Hey guys! Another patch coming your way. This one is filled with QoL improvements (like less lag, better coastal building placement, etc), but it's not as big as the previous one (that took forever to make). Going to slow down production a liggle big on the public builds, so we can focus a lot more on the UI revamp, new tech tree and traffic; all things that need a huge amount of dev time.
Meanwhile, please have a look at the new tech tree: http://steamcommunity.com/app/671440/discussions/0/2860219962086861043/
And don't forget our collection of guides: http://steamcommunity.com/app/671440/discussions/0/1700542332324969404/
Remember that every update breaks your saves, so if you want to continue your map, go to the 5.1 branch: http://prntscr.com/ij3if8
Now get back to the game and make some money!
Release Date: 2/23/2018 Patch: 0.5.2.2102
Additions
Added Trade Route button to the following Logistical Building panels:
Truck Depots, Train Terminal, Boat Depot, and Zeppelin Stations.
Added Town Industries option to Custom Map Settings to turn on/off the ability of Settlements to place Buildings (Default: On).
Added Edge Panning Speed option to Controls Settings:
Range: 0-300% (Default 100%).
Settlements now place buildings far away from urban areas.
Settlements now add a new shop every 100K population instead of 75k population.
Improvements and Changes
Adjusted the Budget Flow to reflect the current month instead of the last 30 days.
Adjusted the Warehouse Area of Influence color for better visibility.
Adjusted Shops to be considered “supplied” when 2 Products are provided instead of just 1 Product.
Lowered Bloated Status of Settlements:
“500k to 1 mil” to “500k to 750K”.
Adjusted how Demolishing to allow the connector road tile on buildings to remain after Demolishing to prevent breaking any AI Paths.
Adjusted Alpha Value of Building Road Connector for better visibility.
Adjusted Coastal Building Placement to allow for 2 rows of tiles past the coastline versus just 1 row of tiles to place a building
Adjusted Train Track Hologram Model for better visibility.
Adjusted Camera to center on the biggest settlement on a map after loading into the map.
Adjusted All Alerts to be displayed in Uppercase.
Changed all Logical Building (Warehouse, Depots, and Wholesaler) max Truck limit:
9 Trucks to 15 Trucks.
Changed Warehouse Overview value:
Total Stored to Total Capacity.
Changed naming convention:
Cycles to Days.
Doubled all Logistical Buildings Storage Space:
Warehouse: 375 to 750.
Truck Depot: 120 to 240.
Train Terminal: 120 to 240.
Boats Depot: 90 to 180.
Zeppelin Station: 120 to 240.
Removed Permits from Freeplay game mode.
Renamed Mouse Wheel setting tooltip:
"This option allows the use of the mousewheel to rotate as well." to "This setting also allows rotating the buildings using the mousewheel"
Bugfixes
Fixed Game Pause when looking at the Tech Tree.
Fixed World Generator crash with Custom Maps.
Fixed map name resetting when reloading Custom Maps setting.
Fixed Expenses not being displayed correctly.
Fixed bug that disallowed players from buying a building with enough money.
Fixed Trade Trucks to deposit their inventory into their destination depot after loading a save game.
Fixed issue that caused Autosaving, Saving, and Loading to take longer than normal.
Known Issues
Trucks sometimes like to go in a straight line, avoiding roads
Boats love to think they’re hovercrafts and travel on land
Loading sometimes empties the cargo of vehicles (pesky contraband)
0.5.1 is out and OMG so many changes!
9 people and 56 energy drinks later, we present to you patch 0.5.1!
Want to start by saying that we've personally have been checking every single review, thread, tweet and let's play to gather as much feedback as possible to make this first patch a clear message about how we intend to develop this game. We are always watching and reading, as we believe Early Access is about developer and player interaction, so there can be a strong exchange of thoughts and feedback to improve. If not, what's the point? Sell a few copies and run? Nah...
We're here to resurrect our childhood love: Industry Giant, and bring it to this decade. For that, we need your help, so keep those threads and videos coming! Of course, we would like to make all of the changes now, but bear with us, some take longer than others. Throughout Early Access (and after full release where necessary) we will keep tweaking and improving the overall gameplay experience.
But for now, please sit back and check out these changes (especially in the new wholesalers and tech tree changes), as a lot might change the way you have to play.
Now need to sleep for 3 or 4 days straight. Enjoy the weekend!
Note: this patch will break your saves. If you want to continue on patch 5.0, I created a beta branch just for you! (might have to restart Steam to see it) http://prntscr.com/ifouaz
Release Date 2/16/2018 Patch 0.5.1:1602
Additions
Added Logistical Permits to Settlements, 3 Permit options are now available:
Purchase Full Build Permit - (formerly known as PURCHASE PERMIT)
Purchase Logistical Permit - (Allows Logistical Buildings and Network structures to be placed at 25% the price of a Full Build Permit)
Upgrade to Full Build Permit - (Allows you to upgrade your Logistical Permit)
Added Truck Drive Settings in the Gameplay Options:
"RIGHT HANDED" to "RIGHT SIDE"
"LEFT HANDED" to "LEFT SIDE"
Added togglable mouse wheel functionality to rotate buildings when placing.
Added functionality, allowing Product Icons to open their Recipe.
Added building clone functionality to copies settings like the recipes and destinations of the chosen building:
Left-CTRL + Left-Click in eyedropper mode. First, click on your source, then click on your target(s).
Added a New mouse cursor to better match our art style.
Added a Building Demolition Confirmation popup that appears when Demolishing.
Added a Confirm Demolish setting in the Gameplay options to turn the Demolish Confirmation popup on and off
Added a Region Size setting to Custom Game Settings.
Range: 25% to 200% (Default: 100%)
Added an option to disable Alerts/Notifications on Buildings via an icon in the top right corner of their panels.
Added a 1-Day delay to Alerts on buildings to prevent Full Capacity Alert spam.
Added more functionality to the TAB Key, it now has 4 modes:
Show no labels.
Show only Settlement and Region labels.
Show Settlement, Regions, and Resource labels.
Show all labels (Settlements, Regions, Resources, and Buildings).
Added a scroll view to the Wholesaler panel to allow visibility of all products available.
Added New Event and Alert Icons to help with clarity.
Added functionality that pauses the game when the player when working in the tech tree or the Choose Specialization screen.
Added a Full Storage Alerts setting in the Gameplay options to turn Full Storage Alerts on and off.
Added functionality to check if a Product is a Component and raises its Shop Price by +10%
Added functionality to check if a Product is a Raw Resource and raises its Shop Price by +25%
Improvements and Changes
Adjusted Tech Tree Unlocks to improve access:
Plantation T3 to T1.
Compost Pit T1 to T3.
Glassworks & Smelter T2 to T1.
Food Factory T1 to T2.
Orchard T1 to T2.
Fish Farm T2 to T1.
Livestock T2 to T3.
Berries are now the default minor unlock of the Plantation.
Adjusted Dynamic Economy Formula to lower Demand:
Monthly Quantity demanded = Roundup((Population of Settlement / 10,000)
(how many of that product are made in a month
0.1) to Monthly Quantity demanded = Roundup((Population of Settlement / 25,000)
(how many of that product are made in a month
0.1).
Adjusted Region Coastal Building placement rules for coastlines that are shared by two Regions.
Adjusted Wholesaler Product list to include Products the Settlement generates.
Adjusted Building Area of Influence color for better visibility.
Adjusted the Budget Flow to reflect the last 30 days instead of the current month.
Adjusted Balance Tooltip to say “Last 30 Days”
Adjusted the Dirt Road Speed to favor the Urban Road.
Dirt Road Speed 75% to 50% Speed
Adjusted Wholesaler prices to adjust long-term playstyles:
Sells Products at 100% Market Price to Sells Products at 200% Market Price
Adjusted the In-Game Tutorial on how to place Roads to be more clear and concise.
Adjusted the Panel Spawn Location to be closer to the left edge of the screen.
Adjusted the top Event notification to always appear in front of everything, including panels and Tech Tree.
Adjusted Regional Events to spawn only when a Player has a building in that Region.
Changed Sounds for Mouse-hover, Rotation, and Demolition Sounds.
Changed Building Hub Road to use Dirt Roads instead of Urban Road on Farms, Gatherers, and Harvesters.
Changed Autosave Interval Options:
Never 1, 2,3,5,10 minutes to Never, 5, 15, 30, 60 minutes
Cleaned up number format to appear more clear and concise.
Enabled the Tutorial UI to scale when the UI Scale setting is changed.
Implemented TextMeshPro to improve the appearance of text
Reduced the size of Alert Icons by 50% at specific zoom levels.
Refined a few UI Elements to be more clear and concise:
Dump button in storage panel
Yes/No buttons when changing production in the production panel
Vehicles tooltip italic text
Removed Rotation Cooldown to improve building flow.
Removed the Pin Icon on Building Panels.
Removed Truck Upkeep for Idle Trucks so only Dispatched Trucks will cost money.
Removed the 1 Steel from Wooden Barrel Recipe
Removed need to select Minor Unlocks in the Tutorial
Updated the Recipe Book PDF link in the Main Menu.
Bugfixes
Fixed the Building Manager not saving configurations.
Fixed the Money Tex Colors to properly represent their values.
Fixed the Lumberyard Harvesters not disabling when Trees are removed.
Fixed the Warehouse gathering error “Tried getting path from warehouse for null?!“.
Fixed the Train Station Hub Track Deletion exploit.
Fixed the Settings Screen not being accessible when in the Tutorial.
Fixed the Event Notifications not scaling with the UI Scale setting.
Fixed the Cargo Models orientation on Trucks.
Fixed the inability to place Bridges when unlocked in Tech Tree.
Fixed the Game Speed key sounds not playing.
Fixed the Missing Train Terminal placement hologram model.
Fixed the bug that crashed the game after the Intro is done playing.
Fixed the Construction Panel Tunnel and Bridge sounds not playing on when built directly from the Construction Panel.
Fixed the issue where Trade Route names would not appear properly.
Fixed the Copper resource to appear when the TAB key is clicked.
Fixed the compatibility issue after the intro video played on Linux builds.
Fixed the Tunnel Image.
Fixed the Shops Product List to include all Raw Resources.
Fixed the Input Field for the Building Name in the Building Panel.
Fixed the Input Field for the Recipe Book search field.
Fixed the Input Field for the Savegame name.
Fixed missing text in the Choose your Specialization
Fixed misaligned text in the Help Panel
Fixed bug that prevented trucks from being Dispatch from a cloned building.
Fixed the missing Truck Depot tooltip.
Fixed the “Building in Range” panel so it can be closed.
Fixed Event Typo:
Invocation to Innovation
Update 0.5.0:1002
Some of you had issues with the tutorial, so we rewrote most points. Of course, included some bugfixes, but this update is mostly about the tutorial.
Have fun!
Full Steam Ahead! (and Alpha 5)
(I bet nobody made that joke, ever!)
Just that, it's now for sale! Read the newsletter here: https://mailchi.mp/c24d3d1461e1/rise-of-industry-on-steam-and-gog
Have fun!
Getting ready!
Just a few weeks away, we're getting ready for the Steam launch! So excited!
Read all about it here: https://www.kasedogames.com/single-post/2018/01/18/Business-tycoon-Rise-of-Industry-to-hit-Early-Access-in-February
EDIT: less than two days to go!
Feb 9, 2018 @ 7 AM PST/ 3 PM GMT / 4 PM CET
Alpha 4.0 Ready!
Hi fellow industrialists and welcome back!
Another huge update, crammed full of new features, is upon us as Alpha 4 is now available to download.
A big game-changer is added with the first iteration of career mode ready to play which involves the all-new player specialisation and tech tree which focuses on player progression and is sure to give you a new challenge.
An important topic this month is the IndieDB competition! After a long battle against other 45 thousand games, we made it to the top 100! Now the crown is for the taking, but we need your help! Vote for us and show that the industry can be a better place by making quality products filled with love and passion!
Hi fellow industrialists and welcome to the latest Rise of Industry update!
Alpha 3 is upon us and we are thrilled to report that the great game-changing additions keep on coming in this latest update. As always, your feedback constantly enables us to produce the game that you want. If you think the game is missing something, let us know. We take all feedback onboard so why not get stuck into Alpha 3 and get involved!
Some big features have been added again to keep Rise of Industry moving forward:
World
- Rivers and Dirt Roads: a couple of little things to make your maps stand out a bit more!
- Revamped Town AI: now with Types & Personalities, depending on what resources are nearby, and they've been trained to do Town-to-Town-to-State trade. Expect lots of AI trucks scuttling around!
- Train Signalling: a first iteration of a very complex system, you can now begin to customise your train empire with one-way tracks to try and prevent crashes.
Production
- Truck Depot: cheap alternative to Train Terminals.
- Warehouse: a new type of building, designed to be placed in the middle of industrial hubs.
- Plantation Farm: where else can you grow Cocoa and Sugar?
- Lots of new recipes: completely revamped the food industry. Time to make some Chocolate Liquor and Candied Apples!