The Cyclist: Tactics cover
The Cyclist: Tactics screenshot
Genre: Racing, Sport, Strategy, Turn-based strategy (TBS), Tactical, Indie, Card & Board Game

The Cyclist: Tactics

Version 1.2.13 Hotfix

Today's additions and fixes to both the full game and its demo:

The Cyclist: Tactics V1.2.13 Hotfix


  • Added tooltip to fitness field in the career hub to show bonuses and penalties
  • Updated race viewport group marker tooltip to show much more information
  • Fixed rendering order of sprint, category climb, and finish lines to not overlay UI
  • Fixed classic TTTs having an invisible time limit which DNFs riders


We've also added the Camshaft Crossover Challenge Event 3 to be the current challenge event.
Cheers!

Version 1.2.12 Hotfix

Another quick fix for some issues found with the help of your reports.

V1.2.12 Hotfix



  • Fixed reordering issue introduced in the previous patch
  • Stage results now show the leader's finish time instead of 0:00
  • Rider information panel will now correctly "P1" when the rider is in the Peloton group
  • Player rider selection buttons now update correctly


More to come! :)
Cheers

Version 1.2.11 Hotfix

In this first patch of the week we have solved one of the biggest issues that was plaguing the current version of the game, related to rider ordering in groups.

The rest of the week we will have more fixes and some AI tweaks coming your way!

The Cyclist: Tactics 1.2.11 Hotfix Changes


  • The game will now look for evidence of broken saves at load time and attempt to clean up the save game folder (this will occur if a crash happens while the game is the process of saving). This should fix the issue some people have been having where they're unable to go to the load game menu after a crash.
  • Fixed an issue incorrectly tracking stack order, leading to weird placements of riders
  • Added tooltips for riders that are marked for retirement, giving the reason for why that is
  • Updated player team names to allow for 25 characters instead of 20


That is all for now, more in the coming days.
Cheers!

Version 1.2.10 Hotfix

The first week of V1.2 patches is coming to an end with a final update adding some more UI usability features and the capacity for changing the number of autosaves on the backend via manual editing of the options file. The latter will likely become an option or used in future versions.

V1.2.10 Hotfix


  • Fixed Game not properly cleaning up autosave files in some situations
  • Added 'autosave_count' option, and staged autosaves
  • Phase Data UI now shows pin/favourite stars
  • Rider Information UI now shows pin/favourite stars
  • (TEMP FIX) The game will now recognize when the "stack order" bug is has occurred, and update the AI rider stack locations to ensure you can continue the playthrough


Next week we will focus on getting the AI sharpened up a little more.
Till then, enjoy! :)

Version 1.2.9 Hotfix

And another one :) more little fixes and polish!
Also, this version includes the second event in the CCPC competition.
https://youtu.be/yyq5gTmZ6dg

The Cyclist: Tactics V1.2.9 Hotfix


  • Rider tooltips now display when E/t or A/t values decrease for the next turn
  • Fixed gaining an extra recovery point during minor fitness peaks
  • Added missing race prestige tooltip in career hub
  • Modding - Mods will be automatically enabled if they do not contain core files (.csvs)
  • Modding - Mods will ask for a reload if you enable/move mods that contain core files (.csvs)
  • Modding - Added notification in the main menu when a new workshop mod is added/removed
  • Modding - Cleaned up some tooltips


There might be another update tomorrow and some more details on what we got cooking for the Race Editor in terms of a new feature.

Cheers!

V1.2.8 Hotfix

A quick hotfix to resolve a crash when starting Tutorial 9

The Cyclist: Tactics V1.2.8 Hotfix




  • Fixed a crash when loading into tutorial 9


Sorry if you were impacted by this issue!

Version 1.2.7 Hotfix

A few more little fixes here and there, along with a feature I've been looking forward to since V1.0... being able to tell if / when your E/t drops for the next move! Anyway, we're getting into a pretty good spot with these updates. One more can be expected to come at the end of the week before we take another look at the AI, specifically for tours.

The Cyclist: Tactics V1.2.7 Hotfix


  • Single race setup will no longer show custom races with no stages
  • Prevented crash when you hit the regenerate button while a custom race is selected
  • Rider information within the stage will now display if the E/t or A/t values of a rider will drop for the next turn. (Will be added to the tooltip version of the UI in the next hotfix)


Race Editor V1.0.3 Hotfix



  • Fixed UI resolution desync when windows resolution is lower than UI default resolution
  • Fixed switch buttons toggling on mouse press, not mouse release
  • Added command line, access with f2. Current commands just execute basic actions such as:
    - end, Quits the game
    - restart, Restarts the game
    - fullscreen, Toggles fullscreen, can also be done by pressing f1
    - resolution_info_show, Displays debug information for game resolutions and copies information to clipboard. More may be added as new functionality comes to the editor in future updates.


That's all for today!
Enjoy!

V1.2.6 Hotfix

The second hotfix for the game and its editor with a bunch of fixes!
The demo has been updated as well.

The Cyclist: Tactics V1.2.6 Fixes


  • Fixed occasional crash while stage is running
  • Sprint-focused leaders won't try and stay with the peloton if they have no helpers in the relay
  • Clicking on offscreen active rider markers now moves the camera to that node
  • Rider tooltips in the race overview will now show rider stats after recovery has been applied
  • Momentum-blocked nodes will no longer continue to block when in preview mode
  • Added confirmation of submission for the Camshaft Crossover Challenge

Race Editor V1.0.2 Fixes


  • Fixed button logs not generation on crashes related to pressing a button
  • Fixed crash when saving while rest day is selected to edit in the 'stages' panel
  • Fixed bug that would break saving once the loaded race had been saved/loaded with a rest day
  • Fixed visual bug where the first stage was put in "dirty" state
  • Fixed visual bug in 'stages' panel that showed rest days as cobble or flat archetype
  • 'Stage Profile View' zoom slider is now correctly centered
  • All panels now have outlines consistent with TCT
  • Game window can be be re-sized, black bars will be drawn to force a 16:9 aspect ratio
  • Menu tab buttons now work the same as TCT menu buttons
  • Buttons that act as switches highlight on release of left mouse, not press


More coming this week!
Enjoy :)

Version 1.2.5 Hotfix

A first little patch to address some of the issues players have pointed out and that have appeared in our crash / bug tracking via your submissions.

V1.2.5 Game Fixes


  • Fixed crash in tutorials when trying to pin riders
  • Fixed occasional crash when loading into the campaign hub
  • Fixed rider tooltip showing inf% and nan% when rider is fully levelled
  • Fixed Campaign hub not showing correct Jerseys while tutorial was active
  • Fixed career hub buttons selected issue returning from finance and team setup screens
  • Fixed player jerseys being changeable after game start (later will be changeable in preseason)
  • Fixed several tooltips
  • Made team rankings panel in race summary to be mouse wheel scrollable

V1.2.5 Editor Fixes


  • Fixed tooltips displaying wrong language names
  • Fixed notification panel to show text from the top, not the middle
  • Added a prompt that the 'Save Game' button has worked
  • Error catching on button to output a log file whenever the save would fail
  • Intro splash screen now shows for the correct amount of time


This week we will continue hotfixing any issues that arise and if time permits add a few more little features that didn't quite make the cut before! We hope you're enjoying your time with 1.2 so far. :)

Cheers!

Version 1.2 Major Update

Version 1.2 of The Cyclist: Tactics has long been in the making and is finally ready to see the light of day about a year after the first release of The Cyclist: Tactics. It is a massive jump from V1.0.7 that most of you are playing, with many new features, fleshed-out game mechanics, AI upgrades, performance improvements, quality of life changes, and lots of general fixes.

We have also updated the game's demo to this latest version and we hope those yet undecided on the game will try it out!

Note: We now have a separate opt-in branch of the last 1.0 version for those who wish to finish off their ongoing careers and other saves which will not be compatible with V1.2. You can access that by right-clicking the game in your Steam Library, clicking Properties, Betas, selecting the open beta branch and letting the game update.

V1.2 Changes


  • Tactics Screen A new "Tactics Screen" is now accessible from in race, showing standings, full rider info, and allowing for custom rider tracking via pinning of important competitors. You can track specific riders to keep an eye on them.



  • Race Editor Tool A full standalone Race Editor in which you can create custom races which don't get randomized. Allowing you to recreate real-life races, make wicked tours and challenges with ease, and share them with the community.



  • Steam Workshop Workshop support has been added, which will allow you to share your rider and team databases, as well as your custom races.
  • Reworked Level Progression A major change to the leveling system has been made in that attribute points are not given whenever a specialization point is earned. This has the effect of bringing the competition closer together and making the leveling power curve much smoother.
  • Big AI Rework Lots of fixes to various questionable behaviors and much improved gameplay:

    • The peloton has become much better at chasing down escapees. Helpers and leadout riders don't mess about and go all out when required.
    • Leaders now understand that they don't always have to go on the attack but can participate in mass sprints too.
    • The AI has now learned that mountain and sprint points also are something worthy to sprint for, no longer will the player remain uncontested.
    • Cleaned up various AI positioning and movement behaviors caused by bugs and inconsistencies.
    • Fixed AI breakaway riders slowing down despite having a fair amount of resources left close to the finish.
    • Told the AI it is not wise to chase down your own escapees. Their helpers are now in P0 but reorder to the back and don't do pulls unless necessary.
    • Added a AI "yellow rest" role which allows riders targeting a tour win to not lose too much time on their off-days."

  • Opinion System Update A more in-depth integration of the opinion system for breakaways, causing them to react to riders with a good or bad opinion score in a more reasonable way. They will try to get behind and attack rotten tomatoes and try their very best to work for a group with great group cohesion.
  • Full Rider Information Tooltips that show the full rider info are now available in the pre- and post-race screens, allowing you to really see how well competitors are doing and what their fitness levels are.



  • Better Race Results Implemented a race finish overview screen which shows the change to the player team prestige rankings and rider XP gain.
  • SQLite Databases The game's internal data handling is now SQLite based, giving much higher performance than what we used before. Especially simulating races and late into career mode this makes a world of difference.
  • Balance Update Rider specializations have gone through a general rebalance of bonus energy and attack with specialization points and trait bonuses. Most notable are that the Mountain and Downhill specializations do not get the -1 flat penalty at level 3 anymore, but lvl 3 climbers do get a penalty for TTs instead.




V1.1 Changes


  • Momentum Blocking Revamp The momentum blocking system has been revamped completely. The number of blocked nodes now depends on the slipstream a move generates. This makes attacking across easy terrain very difficult if the pace is high already, whereas terrain that reduces slipstream, like steep slopes or technical sectors, makes getting away much easier. It replaces the old system which was used on the usage of attack points.



  • Relay & Group Attack Rules Relay riders cannot attack, other relay riders that already have moved will get the chance to catch up if they can. Previously this was a feature of P0 only, now it applies generally. That makes the new momentum blocking ruleset work a lot better / makes it more consistent. Relay determines momentum blocking and isn't affected by it, but you can't really attack. Group is in a spot they can attack from, but are blocked by relay momentum build-up.
  • Recovery Tweaks The recovery stat has been reworked with a ninth recovery level that recovery 8 riders can access on their fitness peak. Also the minimum recovery percentage has been upped to be the maximum divided by 1.5 instead of 2.0, making long tours drop less riders.
  • Slipstream Rework The overall strength of slipstream has been significantly buffed overall, making it more realistic and play better. This gives escapees who work together well more staying power and weaker riders in the peloton a place to hide, at least across easy terrain.
  • Terrain Slipstream Terrain penalties to slipstream have been increased for technical and cobble sections to partly offset the general slipstream increase, making the technical and cobble skill a little more valuable and great tools for attacks over tough terrain.



  • Finite Peloton Energy & Attack The peloton now has finite energy and attack which depends on the race league and number of participating teams. The peloton is now treated like a unique rider without traits that always gets P2 slipstream. The peloton also follows normal recovery rules, it will tire out over the course of several difficult stages.



  • Rider Approval System Implemented a rider approval system to which AI riders in groups react appropriately. Leeches will seriously impact group cohesion, a hard-working breakaway group will give it their all to get to the line.
  • Peloton Movement Rules Updated the peloton movement rules to be very straightforward: the furthest P0 move that can be followed will be followed. If there is no P0 then the farthest P1 move that did not use attack will be followed if it can be followed. Only if all that falls through, the peloton will decide on its own where to move - most likely rather slowly.




Other Notable Improvements & Fixes

  • Full revision of the team jersey color picker, allowing better customization
  • Implemented new options menu layout and options, allowing more customization
  • Implemented team short names showing in rider tooltips to see the team ID at a glance
  • Implemented a pause button (also SPACE) to pause the game at any time. This for example allows you to change your rider's AI modes when it is not currently your turn.
  • Implemented top center display of current rider who's up next
  • The peloton "rider" now shows up in the resource use preview panel along with your riders
  • Added country descriptions for the country selection as tooltips
  • Implemented tooltips for the in-race markers on nodes
  • Improved tooltips for sponsor targets, as that never really was explained
  • Implemented better transition visuals between cobbled and normal roads
  • Removed road markings from cobble sectors
  • Revised and improved all competitor team jersey colors and pattern choices to be more distinctive
  • Implemented a "hold position" player rider AI mode. It stays active until deactivated, or a move requires maximum attack, the group you follow splits, a sprint starts, or the group's move cannot be followed. The "rest mode" got updated to automatically deactivate when a move requires attack, or cannot be followed.
  • Leaders move to P1 when the peloton has less than two moves of max energy or attack
  • Fixed leaders sometimes falling behind the peloton for no reason
  • Fixed issues with the peloton not following the final sprint move across the finish line
  • Added an all-out AI "stance" which helps get better AI performance in short ITTs too
  • Fixed the peloton going at crazy speeds by itself
  • Fixed a crash resulting from loading a game exited from season evaluation
  • Fixed the last rider to reorder in repositioning not properly paying the reorder costs
  • Fixed an issue where using max attack in a sprint didn't lower max attack
  • Fixed season results not showing results of player races after loading the game
  • Fixed issue with reloading the game not applying the costs of the previous move
  • Fixed the finishing move's cost not actually being subtracted from your resources
  • Fixed various issues with peloton target node inconsistencies.

Modding

  • We have added modding support for the rider and team database (as a first step)
  • Added game data export button to main menu options for modding base files


Event


In the coming weeks we will focus on resolving issues found in this update and patch them up on short notice. Once we're in a good spot with that we shall slowly start to pick away at our planned V1.3 milestone features.



Something of interest to some of you might be that we currently are running a crossover competition to celebrate the shared game world between The Cyclist: Tactics and our other title Automation: The Car Company Tycoon Game. There are a total of 750 USD worth of prizes to win and a special category for the overall The Cyclist: Tactics winner. In 6 different time trial events (5 TT tours and 1 single-stage TTT event) you are fighting for the best time with a predefined team for the challenge.

You can find out more about the competition here!

However, the competition requires you to own Automation and build a specific car for the competition, which will partake in 9 separate events in the game world. Don't forget about the bike racks!

Outlook


In the coming weeks we will focus on resolving issues found in this update and patch them up on short notice. Once we're in a good spot with that we shall slowly start to pick away at our planned V1.3 milestone features. Once we get started with that we'll post an outlook that gives you a better look at what is coming.

We hope you thoroughly enjoy this update and share your creations with the community!
Cheers