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Genre: Simulator, Strategy, Indie

Atmocity

Patch to fix calculations.

Hello,
Calculations now seem to be stable and correct. Labour should now consistently be used first in utilities like water and electricity buildings and then the remainder is used in zones. Use of labour should also be more consistent in that there will be unemployment in recessions, and shortages in booms.

Production in buildings should also be correctly capped at 125%, which was intended behavior.

Because the required amount of labour is an estimation, there still might be situations where labour shortage becomes more extreme in individual buildings. But it should be rare now, and this should also prevent situations where formerly a building would sometimes flip between very low output and very high output.

/ Nick

Fix for labour calculation

Hello,
I've updated the game to address an issue with labour calculation. Further work on this will likely be needed, but behaviour should be more consistent now.

0.54 is live!

Hello,

0.54 is live! Here's what's new:

0.53 -> 0.54
- Decorative pathway added
- Added a decorative panel.
- Added frame around category buttons in trade panel to indicate they can be clicked.
- Bridge max build length increased.
- Atmoports, goods ports and aeronautics stations can now be rotated.
- Non-symmetric buildings can now be rotated (180 degrees).
- Area information added into building info window.

- Lowered baselikelihood of heatwaves.
- Heatwaves now more common if pollution is high.
- Vehicle code separated into vehicles (cars etc.) and complex vehicles (atmofleets etc.) for memory usage reasons.
- Crime policy costs lowered.
- Residential revenue lowered, commercial, industrial and hotel(ial?!) revenue increased to compensate.
- Cost of unemployment increased.
- Hydrogen power plants now included in green energy category in the budget.
- Convention centers now boost hotels.
- Third density hotels now have night time lights on.
- Ads added to new vactrainstation.
- Parks nerfed.
- Carbon storage facility output increased.
- Citizen reps. now disregard there being no welfare, if there's instead a UBI.
- Property sales tax added. When property is sold, the revenue for the city is shown in the notice. High property sales tax will generate fewer building trades.
- Storage capacity and public transport added as visible outputs.
- Total storage space now visible in trade window

- Absorbent footprint updated.
- First density lower skill commercial footprint fixed (seam).

- Stalled cars should now correctly remove themselves when out of view.
- Fixed block type decorations interfering with roads
- Fixed incorrect distance in density calculation.
- Fixed lack of education, health and wealth (among others) lowering output on power plants. Buildings are generally affected by crime, fire safety and public transport, not the other aspects.
- Fixed bug where adaptive decorations would not load properly.
- Fixed citizen rep. happiness generally being higher than the average happiness for the city.


This update adds some new decorations - a sort of pedestrian pathway and two types of metallic panels that can be used to decorate the side of blocks.



Buildings that could previously not be rotated (atmoports and non-symmetrical buildings for example) can now be rotated. Non symmetrical buildings can be rotated around 180 degrees, as that requires no additional free space.
I've also extended the maximum range of bridges.



There were some missing emission maps, primarily for third density hotels, that have no been added in. On top of that a bunch of textures have been spruced up and edges/seams have been fixed.



A property sales tax has been added. This tax allows the city to make some money when conglomerates purchase buildings from one another. Adding this, I've also changed the likelihood of them purchasing buildings from eachother.

Storage space is now indicated with an icon, so the amount of storage "output" from for example warehouses is apparent. The city's total storage space is also displayed in the trade window.

Area status has also been added into the building info window. So it's now easier to see area statuses that lower the efficiency of a building.



There are also a bunch of fixes, like removing cars that have been stalled and citizen rep happiness being higher than the average happiness of the city.

Patch to fix density calculation issue

Hello,

I've updated the game to fix an issue in the formula for calculating area density. There have also been some changes to texture import settings to preserve memory (thus the large update size).

/ Nick

0.53 is live!

Hello,
I've updated the game! Here's what's new since last version:

0.52 -> 0.53
- Convention center added. A mid game entertainment building.
- A 1x4 sized vactrain station has been added. Has lower stats than the other vactrain stations, and also does not increase storage capacity.

- Notices added for recession and boom economy.
- Happiness increased in early campaign levels to help boost growth.
- Values can now be input directly via keyboard for taxes, welfare and funding.
- Policy costs adjusted.
- Fixed floating tree in aeronautics station.
- Toggling what graphs to display in economy panel now toggles the color of the text item.
- Building blocks are now removed from favorites when playing campaign levels or challenges that don't allow the use of blocks.
- Moved button to favorite buildings so that it is less in the way.
- Wealth view now renamed to Land value view (which correctly reflects what it is).
- Maxed out booster effect.

- Fixed main menu panel in wrong position (res dependent).
- Fixed missing vactrack piece.
- Fixed colliders on upward/downward turn vactrack piece.
- Fixed jittery dolly animation in the main menu.
- Fixed buttons for favorited buildings being slightly hidden.
- Fixed building collapse sound playing when upgrading buildings.
- Fixed roads connecting despite there being a bridge pillar in the way when loading a city.
- Fixed clinic and a commercial building footprint (seams).
- Fixed tooltip position so that it doesn't go outside of screen.

Additional info to be posted later in this week's devlog!

/ Nick

Patch for campaign levels

I've lowered the demands in the early campaign levels slightly as well as offset unhappiness due to not being able to build schools etc. early on. This should allow growth to be triggered in residences much easier.

Fix for null ref. error

There was a null ref. error that prevented some cities to load. This has been fixed now.

Minor fix

Patch fixing some oversized colliders.

0.52 goes live and some info on ideology

Hello!

The game was updated earlier today. The update finishes off the remainder of minor UI work for the main menu and fixes some minor bugs.

Work on implementing ideologies is progressing fairly well. The most recent building addition is the Stock exchange:



The Stock exchange is available when adopting liberalism and laissez-faire liberalism. The building produces additional revenue for the city.

Ideology buildings will output production as long as the ideology is still active. If ideology is changed after the building has been placed, then they will become dormant and only output culture. A sort of "remember back in the days of [ideology]" historical bonus for the city.



When adopting an ideology, the city will enter into a revolution during which revenue drops, costs increase, crime increases etc. Once the revolution is over, the ideology slowly comes into effect after which upkeep costs, crime, culture, education, happiness, health, labour, revenue, safety and wages will be affected.



Depending on the characteristics of the ideology, these parameters will either be increased or decreased. For example, in communism, everyone has a job, but upkeep costs increase as a result of increased corruption. In Laissez Faire liberalism upkeep costs are lower as a result of effictivization and revenue is increased, but wages drop, happiness drops, crime increases and culture also takes a hit. Each ideology has its pros and cons that will need to be offset by expanding on for example education or health, or by increasing revenue to counteract increased costs.



Once the ideology system has been added in, I will start adding a handful of unique residential and commercial buildings that will randomly grow in the city while it is run under a specific ideology. Given the amount of buildings needed, this will be done gradually.

Version 0.52 is live!

Hello,
Version 0.52 is live. Ideology is still my primary focus, so this patch mainly addresses some minor issues and finishes off the remainder of this round of UI work.
More details on the progress on ideology in the devlog later on!

0.52
- Menu UI spruced up.
- Hologram ads added and incorrectly rotated billboards fixed.
- Updated building category type texts in tutorials.
- Short tourism tutorial added.
- Birds added near parks.
- Smoothed out blimp movement.
- Ideology system implemented. Since not all ideology buildings are finished yet, it will be a while longer until you can trigger revolutions to adopt a new ideology.
- Fixed missing texture on sand extractor.
- Fixed bridges not working in the Drowned earth retro mode level.
- Fixed incorrect clinic footprint mesh.
- Fixed issue with buttons not landing back in original position in retro mode.