Changelog: - New cereal and legume farm types added. - Lower class quarters added. - Fixed grid centering issue on parking lot tile. - Fixed 3x3 industry icons missing.
There is sometimes an issue with the red overlay when destructing the newly included quarter buildings. This will be fixed in the next version.
Additional farms and new buildings
Hello!
I'm finishing up on the remaining work for the upcoming update. This update will be fairly small as it introduces a whole new type of residential building which has taken quite a bit of work to get working properly - the quarter.
There will be three tiers for these, lower class, middle class and upper class and they will be able to reach three densities (heights). First one out of the gate is the lower class, first density.
Quarters are will allow for denser cities and for more customization as they adapt to surrounding buildings. The lower class quarter building has a high population density and so will allow for building a large lower class population without using up too much space.
Of course, packing many citizens into a small space means police and fire department coverage must be good, as well as education and health care coverage.
Another new addition is a new type of cereal and legume farm. These are costly but highly space efficient farms with high output (higher than greenhouses on less space).
These farms can also be built in middle to upper class neighborhoods without incurring a penalty.
0.72 is live!
Here's what's new:
0.71 -> 0.72 - Placing buildings now displays current buildings as red or green depending on whether the building you are about to place is liked or disliked. - You can now use the shift keys (press and hold) when placing buildings or roads to instantly switch over to demolition mode. - New localisation system added - this will allow custom translations to be read into the game. - Added bulldozer cursor icon when destroying stuff! - Added move cursor icon when moving buildings! - Added LOD and shadows for 4x4 density 4 hotel buildings. - Text info instead of icons for conveying building placement information. - Speeded up loading cities slightly. - A little treasure added...
- Fixed palm tree avenue reverting to standard road when buildings grow around them. - Fixed flat blocks stuck between grid during placement. - Fixed autoplaced tunnelroads not saving properly. - Fixed roads next to a tunnel connecting through the wall. - Fixed roads built on the side of tunnels not connecting properly. - Fixed curved block inner piece allowing things to be built on a non flat side. - Fixed pre placed grass decorations not merging in tutorial. - Fixed load/save being enabled in the camera tutorial.
Added, but enabled later on: - University of liberal philosophy
New adaptable residential buildings will be added later on in the week.
What's new in 0.72
Hello!
Work on the next update is going well. A sort of unoticable change that has been in the work for a while is a new localization system. Instead of using hard coded files in game, the "official" translations are now read from files in the game folder and the game also checks a localization folder in the save file folder for custom translations. This system will make it easier to not only maintain and update the current translations, but also make it easier to add new languages and will improve quality.
On the subject of translations, if you come across something that isn't translated in your language and you know what it is supposed to be, feel free to send a message on Discord - over time the official languages should be complete again. :)
I've continued QoL work, adding the ability to quickly switch from placing a building/road to the demolition mode using the shift key. When placing buildings, currently placed buildings will light up red or green depending on whether the prospective building is liked or disliked. This should make it easier to plan cities, especially if you are new to the game.
Ideology building work is still ongoing, with the University of Liberal Philosophy building being more or less finished. I should be able to finish the Center of Tradition building this week as well.
I've found some minor issues with mesh merging - specifically with palm tree avenues and pre placed grass tiles (like in tutorials). These issues have been resolved. An issue with roads connecting through tunnel walls has also been fixed.
Prospectively being added in the upcoming version is a new type of residential building that adapts to neighboring buildings of the same type. I'll be added three densities of 2x2 adaptable residential buildings. These will come in lower, middle and upper class (ie. no mixed types). For 0.72 I'm hoping to have the complete lower class type finished.
0.71 incoming!
Hello,
The update (0.71) will be live in a bit. Main new addition is the last, long delayed 4x4 hotel buildings. But there are also some minor fixes included.
0.7 -> 0.71 - Hotel density 4 for 4x4 size added. - Population requirements for hotel densities tweaked. - Fixed merge issue with palm tree avenues and regular avenues on slopes. - Fixed two building colliders where center was too high and allowed roads to be built under the building.
Short devlog on small, upcoming update
Hello!
Only some minor info this week. I will be posting a small update to fix a missing merge material for certain roads as well as the remaining 4x4 fourth density hotel buildings. This should be live tomorrow evening (CET) or wednesday around noon the latest.
After this update I will move on to a bigger update that will include a better range display when placing buildings, an updated localization system and some other bigger improvements. I aim on getting that update live on november the 1st.
Minor tweak in hard mode happiness calculation
This tweak should make it easier to get cities to take off initially.
More tweaks on hard mode coming in the next version. :)
0.7 goes live!
Hello!
I missed the previous devlog due to being downed by vaccination. But here's the latest in Atmocity development!
It seems like good timing to round off the latest dev stretch with an update, so 0.7 is here!
0.69 -> 0.7 - Hard mode added. More tweaks to come to this over time. - New destruction hologram added. This one looks nicer and has no Z-fighting issues. - Added ability to move buildings - Made happiness related to pollution more closely relative to population levels (higher population, higher tolerance). - Avenues can now be placed on sloped blocks. - Added roads into material merger. - Building a tunnel now automatically adds a road. - Destroying tunnels removes existing road inside. - Busstop destruct hologram added. - Road now reverts as expected when removing busstop. - Added a midbarrier object that can be used to prevent roads from automerging.
- Fixed roads with street lights spawning inconcistently around inner city buildings. - Fixed efficient recycling research item - cost reduction was incorrectly cost increase. - Fixed year cycle translations in options menu. - Fixed year cycle options sticking in dropdown menu. - Fixed building hologram displaying blue, but not being able to be placed when hovering over special buildings blocks are placed to not allow being built on. - Fixed school shadowcaster producing odd shadowing on the building itself.
- ZoneType enumerator deprecated and replaced with a Vector. This means that footprints on buildings now is done a bit differently. If you come across a building that can't be placed properly (for example looks as if it is placed between grids) give me a shout!
- Known issues: If you previously had a city in a flat level. Resources required per research item is a bit jumbled up. Research still works properly, except some items will be less costly than they should be.
Hard mode has been added in! This is still not fully tweaked, so more work will be done on this mode. An achievement will be added later on, but only after the mode seems fairly stable and finished.
This version wraps up some previous work on, for example, roads on sloped building blocks etc. Avenues have now been added into this system and should work as expected.
A midbarrier has been added as well! This prevents roads from automatically merging (as illustrated in the images below).
This update fixes a bunch of smaller issues - among them the building hologram not showing red despite trying to place over a block type that doesn't support buildings.
Roads and trams have been added into the material/mesh merger, to improve performance further. I've also fixed roads not automatically adapting when buildings are placed around them (they're supposed to get street lights and pavements when residential, commercial or hotel buildings are placed nearby).
The destruction hologram has been updated to look nicer and to avoid z-fighting. This new system will later on also be used to display buildings red or green depending on whether they like or dislike a nearby building. This will make it easier to know beforehand if a building will be disliked.
Buildings can now also be moved. The exception is stations buildings, as they have a slightly different function. Moving buildings is rather pricey, and depend on building size and density.
Fix for batteries and carbon sink
Hello, I managed to get batteries fixed as well and have uploaded a patch for this. This patch also fixes an issue with the carbon sink building.
Fix for allocation issue and more
- Adjusted crime and fire stats for industry. - Removed advanced circuits and nano struct upkeep from lab. - Changed required resources for individual research items. - Fixed status view displaying missing water/electricity incorrectly. - Fixed resource allocation issues. - Fixed issue with growth condition in flat levels.
Known issues: Battery building doesn't compensate for loss of power properly. This fix will be in for 0.7