Update 1.52 Released for All, Update 1.53 on the Testing Branch
[p]Hello everyone![/p]
Update 1.52.450 Released for All
[p]This update is stable and is released to all players.[/p]
[p]Fixed a save loading issue regarding pipes[/p]
[p]Fixed a save loading issue regarding gondolas[/p]
[p]Improved achievement handling: It used to be that population achievements only get checked every 5 minutes, leading to some players getting confused as to why their achievement does not trigger. Now it checks every couple of seconds (efficiently).[/p]
[p]If any of you experience problems with this update, let us konw.[/p][p][/p]
Update 1.53.451 on the Testing Branch
[p]Update 1.53.451 has been uploaded to the testing branch. If nobody finds any issues with it, it will be released to all players in a couple days. [/p]
[p]Fixed an issue where the achievement "total industrialisation" took a long time to trigger on very long saves. It has to check if you have produced all resources ever and used to only check 200 time points. If your save was many hours old, it could take a long time for the achievement to trigger.[/p]
[p]Improved the city stats chart to always show the current production on the right edge. This is related to above: With long saves, we only show 200 data points out of all city stats, and the latest changes could be invisible, because they're not part of the 200 shown data points yet.[/p]
[p]Fixed an issue where terraforming production would not be recorded in the city stats charts properly.[/p][p][/p]
How to playtest the update
[p] If you want to help us test this update, you can switch to the playtesting branch by clicking on InfraSpace in Steam -> Properties -> Betas -> change the beta branch to "preview-test".
If you find any issues, let us know either in the comments here, on Discord, or via email: support@dionicsoftware.com
Thanks and happy playing![/p]
Update 1.52.450 on the Testing Branch
Hello everyone!
Update 1.52.450 has been uploaded to the testing branch. If nobody finds any issues with it, it will be released to all players at the end of the week.
Fixes
Fixed a save loading issue regarding pipes
Fixed a save loading issue regarding gondolas
Improved achievement handling: It used to be that population achievements only get checked every 5 minutes, leading to some players getting confused as to why their achievement does not trigger. Now it checks every couple of seconds (efficiently).
How to playtest the update
If you want to help us test this update, you can switch to the playtesting branch by clicking on InfraSpace in Steam -> Properties -> Betas -> change the beta branch to "preview-test".
If you find any issues, let us know either in the comments here, on Discord, or via email: support@dionicsoftware.com. Thanks!
(Note: InfraSpace is in maintenance mode and will receive bugfix updates indefinitely, but no new features. We are currently making our next game, taking a lot of learnings into account! If you're interested, news will be posted soon on our website.)
Thanks and happy playing!
InfraSpace Tiny Update
Steam Cloud is now cross compatible between windows and mac.
(Steam Deck <-> Windows has always been compatible and continues to be)
As always:
InfraSpace is a completed game, but we still support it with bugfixes. If you encounter bugs, let us know in the comments or on our forum or discord and we'll fix them in the next major update. If you encounter a game breaking issue, email support@dionicsoftware.com.
Thanks, and happy playing :)
Patch 1.50.448
Hello everyone,
This update fixes an issue where a player was unable to load their save.
I also posted a little FAQ post today so that it's easy to find an official answer for the most common questions in the discussion forums:
Let us know if you run into any issues and as always, happy playing!
Patch 1.49.446
There was a small rendering issue with the ambient occlusion effect that got introduced with the engine version upgrade. This was most visible on the grass in the procedurally generated map and is now fixed.
InfraSpace Mountain Map Update!
Hello everyone, it's time for another InfraSpace update!
New Mountain Map
While this update is mostly about improving bits and pieces in InfraSpace and fixing bugs, there is one big new thing: The Mountain Map!
This one is meant to be a map for advanced players. Building space is at a premium which means a couple of things are harder now:
You can't get production bonuses as easily. Because you have so little space, you need to make choices about which buildings you put next to which for the neighbor bonus.
There are only a couple of flat valleys. Do you mix the residential area and industiral area somewhere? Keep it apart? What about area of effect buildings?
Traffic is harder to route, especially if you want your roads and rails to fit to the terrain
Sometimes you need to rebuild and enlarge an intersection for better throughput. With less space, you have to think twice about how exactly you want to do it.
Some of the resources are also hidden below rocks now. You'll have to use the big space ship laser cannon to remove those first, so it can make sense to rush the tech tree towards space ship repair.
Terrain Placement Rules Changed
When I playtested the new mountain map, I found that it was a big pain to put down power poles, because a lot of the terrain was too steep. Wind turbines had a similar issue: It would make so much sense to place them on mountains, but it was too steep.
That's why I changed the terrain placement rules a little
Can place power poles and wind turbines anywhere, no matter how steep
Wind turbines no longer flatten the nearby terrain (power poles never did)
However: Solar power plants are now only placeable on 10° slopes (earlier it was the default 20°)
The last change made sense because solar parks take a lot of flat area, which is exactly the tradeoff that should exist here. Sprinkling them all over the mountains also would look terrible with their auto terrain flattening.
If you load an old save, you might have to adjust some solar parks' placement a little.
Better Logistics Centers
Buildings can now connect to multiple collection and distribution centers!
Earlier, they could only connect to one center, but this was confusing to a lot of people, that's why we're trying this change. This should also make the behaviour a little more consistent, because before it could be little random which logistics center buildings would connect to if there were multiple availble.
Another small change is that we added made the list of connected collection and distribution centers scrollable, so you can hook up more without having to mess with the UI scale (that's what some players did earlier as a workaround).
Save Loading Performance
If you've been building large cities in InfraSpace, you might be famililar with the "Update Road Decals" loading screen text:
It's on of the last step of loading a save, and used to take a long time. We optimized the code and properly multithreaded it, so in a particularly large save we were able to go from 39.37 seconds of loading time to just 2.02 seconds for this loading step. Yay!
Better Stats Panel
In order to fix a bug, we had to revisit the city stats tracking and as I was working on this, I also improved the stats panel a little. The graphs now show 200 data samples instead of the previous 50.
Small Changes
Spaceship tab can now be exited with escape
Train signals tutorial now only triggers when trains are actually unlocked
Updated Engine Version
Fixes
Fixed grass not disappearing when building a road on top of it
Fixed an issue where the "total industrialization" achievement would not trigger in some circumstances (produce all resources)
Fixed a host of Mac-Steam issues: Achivements not triggering, mods not loading
Fixed other Mac issues, like mod folder not opening or mod config files export not working
Fixed different font size in german in some UIs
After playing the intro cinematic, the world settings UI would show again for a second. Now it doesn't
Removed old messages about city level up
Fixed some localization and text issues
Thanks to everyone that reported issues and shared their save files with us for reproducing the issues!
Future
As you know, InfraSpace reached 1.0 in October last year and is now considered a finished game. Since then. we have provided some extra feature updates for it and a bunch of bugfixes. Our plan is to continue providing bugfixes for a long time, like with our other game Founders' Fortune. However, unless there is some critical issue, we will wait for a couple of months for a bunch of minor bug reports and other feedback to accumulate, track them all, and then fix them all at once in a big update.
Currently we're hard at work on our next game. We learned a lot with InfraSpace and want to improve a lot of things. The new game is still under wraps, but we do have a mailing list if you enjoyed one of our games and want to be notified once there is news.
Thanks a lot for all the support. Let me know if you have any issues, and as always,
I just released Update 1.43.435 with some fixes, mainly localization related.
Two More Content Updates: One Small Update and One Big Update
InfraSpace is getting close to being a finished game. We hit 1.0 in October and have fixed almost all of the bugs since then. We will continue to fix bugs that come up for a long time, so please keep posting about them when they happen to you.
In terms of content, there are 2 more updates coming:
One small update will release our 4th map for InfraSpace, which will require a lot more usage of the spaceship laser cannon and gondolas to traverse the terrain. More details in a future post.
The other update is a bigger one, we've been working for on some time. It's not something groundbreaking, but it contains some new unlocks and upgrades for your city, which gives you more goals to strive towards and more choices to make. This is especially interesting if you're a veteran player that already knows all the systems or if you enjoy optimizing your playthrough to eek out all the efficiency.
Of those updates, we're going to release the big one first, probably in 2-3 weeks or so.
New Game in the Works
Since InfraSpace is pretty much finished now, but it's not a "forever game" that we can afford to update indefinitely, we have been cooking up our next game in the background for the last 5 months.
With InfraSpace we learned a lot, especially regarding software quality. We want to apply a lot of these lessons and have built a really good foundation, that should lead to a lot less bugs than InfraSpace had at some points in it's development.
The next game will be a bit closer to our first game, Founders' Fortune, but there are definitely going to be some production chains and some opportunities for optimization if you're so inclined.
Let me know if there is interest in the InfraSpace community to join a closed Alpha or a mailing list and I'll see what I can do once the game is ready :)
Thanks again for the feedback and the support. Let me know if you find any more issues with InfraSpace or something that needs to be fixed and as always, Happy playing!
Edit: People have been asking me how to sign up, so here is a link: https://dionicsoftware.com/alphaSignup
It will take some time until the alpha is ready!
Friday Dev News #156 - Inactive Volcano Map
Hello everyone and welcome to the April update!
This time, we have 3 main news for you:
Volcano Map
It's been a long time coming and today we're finally releasing the Volcano Map!
The map is designed to be a little challenge for more advanced players. There is not so much building space and the terrain is very sloped, so you have to be more selective about how you organize your city. This becomes more important in the mid- to late-game as the industries are getting more complex and the layout of your roads matter more.
Localization Update
Most of our translations were done by the community so far, which we are really thankful for! But that also means, that not all localizations were at 100% done all the time. Now that InfraSpace is pretty much done, we worked with a localization company to get the languages with the most players up to snuff. That's why German, Spanish, Japanese, and Russian should be at 100% completion now. French will probably be done with the next update.
Mac Crash Fix
I'm sorry this has been plaguing mac players for a while. There was a crash that could happen sometimes when you upgraded the adamantine mine. If a car was currently on the way to the mine as it upgrades, the car would try to reroute to a building that is no longer valid (because it has been replaced by the new mine stage). This would crash our routing algorithm, something which was graciously ignored by the windows version of the library because of different compile settings.
In any case, it's fixed now, so let us know if you're having any other issues!
As always, Happy playing!
Friday Dev News #155 - Big Bugfixing Update Released Today!
Hello everyone and welcome to the March Bugfixing Update!
In the last post, I announced that we will take more time for updates from now on. They used to be weekly, now it's around a month or so. Since then, we have fixed a lot of issues, big and small.
The most interesting change is that the worker distribution algorithm has changed now. You can now easily set industries to a certain worker number without the game trying to fill up industries with any remaining unemployed people. What you set, counts.
Also, worker distribution now takes some time. You can see this probably only in large cities if you change hundreds or thousands of jobs at once. This change was made for better performance during normal gameplay.
Full List of Changes
Changed the algorithm that distributes workers to jobs
Fixed superHighways category sometimes needing two clicks to get selected)
Fixed replace/reverse buttons staying on outside of road/rail categories
Fixed being able to replace rails w/ roads
Fixed missing Japanese letters
Fixed collection/distribution center UI buttons having background text
Removed car resource from collection/distribution center's resource list
Fixed logistics visualization not counting pipes as connections
Fixed an issue where deleting a building in district caused an internal issue
Fix in encyclopedia entry for districts
Fixed bridge piers colliders being too short (not colliding after a certain height)
Fixed buildings w/ multiple producable resources not showing missing road connection when it has only 1 pipe
Fixed tutorial buttons having "Production" text instead of "Got it"
Fixed production panel tutorial throwing not assigned error
Updated localization
Fixed noAccessToRoad not showing in PowerUpInfoPanel upon having no road connection (for recycling center and soil fertilizer)
Fixed moving AOE upgrade buildings not applying their upgrade to their neighbors (for recycling center and soil fertilizer)
Fixed producers out of range of collection centers making deliveries to them
Fixed highlighting a save file's name while renaming it throwing an error
There is a high prio mac issue on our list, we'll address this with the next update. Sorry it didn't make it into this one!
I hope you are having fun playing InfraSpace. Let us know if there is anything else you need fixed.
Happy playing!
Patch 1.35.425 fixes save loading issue
Hello everyone,
in last evenings patch, some players reported a save loading issue. We fixed it and found it was connected to an issue between collection centers and their connected distribution centers. We also fixed that.