0.875 -> 0.88 - Started tweaking policy interface.
- Added city stats counting quarters as well as mansions. - Added simplified building type view mode. - Adjusted education output of a set of school and university buildings. - Adjusted resolution of resource icons (some still remain to be fixed).
- Fixed building type count saying "industrial zones" for "hotel zones". - Fixed building counts being truncated when count is higher than 9,999. - Fixed water overlapping with trim decoration. - Fixed mansions not appearing when loading a city. - Fixed incorrect tool tips on resource icons in the city statistics window. - Fixed "Level complete" not moving out when opening building view.
0.875 is live!
Hello!
A new version is live. Main focus is on fixes and improvements to UI.
0.87 -> 0.875 - Added additional atmoport, buildable once the city hits 125k population. - Added option to customize panning direction in x and y directions. - Added option to invert panning directions. - Added missing percentage sign on efficiency in building information view. - Added reverse color logic for resources on the top bar. Crime increasing flashes red instead of green for example. - Added shortcut to the next campaign level when finishing a level. - Added icons and value displays for goods and person traffic capacity of atmoports and goodsports. - Added missing resource description text in top status bar (english only currently).
- Made some minor performance improvements in the main building shader and vegetation shader. - Moved some of the building item menus so that they don't end up outside of the screen when UI size is increased. - Refined atmo fleet landing movement on atmoports. - Tidied up objectives interface. - Adjusted pollution tolerance with city size. - Adjusted icon resolution for a handful of resource icons.
- Fixed missed timing between calculation thread and updating values in the top bar and objectives causing values to flicker between zero and non-zero values. - Fixed flickering building count values in objectives display in campaign and challenge levels. - Fixed some block types not working properly on space/temporary blocks. - Fixed partially missing night time stars. - Fixed missing trails on returning atmofleets. - Fixed incorrectly aligned action buttons in building information panel. - Fixed bug where "Completion" icon in challenges and campaign would sometimes get stuck halfway when appearing.
An additional Atmoport has been added. This one unlocks when the city has grown in size and supports more people going in and out of the city.
Along with the new atmoport, I've also added in additional icons (among them for traffic capacity) to improve information to the player on how much a building contributes to a specific item of interest. This also goes for goods traffic in the goods port.
Aside from this, I'm continually working on improving icon resolution so that I can improve the size of resource icons further in the near future.
I'm also placing a lot of focus on improving the UI. A lot of this work is aimed at improving text size and simplifying certain views. As with icons, this is an ongoing project.
Small control addition
Hello, I've added the ability to customize panning directions. You can now select whether left/right mouse movement while holding the pan button moves the camera up/down, forward/backward or left and right. Similarly you can change what way the camera moves when moving the mouse up/down.
For most players, this will be either X and Y, or X and Z.
The next update will clean up the UI in the controls section further, including adding more direction when it comes to this new addition as well as the option to inverse the direction.
0.87 is live!
Hello,
The game has been updated!
0.865 -> 0.87 - Remaining 3x3 commercial buildings added in. 1x1-4x4 commercial is now all complete. - Added building display in cost info display. There is still some work remaining here, but it's servicable. - Removed clutter in building info menu. - Tidied up building info menu. - Tidied up options menu. - Tidied up city stats menu. - Replaced commas with spaces in thousand separators (for numbers 1000 and up) to increase readability. - Increased font sizes for text items in (among others) the trade menu and econopedia. - Fixed incorrect price display when placing multiple RCIH-zones. Due to wrong multiplier value.
The remaining commercial buildings have been added in:
Work on UI-improvements continues and I'm currently focusing on decluttering and increases readability. There's still work to be done, but the building information UI is almost done:
The statistics window is also in the process of being updated and cleaned up. Currently it's mostly been reorganized.
I've also updated the cost information UI to include an image of the building. There's still some work to be done, but it's functional enough to launch:
Further UI work and some minor fixes
Hello!
The game has been updated to
0.8641 -> 0.865 - Upper class, mixed upper and middle class 3x3 third density added. - Added expandable tabs for certain buildable items (monorails, vactracks, decorations and blocks) to compress menus a bit. - Increased font sizes in certain menus. - Expanded what ideologies can unlock different quarter residences. - Adjusted some colliders. - Fixed rare null reference error when placing curved block segments.
Work on improving the UI continues. Currently focusing on improving readability of the UI, so improving font sizes as well as increasing icon sizes. Over time I'm going to get higher resolution icons in as well, which should improve things further.
I've also worked on compressing the building menus. In particular the decorations menu has gotten too big requiring a scrollbar. I've now compressed it with groups that expand automatically when the cursor is hovered over. The groups are for items that are similar but have variations, so for example variations for a specific block type.
Additional 3x3 commercial buildings have been added, meaning I'm almost done with all the commercial buildings.
Middle class 3x3, third density:
Mixed tier 3x3, third density:
Upper class 3x3, third density:
Version 0.8641 is live!
Hello,
A new version is live:
0.864 -> 0.8641 - Added a first iteration of interpolating between building efficiency values. This should make stats lets jumpy. - Second density mixed and upper class tier commercial 3x3 buildings added. - Adjusted 3x3 zones' collider size to allow for nearby monorails etc. - Circular paths for monorails and vactracks now possible (vehicles travel along a circular path instead of returning at the last stations).
- Fixed missing night lighting for a set of the more recently added commercial buildings. - Fixed monorail track collider in new station. - Fixed null ref error sporadically occuring when moving buildings.
- Improved performance for vactrack and monorail calculations. - Improved performance of road calculations.
Small update
Hello!
I've updated the game to add in additional commerce and adjusted the collider for the new monorail station. I'm currently reworking font sizes in the UI and increases icon resolution, this should be life around the end of the upcoming week.
0.864 is live!
Hello!
Small update is live! Here's what's new:
0.863 -> 0.864 - Increased small police department output. - Increased the distance at which monorails can be placed without blocks nearby. - Made bus stations and tram stations rotatable. - Correctional facility added to priority buildings (gets resources first). - Buildings unlocked by reaching population mile stones now stay unlocked even if population later drops below requirement. - Added new monorail station variant.
- Fixed incorrect service output of density 4 upper class 4x4 commerce. - Fixed missing reference to Museum of tradition in building table (made building go missing when loading city). - Fixed at home tourism program also enabling capped taxi fares policy. - Fixed missing cost for water and electricity rationing policies. - Fixed missing 3x3 commercial building materials missing in day/night manager. - Fixed credits overflow in display space. - Fixed missing population happiness icon in status bar.
There'll be another update sometime next week adding in the remaining 3x3 commercial buildings and with continued UI work.
Small update
Hello,
The game has been updated to fix some minor issues (building missing from building look up table and thus going missing when loading a city, among other things) .
The next ordinary update will follow next week!
0.863 is live!
Hello!
I've updated the game to set some of the new UI things live. It's taken a while to get this far with it since it's essentially meant breaking parts of the UI completely and then piecing it all back together. But it should be good to go now! There's more UI work coming in the near future though, most notably when it comes to selecting buildings. Specifically the decoration tab has gotten too heavy with buttons and in some cases due to decorations sometimes having several variants. I'm working on a solution to condense heavier tabs to fewer items using expandable item selections.
0.862 -> 0.863 - Added palm tree variant of one of the side decorations.
- Added customizable resource display bar. - Added being able to hide UI elements individually. - Added additional UI scaling.
- Adjusted icon and text sizes in parts of the UI.
- Fixed bug where there would be a small amount of VAT income, even if policy was turned off. - Fixed missing night lighting for new commercial buildings. - Fixed part of the main menu being cut off in 21:9 aspect ratio resolutions. - Fixed scrollable windows not working with scroll wheel in main menu.
The customizable resource tab at the top of the screen has a known issue in that certain disaplayable items will light up green when increasing even if an increase is negative. An example of this is crime. This will be addressed in the next version. :)