0.83 -> 0.84 - Added first set of buildings for the lower tier 3x3 residentials. - Two new parks (3x4 and 2x3) added. - New stairs type park added. - Park effects changed. All parks now cost the same (depending on size) and produce the same output. That way the different park types become more of a design choice, rather than having different effects that the player might want to balance or maximize. - Difficulty info added into file info when loading. - Made changes to atmosphere material so that travelling through it causes less distortion.
- Fixed bug where special road pieces couldn't be rotated - Fixed side block decoration placement bug. - Fixed rounded round not working next to other rounded roads (on the rounded blocks)
As mentioned in prior devlogs, a couple of new parks have been added in.
These are odd sized parks (width and length different) that work well, for example, at the end of roads as a sort of center point.
I discovered a minor issue with one of the special road pieces when wrapping roads around rounded blocks. This has now been fixed.
I've started adding in 3x3 residential buildings. The first tier, first density 3x3 residential set can now be added to your city:
Also previously mentioned, there's now a type of half height decoration block that can be built on.
Park roster expanded
Hello!
Still working on a few things that will go into the upcoming version, hoping to have it up next sunday!
The park roster is being expanded. Here's the park that was WIP last week:
I've also added in a 3x2 sized park:
I've also changed pricing and effects of parks so that they're based on the size of park rather than (for example) the 4x4 all having different prices and effects. That way, which specific park you pick is more about design, rather than an attempt to maximize certain effects.
Also added in a new decoration that also functions as a stepwise block that can be built on:
I've started working out some of the 3x3 residential buildings, I'm hoping to have the first and second tier ones in by the next update, but could possibly get a few more of them in if creativity strikes. :)
New parks and some other stuff
Hello!
The past week I've worked on refining the easy-normal-hard settings. Currently, I want to stretch the boom/bust cycle slightly on easy mode, to make the bust cycle slightly slower or the boom cycle slightly longer to make economy easier on easy mode. I'm also making additional adjustments on things like conglomerate behavior, making them less angry when you demolish things etc.
I also got a request for irregular shaped parks, so I've started working on those. An idea that popped in my head was to have a sort of park that also works like a transition between different levels in the city. So I made this 2x3 sized park:
On top of that I'm making a 3x4 park, seen here:
I found a bug that prevents rotating the special road pieces. This will be fixed in the upcoming update to the game. On the side of working on the new ideology decorations, I will also be starting up production on 3x3 residences and commercial buildings.
Up and coming in 0.83
Hello!
Work is moving forward on the next update. I've started adding in additional tweaks to difficulty settings and also came across a bug that reverts difficulty set in the main menu when loading a city. This will be fixed in the update next week!
I've also reworked the free roam startup logic, so that clicking a template no longer launches a standard normal mode city, but rather allowing players to select a template and set difficulty and weather etc. Making everything customizable so to speak.
I'm also finishing up on the remaining 1x1 ideology decorations and will move onto the next size (2x2) afterwards. I'm hoping to be able to speed up production on these, but design ideas have been a bit thin.
In terms of difficulty settings, I've added additional simplifications to the easy mode. Crashes will no longer occur on easy mode, meaning that recessions are shorter and the shift from a positive economic state to a negative is less dramatic. This is on top of the general boost given to the economy when playing on easy mode. I will also be going into increasing the likelihood of receiving gifts from conglomerates.
0.82 live in a bit!
Hello!
After spending time mainly ironing out bugs and adding in QoL improvements, I'm now back to a proper update schedule starting with adding in additional ideology-related decorations and expanding on energy production options. I've also got another tutorial and some additional refinement planned, which should make it in for next update.
In this update.
0.81 -> 0.82 - Fixed destruction indication not working on recently added pipes. - Fixed midbarriers not working together with pipes and pipes not adapting properly around mid barriers. - 6x6 carbon power plant added. - 6x6 solar power plant added. - 4x4 solar power plant overhauled. - Small order decoration added
- Minor adjustments to difficulty settings - Optimizations to road calculations - Minor adjustments to midbarrier colliders and an asortment of buildings colliders that were slightly too large.
As mentioned above, the 4x4 solar power plant has been overhauled. I wanted to use the circular version for the 6x6, so I decided to give the 4x4 version a different look.
The circular version has been scaled up and refined a bit:
The carbon power plant gets a 6x6 version as well:
The larger versions become available as the city grows larger, as they require upkeep that isn't viable when a city is small. They produce way more power for less resources and less foot print.
The ideology decorations have started being added in, starting with revolution and order decorations:
Minor fix
Hello!
I've updated the game to fix an issue when placing small glass factories (not lining up to grid).
/ Nick
New minor update
Hello!
I've updated the game to add in two new decorations, industrial pipes! Along with this I've also fixed the emergency loan not working on easy mode and the prompt for the emergency loan being shown on hard mode, despite a loan never being given.
The update also adds in some changes in how roads are calculated, to speed up this process. This is most noticable in very large cities and should make new buildings connect fast to networks as well as make roads "live" faster.
/ Nick
Small fix
Hello, I've uploaded a small fix for buildings not connecting properly to the nearest available road node. I also noticed the footprint size was incorrect for the small wind turbines causing them not to place properly.
/ Nick
Small update goes live!
Hello!
I've made some fixes to the game and added some new content:
- Added fallback to standard resolutions if there are no resolutions found. - Added new decorations. - Added ideology decoration (revolution decoration).
- Raised the "bottom" on labour demand, so that demand for labour is always slightly higher, regardless of boom or bust economy. That way there should be less extreme unemployment during crashes.
- Fixed double separator icons in tutorials. - Fixed monorails being possible to build far away from blocks. - Fixed tutorials taking long time to register roads having been constructed.
/ Nick
New update live!
Hello!
A new update will be live soon to adjust economy and fix some issues:
- Adjusted global economy and made it easier on easy mode and normal mode.
- Added additional mid barrier decoration for roads. - Added additional plaza decorations. - Polish localization updated! Thanks Gluciorek!
- Fixed roads connecting through tunnel walls. - Fixed roads being placed in tunnels on loading city, despite there already being a road placed there. - Fixed destruct mode cancelling when mouse pointers is outside of collider. This means buildings with finicky colliders are less annoying to destroy. - Fixed grass collider on rounded block to allow both grass and bridges built on them. - Fixed buildings fetching nearest road tile as connection point if there are no current existing nearby connection points. This should improve connectivity logic.
Another update will be up next weekend to add in some new decorations and add in a few more fixes and adjustments!