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Have a great time playing, CreativeForge Games team.
Small update : 89.02
Hi brewers,
Regarding the grain crusher, the exact problem is that some parts are duplicated and as I haven't touched this part of the game for a long time, I simply replaced the Grain Crusher in the level editor with a new one and it works.
If a save was made when this bug appeared in the game versions, you may have to start a new game.
Thank you for playing !
Small update 89.01
Fix : Grain Crusher weird behavior
Build 89
Hi Brewers,
This update includes quite a few fixes, few weeks ago I've added a โbetaโ branch accessible to all without a password from Steam Library > right-click on the game > Beta > Select beta. It was updated regularly (every 1-3 days in average). Don't hesitate to select it, it allows you to access updates in advance and for all the next updates on this branch I intend to let you follow the progress on discord.
Patch note:
Fixed a bug with how the recipe is now stored
Freeze while trying to escape from the computer fixed
Fixed a bug that prevented the delivery truck to close his door automatically under some conditions
Weird behavior of the building system while placing a computer is now fixed
Fixed a bug that reset the sounds at each load or new day
Fixed a memory leak that can result with a crash
Fixed a bug on the computer that prevented the player to click on it
Fixed the blinking buttons in the computer
Fixed a bug that prevent to build some object on the docks
Previously factored beers was displayed as "Empty Bottles" on pallet and now it will be displayed as "Beer bottles"
Fixed a bug that prevented to display and select a recipe to brew
Selling your beer now calculate correctly your earnings
Fixed a bug that prevented to display the required resources while setup a brew
Removed the computer camera transition effect
Added an auto fix with the recipes for the save under build 89
Added steam cloud
Added a button to safely quit the computer UI
Build 87 - Optimization and performances
Hello brewers,
This update is primarily focused on optimizing in-game performance, and maintaining a balance between performance and quality.
For those who played on the normal version and not the "early_updates" you can also read the patch note for the build 86. Everything noted on it is integrated into this version.
All sizes of each texture have been reworked.
Lighting has been reworked.
The LODs of all the models in the game have also been reworked.
The shadows of all models in the map have been reworked.
Rendering parameters that are natively activated on UE5 and consume too many resources have been deactivated (notably Nanite and Lumen).
While physics is still a problem, we've changed some parameters, keeping performance in mind. Yes, it's still possible to rocket a pallet with a bag, for example, but if we disable everything, what fun is there playing with physics?
Fixes:
Fixed memory leaks
Fixed crashes
Nav meshe will be more dynamic
Employees assigned to the brewing tanks will no longer make endless round trips
Employee will no longer be stucked on corners
Forklift driving has been reworked
Francis will no longer be teleported inside the ground
Fixed a bug that reinitialized brewing tanks when launching a savegame
Fixed a bug that reset the brew time for each load and reduced it to 10 seconds
Fixed a bug where employees were stucked while filling the target tank with yeast bag
Fixed a bug that prevent employees to teleport resources in hand
Employee that need to storage back a yeast bag will find a storage with empty space and store it
Added:
Now the management mode display the navigation path of the employees
News from the devs
Dear Players,
First of all, I'd like to thank you again for your interest in the game and your patience. I started the adventure on my own, and as you can imagine, communication isn't my strong point. However, I'd like to tell you that yes, we're continuing to develop the game until I'm satisfied with it myself.
I've made a lot of promises during the game's development, and I intend to keep them. We're currently working on the game's definitive version and the game will contain the full content, as well as a number of changes to the game's physics, economy, AI, menus and so on.
But don't worry, the final version doesn't mean the end of support: we'll continue to correct any bugs.
Regarding the current version of the game, we've decided to update it, which means there will be bug fixes and fixes that will drastically improve performance, concerning the addition of content, there will be only small additions that doesn't drastically change the gameplay. These updates will come every 2 to 3 weeks.
I'll try to come back to you with more exciting news each time!
Thank you, everyone.
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Rollback to the build 85
Hello brewers,
Due to numerous bug reports, I've temporarily rollback to build 85 for the public branch. For those who want to have access to early updates, just add the code "earlyupdates" in the game settings on steam, "beta" tab.
Build 86: AI rework
Hello brewers,
It's been a while since the last update, thank you for your patience. Over the last few weeks, I've been able to take a week's rest after the last two long years of work, and then of course I'm back at work.
After careful consideration, rather than correcting and patching a system that's not optimal and that generates a lot of problems, I decided to rework the AI in depth: its movements, the generation of its navigation perimeter and the generation of the path it takes. It took a long time, but it's now a system over which I have full control.
Many of you also wanted the employees to unload the delivery truck at the start of the game, but adding an AI to drive the vehicles would have been another long job, so I did some experimentation and came up with a result that I found rather amusing without intending to, so I opted for this one and took the opportunity to add the functionality.
Thank you for your constant support!
Patch note:
Reworked: Entire system of navigation for AI characters (The game no longer uses the unreal engine navigation system but a custom one)
The AI movement system has also been remade, as the Unreal Engine system was no longer compatible
AI employee will always find their target unless the object is in a room or in a place where the player himself cannot reach (It also fixes any problems with employees assigned to cleaning)
AI use their own dynamic collision systems to generate their trajectories
New navigation chunks never disappear so AI will be active even if the player is very far from the AI
Vehicle AI does not move by physic anymore and now it's fully scripted
Less visual quality but better performance and now prevents vehicles from deviating from their trajectories and will always deliver no matter what
New:
Rather than dropping resources, if an employee no longer needs to have a resource in hand and has an assigned slot with an empty pallet or one of the same type as the resource in hand, he'll put it on the pallet
Added 2 pallet locker on ground level for buildables storages
Employee assigned to factory cleaning will unload delivery truck when one is available
Employees carrying pallets store them on the nearest storage available
Fix:
Employees assigned to the brewery will no longer put resources in the brewing tank if they no longer require them and will come and place their resources on a relevant pallet
Employees assigned to cleaning will no longer make unnecessary trips to the kitchen
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