0.57 -> 0.58 - Changed how world templates are handled to prepare for custom worlds. (custom worlds should be added in the upcoming version 0.59) - Replaced tourism tutorial city. - Added function to flip flippable objects so they are no longer selected from the build menu. Press alt to flip a flippable object! - Standing vactrack station added - Recycling center plop cost changed - removed electronics. Now requires one unit of electronics per time tick to function at 100% - Started adjusting building availibilities and conditions in challenges (these are a bit off currently after making tonnes of changes since the challenges were added). - Minor code optimizations.
- Fixed double blocks placed on level 2, preventing buildings to be placed properly there. - Fixed corner decoration piece not working on water levels. - Fixed corner decoration piece not working in inner corners with corner piece. - Fixed camera "sticking" when close to the ground in retromode levels. - Fixed wind turbines not spinning.
Coming in 0.58
Hello,
0.58 is just around the corner (live tomorrow!). There's a lot of behind the scenes stuff fixed in this one to prepare for a change in how worlds are handled. But there are some other fixes as well.
The decoration tile has been fixed so that the corner piece that was added a while back can also be fitted together with a corner.
A standing vactrain station has been added. This one, like the small 1x4 one, doesn't boost storage and has only a small public transportation effect on surrounding buildings. But given its small footprint and how it's quite space efficient in terms of getting vactracks built away from buildings it fills a function regardless.
I've also added a flip object function for certain objects like decorations and certain special roads (twists for example). That way some objects can be moved away from the building menu and is now instead accessed by pressing and holding alt while an object is selected. Not all objects can be flipped however,
I'm also rebalancing the challenges in the game as there have been a tonne of changes to the game since these were added in. For example, local area effects of (for example) entertainment and culture wasn't implemented back when the challenges were added. So the challenge levels have gotten progressively less and less fair and balanced over time. Starting with 0.59, a few challenges will have been rebalanced.
The tourism tutorial now also has a new level, more fitting the theme of tourism.
On the upcoming version
Hello,
A somewhat delayed devlog, but a devlog nonetheless!
I've continued the work on ideology buildings, which unfortunatly is taking a bit longer than expected. Mostly because they are larger than the average building in the game, but also because of differing designs etc.
The great arena for example will be available when adopting an order ideology.
For solidarity ideologies the revolutionary plaza can be built.
I've also started a new optimization pass, fixing poorly performing code and pressing texture size again.
The next version will be up on monday the 17th of may. Focus will mostly be around performance, but I'm hoping to get some minor additions and UI tweaks in as well.
Version 0.57 is live!
Hello,
Another update will be live in a bit! This time around, I've focued primarily on fixing bugs related to placement of buildings and decorations. Stuff like overpasses not being possible to build over flat blocks for example. Or overpasses and bridges sometimes building with 0 length (basically spawning an overpass/bridge object, but without and segments).
There's also some new stuff that has been detailed in previous devlogs, like diagonal road pieces.
0.56 -> 0.57 - Added adaptive tax revenue. Higher tax revenue early on to help boost cities in the early stages. - Adjusted health insurance cost (down) and parental benefit cost (up). - Added diagonal road pieces. - Corner piece added for one type of decoration. - Changed vehicle intersection behavior. Cars should now be a bit less illbehaved (not stopping) at intersections.
- Fixed main menu not translating when switching languages in options. - Fixed efficiency penalty calculation when resources are missing. - Fixed bridges with zero length being possible in certain conditions. - Fixed side decoration collider so that it can be placed after roads have been placed. - Fixed side decoration so that it removes road connections if placed over road. - Fixed overpasses not working over half blocks. - Fixed flat blocks merging incorrectly in certain instances. - Fixed not being able to place half blocks on the otherside of other half blocks. - Fixed being able to destroy overpass block, without destroying the overpass parent object. - Fixed main menu panel not moving out properly in higher resolutions. - Fixed overpasses not interacting properly with water blocks. - Fixed cars being stalled when a building is placed. - Fixed wrong building sounds playing (for tennis court for example). - Fixed missing mesh for a 1x1 commercial building. - Fixed commercial footprint low detail LOD texture (density 5, wealth 5).
I've added in an outer corner version of one of the side decorations. For the remaining side decorations, the outer corner will be available soon (it requires some further adjustments to work properly).
Since increasing traffic density, it has become more obvious that some vehicles go rogue and decide that basic traffic rules don't apply to them. Essentially they just skip through intersections with no regard for other vehicles. I've started adjusting some timing values that should make this much less common and should improve the visual look of traffic.
As mentioned above, overpasses we're a bit buggy and have therefore been receiving some fixes. In conjunction with flat blocks, overpasses would not calculate length properly. In testing, I also discovered that flat blocks would sometimes merge incorrectly, leaving blocks that we're in between the regular grid size. There were also issues with placing and destroying overpasses and flat blocks using the click and drag destruct function.
It's a feature, not a bug! I've also discovered that buildings will connect to roads that are built directly under an overpass. This means that houses can be built on top of tunnel like areas and function properly. I found that even if this was not originally intended, it does make sense and it will be left in.
Alongside the ongoing ideology work, cars will receive further improvements moving forward. Also, another tutorial is being added in for the next update as well as the aforementioned outer corner for the remaining side decorations.
Diagonal roads, more vehicles and early game adjustments
Hello!
I got caught up with work yesterday, so last week's devlog ended up being posted today instead!
Current work is focused on some new additions, namely diagonal roads!
They are placed the same way roundabouts and either special road pieces are placed, so they are quite as flexible as the regular straight roads, but still offer a lot of possibilities for customization. More work on diagonal pieces will be done later on, and I'm also planning for some special zones that can be placed in the triangular spaces left on the sides of the digonal roads.
Since vehicle performance is fairly solid now, I've upped the amount of active cars in view as well. A thing that remains to be done is to fix cars spawning very closely to eachother, but that is more of a visual issue rather than functional, so it has less priority.
I've also added a way to place outer corner pieces for decorations:
I'm making further adjustments to tax revenue from zoned buildings. From the next version they will start generating slightly less tax revenue to promote the use of other means to make money. In order to avoid this making the early game too difficult, there's a bit of a revenue bonus that lasts quite some time into the game.
Next version should be live next monday!
0.56 goes live!
Hello!
0.56 is now live, here's what's new since the last update.
0.55 -> 0.56 - Expropriation policy now fully functional. Costs of destructing zones are higher when enabled, but conglomerates retain their happiness levels. - Goodsport now has full animation. - Goodsport function now fully implemented. If there's enough capacity, more can imported in shorter time. Import rate 25-250 units per time tick. - Added small aeroport station (less of a growth boost in surrounding zones, but can be placed on small islands). - Added basic city planning tutorial - Added building sound when it is placed. - Added low poly shadow casters and LOD for convention center, - Added low poly shadow casters for hotel third density 4x4 buildings. - Increased car count per building. - Added unique color for supply buildings in view modes when viewing demand for education, health and crime safety (for example). - Improved performance of viewmodes. - Updated german localization - addition of missing text elements coming later on.
- Fixed blimps landing in the same location. - Fixed roads sometimes connecting through decorations placed on edges. - Fixed cogwheel not spinning in building info window. - Fixed cars despawning incorrectly. - Fixed cars stalling when spawned. - Issue with sliders not displaying in the building information window should now be fixed.
The small aeroports are in this version, making small, unconnected islands more viable.
The recently fixed goods port animations have been tidied up and code has been cleaned up.
I've also continued working on traffic code after having separated vehicles into two classes - regular vehicle and complex vehicle. Cars (regular vehicles) have been a bit buggy since, often stalling or despawning. Most of these issues have now been fixed. Cars no longer stall for example, but may remain inactive but visible for a while before receiving their paths - this will be polished up for the next version.
The amount of cars active has also been increased now that it's more predictable how many are active in the scene when they don't despawn incorrectly.
A new tutorial has also been added in - a basic road and city planning tutorial giving some tips on how to make things grow and ways to place roads effectively.
The tutorial also briefly mentions how building reach works - both in terms of buildings reaching roads, and the reach of a building's effects.
Instutes of health and goods port functionality
Hello!
Starting next version, goodsport will have full functionaly. Basically, atmoports used to determine how much goods and people could move into a city at a given moment. This has now been separated into atmoports handling primarily people traffic (and a bit of goods) and goods port handling goods traffic. This means that starting next version, goods ports determine how much is traded per time tick. If you have many active trades at the same, but not enough ports, then less of each item can be imported per time tick.
I've been gradually moving more buildings into the new animation management system to make them more performant and to make them work with the time scale in the game. In doing so I've also finally finished up the animation for the goods port. Containers are now loaded onto and loaded from the freighter. More building animations are coming to make cities come alive a bit more!
Next version, a new blimp station will be added in. This smaller version doesn't boost surrounding growth as much as the bigger one, and relative to its price, it also doesn't provide as much public transport. It does, however, make blimp stations more viable on small islands. Blimps now also don't land on eachother at the stations!
Work on ideology buildings continues - this is an almost finished institute of health which is a special building when adopting communism or authoritarianism:
When built, this building boosts health output of clinics and hospitals across the city.
Fix for goodsport animation
Hello, I've updated the game to fix an issue with the goods port animation (looking glitched and sometimes throwing a null).
/ Nick
0.55 is live!
Hello,
0.55 is now live, a bit of a midweek surprise! Like the previous few version, it is mainly geared at bug fixes and some QoL improvements.
0.54 -> 0.55 - Start assistant added - hinting what buildings are needed to get started. - Made room for another input display in the building info window. One was missing for upper class residences that have many demanded inputs.
- Fixed labour and sevices not getting properly distributed across divisions connected through blimp stations. - Fixed estimation of labour (and resource demand) not adjusting properly to global economy. - Fixed distribution of labour being higher than it should be, leaving certain buildings completely without labour. - Fixed missing destruction holo mesh for water tower. - Fixed incorrect shadow caster in 2x2 lower tier industrial building. - Fixed sea based wind park collider. - Removed area effects that are not relevant for certain buildings in the buildingo info window.
- Added a slider for setting all residential/commerical/industrial or hotel taxes at the same level. - To avoid currency value overflow, currency is revalued at a certain ponit (all costs and revenues cut in half, you get more for numerically less). - Added achievements for having a winning sports team in the city and having currency revalued.
- When a conglomerate leaves, property is distributed across remaining conglomerates, instead of only being bought up by one conglomerate. - Expropration policy added. When demolishing a zone, conglomerates will be reimbursed for their property (costing the city more), but will also retain their happiness. - Total cost of policies in respective group added. - Added additional buildings into animation manager. This optimizes animated buildings, and also makes them properly conform to time scale.
Next update should be on april 19th with continued focus on bug fixes and QoL improvements (including two more tutorials) as well as updated German and Swedish localisation. Behind the scenes, ideology is continually being developed. A proper devlog should be up on sunday as normal (missed the previous one due to easter).
/ Nick
Fix for labour and services allocation when there are aeronautics stations.
Hello,
I've posted a small for for labour and services allocation when the city has area divisions that are connected via blimp stations.