- Fixed missing hologram for correctional center. - Added minor upkeep cost for mayor's house. - Fixed labour demand calculation underestimating demand.
Known issues: Resource allocation has some issues (but should generally lead to more output than there should be). Building status view is bugged (related to resource allocation issue).
A fix for the known issues will be live tomorrow or on wednesday at the latest.
0.69 goes live! Pumpkins are back in town!
Hello!
I'm pushing an update to fix some minor issues and to add some overall polish in building placement etc.
0.68 -> 0.69 - Pumpkins are back! - Lowered concrete cost for foundations. - Tweaked tax income from RCI and H. Early tax income bonus time increased. - Increased emergency loan size. - Lab credit upkeep cost reduced. - Added difficulty slider in world creation screen. Hard mode coming in 0.7. - Atlantis mode deprecated - cities made in this mode will be converted to the newly added easy mode (same thing). - Ensured camera is returned to source position after camera shake. - Lowered screenshake when placing buildings. - Updated 2x1 sized decorations to match plaza type decorations and plazas. - Increased culture output of upgraded mayoral house. - Added slight culture output from mayoral house and city hall. - Added busstops to public transport view so they are easier to spot. - Adjusted destruct particles to get recycled quicker.
- Tidied up object placement hologram so that it doesn't "fly in" when selected. - Tidied up code for placing grass and roads on newly added blocks.
- Fixed (most likely) demand calculation for buildings unaffected by the global economy. This issue usually showed itself as production buildings having 0 labour for example. - Fixed placement hologram not disappearing when switching from building to bull dozer. - Fixed park footprint to work with world textures. - Fixed not being able to place tram tracks on road tile after busstop has been placed on the same tile. - Fixed roads connecting via the side of busstops. - Fixed missing tunnel face icon. - (Prospective) fix for resetting controls to default. - Fixed UI color and shadow/texture quality resetting when resetting to defaults.
There was an issue where factory and building output would sometimes "cut off". This was due to a calculation error for buildings unaffected by the global economy. This is hopefully fixed, or at the very least much less common now.
I've tweaked tax income from RCIH and some building upkeep costs as well as lowered concrete costs for foundations (making city expansion a bit cheaper in that regard).
I've also added a slight culture output from mayor's house and city hall buildings.
I've also cleaned up building placement code and made it smoother.
0.68 is live!
Hello!
I was notified that Atlantis mode wasn't displaying the blocks properly (due to the object merger missing the initial blocks there) - SO! Game has been updated to fix this issue, and a bunch of other minor changes!
0.67 -> 0.68 - New block icons added. - Added being able to build trams on new block types. - Added missing night time lighting for fourth tier highest density commercial building. - Grid now follows pointer when placing blocks - Lowered volume of police and fire department vehicles as well as ambulances. - Park footprints adapted to be surrounded by grass to better match with park-like decorations. - Adjusted school footprint to better match surroundings. - Improved vehicle performance. - Improved car intersection behavior.
- Fixed cars not moving properly on the outer rounded block type. - Fixed road tunnels not saving properly. - Fixed tram movement issues. - Fixed trams not spawning. - Fixed roads connecting through the side of a tunnel if there is a road directly outside and the road in the tunnel was placed after the other road. - Fixed shadow caster in tunnels. - Fixed bug where Atlantis level blocks would not be sent to block merger and thus become invisible. - Fixed destruct sound for demolishing buildings. - Fixed placement frame not being removed when placing decorations on items (as click and drag isn't available).
There were some issues relating to the newly added block types, tunnels not saving for example or cars not being able to move properly over the certain road types. These have now been addressed.
Trams can now be built over the new road types on sloped or slanted blocks. In working with trams I also noticed a few issues that have been addressed - among them trams not spawning properly when placing a tram station.
I've started cleaning up building, block and road placement code and fixed some minor bugs there. For example, the click and drag frame would display even for decorations that can only be placed individually.
Some of the park textures have been cleaned up so they don't have paths leading to the edge of the footprint in order to make it easier to build large park areas that blend together well.
This update was a bit rushed to fix the Atlantis mode bug, but I should have another build up fairly soon to cover the remainder of hotels for example.
0.67 is live!
Changelog 0.66-0.67
- Additional building block types added. - Adjusted sloped road. - Adjusted distance fade out. - Updated polish localization - Changed object merger to also merge grass and plaza objects to create better batches and more efficient shadow casters. - Separated destruct particles and sounds so that water blocks have their own particle type when being destroyed. - Special blocks (sideblocks etc.) can now be placed on temporary blocks. - Fixed null ref error in landmode when trying to demolish terrain. - Fixed bug where building an avenue over a regular road would sometimes not spawn the correct intersection type.
Known issues: Sometimes, a road or decoration does not correctly adapt to the underlying block - this will be addressed in the next update.
Version 0.67 will be live tomorrow!
Hello!
The upcoming version is almost ready, it will be live tomorrow around noon, central european time!
This version adds in a bunch of new block types and is the first version in a few upcoming versions that focuses on improving construction and building placement. The remaining hotels and ideology buildings will be included in these versions as well.
The newly added blocks will allow more customization and toying around with different island looks etc. Some of these have been available prior, but were then categorized as a decoration and as such could not be built on, and it also adapted itself to neighbors instead of being fully customizable.
Roads that match these new block types have been available since way back, but had to be placed individually as a unique, special road tile. They have now been incorporated into the regular road placement tool, so that the road placed automatically adapts to the underlying block type. Currently, only the basic road works this way, but I will be adding in the avenue road type as well as trams to this as well.
The grass and recently added plaza type can also be placed in the same manner, automatically adapting to the block underneath.
There are also two new block types of a more decorative style. The other one was showcased in the last devlog. This one works in a similar way, and also allows for the addition of a decorative border around it.
The polish translation has been updated! The localization system is still in the works and will hopefully transition completely to the new version in the next update. I'm in the process of adapting the existing translations to the new system and in doing so will also start looking into getting these updates up to date as well.
More block types and better mesh merging
Hello!
A bit late with the devlog, but here it is!
I'm currently finishing up on the new block pieces (adding inner and outer corners etc). There are now an inner and outer rounded slope piece that works well with the road pieces of the same type.
Having redone part of how building placement works, I've been able to add in more interesting pieces - like the recently added vactrack tunnel. I've now also added a proper road tunnel.
I'll be redoing part of how road placement works to allow roads to be placed directly on these sloped pieces, instead of having to place individual, specific blocks with the road already attached. This should make using them a bit more natural.
I've also redone one of the core systems - how blocks and water blocks are merged to produce bigger mesh chunks, which preserve memory with there being fewer objects but also makes shadow casting more efficient. Now grass tiles, roads and plaza tiles are also added to the merger.
There's some more stuff coming in the upcoming version, but more on that in the upcoming devlog!
On the recent update
Hello,
The recent update to fix an issue with the option menu, added some new stuff!
I've updated a handful of decorations to use world space textures instead, meaning they will tile seamlessly. In updating them, I also made them work properly with seasons, meaning they will go brown in autumn and white in winter.
On top of this, I've updated the existing plaza buildings so that they work seamlessly together with these decorations as well as other plazas, meaning you can make more customized plaza areas.
In the next update I will make the same changes to the existing parks and grass type decorations. This isn't as big a job, but should make it possible to make more dedicated park areas.
I noticed some stuff wrong with the big vac train station texture (grass area was glossy). This has now been fixed.
I recently mentioned that the fade out ramp texture was changed. For some reason Unity didn't seem to manage to load it at run time the first time you open a city, so I have now added it via inspector to make sure it always works properly. This ramp is a type of raster that makes the fade out more akin to transparency (without the performance hit) unlike the previous that used the destruction ramp.
On top of these changes I've changed the vegetation shader to not calculate vegetation movement if vegetation is further away (since this mostly just looks like jittery aliasing anyway). This also improves performance of the shader a bit, as less calculation is done overall.
Full patch notes
Here are the full patch notes with changes, aside from the aforementioned options menu bug being fixed:
- Fixed shadow caster material issue causing some shadows to not show correctly. - Updated a couple of decorations to work with seasons changing and to fit together seamlessly. - Updated plazas to work with updated decorations. - Fixed second plaza type texture UV being offset. - Optimized vegetation shader. - Fixed grass texture on large vactrain station footprint.
Fix for options menu bug
There was an issue with loading resolutions at start on certain aspect ratios, this has now been fixed!
Small patch
Hello,
Small fix to adress the following:
- Fixed upkeep cost issue making buildings work less efficient in Atlantis mode. - Fixed bug where flower, dyes and textile production would not stack properly. - Adjusted fade out ramp texture.