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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.
"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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#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
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