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v1.25 Progress Thread
#1
Work has begun on v1.25. This should be the last major build of Early Access, the last of the 1.x series, but hopefully not the last major build of the game.  The main goals of v1.25 is to clear out the remaining items on my ticketing system. Fix any reported bugs. Finalize tutorials and text content. Edit and translate the game. And do a bit of play testing to catch any unreported issues.

Our full release schedule isn't set in stone. And there may be delays due to play testing and how third party work (writing/editing/translations) goes. I also want to avoid releasing during AAA season (Q4) for business and marketing reasons.  So, if all goes well (which it never does), we're looking at a Q3 release. If delays push the game into Q4, full release will be pushed back to Q1 but the release of build (version 2.0) will not be changed. Hopefully that makes sense. To put it in simpler terms. Versions of the game will not be delayed for business reasons, only the Early Access to Full Release marketing will be delayed to avoid Q4.

With that in mind, v1.25 will follow our general release procedure.  Several minor builds released to Testing users. Followed by the release of v1.25 to Default build users. After v1.25 is released, we knock out as many bugs as we can in supplemental patches. And then move on to a series of version 2.0 Release Candidates for the full retail release. Those will be for both Default and Testing build users. As it will be all hands on deck sort of deal.


Anyway, there is currently 2 minor builds planned for v1.25. However, I believe I will split v1.24.1 in half to keep with our normal 4-6 week release patterns.  Leaving us with 3 minor builds and v1.25.




v1.24.1
-64-bit Engine:  Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9).
-Gameplay: Contract Component Production amounts reduced per production line.
-Mod Tools: Fixed list duplication issues when opening a second racing series in the Racing Editor.
-Gameplay: Implemented a "Quick Trim" system, which allows you to by-pass the vehicle designer tools when wanting to make vehicle trims with just different components. (Should save several clicks).
-Gameplay: Auto-Sale system implemented. This will automatically assign new vehicles for sale at all branches at recommended prices. It will also automatically start selling all vehicles at any new branch using the recommended pricing. The system will not adjust pricing, however the player can still manually control pricing. Including via the auto-commands system. Manually set prices are deleted if the player purchases an AI company or an AI marque.  
-Gameplay: Additional forced body scale adjustments for vehicle bodies based on track width vs body width.
-Gameplay: Additional bonus applied for automatic transmissions on high luxury vehicles.
-Gameplay: Hard and Nightmare mode sliders are now checked for achievements.
-Gameplay: AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection  code has been rewritten to allow more diversified actions.
-Gameplay: Increased the amount of designs the AI is willing to license.
-Bugfix: Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI.
-GUI: Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors.
-Artwork: Changed the viewport background from grey to black. Sadly there won't be any fixes for the office art on UWHD (21:9) monitors. The resolution doesn't allow me to scale the main picture without distortion. But the black looks better, and you never know. You might get as Easter present someday.
-Gameplay: The game will no longer allow you to open a report if it were generated on a future turn. (Normally due to playing ahead, exiting the game without saving, and then reloading the old save game.)
-Gameplay: Adjusted employee wages based on historical labor rates for specific job markets.
-Gameplay: Dynamic changes to wages based on macro economics events.
-Gameplay: Changed wage strokes into wage demands. Added an Ignore option.
-Gameplay: Implemented a large scale strike system which disables a department until the situation is rectified.
-Gameplay: Added a Random large scale strike event.
-Gameplay: Adjustments to marketing effect on buyer rating and generating new customers.
-Gameplay: Changed how a company's evaluation is calculated.
-Gameplay: Implemented a pure minimum market cap of a company based on equity.
-Bugfix: Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late.
-GUI: Institutional shares are now shown on share holders lists.
-Gameplay: Increased the amount of Institutional share holders and adjusted when they buy and sell.
-Bugfix: Fixed sell marque double payout.
-GUI: Warning button added when player increases dividends high enough that a lawsuit is possible.
-Gameplay: Players are no longer allowed to buy shares of their company within 7 months of an IPO.
-Gameplay: Stock market cap table added to the reports.
-GUI: Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window.
-Gameplay: Large changes in macro economics now throw a high priority memo.
-Gameplay: Reduced cargo space requirements so that predesigned vehicles can qualify for them.
-Gameplay: Removed the possibility of large single cylinder and large steam engine contracts.
-Gameplay: Increased contract unit prices for most contracts.
-Gameplay: Decreased possibility for contract renewals.
-Gameplay: Contracts and renewals now factor in the age of the component or vehicle design.
-GUI: Reworded contract renewal wording to make it more clear the amount of units the new contract needs.
-Bugfix: Fixed some incorrect unit type wording when renewing contracts.
-Engine: Implemented contract unit payment and unit numbers in the enginecontracts.xml file.
-GUI: Contract unit payment advance game setting.
-Gameplay: Decreased contract renewal amount of units.
-Mod Tools: Removed 2020 upper year restrictions in some tools.
-Mod Tools: Contract Editor Tool
-Mod Tools: Included missing mod tools' 32-bit lib for 64-bit Linux installs.
-Bugfix: Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed.
-Gameplay: Reworked secondary market processing. Missed sales/Customers who do not find what they want are now recycled into other vehicle's sales the next turn. This should improve turn times and robustness compared to the old secondary sales system.
-Gameplay: Implemented a minimal customer pool for large cities. Which should increase sales slightly.
-Gameplay: Decreased prices effect more on high wealth indexed vehicle types.
-Maps: Increased City Buyer Rating in late game years on Base City Map. With the main focus of increasing sales outside of NA/EU. It is now closer to real world sales figures, even though we have fewer AI in the game than in the real world.
-GUI: Reduced speed of map movement for both keys and mouse movement.
-Gameplay: Outsourced components costs are now factored into vehicle unit costs in key places such as the Showroom. But not in places where you make manufacturing decisions. Such as the factory. (Because you already paid for the outsourced components.)
-Gameplay: Additional tweaks to the AI in order to reduce extremely high market values.
-Gameplay: AI pays out more dividends.
-Gameplay: Tweaks to the growth rates of both Research and Administration skills.
-Bugfix: Fixed "Full Sized Van" and "Van" naming miss matches.
-Engine: GUI now auto scales for Apple users if the game detects an HiDPI monitor. This will hopefully reduce the amount of OSX returns I get from people who can't find the settings button.
-Gameplay: Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%.
-Gameplay: Increased the penalty for too strong of an engine paired with a weak gearbox.
-Gameplay: Increased dependability and quality's affect on vehicle image.
-Gameplay: Increased the effect of vehicle image on buyer ratings.






v1.24.2
-Engine: Added Japanese language support.
-Engine: fixed issues with dynamically generated html pages and Japanese fonts.
-GUI: Fixed incorrect header text for District Competition graphs.
-GUI: Added introduction and information on which vehicles are eligible for GCM awards.
-GUI: Fixed display issues with Chassis and Gearbox design/manufacturing requirements ratings when designing components.
-GUI: Added missing city status' to the City Government help button.
-Engine: Enabled ray casting (clicking cities/territories) while reports are opened on the World Map.
-Gameplay: Engine length and width sliders no longer have an effect on a stroke calculation which is used to generate RPMs. Therefore, these sliders no longer affect performance specs outside of weight.
-Gameplay: Factory construction is now slowed if the city is at war.
-Gameplay: Players can now issues grant funds for new dealerships. This system can be found by clicking the + button next to dealerships in the Branch View Details window on the World Map.
-Engine: Added support for multi-banked radial and rotary engines.
-GUI: Changed "Shipping Distance" terminology to "Sourcing Distance" to better reflect what is happening. (Shipping Distance was used originally because shipping was assigned at the factory level.)
-Gameplay: Reduces luxury requirements for the Hyper Luxury achievement.
-GUI: Reorginized Racing Setup GUI.
-GUI: Embedded Racing Team/Series Focus with the Racing Setup window.
-Engine: Due to popular demand, Main Menu theme song has been replaced with Four Seasons (Trailer music). KB's GearCity remains in the main music rotation.
-GUI: Mega Menu Window will now open to the last selected Factory.
-GUI: Fixed issue with view competition lists which showed vehicles with $0 sale prices.
-Bugfix Fixed issue with random history and city growth when player continues the game after it officially ends.
-GUI: Added "World" district to the District Sales Report
-GUI: Added player vehicle sales, production, and inventory by type into the Vehicle Type Market Share Report.
-GUI: Right aligned numbers in report tables.
-Bugfix Fixed issue with miss matched data in the Quarterly and Annual reports.
-Bugfix Fixed issues that caused the borderless windows setting not to show up on the Windows 64 build.
-Engine Fixed and enabled shader generation for the 64-bit builds.
-GUI: Company Directory Report now lists subsidiaries directly under the parent company's listing.
-Bugfix: Fixed issue causing the AI not to race in series with non-popular vehicle type restrictions.
-Gameplay: AI race vehicles no longer affect review scores.
-Gameplay: Review scores are now weighted down so the player gets a better review.
-Gameplay: Vehicle reviews are only generated once when the magazine is first opened after a vehicle design is finished. This review will be used as long as the vehicle is active.
-Gameplay: Newest 50 player vehicles reviews are readable in the magazine.
-Engine: Review text can now be assigned to a specific vehicle type.
-Mod Tools: Magazine Review editor now supports creating reviews for specific vehicle types.
-Gameplay: Fixed issues preventing contract renewals in many conditions.
-GUI: Replaced some red text with our existing pink text.
-GUI: Rewrote unibody's description, as it had some false information in it.
-Gameplay: Research delays to parent designs now effect vehicle trims.
-GUI: Vehicle or Component name is now displayed in the contract completed memo.
-Gameplay: 29 new predesigned vehicles thanks to TheBear and Xylon
-Gameplay: Several new review clips added.
-Bugfix: Fixed issue with parts shortage breaking auto productionf or a turn.
-Bugfix: Fixed insanely high bond coupon rates.
-GUI: Fixed clipping issue in the New Game Window.
-Gameplay: Removed 6 and 10 cylinder's from H-layouts and added 16 cylinder.




v1.24.3
-Gameplay: Adjusted starting loan, interest rates, and funding amounts for nightmare mode.
-Gameplay: Disable platform sharing option now located in the Autocommands panel of the Mega Menu.
-Bugfix: Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict
-Bugfix: Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees.
-Bugfix: Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window.
-Gameplay: Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market.
-GUI: Purchased Assets expense item added to monthly and expense reports.
-Gameplay: Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner.
-GUI: Added vehicle type to Monthly Sales report and Individual vehicle reports.
-Gameplay: Fixed issue and tweaked the formula for RnD Researching Team's employee requirements.
-Bugfix: Fixed bug when enabling auto-sale while a vehicle is in development.
-Bugfix: Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories.
-Gameplay: If a stock you own is no longer publicly traded, you will get a memo.
-Bugfix: Fixed issue with HR system, that prevented you from managing employees if you had auto hire OR auto wage enabled, but not both at the same time.
-Bugfix: Fixed issue causing the memo system to popup as soon as you start the game in later years.
GUI: Magazine system has been greatly simplified for anyone playing with a "small" reports window. This is mainly to get rid of the complaints about two vertical scroll bars on a report...
-Gameplay: Vehicles using a component is now displayed in the showroom components report.
-Gameplay: The game will now automatically withdraw from player's LOC if cash funds go negative.
-Bugfix: Fixed incorrect flag for Taipei post 1920s.
-Bugfix: Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer.
-GUI: Several minor GUI adjustments.
-Bugfix: Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values.
-Gameplay: Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.)
-Engine: The engine will now disregard and reset your video settings if you have the horizontal and/or vertical resolutions greater than supported resolutions provided by your video card. This is to prevent user-generated crashing on some laptops.
-Gameplay: Discontinuing an outsourced vehicle will now automatically cancel the contract.
-Bugfix: Fixed issue with new generation of vehicle costing a little more than a new model.
-Gameplay: Strikes and benefit demands have been reduced somewhat.
-Bugfix: Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system.
-Gameplay: Used vehicle is now prepopulated with the established AI option enabled.
-Gameplay: Admin employee requirements have increased based on revenues and number of licensed or outsourced designs.
-Bugfix: Fixed issue with doubling furloughed employees.
-Bugfix: Fixed issue with AI not paying dividends
-Bugfix: Fixed issue with electric fuel types not sharing popularity
-Mod Tools: Added the missing popularity link for fuel types.
-Bugfix: Fixed issue causing some fuel types to increase in popularity when they should be decreasing.
-Bugfix: Fixed issue with frame limiter system not working properly on Windows.
-Engine: Disabled smooth scrolling for reports webbrowser on 64-bit builds.
-Engine: Hardware mouse mode enabled on 64-Bit OSX.
-GUI: Improved performance of the "Calculate" production sliders in District mode.
-Engine: 10-20% AI turn time performance improvements.
-Bugfix: Fixed bore and stroke data not being correct when loading from a file.
-Media: Added a few dozen more premade car designs.
-Mod Tools: Fixed mod loading issues in the OSX mod tools.
-Bugfix: Fixed duplicate named vehicle designs in predesigner system.
-Bugfix: Fixed issues with the year vehicle sales memo.
-Bugfix: Fixed chassis and gearbox production assignment issues on the World Map.
-Bugfix: Fixed wording issues for contract production assignment.



v1.25 RC1
-GUI: Fixed several window and text cuttoff issues.
-GUI: Added build date to factory construction estimated production information.
-Bugfix: Fixed Wall Street Raider Achievement triggers.
-Bugfix: Fixed Auto Production not producing contracted designs first.
-Bugfix: Fixed Auto Production not producing enough vehicles in limited conflict cities.
-Bugfix: Fixed Auto Production producing in cities that are producing munitions.
-Bugfix: Fixed possible reaching of Advanced Designer without a selection of all three components. Also changed the error message.
-GUI: Increased Web Browser Reports window size to avoid texture skewing on some machines.
-Gameplay: Auto design for engine contract moved to RnD contract window.
-Bugfix: Fixed Auto design for engine contract system. (Should produce working engines now.)
-Gameplay: Implemented an advance game setting which limits the amount of acquitiions or merging you can do, based on the size of the companies you acquire. The larger the company, the longer you will have to wait before you can buy another company.
-GUI: You can now preview game information in the Load Game window.
-Community: Webchat re-enabled for 64-bit builds. IRC channel has been moved back to Esper.net.
-GUI: IRC window is now persistent in every part of the game, sound notifications play when someone writes. (You can disable this in the webchat settings.)
-Bugfix: AI dividends are now automatically set to a locked rate. To reduce the amount of lawsuits.
-Gameplay: You can now exit out of a Stock Takeover Approval action memo to view the companies before making your choice.
-Gameplay: Removed chassis weight's effect chassis length sliders.
-Bugfix: Fixed several instances where the RnD/Showroom floor does not reposition it self inline with the vehicle.
-GUI: Fixed several issues with the assign contracts window lists. Including vehicles with enough reserves but no production causing the window to popup.
-GUI: Newly funded racing teams will now turn green immediately in the series list.
-Bugfix: Fixed several issues with the racing results charts and reports.
-Bugfix: Fixed delayed issue with factory costs in the reports.
-Bugfix: Fixed percentage issues with Quarterly and Annual Operations reports.
-Bug Fix: Fixed Gearbox pricing in later game years.
-Bug Fix: Fixed exploit which allowed loan premiums to be written of taxes.
-Bug Fix: Fixed issue with saving loaded vehicle in the stand alone car designer.
-Bug Fix: Fixed additional issues with the racing revenues report.
-Bug Fix: Fixed some licensing royalties and signing fee payment issues.
-Gameplay: Increased factory workers per line in late game years.
-Gameplay: Reduced the number of top end buyers.
-Gameplay: Narrowed high end demographics economics band.
-Gameplay: Increased low end demographics economics band.
-Web: Added some more stuff to the wiki manual.
-Bug Fix: Fixed racing series yearly profit overview issues.
-Bug Fix: Fixed racing series contract submission month being displayed as zero when it should be 1.
-Bug Fix: Fixed Vehicle Image buyer rating bug. Buyer Rating Table reported it as *30, game used *150. I have reduced it to *50.
-Bug Fix: Fixed Buyer Rating Table using old difficulty adjustment values.
-Gameplay: Added some difficulty adjustments to AI vehicle design, which results in about 5-10% better vehicle designs than what the player can produce with the exact same setup. Removed a buyer rating difficulty adjustment.
-Bug Fix: Fixed an issue with vehicle image growth which caused to quickly grow.
-Gameplay: Tweaked Vehicle Image growth rates to make it a little more difficult to grow it as it goes up.
-Tutorial: Implemented interactive tutorial for Mega Menu.
-Tutorial: Implemented interactive tutorial for Factories.
-Tutorial: Implemented interactive tutorial for Branches.
-Tutorial: Implemented interactive tutorial for Marketing.
-Tutorial: Implemented interactive tutorial for Districting.
-Translations: 30% reduction in translatable words and 30% reduction in translation entries. (Before new tutorials were added. Word count is slowly growing with the new tutorials.)




v1.25 RC2
-Bugfix: Switched Alt modifier with Shift on Linux due to sticking issues on some versions of X.
-Bugfix: Fixed several issues with the new tutorials which did not allow additional tutorials to trigger.
-Bugfix: Fixed the ability to break the main tutorial by enabling the main tutorial in RnD.
-Bugfix: Fixed regression that caused Autoproduction to produce vehicles that are set to scrap prices.
-Bugfix: Fixed negative outstanding shares bug.
-Bugfix: Initial save now occurs after establish AI instead of before.
-Bugfix: Fixed displacement bug when in loading saved engine sliders while designing an electric engine.
-Gameplay: Added a 10% buyer rating penalty for players on Hard/Nightmare mode.
-Gameplay: Boosted marketing buyer rating effect.
-GUI: Added mod name to the upper left hand corner of main menu.
-Bugfix: Fixed several issues with the Mega Menu Outsourced Contract system, including -1 inventory for new contracts. Also fixed shipping/inventory values.
-GUI: Added new help buttons to Mega Menu Outsourced Contracts system.
-GUI: Fixed page flipping system when filtering in the showroom.
-GUI: District Locking Window now updates after applying changes.
-Bugfix: Fixed bug in which locking a district did not reset shipping distance. Which could have led to locations inside the district not being within shipping range.
-GUI: Fixed some text overflow issues.
-GUI: Added a nag message if you try to run the game without write access or admin privileges. Hopefully that will cut back on some of our returns and complaints.
-Gameplay: Added 40 new achievements. Achievements are now completed.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#2
-64-bit Engine: Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9).
-Gameplay: Contract Component Production amounts reduced per production line.
-Mod Tools: Fixed list duplication issues when opening a second racing series in the Racing Editor.
-Gameplay: Implemented a "Quick Trim" system, which allows you to by-pass the vehicle designer tools when wanting to make vehicle trims with just different components. (Should save several clicks).
-Gameplay: Auto-Sale system implemented. This will automatically assign new vehicles for sale at all branches at recommended prices. It will also automatically start selling all vehicles at any new branch using the recommended pricing. The system will not adjust pricing, however the player can still manually control pricing. Including via the auto-commands system. Manually set prices are deleted if the player purchases an AI company or an AI marque.
-Gameplay: Additional forced body scale adjustments for vehicle bodies based on track width vs body width.
-Gameplay: Additional bonus applied for automatic transmissions on high luxury vehicles.
-Gameplay: Hard and Nightmare mode sliders are now checked for achievements.
-Gameplay: AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection code has been rewritten to allow more diversified actions.
-Gameplay: Increased the amount of designs the AI is willing to license.
-Bugfix: Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI.
-GUI: Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors.
-Artwork: Changed the viewport background from grey to black. Sadly there won't be any fixes for the office art on UWHD (21:9) monitors. The resolution doesn't allow me to scale the main picture without distortion. But the black looks better, and you never know. You might get as Easter present someday.
-Gameplay: The game will no longer allow you to open a report if it were generated on a future turn. (Normally due to playing ahead, exiting the game without saving, and then reloading the old save game.)


I am currently working on a major change to labor wages, internal employee code, and possibly some additional strike possibilities.

There was also some server updates. Some possible new stuff coming on our main website too.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#3
-Gameplay: Adjusted employee wages based on historical labor rates for specific job markets.
-Gameplay: Dynamic changes to wages based on macro economics events.
-Gameplay: Changed wage strokes into wage demands. Added an Ignore option.
-Gameplay: Implemented a large scale strike system which disables a department until the situation is rectified.
-Gameplay: Added a Random large scale strike event.
-Gameplay: Adjustments to marketing effect on buyer rating and generating new customers.
-Gameplay: Changed how a company's evaluation is calculated.
-Gameplay: Implemented a pure minimum market cap of a company based on equity.
-Bugfix: Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late.
-GUI: Institutional shares are now shown on share holders lists.
-Gameplay: Increased the amount of Institutional share holders and adjusted when they buy and sell.
-Bugfix: Fixed sell marque double payout.
-GUI: Warning button added when player increases dividends high enough that a lawsuit is possible.
-Gameplay: Players are no longer allowed to buy shares of their company within 7 months of an IPO.
-Gameplay: Stock market cap table added to the reports.
-GUI: Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window.
-Gameplay: Large changes in macro economics now throw a high priority memo.
-Gameplay: Reduced cargo space requirements so that predesigned vehicles can qualify for them.
-Gameplay: Removed the possibility of large single cylinder and large steam engine contracts.
-Gameplay: Increased contract unit prices for most contracts.
-Gameplay: Decreased possibility for contract renewals.
-Gameplay: Contracts and renewals now factor in the age of the component or vehicle design.
-GUI: Reworded contract renewal wording to make it more clear the amount of units the new contract needs.
-Bugfix: Fixed some incorrect unit type wording when renewing contracts.
-Engine: Implemented contract unit payment and unit numbers in the enginecontracts.xml file.
-GUI: Contract unit payment advance game setting.


There is probably a few more things I did, but forgot to write it down.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#4
Most of the last few days have been spent balancing the stock market system with the most recent changes. Version 1.24.1 is mostly done, but I will do a bit of play testing since we have a number of mechanical changes in this build. I need to be sure the balance is not completely out of wack.

-Gameplay: Decreased contract renewal amount of units.
-Mod Tools: Removed 2020 upper year restrictions in some tools.
-Mod Tools: Contract Editor Tool
-Mod Tools: Included missing mod tools' 32-bit lib for 64-bit Linux installs.
-Bugfix: Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed.
-Gameplay: Reworked secondary market processing. Missed sales/Customers who do not find what they want are now recycled into other vehicle's sales the next turn. This should improve turn times and robustness compared to the old secondary sales system.
-Gameplay: Implemented a minimal customer pool for large cities. Which should increase sales slightly.
-Gameplay: Decreased prices effect more on high wealth indexed vehicle types.
-Maps: Increased City Buyer Rating in late game years on Base City Map. With the main focus of increasing sales outside of NA/EU. It is now closer to real world sales figures, even though we have fewer AI in the game than in the real world.
-GUI: Reduced speed of map movement for both keys and mouse movement.
-Gameplay: Outsourced components costs are now factored into vehicle unit costs in key places such as the Showroom. But not in places where you make manufacturing decisions. Such as the factory. (Because you already paid for the outsourced components.)
-Gameplay: Additional tweaks to the AI in order to reduce extremely high market values.
-Gameplay: AI pays out more dividends.
-Gameplay: Tweaks to the growth rates of both Research and Administration skills.
-Bugfix: Fixed "Full Sized Van" and "Van" naming miss matches.
-Engine: GUI now auto scales for Apple users if the game detects an HiDPI monitor. This will hopefully reduce the amount of OSX returns I get from people who can't find the settings button.
-Gameplay: Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%.
-Gameplay: Increased the penalty for too strong of an engine paired with a weak gearbox.
-Gameplay: Increased dependability and quality's affect on vehicle image.
-Gameplay: Increased the effect of vehicle image on buyer ratings.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#5
v1.24.2 is fairly close to being completed ticket wise. Although there is still one or two big items left.

-Engine: Added Japanese language support.
-Engine: fixed issues with dynamically generated html pages and Japanese fonts.
-GUI: Fixed incorrect header text for District Competition graphs.
-GUI: Added introduction and information on which vehicles are eligible for GCM awards.
-GUI: Fixed display issues with Chassis and Gearbox design/manufacturing requirements ratings when designing components.
-GUI: Added missing city status' to the City Government help button.
-Engine: Enabled ray casting (clicking cities/territories) while reports are opened on the World Map.
-Gameplay: Engine length and width sliders no longer have an effect on a stroke calculation which is used to generate RPMs. Therefore, these sliders no longer affect performance specs outside of weight.
-Gameplay: Factory construction is now slowed if the city is at war.
-Gameplay: Players can now issues grant funds for new dealerships. This system can be found by clicking the + button next to dealerships in the Branch View Details window on the World Map.
-Engine: Added support for multi-banked radial and rotary engines.
-GUI: Changed "Shipping Distance" terminology to "Sourcing Distance" to better reflect what is happening. (Shipping Distance was used originally because shipping was assigned at the factory level.)
-Gameplay: Reduces luxury requirements for the Hyper Luxury achievement.
-GUI: Reorginized Racing Setup GUI.
-GUI: Embedded Racing Team/Series Focus with the Racing Setup window.
-Engine: Due to popular demand, Main Menu theme song has been replaced with Four Seasons (Trailer music). KB's GearCity remains in the main music rotation.
-GUI: Mega Menu Window will now open to the last selected Factory.
-GUI: Fixed issue with view competition lists which showed vehicles with $0 sale prices.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#6
v1.24.2 is mostly ready. I will do some heavily play testing and finish up some writing this weekend. Most likely we'll do a Friday April 26th release.

-Bugfix Fixed issue with random history and city growth when player continues the game after it officially ends.
-GUI: Added "World" district to the District Sales Report
-GUI: Added player vehicle sales, production, and inventory by type into the Vehicle Type Market Share Report.
-GUI: Right aligned numbers in report tables.
-Bugfix Fixed issue with miss matched data in the Quarterly and Annual reports.
-Bugfix Fixed issues that caused the borderless windows setting not to show up on the Windows 64 build.
-Engine Fixed and enabled shader generation for the 64-bit builds.
-GUI: Company Directory Report now lists subsidiaries directly under the parent company's listing.
-Bugfix: Fixed issue causing the AI not to race in series with non-popular vehicle type restrictions.
-Gameplay: AI race vehicles no longer affect review scores.
-Gameplay: Review scores are now weighted down so the player gets a better review.
-Gameplay: Vehicle reviews are only generated once when the magazine is first opened after a vehicle design is finished. This review will be used as long as the vehicle is active.
-Gameplay: Newest 50 player vehicles reviews are readable in the magazine.
-Engine: Review text can now be assigned to a specific vehicle type.
-Mod Tools: Magazine Review editor now supports creating reviews for specific vehicle types.
-Gameplay: Fixed issues preventing contract renewals in many conditions.
-GUI: Replaced some red text with our existing pink text.
-GUI: Rewrote unibody's description, as it had some false information in it.
-Gameplay: Research delays to parent designs now effect vehicle trims.
-GUI: Vehicle or Component name is now displayed in the contract completed memo.
-Gameplay: 29 new predesigned vehicles thanks to TheBear and Xylon


There were a few more issues I addressed from forum posts/emails, but didn't document in the ticketing system.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#7
v1.24.2 will be coming out in the next few hours. Here is some of the additional stuff added:

-Gameplay: Several new review clips added.
-Bugfix: Fixed issue with parts shortage breaking auto productionf or a turn.
-Bugfix: Fixed insanely high bond coupon rates.
-GUI: Fixed clipping issue in the New Game Window.
-Gameplay: Removed 6 and 10 cylinder's from H-layouts and added 16 cylinder.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#8
I've been neglecting to updating this thread. Sorry about that. But don't worry, progress on v1.24.3 has continued unabated. I am currently doing some more turn time optimizations, so that frees me up to write this up.

-Gameplay: Adjusted starting loan, interest rates, and funding amounts for nightmare mode.
-Gameplay: Disable platform sharing option now located in the Autocommands panel of the Mega Menu.
-Bugfix: Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict
-Bugfix: Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees.
-Bugfix: Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window.
-Gameplay: Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market.
-GUI: Purchased Assets expense item added to monthly and expense reports.
-Gameplay: Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner.
-GUI: Added vehicle type to Monthly Sales report and Individual vehicle reports.
-Gameplay: Fixed issue and tweaked the formula for RnD Researching Team's employee requirements.
-Bugfix: Fixed bug when enabling auto-sale while a vehicle is in development.
-Bugfix: Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories.
-Gameplay: If a stock you own is no longer publicly traded, you will get a memo.
-Bugfix: Fixed issue with HR system, that prevented you from managing employees if you had auto hire OR auto wage enabled, but not both at the same time.
-Bugfix: Fixed issue causing the memo system to popup as soon as you start the game in later years.
GUI: Magazine system has been greatly simplified for anyone playing with a "small" reports window. This is mainly to get rid of the complaints about two vertical scroll bars on a report...
-Gameplay: Vehicles using a component is now displayed in the showroom components report.
-Gameplay: The game will now automatically withdraw from player's LOC if cash funds go negative.
-Bugfix: Fixed incorrect flag for Taipei post 1920s.
-Bugfix: Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer.
-GUI: Several minor GUI adjustments.
-Bugfix: Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values.
-Gameplay: Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.)
-Engine: The engine will now disregard and reset your video settings if you have the horizontal and/or vertical resolutions greater than supported resolutions provided by your video card. This is to prevent user-generated crashing on some laptops.
-Gameplay: Discontinuing an outsourced vehicle will now automatically cancel the contract.
-Bugfix: Fixed issue with new generation of vehicle costing a little more than a new model.
-Gameplay: Strikes and benefit demands have been reduced somewhat.
-Bugfix: Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system.
-Gameplay: Used vehicle is now prepopulated with the established AI option enabled.
-Gameplay: Admin employee requirements have increased based on revenues and number of licensed or outsourced designs.
-Bugfix: Fixed issue with doubling furloughed employees.
-Bugfix: Fixed issue with AI not paying dividends
-Bugfix: Fixed issue with electric fuel types not sharing popularity
-Mod Tools: Added the missing popularity link for fuel types.
-Bugfix: Fixed issue causing some fuel types to increase in popularity when they should be decreasing.
-Bugfix: Fixed issue with frame limiter system not working properly on Windows.
-Engine: Disabled smooth scrolling for reports webbrowser on 64-bit builds.
-Engine: Hardware mouse mode enabled on 64-Bit OSX.
-GUI: Improved performance of the "Calculate" production sliders in District mode.



There were several more things fixed, tweaked, or added that I failed to document in the ticketing system.

v1.24.3 should be ready on the last Friday of the month.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#9
V1.24.3 is just about ready for release. Since the last post I have improved Auto Production performance and Stock Market evaluation performance by about 40-60%. This improved turn times by around 10-20% per turn in my inital testing. Real world gains are currently unknown.

Beyond that, there were just a few more bug fixes and cleanups, and some more premade cars added.

-Engine: 10-20% AI turn time performance improvements.
-Bugfix: Fixed bore and stroke data not being correct when loading from a file.
-Media: Added a few dozen more premade car designs.
-Mod Tools: Fixed mod loading issues in the OSX mod tools.
-Bugfix: Fixed duplicate named vehicle designs in predesigner system.
-Bugfix: Fixed issues with the year vehicle sales memo.
-Bugfix: Fixed chassis and gearbox production assignment issues on the World Map.
-Bugfix: Fixed wording issues for contract production assignment.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#10
Dragging my butt back here to write one of these. (Really should get around to automating this post from my ticketing system... One of these days.)

I have been working on what will become version 1.25 Release Candidate 1 for testing build users. Most of the tickets for this build have been completed. So I switched to text based content. Currently, I am going through the text/localization file and removing duplicate entries due to formatting. For example, each one of these is currently an entry: "Sales", "Sales:", and "Sales: ". So to reduce the work load for translators, they now only have to translate "Sales" and the formatting is hardcoded into the game. In additional to that, I am looking into reducing the amount of help button text that needs to be translated by making some entries more generic, and merging entries with only a couple noun differences. I have also pulled out Random Newspaper clips and Magazine Reviews from the main localization files and put them in their own files (existing translations were kept).

So what's all the fuss with this stuff? Well, once I finish reducing the text in the game, I will implement several new text/speech tutorials, similar to the main tutorial. The goal is to come out ahead with a smaller word count but more text content.

As mentioned previously, this will be a long release window. As I am planning on v1.25 to be the last save game update. As such, there is still probably 1-2 months remaining before RC1 is released to testing build.

Here is what has been done so far:
-GUI: Fixed several window and text cuttoff issues.
-GUI: Added build date to factory construction estimated production information.
-Bugfix: Fixed Wall Street Raider Achievement triggers.
-Bugfix: Fixed Auto Production not producing contracted designs first.
-Bugfix: Fixed Auto Production not producing enough vehicles in limited conflict cities.
-Bugfix: Fixed Auto Production producing in cities that are producing munitions.
-Bugfix: Fixed possible reaching of Advanced Designer without a selection of all three components. Also changed the error message.
-GUI: Increased Web Browser Reports window size to avoid texture skewing on some machines.
-Gameplay: Auto design for engine contract moved to RnD contract window.
-Bugfix: Fixed Auto design for engine contract system. (Should produce working engines now.)
-Gameplay: Implemented an advance game setting which limits the amount of acquitiions or merging you can do, based on the size of the companies you acquire. The larger the company, the longer you will have to wait before you can buy another company.
-GUI: You can now preview game information in the Load Game window.
-Community: Webchat re-enabled for 64-bit builds. IRC channel has been moved back to Esper.net.
-GUI: IRC window is now persistent in every part of the game, sound notifications play when someone writes. (You can disable this in the webchat settings.)
-Bugfix: AI dividends are now automatically set to a locked rate. To reduce the amount of lawsuits.
-Gameplay: You can now exit out of a Stock Takeover Approval action memo to view the companies before making your choice.
-Gameplay: Removed chassis weight's effect chassis length sliders.
-Bugfix: Fixed several instances where the RnD/Showroom floor does not reposition it self inline with the vehicle.
-GUI: Fixed several issues with the assign contracts window lists. Including vehicles with enough reserves but no production causing the window to popup.
-GUI: Newly funded racing teams will now turn green immediately in the series list.
-Bugfix: Fixed several issues with the racing results charts and reports.
-Bugfix: Fixed delayed issue with factory costs in the reports.
-Bugfix: Fixed percentage issues with Quarterly and Annual Operations reports.

And probably a few things reported to me on the forums that I forgot to record.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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