory" to "Automobile Megafactory."
- Added the Difficulty modifier to the Pause menu.
- Replaced the animations for the Tutorial and Sandbox.
- Increased the Contract spawn rate by 50%.
- Reduced the PR Event spawn rate by another 25% and increased the time it takes to spawn.
- Updated the Entity panel to show the value based on recurring cash.
Bugfixes
- Fixed a bug with Scenarios where the World Options section was blank and prevented game creation.
- Fixng a bug where the German Translation was disabled in both the Settings and Scenarios menu.
- Fixed a bug where the Event Difficulty has duplicate settings available.
- Fixed a bug where the Reddit button does not function.
- Fixed a bug where empty Trucks get stuck in a loop between a Warehouse and a Farm.
Work in Progress
- Working on a bug that causes the game to exit when trying to return to the main menu.
- Working on a bug where Trucks are not grounded on One-Way Water Bridges.
- Working on a bug where Trucks would get stuck at Farm exits.
- Working on a bug where the Fullscreen option defaults to Borderless.
- Working on the Cash Flow statistic, so it provides more accurate information.
- Working on a bug where bridges could end on a slope.
- Working on a bug where changing a Factory Recipe requires two clicks instead of one.
- Working on a bug where the Logistics Routes shows upkeep costs with no requests ran that month.
- Working on a bug where the State location was listed in the wrong region.
- Working on a bug where Player's could crash the price of a product by having the State Deliver to shops.
- Working on a bug that prevented player's from sending to correct products to make a Train Set to the Toy Factory.
Working on adjusting the Research Categories, so that it can fit more items.
- Working on making PR events affect the Whole map instead of just a single Region.
- Working on an exploit where you can build roads over trees in another region.
- Working on fixing the Text on the Headquarters, so it doesn't block icons.
- Working on making sure Oil doesn't appear twice in some text.
- Working on improving the Production Panels for Livestock recipes.
- Working on showing the correct starting Bid in the Auctions Panel.
- Working on changing the order of the Save Game and Load game lists.
- Working on improving the Auction Notifications to include who won the Auction and by how much.
- Working on changing the name of Fluff to Stuffing
- Working on updating the Recipe Book to include all the new Recipes.
- Working on updating the Tutorial with some minor corrections and adjustments.
- Working on fixing a compaitibility issue with a name mod that causes incorrect displays.
To do immediately after release
- Going to add Headquarter specialties when players invest in a model change.
- Going to add Town NPCs to Settlements.
- Going to add Production Overview Screen improvements and updates.
Patch A10.1:0503a (05 March 2019)
Improvements and Changes
- Updated the Tooltip for the Undo button.
Bugfixes
- Fixed the Plus and Minus signs in the Logistics window so the increment properly.
- Fixed a bug where Farms or Factories were not able to get Products from a Warehouse.
Work in Progress for A10.x
- Working on solving some saving issues.
- Working on adding a Query Tool.
- Working on adding a Crosswalk Texture to intersections.
- Working on disabling the Cursor during intro video and splash screens.
- Working on the incorrect figures appearing on the Production Overview Screen.
Work in Progress for A11
- Working on adding special bonuses to Headquarters when you invest in a model change.
- Working on creating One-Way Bridges and Tunnels.
- Working on getting AI Entities to use all harvesters available.
- Working on making different map layers to condense the information players see.
Patch A10.0:2202b (21 February 2019)
Improvements and Changes
- Adjusted the State to only be able to Sell Raw Resource Products.
- Changed the length of the day from 10 seconds to 8 seconds.
- Updated Road Icons on the Construction Bar.
- Adjusted Settlements, so they do not place houses within 15 tiles of a Raw Resource Node.
- Adjusted the saving icon, so it is visible all the time when saving on another thread.
- Improved the Ghost Truck Material for better performance.
- Right Clicking when in Build Mode will close Build Mode.
- Fields that have stopped working due to Pollution will turn darker until it is Healed.
- Added a second connector to Warehouses; one entrance and one exit.
- Replaced web page links to work properly.
- Added honking sounds to trucks if they wait around in one spot too long.
- Added Traffic option to the Settings menu:
- Name: Traffic
- Setting: On / Off (On increases difficulty by 75%)
- Description: "Toggles the traffic mechanic. Be careful of grid locks!"
- Defaults:
- Newcomer and Normal: off
- Veteran and above: on
- Added additional Tooltips to the Construction Bar.
- When using the Send to Nearest Warehouse option and that Warehouse is full, that option becomes disabled.
- Hitting Alt will not open Production Bubbles and Truck Queue Bubbles in the following order:
- Production Bubbles
- Truck Queue Bubbles
- Both
- Adjusted the Final Score Difficulty Settings.
- Adjusted the Construction bar to always be the top User Interface.
- Will not appear above the Tech Tree, Production Screen, Budget Screen.
- Changed the building the Dinner Container is produced at:
- Preservation Factory to Papermill.
- Updated the Tutorial and fixed some issues with it.
- Disabled unused Unity Features.
Bugfixes
- Fixed a bug with One-way roads that caused Trucks to only be able to merge via one lane.
- Fixed a bug with the Vehicle Queue that caused Trucks to overlap.
- Fixed bugs with Boats, Trains, and Zeppelins that were caused by Truck Traffic implementation.
- Fixed a bug with Demolishing that caused Players to be able to remove entrances and exits.
- Fixed a bug with the Dirt Road tool where it would create Urban Roads instead.
- Fixed a bug with AI Roads where the Player was able to Demolish them and replace them with One-Way Roads.
- Fixed a bug with Tunnels that caused Trucks to become mostly transparent when leaving the tunnel.
- Fixed a bug with the Truck pathfinding where Trucks would not use One-Way and Two-Way crossroads properly.
- Fixed a bug with Demolishing where players would not be able to Demolish anything.
- Fixed a bug with Water Towers where the increase collection radius did not display correctly.
- Fixed a bug with Interface Settings where options would appear twice without a content.
- Fixed a bug with Help Popups where they would appear even when they are set to “Don’t Show Any”
- Fixed a bug with the Road placement where its starting highlight would not appear.
- Fixed a bug with the Truck Depot where you could not Demolish it if there were Trade Trucks en route.
- Fixed a bug with Settlements where they would place land bridges in weird locations.
- Fixed a bug with Zeppelins where their costs were the same for any distance.
- Fixed a bug where the AI would cause a traffic jam in Settlements.
- Fixed a bug with the Eyedropper helper did not display the Eyedropper Hotkey properly.
- Fixed a bug with the Wholesaler where it would accept non-Contract products.
- Fixed a bug with Offshore Harvesters where their placement shadow would not appear.
- Fixed a bug where Boat was producing Pollution.
- Fixed a bug with Trucks where they were turning into Ghost Trucks for no valid reason.
- Fixed a bug that caused Trucks to treat Road Bridges, Bridges, and Tunnels as intersections.
- Fixed a bug that allowed Trucks to overlap due to high Time Delta.
- Fixed a bug with Bridge Ramps that allowed different network types to build through it.
- Fixed a bug where Trucks from a Warehouse were turning into Ghost Trucks.
- Fixed a bug that disallowed Sand Harvesters from dispatching to the Sand Collector.
- Fixed a bug where One-Way Roads would unlock when Urban Roads are researched.
- Fixed a bug that caused all AI and Player Traffic to stop.
- Fixed a bug with Railway Tracks where it would deduct money continuously while it was being placed.
- Fixed a bug where AI buildings were generating Pollution when they shouldn’t, after loading a saved game.
- Fixed a bug where pressing the ESC button would not bring up the Menu.
- Fixed a bug that caused Players to be unable to place roads.
- Fixed a bug with Water Towers where they didn’t have a proper entrance that didn’t cause Trucks to no ghost.
- Fixed a bug that allowed players to build Urban Roads without having to research it.
- Fixed a bug that would cause the game to freeze when loading a mod.
- Fixed a bug where a player could get infinite money by undoing Buildings during the Fixer Upper event.
- Fixed a bug where trucks would not ghost properly when the direction of a One-way Road was changed.
- Fixed the material on the Warehouse.
- Fixed a bug with the Traffic Manager that disallowed Scenarios from loading.
Work in Progress
- Fixing a bug with Traffic that allows it to produce Pollution when it is disabled.
- Fixing a bug that prevents the Truck Queue Bubbles to function when empties a Warehouse.
- Fixed a bug the AI where it will place an Iron Mine but no Harvesters for it.
- Improving the wait time for saving a game
- Working on adding buffs for the industries based on the Headquarters specializations.
- Working on adding crosswalks to intersections within Settlements.
- Working on a query tool so players can get more information about a selected Building.
- Finding ways to improve building pathfinder performance.
Patch A8.2:2112a (24 January 2019)
Additions
- Added Helper Bubbles
- Players will get Helper Bubbles to help guide them through a game of Rise of Industry.
- They will spawn automatically when a Player does an action or something bad is happening.
- They can be turned off in the settings, but also by clicking the [Don’t show again] Button.
Improvements and Changes
- Made many changes to improve performance.
- Removed Berries from the Liquor Tree.
- Updated the in-game Wiki Link to a new guide on the Gamepedia Wiki.
- Adjusted the State to buy Products at 100% Global Market Price instead of 50%.
- Removed the 100% indicator for Products in the Global Market.
- Added a Typewriter sounds for when Player is typing something.
- Adjusted Demolishing to refund 100% of costs if used when the game is paused.
Bugfixes
- Fixed a bug where there would be two production bubbles after buying an AI Building.
- Fixed a bug where Recipes were appearing in the wrong Factory.
- Fixed a bug where the game was showing Players they had zero money at all times.
- Fixed the missing China font Atlas.
- Fixed a bug where switch Languages would not apply until after the game was restarted.
- Fixed a bug where the Low Selling Price Helper was not displaying the correcting information.
- Fixed a bug where clicking the [Show All] button was not functioning correctly.
- Fixed a bug where the Helpers were not translated when switching languages.
- Fixed a bug produced by the Shaders in the Linux version of the game.
Patch A8.2:2112a (18 December 2018)
Improvements and Changes
- Condensed the Growth Contract Icons into one icon instead of three.
- Added warnings in the Request Panel for letting the player know if there are grave issues.
- Added a Notification alert when a Growth Contract spawns in a Settlement.
- After Notification an Event like Notification will appear on the right side of the screen.
Bugfixes
- Fixed Region Lines to change when the tiles they are attached to are terraformed.
- Fixed some Achievements that weren’t unlocking.
- Fixed some deadlock situations that caused Requests not happening.
- Fixed Region lines not updated when terraforming at the Region edges
- Fixed save games made in the future (???)
- Fixed some animations that didn’t want to play
- Removed the possibility to send Construction Material to Wholesalers when not advancing Settlements
Patch A8.2:1812b (18 December 2018)
- Added new Christmas themed textures and models for Map Tiles and Trees.
- Adjusted the sun to better reflect the season lighting.
- New camera snow effect.
Patch A8.1:1212a (13 December 2018)
Improvements and Changes
- Added the conditional AND/OR for objectives in Scenario Creation.
- Adjusted the Population caps and Settlement starting settings.
-- All start with Farmer’s Market and Hardware Store.
-- Removed the starting shop, introduced a fourth tier. Towns go back to have 2 starter shops (no initial 3rd shop)
-- 80% of Settlements start with 50k to 100k population.
-- 20% of Settlements start with 175k to 225k population and one additional shop.
-- Adjusted how Settlements level up between Tier 0 to Tier 4.
Bugfixes
- Fixed a bug where Grants would not give players the correct amount.
- Fixed the Spawn rate of Settlements, so most of them do not have a third shop.
Patch A8.0:2911a (30 November 2018)
Important stuff:
- Trade Routes are now Trade Requests (aka TheNetwork™). Do the third tutorial to know what they're about!
- Scenarios are in! Some bugs here and there, but they mostly work
- Help Panel removed, replaced by a Wiki (work in progress, link in the main menu)
- Town growth opportunities ready in a week or two
Additions
- Scenarios
-- Players will be able to play Maps with specific objectives and challenges built into the map.
-- Players can create their own scenarios and export them for others to experience.
-- Feel free to come up your most brutal and interesting Scenarios.
- Logistic Networks
-- The Logistics Network System has replaced Trade Routes.
-- Players can move Product between Warehouses using Trade Depots in range.
--- Make a Request at Warehouse, and the Logistic Networks will make sure it gets there.
--- Requests include the Product, the amount, the Trade Depot type, and Priority.
--- Players will be able to manage their requests on the Requests Screen
Improvements and Changes
- Adjusted the Hill Amount order for better clarity and usage.
- Adjusted the Efficiency Tech Tree for better game balance.
- Updated the Vehicle Dispatch Costs, Capacities, and Upgrades.
- Removed all of the +3 Destination Slots Unlocks for Trade Depots from the Tech Trees.
- Increased the Default Font Size of the Scenario Options recap.
- Adjusted Scenarios to no longer disallow achievements.
- Added a new method of adding names to the Settlement list.
- Added the Water Tower Building to the Farms category.
- Added an Achievement for creating a Scenario.
- Added more information to the Scenario Loading screen for corrupt or incompatible save games.
- Added new Hotkey (Ctrl + D) to reset all graphical settings to their Default setting.
- Added a Delete button from the Scenario Menu.
- Unlocked Tier 2 Upgrades for the Demo.
- Added new Tooltip to the Event Menu in Scenario Creation.
- Added an “Amount of Regions” Select in map creation.
- Resource Tooltips have information relative to the Resource Node.
- Reduced the amount of Raw Resource Nodes spawned.
- Added an Efficiency Dropdown menu to entries on the Building Overview tab on the Production Screen.
- Improved the Blur Shader and UI Blur.
- Improved the proximity-based audio.
- Made sure Terraforming remained active while in Edit mode.
- Renamed the Logistics destination category to the Warehouses destination category.
- Adjusted the Scenario Timer for better clarity.
- Matched the Gas Pump Smoke and it’s harvester’s smoke.
- Disabled the Help Panel. Content will now be on the Public Gamepedia Wikia.
- Doubled the Fish Node spawn chance.
- Adjusted the default Volume values:
-- Master 100%
-- Music 60%
-- Ambiance 100%
-- UI 100%
- Added Environment Sounds to Ambiance volume.
- Adjusted sound based on camera position and building count.
- Updated the Tutorial and Disabled F11 Key for tutorials.
- Adjusted various events for better clarity and balance.
Bugfixes
- Fixed the Dispatch Priority Order System to function properly.
- Fixed the Flatten Tool, so it doesn’t create Water Tiles accidentally.
- Fixed the Mod Loader to check the code for errors properly.
- Fixed the Injured Employee event to properly fine the player.
- Fixed a bug that allows Truck Depots to function when disabled.
- Fixed Scenarios where terraforming was not allowed if in debt and bankruptcy is disabled.
- Fixed the Menu layouts so that there is no overlapping text.
- Fixed Train Terminals to properly connect when loading a saved game.
- Fixed the Mod system to function properly with an asterisk.
- Fixed the Starting Money values for better clarity.
- Fixed a bug where Deutsch was not selectable at first run of the game.
- Fixed the Permanent Events feature on the Scenario Creation screen to function properly.
- Fixed a bug that disallowed Farms from retrieving water from Warehouses.
- Fixed a bug where the State Window would not change languages properly.
- Fixed a bug that made Wholesalers change the product they are sending the Player when they run out of the selected Product.
- Fixed a bug that would cause AI buildings to spawn fake full storage alerts after being bought.
- Fixed a bug where /n command would not work in Korean.
- Fixed a bug where the HQ would disappear upon saving and loading after relocating it.
- Fixed a bug where Ghost Towns would appear when creating a game.
- Fixed a bug where a completed contract would not disappear from a player’s contact list.
- Fixed a bug where players would not be able to place Oil Drills on an Oil Resource.
- Fixed a bug where Trucks would freeze while they were en route to their destination.
- Fixed a bug where an event that awards grants would reward it twice.
- Fixed a bug where the Copying tool would copy the wrong Recipe.
- Fixed Shops to display the correct amount stored in them.
- Fixed Zeppelins to work properly.
- Fixed a bug where a Production building in the range of a Warehouse wouldn’t accept resources.
- Fixed a bug where Train Terminals would only work when the Priority is 0.
- Fixed a bug where you could not place roads over Train Tracks.
- Fixed the Livestock Farm so players can change its product while using manual targeting.
- Fixed issue where changing Request amounts would mess with various things.
- Fixed Tooltip for Transport methods to work properly.
- Fixed Trains so they transport the correct amount of units to its destination.
- Fixed a bug where the Copying Tool would not copy manual targets.
- Fixed the Trains to have cars when they are transporting units.
- Fixed a bug where deleting a Warehouse would not remove any requests.
- Fixed Destinations so that pressing Pause would stop deliveries to the building.
- Fixed the Cotton Plantation so units of Cotton are dispatched properly.
- Fixed Logistic Network to allow Warehouses to send a Product which is Requesting that Products.
- Fixed a bug where players could not open a Scenario.
- Fixed Regions to function properly, especially in Scenarios.
- Fixed the Tech Tree to function properly in Scenarios.
- Fixed a bug where the Wholesaler Destination would remain after completing a contract.
- Fixed a bug where Redistribute would spawn twice and cause a cumulative effect.
- Fixed the bug that did not include Bottles when researching Orange Soda.
- Fixed a bug where manually loading a save would not function properly.
- Fixed Map Seeds created by Player and the game to be the same amount of digits.
- Fixed a bug that allowed players to place disallowed buildings in Scenario mode.
- Fixed the Plant Grown Tree terraform option to not function in normal games.
- Fixed a bug that caused the Warehouse to stop supplying.
- Fixed Events to spawn with the proper catalyst.
- Fixed the Pause Icon to function properly.
- Fixed Harvesters so they can only store one unit of a product.
- Fixed bug with purchased buildings so that they properly display ownership transfer.
- Fixed bug with purchased buildings no longer maintains their destinations.
- Fixed a bug that caused goods to appear available for the Logistics System when they are not.
- Fixed a bug where Train Tracks would remain after Demolishing a Train Terminal.
- Fixed a bug where Vehicles would appear offroad after loading a saved game.
Patch A7.4:0711a (07 November 2018)
Ok guys, getting ready for Alpha 8! Scenarios, new Town growth mechanics and above all: The Network (Trade Routes revamp) is around the corner (I'd say 2-3 weeks). Meanwhile we're presenting you with patch 7.4: new event system! You will be able to choose the frequency and type of events spawned, and we tripled the amount of events that can happen! This will make planning a lot more important, as we'll throw many more curveballs your way!
Now, I got a small favour to ask of you: I really want to hear your thoughts, so please, hop on the store page and leave a review. It doesn't have to be good or bad, I just need to hear from you guys. Of course, I'm always available to chat, either here, Discord or email!
As usual, I strongly recommend you start over (save should load fine, but I still think you should start a new map due to the gatherer and economy changes). If you don't want to risk it, hop on the OldVersions branch :)
Improvements and Changes
- Many more events and different diffculties for them (careful with "Cruel"!)
- When you hover over a label with the mouse, it will move in front of other labels.
- Halloween is officially over. No more spooky maps.
- Increased map size of Large Maps by a lot
- New Water Shader!
- Moved Language setting to interface from gameplay.
- Updated the Korean Atlas for better translations
- Adjusted a few Translations in the Tutorial for better clarity.
- Adjusted the Tutorial to mention all three End-Game Products.
Bugfixes
- Fixed a bug where Settlements would not spawn a Hardware Store
- Fixed a slide on the Tutorial that was missing some text.
- Fixed a bug that would cause Trains to explode when entering a Tunnel.
Patch A7.3:2910c (30 October 2018)
Additions
- Halloween is here!
-- Added some spooky music and lightning to get everyone into the mood of the season.
-- Replaced some Rocks with pumpkins.
Improvements and Changes
- Adjusted the featured video to show a featured Mod instead.
- Some performance upgrades
Bugfixes
- Fixed a bug that allowed a Player to place multiple HQ buildings by holding Shift.
- Fixed a bug that caused overlapping AOEs to create weird visual artifacts.
- Fixed the Demo Mode which would freeze upon World Generation.
- Fixed a bug that forced Notifications to remain expanded after they have been moused over.
- Fixed a few typos in the Budget Widget.
Patch A7.3:2410a (26 October 2018)
Improvements and Changes
- Due to popular demand, Mineral Gatherers placement mechanics changed again:
-- They no longer spawn upon world creation.
-- The Player can build them within one tile of a corresponding Raw Resource.
-- The Player can demolish them, which removes the Harvesters and then rebuild them.
-- AI can also build Mineral Gatherers, but the Player cannot demolish them.
-- The depletion of a Raw Resource is based on the Node and not the tile.
- Updated In-game Economy (harder start, easier mid-game).
- Adjusted the Difficulty Percentage so it cannot produce a negative value.
- Adjusted the Warning Notification for loading Outdated Save Files.
- Adjusted Efficiency Values for better balance.
Bugfixes
- Fixed a bug that would cause the Warehouse’s Incoming and Outgoing tabs to occasionally appear blank.
- Fixed a typo on the Save Warning from public build to the previous build.
- Fixed a bug that would cause Trucks to go off-road.
- Fixed a bug where the Area of Effect of buildings will spawn a tooltip.
- Fixed a bug where the Building Tab option displayed Fields and Harvesters as well.
- Fixed a bug where Settlements could build multiple Hardware Stores.
- Fixed a bug where Mineral Gatherers could not be demolished or copied by the player.
- Fixed a bug where Loading and Saving the game would break Raw Resource tile amounts.
- Fixed a bug where the R Hotkey would open the Network Tab instead of selecting the last Road used.
- Fixed a bug where going to a Warehouse’s Storage Tab would create error spam in the log.
- Fixed a bug that would break Boat Trade Routes when you loaded a saved game.
Patch A7.2:1510c (16 October 2018)
Improvements and Changes
- Added the ability to sell Prototypes to the State.
- Added a scrollbar to all options menus in-case of the UI scaling was too high.
- Added an Infinite Resources Setting to the World Generation Screen.
- Options: On/Off (On by default on Freeplay, off by default on Career)
- Description: Natural resources (all, including trees) are never depleted, independently - of the quantity available.
- Difficulty: +50% Difficulty if disabled
- Adjusted the Outdating Save warnings to allow players to force a save into the current build or play on a previous version.
- Lowered spawn chance of Resources
- Made economy a bit better for T1 and T3
Bugfixes
- Fixed a bug where a Settlement would not build a third shop at the beginning of the game.
- Fixed a bug that spammed the error log with invalid GameDate.
- Fixed a bug that would break the Tutorial when playing offline.
Patch A7.2:0910b (09 October 2018)
Couple of important things:
-
This build breaks saves! Do NOT load a save from 7.1.
-
We changed the way maps are generated. Large maps use less resources but take longer to load. If the game freezes when it's generating or loading a map, it's perfectly normal (we're working on this). Just hang in there, and wait. Still don't recommend doing large maps...
Patch A7.1:2409a (26 September 2018)
Improvements and Changes
- Added a Tooltip to locked R&D Button to direct players to the Efficiency Tree to unlock them.
- Added Tooltips to the button in the upper right portion of building panels.
- Adjusting the Efficiency Slider now adjusts the Production Time in the Building Panel
- Using the Copy Tool now duplicates Efficiency settings as well.
- Added the Polish special characters to the language atlas.
- Reduced the size of large maps by 25%, to reduce system resources abuse.
- Leather can now be sold to Hardware Stores instead of the Construction Store.
- Adjusted Heavy Fabric in the Tech Tree to require Dye to unlock.
Bugfixes
- Fixed a Tutorial bug where players could not advance because of new Efficiency Slider unlocks.
- Fixed a Tutorial bug dealing with the State now selling Products instead of buying them.
- Fixed bug where loading an older save would reset the Tech Tree.
- Fixed the log to not spam in non-English languages.
- Fixed a Trade Route bug dealing with pausing and deleting old routes.
- Fixed a bug where the State distance wasn’t calculated correctly.
- Fixed a bug that spawned a Path Alert when buildings were switched from Manual to Auto Mode.
- Fixed a bug where Trains would continue to deliver Products, even if one of them could not be stored.
Patch A7.1:1809a (19 September 2018)
Improvements and Changes
- Can now buy raw resources from the State! Check the icon in the top right of the UI.
- Shift+Hover a building to easily see the destination routes.
- Logistic Permits now do not count towards regional Full Build Permits.
- Added better Efficiency Tech Tree icons to the game.
- Added an Efficiency Status indicator to overview panels.
- Adjusted various buttons on the main menu for better clarity.
- Adjusted Planned Production to show what a Town is actually making versus planning to make.
Bugfixes
- Fixed a bug where Building AOE would turn red when players attempted to Demolish them.
- Fixed Terraforming hotkeys so that they do not work when Terraforming is on.
- Fixed the Terraforming Icons in the ConBar to appear correctly after loading a game.
Patch A7.0:1009a (10 September 2018)
Improvements and Changes
- Lowered Events spawn frequency by half.
Bugfixes
- Fixed bug where mod buildings could not be demolished.
- Fixed bug where map names would revert to the default name.
- Fixed various localizations issues.
- Fixed Tunnel Achievement.
- Fixed bug where the Budget Overview Panel was not being saved.
Patch A7.0:3108d (31 August 2018)
- Important additions for Alpha 7:
- Localisation (EIGHT languages!!)
- Vehicle Path Visualiser (new button at the top of building panels, the one with two arrows)
- New megabudget panel (access at the top right of the interface)
- QoL improvements like extreme performance upgrades, storage reservation and better truck pathfinding
- Preparation of mods (ETA 1-2 weeks)
Patch A6.2:1707a (18 July 2018)
Improvements and Changes
- A lot of changes to the economy, favouring Early Game
- Increase a lot the price for Farm Fields and Harvesters
- Rephrased some slides in the Tutorials.
- Adjusted Town Overview Planned Production to Planned Town Production.
- Adjusted the Discord button on the Main Menu.
- Added new Contract Sounds.
- Adjusted the Budget Panel to show Terraforming costs.
- Adjusted the Budget Panel text to correctly display negative cash values.
- Adjusted Production Panel to include the State as a buyer.
- Adjusted Tech Tree Locked Text for better clarification.
- Updated the Construction Goods and Hardware store Icons for better visibility.
- Adjusted Default Autosave interval to 30 Mins.
- Renamed the Toggle Building button to Toggle Building Activity.
- Added a new icon to vehicles for when they are empty.
- Removed the Freecam “Scroll” adjust lens hotkey image.
- Adjusted building animation speed to be random amongst all buildings.
- Adjusted the Building Sale:
-- New Title: Building Discounted!
-- New Description: Placing more of this Building type just got a lot cheaper!
- Removed Wiki mentions on the Main Menu, the Help Panel, and the Tutorial.
- Adjusted the text color in the Production Panel for better visibility.
- Adjusted storage for buildings.
-- Non-Logistics Buildings: 40 (+10 w/ Unlock).
-- Logistics Buildings: 74 (+25 w/ Unlock).
- Removed Trucks per Day selector. Now always 3 per day.
- Renamed Experienced difficulty to Normal.
- Moved UI Scaling to Graphics Settings and changed the Description:
-- New Description: Adjusts the size of the User Interface. Adjust gradually and don't go too high too fast!
- Added new UI sounds for various Contracts and Tech Tree actions.
- Adjusted Building build mode animation to LERP instead of being instant.
- Adjusted the sound for building mode rotation.
- Added new gameplay setting:
-- Title: Minimal Money
-- Settings: On/Off (default ON)
-- Description: Applies a minimal value to the money indicators (for example: 2M instead of 2,000,000)
- Adjusted Demo to prevent players from Researching Tier 2 Unlocks and Auxiliary Tech Trees.
-- Adjusted Warehouse AoE:
-- 25 Tiles (+5 with Unlock).
- Added Fullscreen Settings to Graphics Settings
-- Name: Fullscreen
-- Settings: Windowed / Borderless / Fullscreen
-- Description: Choose the type of windowed or fullscreen exclusivity
- Adjusted Product Icon to display more progress information:
- Grey Bubble - nothing being produced or building disabled by the user
- Red Bubble - problem with production line or building
- Grey Bubble filling with green - Producing product
- Adjusted Research Popup to display the amount of money and time to complete the research when research is disabled.
- Added new Tech Tree Icons.
- Adjusted Eyedropper to copy:
-- Number of Trucks.
-- Auto-target status of the copied building.
-- Target Warehouse if in Manual mode.
- Added Slider to Warehouses to indicate the amount of product it supplies Production buildings in cycles.
-- Settings: 0, 1, 2, 3, Infinite
- Adjusted how Logistical Permits are calculated:
-- Logistical Permit = 25% Full Build Permit
-- Full Build Permit cost after purchasing a Logistical Permit = 75% Full Build Permit
-- Logistical Permit own count does not count towards Full Permit Price.
- Adjusted borderless fullscreen to not mute or pause when not in focus.
- Added a Hotkey to force the tutorial to move to the next panel.
-- Next: Shift + N
- Adjusted Production Icon to open its building panel when clicked.
- Adjusted Fields and Harvesters Upkeep to be the same percentage as buildings.
- Adjusted Production Icon Mode to not show AI owned building.
- Updated Building Prices and their modules.
- Adjusted Warehouse to allow the Cycle Slider to be used in Manual Mode.
- Added a Hotkey to undo building placement when the game is paused:
-- Undo: Ctrl + Z
- Added command to Road Mode:
-- When placing an L shape road, a player can hold Shift to alter the direction of the curve.
- Removed Cycles function from Logistic Buildings.
Bugfixes
- Fixed Error with Warehouses in Auto Mode when they loaded into the game.
- Fixed Trade Route text to reflect the correct vehicle used.
- Fixed bug where placing buildings within range of Warehouse acted as if Player was holding Shift.
- Fixed building suffix to not be “0” when placed within range of a Warehouse.
- Fixed bug where buildings and Warehouses would not recognize each other.
- Fixed "0" buildings to be able to be demolished after demolishing the Warehouse in range.
- Fixed bug where buildings placed within the range of a Warehouse would show Wood as their default product.
- Fixed Trade Routes interface to properly bring up the Product selection interface.
- Fixed Freecam Mode to use the same settings as the gameplay camera.
- Fixed Trucks transporting Grape Juice to display product model correctly.
- Fixed bug where a building in the range of two Warehouses to correctly display the product's destination.
- Fixed bug where Warehouses would create a fake number of goods.
- Fixed Production Buildings to dispatch the correct amount of trucks for a task.
- Fixed bug where demolishing a Warehouse prevented buildings in range from recognizing other Warehouses.
- Fixed the Save Game Cancel button, so it does not save the game when clicked.
- Fixed Eyedropper to create a new building correctly, so it doesn’t break Trade Routes.
- Fixed several bugs in the tutorial.
- Fixed Warehouses so that when the Automated Warehouse setting is off the Warehouses in-game settings is OFF/Manual.
- Fixed bug where Production Buildings recognized all warehouses on the map.
- Fixed bug where the game could be paused and unpaused from the Esc menu.
- Fixed bug that increased game loading time.
Patch A6:2406a (25 June 2018) Windows only
- hotfix patch that breaks most saves but solves a gamebreaking issue.
Patch A6:1906a (20 June 2018)
Improvements and Changes
- Adjusted Production Buildings to dump unused Products when shifting Recipes.
- Increased the number of Settlements placed on large maps.
- Updated the Help Panel with current information.
Bugfixes
- Fixed a bug that disallowed Trade Routes from working with multiple stops.
- Optimized Gatherers so they do not allocate extra memory.
- Fixed the Budget Widget to display Deconstruction Income.
Patch A6RC3:2105 (21 May 2018)
- Tech Tree: Complete overhaul following your feedback
- Loans: Need financial help? Get a loan. Just make sure you can keep up the repayments!
- HQ: Cosmetic Headquarters for your business empire. Control loans and research from here
- New Houses: Brand new houses with new look
- New Distribution Method: Changed the way that trucks are dispatched
- New Economy Changes: New recipes, timings and ingredients
- Coming Soon: What you can expect in the near future!
Patch A6RC2:0505 hotfix (10 May 2018)
Sigh, there was an extra zero in the population growth controller, making them too slow to grow. Fixed and shouldn't break anything :)
Patch A6RC2:0405 (10 May 2018)
- Bigger regions
- More towns, less empty spaces
- Towns don't stupidly build houses on top of coal
- Changed AI behaviour: less aggressive, more buildings, but placed slower
- More copper for heavy industry
- New panels and popups in the main menu
- Speed controls for the freecam
- New configurator loader when the game starts, in case you mess up the config
Patch A6RC2 (20 April 2018)
- Cosmetic Updates: Brand new UI with coloured icons and modern panels
- Terraforming: shape the world to suit your industrial needs
- New Tutorial: Now split into 3 parts to be relevant whatever your experience level is
- Performance upgrades and bug fixes
- Tech-tree: Complete revamp to be the tech-tree that you want to see (coming soon)
Patch 0.5.2.2302 (23 February 2018)
Additions
-
Added Trade Route button to the following Logistical Building panels:
-
Truck Depots, Train Terminal, Boat Depot, and Zeppelin Stations.
-
Added Town Industries option to Custom Map Settings to turn on/off the ability of Settlements to place Buildings (Default: On).
-
Added Edge Panning Speed option to Controls Settings:
-- Range: 0-300% (Default 100%).
-
Settlements now place buildings far away from urban areas.
-
Settlements now add a new shop every 100K population instead of 75k population.
Improvements and Changes
-
Adjusted the Budget Flow to reflect the current month instead of the last 30 days.
-
Adjusted the Warehouse Area of Influence color for better visibility.
-
Adjusted Shops to be considered “supplied” when 2 Products are provided instead of just 1 Product.
-
Lowered Bloated Status of Settlements:
-- “500k to 1 mil” to “500k to 750K”.
-
Adjusted how Demolishing to allow the connector road tile on buildings to remain after Demolishing to prevent breaking any AI Paths.
-
Adjusted Alpha Value of Building Road Connector for better visibility.
-
Adjusted Coastal Building Placement to allow for 2 rows of tiles past the coastline versus just 1 row of tiles to place a building
-
Adjusted Train Track Hologram Model for better visibility.
-
Adjusted Camera to center on the biggest settlement on a map after loading into the map.
-
Adjusted All Alerts to be displayed in Uppercase.
-
Changed all Logical Building (Warehouse, Depots, and Wholesaler) max Truck limit:
-- 9 Trucks to 15 Trucks.
-
Changed Warehouse Overview value:
-- Total Stored to Total Capacity.
-
Changed naming convention:
-- Cycles to Days.
-
Doubled all Logistical Buildings Storage Space:
-- Warehouse: 375 to 750.
-- Truck Depot: 120 to 240.
-- Train Terminal: 120 to 240.
-- Boats Depot: 90 to 180.
-- Zeppelin Station: 120 to 240.
-
Removed Permits from Freeplay game mode.
-
Renamed Mouse Wheel setting tooltip:
-- "This option allows the use of the mousewheel to rotate as well." to "This setting also allows rotating the buildings using the mousewheel"
Bugfixes
- Fixed Game Pause when looking at the Tech Tree.
- Fixed World Generator crash with Custom Maps.
- Fixed map name resetting when reloading Custom Maps setting.
- Fixed Expenses not being displayed correctly.
- Fixed bug that disallowed players from buying a building with enough money.
- Fixed Trade Trucks to deposit their inventory into their destination depot after loading a save game.
- Fixed issue that caused Autosaving, Saving, and Loading to take longer than normal.
Known Issues
- Trucks sometimes like to go in a straight line, avoiding roads
- Boats love to think they’re hovercrafts and travel on land
- Loading sometimes empties the cargo of vehicles (pesky contraband)
Patch 0.5.1.1602d (19 February 2018)
9 people and 56 energy drinks later, we present to you patch 0.5.1!
Want to start by saying that we've personally have been checking every single review, thread, tweet and let's play to gather as much feedback as possible to make this first patch a clear message about how we intend to develop this game. We are always watching and reading, as we believe Early Access is about developer and player interaction, so there can be a strong exchange of thoughts and feedback to improve. If not, what's the point? Sell a few copies and run? Nah...
We're here to resurrect our childhood love: Industry Giant, and bring it to this decade. For that, we need your help, so keep those threads and videos coming! Of course, we would like to make all of the changes now, but bear with us, some take longer than others. Throughout Early Access (and after full release where necessary) we will keep tweaking and improving the overall gameplay experience.
But for now, please sit back and check out these changes (especially in the new wholesalers and tech tree changes), as a lot might change the way you have to play.
Now need to sleep for 3 or 4 days straight. Enjoy the weekend!
Release Date 2/16/2018
Patch 0.5.1:1602
Additions
-
Added Logistical Permits to Settlements, 3 Permit options are now available:
-- Purchase Full Build Permit - (formerly known as PURCHASE PERMIT)
-- Purchase Logistical Permit - (Allows Logistical Buildings and Network structures to be placed at 25% the price of a Full Build Permit)
-- Upgrade to Full Build Permit - (Allows you to upgrade your Logistical Permit)
-
Added Truck Drive Settings in the Gameplay Options:
-- "RIGHT HANDED" to "RIGHT SIDE"
-- "LEFT HANDED" to "LEFT SIDE"
-
Added togglable mouse wheel functionality to rotate buildings when placing.
-
Added functionality, allowing Product Icons to open their Recipe.
-
Added building clone functionality to copies settings like the recipes and destinations of the chosen building:
-- Left-CTRL + Left-Click in eyedropper mode. First, click on your source, then click on your target(s).
-
Added a New mouse cursor to better match our art style.
-
Added a Building Demolition Confirmation popup that appears when Demolishing.
-
Added a Confirm Demolish setting in the Gameplay options to turn the Demolish Confirmation popup on and off
-
Added a Region Size setting to Custom Game Settings.
-- Range: 25% to 200% (Default: 100%)
-
Added an option to disable Alerts/Notifications on Buildings via an icon in the top right corner of their panels.
-
Added a 1-Day delay to Alerts on buildings to prevent Full Capacity Alert spam.
-
Added more functionality to the TAB Key, it now has 4 modes:
-- Show no labels.
-- Show only Settlement and Region labels.
-- Show Settlement, Regions, and Resource labels.
-- Show all labels (Settlements, Regions, Resources, and Buildings).
-
Added a scroll view to the Wholesaler panel to allow visibility of all products available.
-
Added New Event and Alert Icons to help with clarity.
-
Added functionality that pauses the game when the player when working in the tech tree or the Choose Specialization screen.
-
Added a Full Storage Alerts setting in the Gameplay options to turn Full Storage Alerts on and off.
-
Added functionality to check if a Product is a Component and raises its Shop Price by +10%
-
Added functionality to check if a Product is a Raw Resource and raises its Shop Price by +25%
Improvements and Changes
-
Adjusted Tech Tree Unlocks to improve access:
-- Plantation T3 to T1.
-- Compost Pit T1 to T3.
-- Glassworks & Smelter T2 to T1.
-- Food Factory T1 to T2.
-- Orchard T1 to T2.
-- Fish Farm T2 to T1.
-- Livestock T2 to T3.
-- Berries are now the default minor unlock of the Plantation.
-
Adjusted Dynamic Economy Formula to lower Demand:
-- Monthly Quantity demanded = Roundup((Population of Settlement / 10,000) (how many of that product are made in a month 0.1) to Monthly Quantity demanded = Roundup((Population of Settlement / 25,000) (how many of that product are made in a month 0.1).
-
Adjusted Region Coastal Building placement rules for coastlines that are shared by two Regions.
-
Adjusted Wholesaler Product list to include Products the Settlement generates.
-
Adjusted Building Area of Influence color for better visibility.
-
Adjusted the Budget Flow to reflect the last 30 days instead of the current month.
-
Adjusted Balance Tooltip to say “Last 30 Days”
-
Adjusted the Dirt Road Speed to favor the Urban Road.
-
Dirt Road Speed 75% to 50% Speed
-
Adjusted Wholesaler prices to adjust long-term playstyles:
-- Sells Products at 100% Market Price to Sells Products at 200% Market Price
-
Adjusted the In-Game Tutorial on how to place Roads to be more clear and concise.
-
Adjusted the Panel Spawn Location to be closer to the left edge of the screen.
-
Adjusted the top Event notification to always appear in front of everything, including panels and Tech Tree.
-
Adjusted Regional Events to spawn only when a Player has a building in that Region.
-
Changed Sounds for Mouse-hover, Rotation, and Demolition Sounds.
-
Changed Building Hub Road to use Dirt Roads instead of Urban Road on Farms, Gatherers, and Harvesters.
-
Changed Autosave Interval Options:
-
Never 1, 2,3,5,10 minutes to Never, 5, 15, 30, 60 minutes
-
Cleaned up number format to appear more clear and concise.
-
Enabled the Tutorial UI to scale when the UI Scale setting is changed.
-
Implemented TextMeshPro to improve the appearance of text
-
Reduced the size of Alert Icons by 50% at specific zoom levels.
-
Refined a few UI Elements to be more clear and concise:
-
Dump button in storage panel
-
Yes/No buttons when changing production in the production panel
-
Vehicles tooltip italic text
-
Removed Rotation Cooldown to improve building flow.
-
Removed the Pin Icon on Building Panels.
-
Removed Truck Upkeep for Idle Trucks so only Dispatched Trucks will cost money.
-
Removed the 1 Steel from Wooden Barrel Recipe
-
Removed need to select Minor Unlocks in the Tutorial
-
Updated the Recipe Book PDF link in the Main Menu.
Bugfixes
- Fixed the Building Manager not saving configurations.
- Fixed the Money Tex Colors to properly represent their values.
- Fixed the Lumberyard Harvesters not disabling when Trees are removed.
- Fixed the Warehouse gathering error “Tried getting path from warehouse for null?!“.
- Fixed the Train Station Hub Track Deletion exploit.
- Fixed the Settings Screen not being accessible when in the Tutorial.
- Fixed the Event Notifications not scaling with the UI Scale setting.
- Fixed the Cargo Models orientation on Trucks.
- Fixed the inability to place Bridges when unlocked in Tech Tree.
- Fixed the Game Speed key sounds not playing.
- Fixed the Missing Train Terminal placement hologram model.
- Fixed the bug that crashed the game after the Intro is done playing.
- Fixed the Construction Panel Tunnel and Bridge sounds not playing on when built directly from the Construction Panel.
- Fixed the issue where Trade Route names would not appear properly.
- Fixed the Copper resource to appear when the TAB key is clicked.
- Fixed the compatibility issue after the intro video played on Linux builds.
- Fixed the Tunnel Image.
- Fixed the Shops Product List to include all Raw Resources.
- Fixed the Input Field for the Building Name in the Building Panel.
- Fixed the Input Field for the Recipe Book search field.
- Fixed the Input Field for the Savegame name.
- Fixed missing text in the Choose your Specialization
- Fixed misaligned text in the Help Panel
- Fixed bug that prevented trucks from being Dispatch from a cloned building.
- Fixed the missing Truck Depot tooltip.
- Fixed the “Building in Range” panel so it can be closed.
- Fixed Event Typo:
- Invocation to Innovation
Patch 0.5.0.1002 (12 February 2018) Windows only
Some of you had issues with the tutorial, so we rewrote most points. Of course, included some bugfixes, but this update is mostly about the tutorial.