A second patch before the public default branch gets V1.2 as well! More fixes and polish to come before then, but here a few important issues are addressed, and some good balancing done. Have a look!
V1.2.2 Hotfix Changelog
Major rebalance of rider specializations: General rebalance of bonus energy and attack with specialization points Mountain 3 & Downhill 3 don't get -1 flat anymore Mountain 3 gets -1 TT and Downhill 3 gets -1 sprint Mountain 3 gets a little energy, allowing to put more into recovery Bonus energy for the downhill tree
DNF'd riders are now no longer disqualified from every race that season
Fixed crash when pinning riders when there are DNF'd riders in a race
Fixed AI scoring nodes lower the more they looked at them while calculating moves - this was mostly impacting a peloton without a relay, making it move very slowly
Fixed some UI elements getting occluded by hidden UI in campaign hub
Fixed single race save files not automatically being cleaned up once the race is completed
Fixed UI ordering of scoreboard
Fixed location of Tactics UI group ordering buttons
Added a temporary fix for riders getting placed in the wrong stack location
Known Issues: Possible issue with reordering after category climb when teams catch-up to peloton on previous move.
If nothing seriously breaks we should be having a first release candidate for the public V1.2 release tomorrow. Enjoy!
Version 1.2.1 (Hotfix)
We got a hotfix cooked up for you already! Addressing some rather important AI mess-ups and UI issues - among other things!
Version 1.2.1 Change Log
Fixed crash when races contain more than 25 parts (stages + rest days)
Fixed helpers moving too slowly when their leader wants to sprint near the end of a stages
Fixed team standings to now include current race results
Fixed disqualified riders in race simulation keeping their GC time at the time of disqualification
Fixed catch-up riders being given incorrect times for climbs/sprints
Fixed having to pay the player's rider full salary despite the supposed discount
Fixed "Team Standings" header to be properly translated
Fixed not being able to progress passed rest days in tours
Fixed soft-lock when switching out of auto-move mode during reordering phase
Fixed crashed when toggling auto-move modes in the move phase
Known Issues: Possible issue with reordering after a category climb / sprint when teams catch-up to the peloton on the previous move.
There will be at least one more patch coming before the release targeted for Friday. Please keep sharing your bug reports wither here or on our discord server. :)
Cheers!
Version V1.2 Is Coming!
Version 1.2 of The Cyclist: Tactics has long been in the making and is finally ready to see the light of day along with all of the V1.1 changes that never got pushed to the public version (but was available in the opt-in open beta).
Now V1.1 and V1.2 will be releasing together, but not at a vague point in the future... but next week. Already now you can play the open beta branch of V1.2, and the public release will follow in a week.
We have also updated the game's demo, or well, it's open beta branch for now. It will receive a full update with next week's release as well and we hope those yet undecided on the game will give it another try.
Note 1: To opt into the V1.2 open beta branch, right-click the game in your Steam Library, click Properties, Betas, select the open beta branch and let the game update.
Note 2: We are going to keep a separate branch of V1.0 around for those who wish to finish off their ongoing careers. That will become an opt-in branch (see Note 1).
Of course we want you to try out V1.2, and you sure wonder what that even is in terms of features and fixes. Here a brief little overview, and more detailed information next week along with the main release!
Version 1.2 Features
Tactics Screen - A new Tactics Screen is now accessible from in the race. Get all opponent stats, see current standings, and track riders.
Reworked Level Progression - Attribute points are not given whenever a specialization point is earned.
Big AI Revamp - Lots of fixes to various questionable behaviors and much improved gameplay.
Opinion System Update - A more in-depth integration of the opinion system for breakaways.
Full Rider Information - Tooltips that show rider info are now available in the pre- and post-race screens.
Steam Workshop - Workshop support has been added! (will open with the main release)
Race Editor Tool - A full standalone Race Editor in which you can create custom races.
Better Race Results - Improved the race finished overview screen.
SQLite Databases - Much better game performance in data handling.
We're looking forward to seeing your feedback on this open beta version. Enjoy! Cheers
Version 1.1.2
With the second patch for the V1.1 open beta we've been focusing on stability issues and sorted out a lot of them. The occasional loading into a stage crash that we likely have fixed here has been with us since V1.0, definitely about time to see that gone.
V1.1.2 General Fixes
Fixed crash when switching Auto-modes during reording phase
Fixed crash when selecting AI roles for opportunist rider and there is only 3 riders in the team
Fixed an issue where opinion values could be broken to the point of breaking saves
Fixed a situation where graphics cleanup wasn't happening, leading to a chance of game hard crashing when loading a scene after a long session.
Fixed some situations which causes the game to not shutdown cleanly
Tweaked (increased) peloton attack points slightly to be able to hang in there a little longer
While bringing this update to its release-ready state (merging with the default branch), we have started work on and almost completed the first major back-end feature for V1.2 already. More on that and our other plans for V1.2 in the main V1.1 release post.
As always, please share your feedback and any issues you find in this thread. Cheers!
Version 1.1.1
We hope you were able to spend some good time with family, friends, and games over the holidays!
Now that we’re back in action working on the game, we got a first patch ready for you which fixes two important issues that came up.
V1.1.1 General Fixes
Fixed the game forgetting the previous sponsor level advances, should fix saves too!
Fixed the sponsor goals for “Big Money” not working correctly
As always, please share your feedback and any issues you find in this thread. Cheers!
Version 1.1 Open Beta
We have finished implementing all new features that were planned for V1.1 and have prepared for you an almost finished Version 1.1 to try out.
A lot of substantial changes have been made to all aspects of the game, with the focus having been on big improvements to gameplay. While the patched 1.0 version did play well overall, especially in the early game, there were plenty of issues and design flaws that we wanted to address. That is what we’ve largely done in this update!
The new peloton movement rules keep things together more, while the UI does a better job of telling you what is happening and why.
Why an open beta instead of a regular release? As was mentioned in a recent news post, the translations for the new texts are not implemented yet. That means if you play in another language than English, you will see some English texts here and there. Other than that, we're pretty happy with the state of this version after our internal testing. We hope you're going to enjoy it as much as we have!
Note: In order to get this latest version, you need to opt-in to the open beta. You do that by right-clicking the game in your Steam Library, clicking Properties, then Betas, then you select the open_beta branch and let the game update.
Also from the recent news post, if you have not seen it, here is a video walking you through the most important changes that you will find in this new version. Have a look here: [previewyoutube="tsFFPLHoVfc;full"]
Changelog time! It’s a big one.
Game Mechanics 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 is 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.
Moving from group to relay now costs 0. Moving from P1 to P0 still costs 1 though.
UI Improvements
Full revision of the team jersey color picker, allowing better customization
Implemented new options menu layout and options, allowing more customization
In the bottom movement phase UI, the rider team jerseys are now displayed
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
Tutorial Changes
Adjusted finishing times for tutorial 3 competitors
Added opinion system functionality in tutorial 6
Rewrote description of momentum blocking system as part of tutorial 7
Graphics Improvements
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
AI Improvements
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
When there are two helper role riders on a team, the stronger one stays with the leader
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
Notable Fixes
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 with TTT podiums not being counted correctly
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
And ...
Over 100 smaller fixes and tweaks that you probably will feel but might not directly notice!
We’re really looking forward to hearing how you experience all these changes. Please share your feedback and any issues you find in this thread.
The Cyclist Team wishes you the smartest of moves, a Merry Christmas, and a Happy New Year! Cheers