* Single-copied lifts now go back to the first construction phase if placed down while holding Ctrl. * Custom surfaces can no longer be placed under water. * Fixed a rare terrain generation issue during game load that could result in map being loaded as brand new without any terrain modifications. * Improved bush textures to make them more visible against grass. * Slightly increased sun shadows intensity. * Added checksum save file verification before loading a game to detect externally corrupted files. * Further work-arounds for saving issues on mac when playing via CrossOver. * Fixed arithmetic overflows that could occur with extreme settings of terrain features in the map editor. * Fixed rare path-finding when the goal was hard to reach and exactly at 10 tiles height difference. * Fixed jitter on fluid cargo module pipes. * Fixed camera rendering distance when loading its position from a saved slot. * Fixed ocean rendering that could have cracks where it was possible to see under the ocean. * Fixed a rare vehicle depot state where it believed that vehicle should be upgraded but vehicle itself did not intend to be upgraded. * Fixed that pressing Enter on the main screen kept opening new window instances. * Windows no longer accept input when in fade-out transition. * Fixed farm popup that was showing locked crops. * Fixed tree harvester that could be showing "no tree to harvest" when out of fuel. * Fixed rare issues with inability to instantiate Audio Manager. * Fixed glass on highest greenhouse tier. * Fixed smoke particles that were showing square artifacts in rainy weather.
Patch notes for v0.6.3a
* Added a workaround for Mac users using CrossOver who were experiencing `IOException: Success` on game save. Bug was reported to the CrossOver team. * Step limit of the vehicle path finder now scales with its internal job queue size. This helps to restore logistics quicker when it gets overwhelmed. * Added console command `set_max_steps_per_tick_for_vehicle_path_finder` that allows manually increasing the PF processing throughput (only for extreme players). * Vehicle navigation jobs now show more info about where they go. * Additional fix to the You Shall Not Pass map back-start to have immediate access to trees. * Leveling designations now show colors correctly on designations not ready to be fulfilled. * Fixed sandstone non-corner edges. * Fixed surface vertical faces to show correct surface type. * Fixed ocean coastline that was sometimes jagged. * Fixed blast furnace 2 preview that was all white.
Patch notes for v0.6.3
* Improved You Shall Not Pass map backdoor-start by providing access to trees. * Tree saplings can be now shredded into biomass. * Game can no longer be exited when (auto)save is in progress. * Contract profit increase (difficulty setting) is now properly applied. * Fixed save file writing procedure that could in rare circumstances result in incompletely written save files. * Added checksums to all game save and map files. * Saving was made more robust by checking checksums of written files and displaying errors when any issue is detected. * Save file overwrite only happens when the new save was successfully written and checksum was verified. If checksum check fails, both new and old files are kept and an error message is displayed. * Save files that fail to be fully written (e.g. due to insufficient disk space) are now deleted. * Fixed a rare save issue when tile surface command was in queue to be executed. * Fixed issue where an excavator could not find a path to an unfulfilled designation in tight space that should have been accessible. * Trucks should no longer return back to mines when partially loaded, they will unload completely first. * Improved stuck vehicle notification to trigger sooner. * Further improved vehicle recovery logic to prevent vehicles crawling on cliffs. * Fixed settlements that kept giving unity bonuses even when supply of household goods was stopped. * Fixed incorrect total stats for health and unity. * Trucks no longer load more than their capacity when clearing surfaces. * Fixed issue where truck replacing a surface would override a previous surface that was not cleared yet, making the original surface products lost. * Trucks now don’t get a surface placement job if the surface costs more than what they have. * Fixed case where storage would not provide products to upgrade another storage that was connected to it. * Storage truck export is now not disabled if it gets connected to an unbuilt storage. * Fixed vehicles refueling from storages that are set to import. * Product notification settings are now copied when cloning a config for the Ore sorter. * The "Cannot deliver" notification is now cleared right after the truck gets cleared. * Ship order buttons were moved to the top of the world map settlement window. * Fixed issues when regenerating an area outside of map in the map editor. * Fixed tree harvester visual issues when cutting trees on a slope. * Fixed ready-to-fulfill check for leveling designations based on the job that is asking, to match mining and dumping designations logic.
Patch notes for v0.6.2a
* Improved operation of the Ore sorter to not get stuck by a single resource. - Sorter no longer accepts deliveries that contain products which have full output buffers. - Sorter will continue to sort other materials even if some output buffers are full. * Added a new command line argument that can limit maximum used threads for the terrain generation. - This can be used as a work-around when games are unable to load or getting stuck on terrain generation. - Use `--terrain-gen-threads 1` in Launch Options on Steam to enable this (you can also try different values such as 2 or 4). * Added `clear_all_goals_permanently` console command that can be used to permanently delete all current and future goals. * Any obsolete goals are now removed after game load. * Improved stuck vehicle auto-recovery behavior. * Fixed trucks that would never mark excavators unreachable if those trucks were never idle before. * Improved surfaces and decals rendering to remove artifacts, seams, and blurriness. * Vehicles now ride properly on custom surfaces, instead of on the terrain below them. * Fixed rendering of loose material pile on overfilled trucks. * Pushed fog clipping plane back to fix fog rendering on AMD GPUs. * Fixed issues related to transports that span more than 127 height units. * Fixed resource bars that would get into bad state when all resource bars were disabled. * Reduced power consumption of conveyor lifts from 4 kW per height-delta to 2 + 2 kW * delta. * Conveyor lifts now properly recompute their internal buffer on flip to never be a bottleneck. * Flip of conveyor lifts on hover is now disabled when the inspector is open to prevent double-flip. * Fixed conveyor lift highlight on flip.
Patch notes for v0.6.2
* Research changes - Farm is now unlocked from the start. - Merged loose storage research into mining research. - Merged vehicles management I into advanced logistics. - Merged flywheel research in power production II. - Merged tree harvester II research into large vehicles. * Goals changes - Goals can no longer be disabled in new games. - Added a button to collapse all goals into a single header per each. - Redesigned goals so that lots of them are not blocked by ship exploration or trading. - Removed the goal to stockpile wood and buy bricks for wood, instead requiring to buy bricks for iron. * Added a quick trade to buy bricks for iron. * Added 11 new decal symbols. * Conveyor lifts can be now directly connected to balancers and sorters. * Ore sorter's buffers and throughput now scale with trucks overloading edicts. * The "out of fuel" notification is no longer shown if the vehicle already goes for fuel. * Fixed world map mines that would keep mining when resources get depleted. * Fixed trucks that would prioritize ore sorter over their tower's own dumping designations. * When assigning a truck, prioritize an empty one. * Tree planters now prefer to plant trees close to the forestry tower. * Bloom effect was clamped to avoid overblown bloom regions due to too high color intensity values, sometimes appearing due to driver issues. * Increase transport max terrain penetration from 0.1 to 0.2 tiles. * Creating settlement refunds removed custom surface cost. * Molten channels can be completed in open elevated space. * Fixed a lag between load/quit game and loading screen appearing. * Fixed that loans could go into vegetative in rare cases. * Removed picking highlight from cut tool that was being left behind.
Dev Stream - Can we survive Armageddon on Insane Start, Admiral Difficulty?
Patch notes for v0.6.1
* Improved performance of resource bars overlay, they will show-up 10x faster now. This also improves performance when toggling visibility of individual resources. * Slightly increased rewards for goal completion (tutorial), from refugees, and from the world map. * Initial rewards from the world map now also include iron and copper scraps. * Increased maximum initial loan amount. * Maximum initial loan amount now scales with loan duration so that more can be borrowed for longer loan durations. * Quick-trade cooldown is now shorter with each level of price increase so that paying a higher price will allow purchasing more products. * The Trade tab is now the first tab in the trade window. * Navigation overlay is now shown by default when a stuck vehicle is selected. * Diesel storages with an import slider set to import fuel are now allowed to refuel vehicles. * Tree harvester inspector was made wider to fit all truck types. * The current game is now pre-selected in the load game window. * Added shortcuts overlay when tools are active in the map editor * Stumps from cut trees that are on mining designations will get properly registered for clearing by excavators. * Surfaces are no longer removed by other entities that did not place them (e.g. pipes over buildings). * Fixed building validation layer that was not visible in some cases on large maps. * Fixed trees miss-alignment when tree harvester cut down trees while standing on non-flat surface. * Placing a farm from a blueprint now properly filters-out locked food types.
Patch notes for v0.6.0d
* Added decals for the letters A-Z. * Quick build actions are no longer available for pumps and vehicle depots. * Fixed issues with refueling of vehicles if the last fuel station in the game got removed. * Fixed crops rendering on T1 farms. Finally you will be able to see all the potatoes! * Fixed and improved mod selection and propagation. * Fixed inconsistent line breaks in non-English languages. * Fixed dropdown that should have been tabs in the main menu for languages with symbols (like Chinese). * Unreachable goals are clear when a vehicle is recovered. This will skip the waiting period and the vehicle can get to work sooner. * Save name field is now focused right after opening the save game window.
Patch notes for v0.6.0c
* Fixed curb rendering on tiles with decals. * Fixed hydrogen excavator that would not go for fuel when there were only diesel fuel stations assigned with trucks. * Fixed hydrogen excavator that would not get fuel from hydrogen station if its tower was assigned only with diesel fuel stations.
Update 2 is out!
Hi everyone, we are super excited to announce that Update 2 is here! Captain Zuff has prepared a wonderful trailer to walk you through all the new fancy features, so don’t forget to check it out. You can also find the full changelog at the bottom.
COI Hub is out!
Our community hub is up and running at hub.coigame.com. Besides blueprints, you can also grab some of the new maps made by the community or upload your own! We can’t wait to see your creations!
Key highlights from Update 2
Extra 30 minutes of new music!
Map editor
New map Armageddon, all existing maps were revamped and improved
Hydrogen vehicles
Conveyor lifts
Stackable balancers
Custom surfaces & decals
Improved difficulties and their runtime changes
Loans
Optional ores sorting
Improved logistics
Pipes and tank trucks coloring based on contents
Product icons for fluid storage
New models for assemblers and they now also show what they produce
Improved GFX: Clouds shadows on terrain, improved particles for machines, new particles on terrain
Added 4 new types of trees and 16 bushes
COI Hub: Community portal for sharing COI content such as blueprints or maps
Armageddon
To celebrate the brand new map editor, we’ve created a new map called Armageddon that showcases what can be done! With four starting locations, each offering a different difficulty level, this map caters to both new players looking for a manageable challenge and seasoned veterans seeking a test of their factory-building skills.
The new Armageddon map
Did you notice the truck and excavator down there?
This is the hardest starting location. Can you survive?
We wish you exciting new chapters in Captain of Industry! Marek & Filip
Full patch notes
Compatibility * Save files from Update 1 are fully compatible and all new features are available in legacy saves. * In order to enjoy updated maps and improved terrain generation, you need to start a new game.
Music * Added 8 new tracks to the soundtrack, totaling 34 minutes of unique game music to enjoy.
Map editor and terrain generation * Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * New map representation that ensures maps are maximally forward-compatible and future-proof. * Increased maximum map size to 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one starting location. * Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times. * New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.
Maps * All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs. * Added new map called Armageddon - a largest map in the game with 4 starting locations, each offering a different difficulty level.
Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.
Custom surfaces & decals * It is now possible to manually place surfaces such as concrete on the ground. * There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance.
Improved difficulties settings * Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often. * There are now more than 30 individual game difficulty settings available. - New option to disable death by starvation, starving people will not work though. - New option to keep vehicles running slowly without fuel. - New option to keep ships running on unity when no fuel is available. - New option to keep machines working for some time without electricity or computing. - New option to keep machines working slowly when broken down due to low maintenance. - New option to stop conveyor belts from working when low on power. - New option to keep water pumps working when no water with reduced throughput. - New option to keep world mines working slowly when without Unity. - New option for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier.
Additional new features * Hydrogen vehicles - New class of vehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship. * More fuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls. * Ores sorting - When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed in new or existing games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removal of tree stumps, rocks, and bushes.
Improvements * Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination. * Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification.
New UI * New user interface for the main menu, map editor, in-game settings and difficulty configuration. * Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked in the UI together with the copyable error message. * Improved sound effects for many UI actions
Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents. * Trucks with tank attachments are colored similar to pipes and have a product icon on the side. * Fluid storages have a product icon on top. * Three new deciduous tree variants: birch, maple, and oak. * New terrain props: bushes. * Clouds now cast shadows on the ground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway in the wind slightly. * Terrain under the ocean is now rendered as wet.
Balancing * Vehicles and cargo ships now cause pollution when using fossil fuels. * Cost of Vehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased output and upgrade levels for world map’s rock mine
Changes in the early game * Abandoned radio tower is now set to be recycled by default. * The main ship no longer requires initial repairs, just the dock. * Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.
Modding * Significant changes were made in the modding API, all mods will likely need to be updated and recompiled. * Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.
Fixes * Molten transports and balancers can now be elevated, but must still remain flat. * Fixed disappearing large entities under some camera angles in rare cases. * Fixed a slight memory leak after quitting a game to the main menu. * Initial transport placement no longer requires a valid pillar to start the transport construction. * Fixed settlement health/unity generation when more than one settlement was constructed.