I have released the first Supplemental Patch for version 1.24. This update contains several bug fixes, additional achievements, and GUI cleanups.
Next week we'll be starting a submit your pre-designs contest. So stay tuned for that.
I will continue to work on supplemental patches for v1.24 for the foreseeable future. The next one should be in 10 to 14 days.
V1.24 SP1 Change Log:
-Steam Stuff: Implemented 12 new achievements.
-Steam Stuff: Fixed additional issues causing some achievements not to be triggered.
-Bugfix Fixed issue with unfunded research teams effecting average engineer salaries in HR.
-GUI: Changed AI starting amount selection ordering from Alphanumeric to map/mod maker order.
-GUI: Mouse wheel should scroll game GUI at one half a button click. Webbrowser scroll has been reduce by half.
-Bugfix Fix newspaper display bug that could show insanely high values for winning contracts.
-Gameplay: Adjustments done to vehicle top speed to return more effect to Gearboxes.
-Bugfix: Fixed Main Tutorial window continuously popping up even if you disabled tutorials.
-Bugfix: Fixed chassis prototyping bug that could cause the estimated finish date to be 32 months when it is actually much less.
-GUI: Added remaining help buttons to Main Menu.
-Artwork: Grey paints are more black.
-GUI: Fixed Linux Text Above sub-component buttons in assisted designer wraps.
-GUI: Assisted Designer, moved categories in Quick Details panels to the right..
-GUI: Components modification window will close if you end production of your only component.
-GUI: Increased spaces between end turn arrows.
-GUI: Fixed Advanced vehicle designer, selecting a chassis does not fill the info for the chassis unless the player clicks the chassis.
-GUI: Fixed Stock broker, Bottom of the company details cuts off the marque amount when playing with large text.
-GUI: Fixed competition date wrapping with large font.
-GUI: Fixed bore and stroke wrapping with large font.
-GUI: Fixed racing limitations wrapping with large font.
-GUI: Fixed racing setup wrapping with large font.
-GUI: Fixed Racing series filters having entries such as 0 and en
-GUI: Fixed fixed gearbox contracts requirements wrapping
-GUI: Fixed fixed R&D contract filter drop down widths.
-GUI: Fixed licensing engine text wrapping with large font.
-GUI: Dynamic font resizing for Factory/Branch/District drop downs in Mega Menu.
-GUI: Fixed fixed factory view details wrapping with large font.
-GUI: Fixed incorrect units being used for acceleration and braking.
-GUI: Benefits disabled message in HR when benefits are disabled.
-GUI: Fixed capitalization of dynamic text in some memos.
-Gameplay: Fixed incorrect dates on some memos.
-GUI: Fixed Auto Production restriction text cutoffs with large font.
-GUI Fixed induction systems overlapping in several places with longer induction types.
Version 1.24 Released!
Version 1.24 is now available to Default and Testing build users.
If you would like to continue your v1.23 SP4 save games, please switch to Stable Build: http://ventdev.com/forums/showthread.php?tid=2594 Be sure to switch back to Default Build when you start a new game, for all the latest features and bug fixes!
This is the second to last major build before Full Release. As such, the game is entering "Feature Freeze". No new features will be added to the game unless they're already in the ticketing system or they are critically necessary. Unfortunately, some planned features will either be cut or pushed back to the possible future expansion.
The road to v1.25 and Full Release might be slightly longer than the past Major Builds. For the development of this build, I will focus heavily cleaning up issues in the GUI, fixing any bugs we run across, and finalizing the remaining text based content.
Both Default build and Testing build users will receive these updates before the official v1.25 roll out. This is because I need as many users playing the most current version of the game possible, to catch any issues that may arise. We will keep save game changes to a minimum for Default Build users. Most likely you will receive one final save game change before 1.25 unless there are critical bugs in the save game system. After that, v1.25 may not require a save game change if everything goes as planned.
In the coming weeks we will be hosting a predesign vehicle submission contests. So stay tuned to the announcements for that!
If you would like to help translate GearCity into your native tongue? Please try out our new translation program! http://translator.ventdev.com/
Anyway, enough about the future, what about the present?
Version 1.24 has too many features to list off in one paragraph. Some key points are:
- Predesigned Car Bodies (Old .car design files will be deleted)
- Audio narration for tutorials
- Custom selectable unit types (choose them in the settings)
- Steam Workshop support
- Modding tutorial videos
- Achievements
- Many balancing and GUI fixes
- Base City Map completed.
In total, v1.24 contains approximately 242 entries in the change log, and an unknown amount of undocumented fixes, features, and stuff.
There were:
87 Gameplay Changing Entries
49 GUI Tweaks
48 Bug Fixes
And the rest pertained to maps, mods, documents, Steam, tutorials, and artwork.
Since it's so difficult to choose what's important, why don't you read through the changes yourself: https://steamcommunity.com/app/285110/discussions/0/3377008022026772938/
Testing Build v1.24 Release Candidate 2
I have updated Testing Build to version 1.24 RC2. This build includes several bugs fixes, minor gameplay adjustments/balancing, and 6 more achievements.
I will now have to switch over to help finish up the base premades. Friday version 1.24 comes out to Default build users. So the premades have to be finished on our end. Most of the tickets remaining for RC2 and v1.24 will be pushed back to 1.24 SP1.
Here is what was done:
v1.24 RC2 Changelog
------------------------------------------------------------------
-GUI: AI vehicle length, width, and height now displayed in Showroom Marque Catalog and Marque Compare.
-GUI: Fixed several rounding and missing unit conversions in the Marque Catalog and Marque Compare systems.
-Gameplay: Reduced first time factory upgrade costs. Increased costs of additional upgrades.
-Bugfix: Fixed bug that could cause discontinued vehicle to not be displayed in the Mega Menu Branch even if it was still for sale.
-Gameplay: Removed the ability to use an in-development engine or vehicle for racing.
-Gameplay: Additional reduction to racing revenues.
-Gameplay: If you have a factory in a war zone, a high priority memo will be displayed when the war is over.
-GUI: Adjusted vehicle popularity "words" in the report.
-Gameplay: Adjustments to vehicle rating decline rates.
-Bugfix: Possible bug fix for a crash caused if the player discontinues a vehicle that is being outsourced to AI companies.
-Bugfix: Fixed bug in the vehicles sold for the year memo.
-Bugfix: Fixed bug in the Paid Back Loan achievement.
-Achievements: 6 more achievements.
-GUI Added help buttons to Main Menu New Game. (Still need to do the Settings help buttons.)
Default Build Save Game Changes August 3rd!
Default Build will be upgraded to v1.24 on August 3rd. This update requires save game changes and you will have to start a new game. If you wish to continue your v1.23 save games, you should switch to Stable Build after August 1st.
Legacy and Stable Build Save Game Changes August 1st!
We are releasing v1.24 to the Default build soon. As such, Stable and Legacy builds will be updated to v1.23 and v1.22 respectively on August 1st. If you wish to continue your v1.23 (Default Build) save games, please switch Stable build on this date.
For version 1.22 (Stable Build) users, if you wish to continue your save games, switch to Legacy build on the 1st.
Finally, if you are currently using version 1.21 (Legacy Build), please finish your game plays or take the game offline. We recommend you switch to Default build once you are finished with your save games.
Testing Build v1.24 Release Candidate 1
We have released v1.24 RC1 to Testing Build. Your 1.23.4 save games will work fine on this update.
The primary focus for this update was to implement Steam specific features. GearCity now has 34 achievements with more coming soon. We also implemented trading cards, and the Steam Workshop!
I have made several tutorial videos for creating various mods using the mod tools. Unfortunately, several issues with the game on ArchLinux based distros caused editing to be delayed. 5 more videos are ready and just need editing. 3 more videos need to be filmed. This should be taken care of in the next day or two. You can find them here: https://steamcommunity.com/app/285110/discussions/14/1708438376920690173/ And also don't forget the wiki system: wiki.gearcity.info
Back to the previous point. Several Arch Linux based distributions have experienced some issues with the SteamAPI in the game. Sadly, I have not been able to find the root cause as of yet. So I implemented a "Safe Mode" for Linux users which does not load the SteamAPI. You can still use workshop and collect cards, but achievements are disabled in this version. I fixed it!
Beyond this I made several bugfixes to the Mod Tools and to the game.
Over the weekend I attend to knockout the editing/recording of the remaining mod tools tutorial videos. Implement and publish a Minimalist Mod to the Workshop. And throw in a couple more achievements. RC2 with a few bugfixes and cleanups should be ready roughly Monday the 30th, with v1.24 coming out on August 3rd. Assuming no major hiccups.
Change Log:
---------------------------------------------
-Bugfix: Fixed crash caused by French Did You Know file.
-Bugfix: Fixed Q4 taxes not being charged and incorrect amount being reported in reports.
-Maps: Completed Base City Map's City Events.
-Maps: Finished computer assisted grammar and spell check of Base City Map's Newspaper Items.
-Maps: Ported Base City Map's City Events and Newspaper articles to Base Territory Map and Classic Territory Map.
-Steam Stuff: Finished creation of trading card rewards. (The trading cards are being worked on now, but they are subject to Steam's approval.)
-Steam Stuff: Implemented Steam Workshop Uploader in the mod tools.
-Steam Stuff: Trading Cards Implemented
-Steam Stuff: Workshop Downloader Implemented in Settings Editor
-Steam Stuff: Implemented 34 achievements.
-Bugfix: Fixed incorrect war status in the United States in Base Territory Map
-Tutorials: Recorded 6 video tutorials for Mod Tools.
-Bugfix: Fixed post 2020 crash.
-Bugfix: Fixed Localized and Unlocalized component name parsing.
Testing Build v1.23.4 Released
We have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594
We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com
So what’s new?
v1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game.
Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.
What’s Next?
GearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users.
RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications.
RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades.
v1.24 will be a clean up of all of the above.
After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing.
It’s been a long journey, but we’re almost there!
Complete Change Log:
-Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled.
-Bugfix: Fixed Limited Branches exploit when using Build Branches in District.
-Gameplay: Many older established AI no longer immediately go bankrupt.
-Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled.
-Gameplay: Created a setting for Auto-GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and does not want the game to automatically remember the locations and never automatically center the windows.
-GUI: User selected units and measurements.
-GUI: Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see.
-Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.
-GUI: The City Information Window displays the Import Tax rates if the feature is enabled.
-Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.
-Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit.
-Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares.
-Gameplay: Player can now cancel component selection when using the prototyping system.
-Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! ;)
-Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating.
-Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists.
-Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.
-Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to.
-GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50.
-Mod Tools: Implemented Regional Names to the Map Data Tool.
-Settings Editor: Added Autosave GUI and Unit Types.
-Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.
-Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.
-GUI: Rename component textbox will have the old component's name automatically entered.
-GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .
-GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.
-Bugfix Fixed chassis outsourcing filtering.
-Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.
-Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. :) )
-GUI: Fixed inconsistent close button sizes.
-GUI: All windows should have titles in the title bar.
-GUI: Fixed Mega Menu Clipping of really long names
-GUI: Added horizontal scrolls to several lists, including the side panel.
-GUI: Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.)
-GUI: Newspaper stocks now show 2 decimal places.
-GUI: Added fuel type information to several view engine and view vehicle windows that were missing it.
-GUI: Added some missing information from the Auto Commands Mega Menu Help Buttons.
-GUI: Licensing List show now refresh after you make changes.
-GUI: Fixed World Map/Mega Menu charts that were showing revenues instead of units sold.
-GUI: Fixed several graphs and buttons in the showroom.
-GUI: Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.)
-GUI: Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release.
-GUI: Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release.
-GUI: Fixed several overlapping text issues when playing the game with large font.
-Bugfix: Fixed bug in racing competition view, that did not show player's race team if they were not using default team name.
-Gameplay: Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates.
-Gameplay: Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time.
-Gameplay: TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added.
-Maps: Added Static Vehicle Popularity growth rates for all vehicle types.
-Mod Tools: Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor.
-Gameplay: Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file.
-Gameplay: Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types.
-Gameplay: Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types.
-Bugfix: Fixed exploit that allowed a player to use in construction factories to produce war munitions.
-Bugfix: Possible fix for low definition textures and showroom crashing for extremely low powered GPUs.
-Bugfix: Fixed buffer overflow when purchasing a company with over 4billion shares issued.
-Bugfix: Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned.
-Bugfix: Fixed late game bug that was causing R&D estimated GearBox unit costs to be higher than the designed price.
-Bugfix: Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!)
-Bugfix: Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle.
-Bugfix: Fixed bug causing Auto Production not to update production quantity after factory reconditioning.
-Gameplay: RnD->Mod->Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message.
-GUI: Added growth trends arrows to Body and Fuel demand charts.
-Maps: Ported Newspaper articles to all maps except Classic Map.
-Media: 1970 Premades
Hotfix #1:
-Bugfix: Fixed unable to start a new game with German Translation file.
Hotfix #2:
-Bugfix: Fixed issue with Random History growth rates.
-Bugfix: Possible bug fix to manually controlled production lines being cleared when player wins a contract.
Hotfix #3:
-Bugfix: Fixed unicode support in translation program.
-Bugfix: Fixed issues with unicode in several translations.
Testing Build Save Game Changes June 20th
Testing Build will be updated to v1.23.4 on June 20th. This update requires save game changes and only effects users subscribed to testing build.
So if you're on Testing Build, please finish up your current games. :)
With any luck, v1.23.4 save games should work on v1.24 RC, v1.24, and any v1.24 supplemental patches. Cross your fingers. :)
Testing Build v1.23.3 Released!
Good morning,
Version 1.23.3 has been released to Testing Build. If you would like to try out Testing build, but don’t know how, you can find directions here: http://ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You can return to Default build at any time.
So what’s new? Our sub-contractor finished writing the new translation website/program. If you want to help out the translations, you can do so here: http://translator.ventdev.com . If you do not receive an email confirmation or want to add a new language to the game, let me know on here.
In conjunction with this, I cleaned up the English localization. This resulted in 15,000 fewer words in the game and 1200 less entities. Translators can eliminate another 20,000 words by not translating “fluff” text such as car reviews.
The sub-contractor for the tutorial audio also finished her work. We now have approximately 20 minutes worth of tutorial narration in the game (for people who hate reading). Unfortunately, we lost access to the recording space (which was on the lower end of the quality scale anyway). So there are one or two minor errors in narration. But it’s good enough for government work. (And better than me doing it.)
There is no real killer-feature in v1.23.3. Most of the changes to the core game were bug fixes and balancing adjustments. Some notable things include six new types of lawsuits that can damage your company. Monopoly lawsuits if your company becomes too big. A system to save your slider positions for future use (does not save sub-component selection however). And a limit to the number of branches you can build per year on Hard and Ultra modes (this can be disabled in advance game settings).
What’s next? V1.23.4 looks to have mostly minor bugfixes, a couple of exploit fixes, and some balancing. You can view the roadmap here: https://bitbucket.org/EricBJones/gearcity/issues?page=1&milestone=1.23.4 . The major new game play feature will be import taxes (tariffs). This will be a pseudo-system. I will not be implementing a historical accurate tariffs into the game due to data and research limitations. Instead it will be a formula that spits out the tariffs between your HQ and branches. (Ideally, it would be between factory and branch, but there are too many GUI limitations in the game to feed players those rates.) This will be an optional gameplay mechanic. Other than that, there will be considerable amount of effort put into cleaning up minor GUI issues and finishing the maps. I may not be able to get all the maps completed, but I will have Base City Map finished and a considerable amount of work put into Base Territory map.
Change Log:
v1.23.3
-GamePlay: 5-10% improvements to turn time due to optimizations.
-GamePlay: Replaced "Driveability" rating with a "Handling". Placed Gearbox effects on Driveability rating into luxury ratings. Boosted remaining specs and sliders effects on the Handling rating.
-GamePlay: Consolidation will now automatically create a new marques with your former company name and logo. For example if Foo merged with Bar you will now have FooBar, Foo, and Bar marques.
-GamePlay: You can now save component and vehicle slider positions to a file for use in other save games. This only does sliders and not sub-component selection.
-GUI: Fixed unpopular fuel type confirmation not clearing out advanced engine designer windows.
-Bugfix: Fixed crash when using view prototype system in early game years due to 0hp engines.
-Bugfix: Fixed issue with overtime (past 2020) gameplay values not resetting when returning to main menu.
-Bugfix: Reserved units not being calculated properly in the Average Transpiration costs for districts.
-Tutorials: Audio for all 44 Main Tutorial windows have been added. (Still a little post-processing work to be done, but still better than my "saliva" filled voice :D )
-Tutorials: Auto Tutorial Audio Play Checkbox fully implemented.
-Tutorials: Tutorial Audio volume dynamically adjusted with sound effects volume slider.
-Tutorials: Tutorial "Continue" button stops tutorial audio.
-Tutorials: Disabled Stand Alone Car Designer when Main Tutorial is enabled.
-Tutorials: Background Music is paused when Tutorial Audio is playing
-Tutorials: Fixed World Map Cities not being selectable when world map Main Tutorial is running.
-Tutorials: Fixed several missing glow effects and tutorial text issues.
-Tutorials: Added more tutorial checkpoints to the game so if the player stops in the middle of the tutorial, they can resume more closely to where they were.
-Tutorials: Fixed End Turn repeating some parts of the tutorial audio over and over again.
-Translations: Preliminary testing of the user side of the new translation system has been completed. Export and user functions have also been implemented. Hopefully the full system will be out by next weekend.
-Gameplay: Renamed Monthly Revenues, Expenses, and Profit Chart to Monthly Revenues, Expenses, and Cash Flow. Added Taxes to this chart and included interest income into income.
-Gameplay: Towing calculations have been adjusted to minimize hitting the minimum tow weights.
-Gameplay: Reduced engine power ratings quarter decline values.
-Gameplay: Adjusted the player/ai influence on smaller city growth. Separate bonus values are now used for economic and population growths
-Gameplay: If manufacturer employment in a city is close to a city's population, the city will have an automatic boost in population.
-Gameplay: Increased factory idle costs by 10% of full production costs.
-Gameplay: Branch costs have been increased on hard and ultra hard difficulties base on the population and income of cities. This can be toggled in the new game options.
-Gameplay: Limited the number of branches that can be built per year on Hard and Ultra modes. Only 3% + 1 cities or territories can be built on if this option is enabled. This can be toggled in the new game options.
-Gameplay: Monopoly lawsuits if your company gains over 75% market share for an extended period of time. This may cause fines or your marques be stripped away. Above 90% market share has stiffer fines and the possibility to completely break up your company into multiple companies. This can be toggled in the new game options.
-Gameplay: Increased the effect of costs that sub-components have on components.
-Gameplay: Decreased the costs effect of some sliders.
-Gameplay: Some adjustments to component pricing. This may need some more testing however.
-Bugfix: Fixed hitbox bugs in 2010 winter office and 2010 safe. (Might not be the correct years.)
-Translations: All single quotes ( ' ) are now escaped in the database side. No more need to double the single quotes in the localization/translation files. Some more testing may be required in case I missed places.
-Gameplay: Six additional lawsuits against your company have been added.
-Engine: In game chat has been moved to Quakenet due to incompatible upgrades to Esper Net's web client. We will eventually host our own ircd (and upgrade our browser) at some point.
-Gameplay: Lobbying protests have been added to the game.
-Gameplay: Some minor adjustments to slider effects on torque and rpm.
-Gameplay: Various rates and inflation are now capped when playing with random history enabled.
-Gameplay: Mass production discounts only have a static effect instead of an accumulative effect on production costs.
-Gameplay: Mass production discounts now takes into account the factory lines amount settings for the map.
-Bugfix: Fixed Monthly Sales Amount Achievement Memo firing every time it is reached.
-Gameplay: Estimated lost sales random values are now calculated at the end of the turn instead of every time a factory line is selected.
-Bugfix: Fixed a couple of New Marque Spin off Exploits.
-GUI: List pages for view competition in Branch Distribution Windows.
-Translations: Hitting Alt-T in the main menu will now display word ID numbers before text. Do this before starting a new game and also before loading a game started with this feature enabled.
-Translations: Approximately 15,000 duplicate or unneeded words removed from the game text. This is a 15% reduction in non-news related text. 18% reduction in the number of entities needed to be translated.
-Gameplay: Inherit Branch Shipping Distances now works for districts locks and district selections.
-Gameplay: Reduced Brake Specific Fuel Consumption for engines. After a certain amount of fuel economy (based on the fuel type's fuel rating) it becomes exponentially harder to increase fuel economy.
-Gameplay: Switched "hp to weight ratio" to "torque to weight ratio" in the vehicle fuel consumption calculations. (Still working on the balance for this one.)
-Bugfix: Fixed bug in AI gearboxes that could cause high fuel economy in finished vehicles.
-Gameplay: Reduced small volume contract per unit payment amounts.
-Maps and Mods: Finished National Independence news articles for Base City Map.
-Maps and Mods: Added major historical news events between 1900 to 1993 to Base City Map.
-Artwork: Premades for 40s, 50s, and 60s added.
Hotfix #1
-Gameplay: Reduced the quality of AI branches to prevent them from going bankrupt due to higher branch costs. Some more adjustments will be made in v1.23.4.
-Maps and Mods:Added major historical news events between 1993 to 2001 to Base City Map.
Hotfix #2
-Bugfix: Fixed issue with player fuel consumption.
Hotfix #3
-Bugfix: Fixed Rare Autoproduction bug that could drop material costs to $0.
-Bugfix: Fixed French Africa City crash if player started a game in 1950 and clicked a city before their 1960s independence.
-Gameplay: Minor weight reduction for engines.
-Maps and Mods: Added major newspaper events up to 2010 for Base City Map.
Testing Build Save Game Changes May 9th!
Hello Again Everyone,
Testing Build will be updated to v1.23.3 on May 9th. This update will require save game changes.
These changes are only for Testing Build users. You can check which version of the game you are using in the upper left hand corner of the Main Menu.