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		<title><![CDATA[Visual Entertainment and Technologies Forum - Archive: Steam Early Access]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Sun, 03 May 2026 13:51:33 +0000</pubDate>
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			<title><![CDATA[v1.25 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3759</link>
			<pubDate>Mon, 25 Feb 2019 00:36:41 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3759</guid>
			<description><![CDATA[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.<br />
<br />
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.<br />
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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. <br />
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<br />
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.<br />
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<span style="font-size: x-large;" class="mycode_size">v1.24.1</span><br />
-<span style="font-weight: bold;" class="mycode_b">64-bit Engine:</span>  Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Contract Component Production amounts reduced per production line.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed list duplication issues when opening a second racing series in the Racing Editor.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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.   <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional forced body scale adjustments for vehicle bodies based on track width vs body width.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional bonus applied for automatic transmissions on high luxury vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Hard and Nightmare mode sliders are now checked for achievements. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection  code has been rewritten to allow more diversified actions.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the amount of designs the AI is willing to license.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> 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.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted employee wages based on historical labor rates for specific job markets. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dynamic changes to wages based on macro economics events.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed wage strokes into wage demands. Added an Ignore option.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a large scale strike system which disables a department until the situation is rectified. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added a Random large scale strike event. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to marketing effect on buyer rating and generating new customers.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed how a company's evaluation is calculated.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a pure minimum market cap of a company based on equity.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Institutional shares are now shown on share holders lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the amount of Institutional share holders and adjusted when they buy and sell.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed sell marque double payout.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Warning button added when player increases dividends high enough that a lawsuit is possible.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Players are no longer allowed to buy shares of their company within 7 months of an IPO.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Stock market cap table added to the reports.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Large changes in macro economics now throw a high priority memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced cargo space requirements so that predesigned vehicles can qualify for them.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed the possibility of large single cylinder and large steam engine contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased contract unit prices for most contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased possibility for contract renewals.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Contracts and renewals now factor in the age of the component or vehicle design. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reworded contract renewal wording to make it more clear the amount of units the new contract needs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some incorrect unit type wording when renewing contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented contract unit payment and unit numbers in the enginecontracts.xml file.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Contract unit payment advance game setting.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased contract renewal amount of units.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Removed 2020 upper year restrictions in some tools.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Contract Editor Tool<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Included missing mod tools' 32-bit lib for 64-bit Linux installs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a minimal customer pool for large cities. Which should increase sales slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased prices effect more on high wealth indexed vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reduced speed of map movement for both keys and mouse movement.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional tweaks to the AI in order to reduce extremely high market values. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI pays out more dividends.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaks to the growth rates of both Research and Administration skills.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed "Full Sized Van" and "Van" naming miss matches.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span>  Increased the penalty for too strong of an engine paired with a weak gearbox.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased dependability and quality's affect on vehicle image.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the effect of vehicle image on buyer ratings.<br />
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<span style="font-size: x-large;" class="mycode_size">v1.24.2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Added Japanese language support.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> fixed issues with dynamically generated html pages and Japanese fonts.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed incorrect header text for District Competition graphs.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added introduction and information on which vehicles are eligible for GCM awards.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed display issues with Chassis and Gearbox design/manufacturing requirements ratings when designing components.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added missing city status' to the City Government help button.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Enabled ray casting (clicking cities/territories) while reports are opened on the World Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Factory construction is now slowed if the city is at war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Added support for multi-banked radial and rotary engines. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduces luxury requirements for the Hyper Luxury achievement.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reorginized Racing Setup GUI. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Embedded Racing Team/Series Focus with the Racing Setup window.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Mega Menu Window will now open to the last selected Factory.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed issue with view competition lists which showed vehicles with &#36;0 sale prices.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with random history and city growth when player continues the game after it officially ends.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added "World" district to the District Sales Report<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added player vehicle sales, production, and inventory by type into the Vehicle Type Market Share Report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Right aligned numbers in report tables.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with miss matched data in the Quarterly and Annual reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issues that caused the borderless windows setting not to show up on the Windows 64 build.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine</span> Fixed and enabled shader generation for the 64-bit builds.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Company Directory Report now lists subsidiaries directly under the parent company's listing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing the AI not to race in series with non-popular vehicle type restrictions.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI race vehicles no longer affect review scores.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Review scores are now weighted down so the player gets a better review.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Newest 50 player vehicles reviews are readable in the magazine.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Review text can now be assigned to a specific vehicle type.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Magazine Review editor now supports creating reviews for specific vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issues preventing contract renewals in many conditions.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Replaced some red text with our existing pink text.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Rewrote unibody's description, as it had some false information in it.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Research delays to parent designs now effect vehicle trims.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Vehicle or Component name is now displayed in the contract completed memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 29 new predesigned vehicles thanks to TheBear and Xylon<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Several new review clips added.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with parts shortage breaking auto productionf or a turn.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed insanely high bond coupon rates.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed clipping issue in the New Game Window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed 6 and 10 cylinder's from H-layouts and added 16 cylinder.<br />
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<span style="font-size: x-large;" class="mycode_size">v1.24.3</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted starting loan, interest rates, and funding amounts for nightmare mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Disable platform sharing option now located in the Autocommands panel of the Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Purchased Assets expense item added to monthly and expense reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added vehicle type to Monthly Sales report and Individual vehicle reports. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issue and tweaked the formula for RnD Researching Team's employee requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug when enabling auto-sale while a vehicle is in development.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If a stock you own is no longer publicly traded, you will get a memo. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing the memo system to popup as soon as you start the game in later years.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> 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...<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Vehicles using a component is now displayed in the showroom components report.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> The game will now automatically withdraw from player's LOC if cash funds go negative. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect flag for Taipei post 1920s.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer.  <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Several minor GUI adjustments.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.)<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Discontinuing an outsourced vehicle will now automatically cancel the contract. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with new generation of vehicle costing a little more than a new model.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Strikes and benefit demands have been reduced somewhat.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Used vehicle is now prepopulated with the established AI option enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Admin employee requirements have increased based on revenues and number of licensed or outsourced designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with doubling furloughed employees.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with AI not paying dividends<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span>  Fixed issue with electric fuel types not sharing popularity<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Added the missing popularity link for fuel types.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing some fuel types to increase in popularity when they should be decreasing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with frame limiter system not working properly on Windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Disabled smooth scrolling for reports webbrowser on 64-bit builds.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Hardware mouse mode enabled on 64-Bit OSX.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Improved performance of the "Calculate" production sliders in District mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 10-20% AI turn time performance improvements.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bore and stroke data not being correct when loading from a file.<br />
<span style="font-weight: bold;" class="mycode_b">-Media:</span> Added a few dozen more premade car designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Fixed mod loading issues in the OSX mod tools.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed duplicate named vehicle designs in predesigner system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with the year vehicle sales memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed chassis and gearbox production assignment issues on the World Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed wording issues for contract production assignment.<br />
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<span style="font-size: x-large;" class="mycode_size">v1.25 RC1</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several window and text cuttoff issues.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added build date to factory construction estimated production information.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Wall Street Raider Achievement triggers.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production not producing contracted designs first.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production not producing enough vehicles in limited conflict cities.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production producing in cities that are producing munitions.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible reaching of Advanced Designer without a selection of all three components. Also changed the error message.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Increased Web Browser Reports window size to avoid texture skewing on some machines.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Auto design for engine contract moved to RnD contract window.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto design for engine contract system. (Should produce working engines now.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> You can now preview game information in the Load Game window.<br />
<span style="font-weight: bold;" class="mycode_b">-Community:</span> Webchat re-enabled for 64-bit builds. IRC channel has been moved back to Esper.net. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> AI dividends are now automatically set to a locked rate. To reduce the amount of lawsuits.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> You can now exit out of a Stock Takeover Approval action memo to view the companies before making your choice.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed chassis weight's effect chassis length sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several instances where the RnD/Showroom floor does not reposition it self inline with the vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several issues with the assign contracts window lists. Including vehicles with enough reserves but no production causing the window to popup.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Newly funded racing teams will now turn green immediately in the series list.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the racing results charts and reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed delayed issue with factory costs in the reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed percentage issues with Quarterly and Annual Operations reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Gearbox pricing in later game years.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed exploit which allowed loan premiums to be written of taxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed issue with saving loaded vehicle in the stand alone car designer.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed additional issues with the racing revenues report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed some licensing royalties and signing fee payment issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased factory workers per line in late game years.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the number of top end buyers.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Narrowed high end demographics economics band.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased low end demographics economics band.<br />
<span style="font-weight: bold;" class="mycode_b">-Web:</span>  Added some more stuff to the wiki manual.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed racing series yearly profit overview issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed racing series contract submission month being displayed as zero when it should be 1.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Vehicle Image buyer rating bug. Buyer Rating Table reported it as *30, game used *150. I have reduced it to *50.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Buyer Rating Table using old difficulty adjustment values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed an issue with vehicle image growth which caused to quickly grow. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaked Vehicle Image growth rates to make it a little more difficult to grow it as it goes up. <br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Factories.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Marketing.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Districting.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> 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.)<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Switched Alt modifier with Shift on Linux due to sticking issues on some versions of X.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the new tutorials which did not allow additional tutorials to trigger.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed the ability to break the main tutorial by enabling the main tutorial in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed regression that caused Autoproduction to produce vehicles that are set to scrap prices. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed negative outstanding shares bug.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Initial save now occurs after establish AI instead of before.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed displacement bug when in loading saved engine sliders while designing an electric engine.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added a 10% buyer rating penalty for players on Hard/Nightmare mode. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Boosted marketing buyer rating effect.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added mod name to the upper left hand corner of main menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the Mega Menu Outsourced Contract system, including -1 inventory for new contracts. Also fixed shipping/inventory values.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added new help buttons to Mega Menu Outsourced Contracts system.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed page flipping system when filtering in the showroom.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> District Locking  Window now updates after applying changes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed some text overflow issues.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added 40 new achievements. Achievements are now completed.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2 HF1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed regression in Assisted Vehicle Designer which does not allow you to select engines or gearboxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect data in the Assisted Engine Designer's "Does Chassis Fit" system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Disable Technology Introduction years not affecting Gearbox Addons.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed share holdings table sort in the Stock Holdings report.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2 HF2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing auto-production to make all military contracts in hq country when hq country is at war. The game should now try to produce in peaceful countries as well.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing prototype vehicles to have incorrect data when using advanced component designer.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible issues when selecting components from lists while in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when player returns to the main menu while tutorial audio is playing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed missing text for Mega Menu tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when disabling tutorials in the headquarters selection screen.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed tutorial highlights blinking on top of banking tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing tutorial audio to still play after leaving a location.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing main tutorial to break when players strays off course into the financial room.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25</span><br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Dividend Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Marque Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Component Modification<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Vehicle Modification<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Advanced Component Designer Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Advanced Car Designer Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Outsourcing Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Contract Bidding Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Contract Won Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Autoproduction Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Benefits Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed 0hp Single Cylinder Engines from Assisted Designer.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Autoproduction<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Benefits System<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Office File Cabinet<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added maximum unit orders for racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed missing help buttons throughout the game.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Button for dealership subsidation.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed minor issue that could display factory production panel in Mega Menu when there is no factory, while the city was at war.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Hid horizontal scroll bar on several lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Help Button text not scrolling back to the top when selecting a different help button.<br />
<span style="font-weight: bold;" class="mycode_b">-Wiki:</span> Documented all achievements requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Art:</span> Added new logos to the game.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed new game logo selection GUI.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with dividend reports not matching payout.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Factory Capacity percentages in the Factory Report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Stock tutorial launching when it shouldn't.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed IPO tutorial constantly pestering the user.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Refixed Racing contract deadline date issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed sorting issues in the Stock Holdings report.]]></description>
			<content:encoded><![CDATA[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.<br />
<br />
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.<br />
<br />
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. <br />
<br />
<br />
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.<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.24.1</span><br />
-<span style="font-weight: bold;" class="mycode_b">64-bit Engine:</span>  Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Contract Component Production amounts reduced per production line.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed list duplication issues when opening a second racing series in the Racing Editor.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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.   <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional forced body scale adjustments for vehicle bodies based on track width vs body width.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional bonus applied for automatic transmissions on high luxury vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Hard and Nightmare mode sliders are now checked for achievements. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection  code has been rewritten to allow more diversified actions.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the amount of designs the AI is willing to license.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> 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.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted employee wages based on historical labor rates for specific job markets. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dynamic changes to wages based on macro economics events.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed wage strokes into wage demands. Added an Ignore option.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a large scale strike system which disables a department until the situation is rectified. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added a Random large scale strike event. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to marketing effect on buyer rating and generating new customers.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed how a company's evaluation is calculated.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a pure minimum market cap of a company based on equity.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Institutional shares are now shown on share holders lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the amount of Institutional share holders and adjusted when they buy and sell.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed sell marque double payout.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Warning button added when player increases dividends high enough that a lawsuit is possible.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Players are no longer allowed to buy shares of their company within 7 months of an IPO.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Stock market cap table added to the reports.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Large changes in macro economics now throw a high priority memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced cargo space requirements so that predesigned vehicles can qualify for them.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed the possibility of large single cylinder and large steam engine contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased contract unit prices for most contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased possibility for contract renewals.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Contracts and renewals now factor in the age of the component or vehicle design. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reworded contract renewal wording to make it more clear the amount of units the new contract needs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some incorrect unit type wording when renewing contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented contract unit payment and unit numbers in the enginecontracts.xml file.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Contract unit payment advance game setting.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased contract renewal amount of units.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Removed 2020 upper year restrictions in some tools.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Contract Editor Tool<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Included missing mod tools' 32-bit lib for 64-bit Linux installs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Implemented a minimal customer pool for large cities. Which should increase sales slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Decreased prices effect more on high wealth indexed vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reduced speed of map movement for both keys and mouse movement.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional tweaks to the AI in order to reduce extremely high market values. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI pays out more dividends.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaks to the growth rates of both Research and Administration skills.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed "Full Sized Van" and "Van" naming miss matches.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span>  Increased the penalty for too strong of an engine paired with a weak gearbox.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased dependability and quality's affect on vehicle image.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the effect of vehicle image on buyer ratings.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.24.2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Added Japanese language support.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> fixed issues with dynamically generated html pages and Japanese fonts.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed incorrect header text for District Competition graphs.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added introduction and information on which vehicles are eligible for GCM awards.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed display issues with Chassis and Gearbox design/manufacturing requirements ratings when designing components.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added missing city status' to the City Government help button.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Enabled ray casting (clicking cities/territories) while reports are opened on the World Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Factory construction is now slowed if the city is at war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Added support for multi-banked radial and rotary engines. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduces luxury requirements for the Hyper Luxury achievement.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Reorginized Racing Setup GUI. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Embedded Racing Team/Series Focus with the Racing Setup window.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Mega Menu Window will now open to the last selected Factory.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed issue with view competition lists which showed vehicles with &#36;0 sale prices.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with random history and city growth when player continues the game after it officially ends.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added "World" district to the District Sales Report<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added player vehicle sales, production, and inventory by type into the Vehicle Type Market Share Report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Right aligned numbers in report tables.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with miss matched data in the Quarterly and Annual reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issues that caused the borderless windows setting not to show up on the Windows 64 build.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine</span> Fixed and enabled shader generation for the 64-bit builds.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Company Directory Report now lists subsidiaries directly under the parent company's listing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing the AI not to race in series with non-popular vehicle type restrictions.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI race vehicles no longer affect review scores.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Review scores are now weighted down so the player gets a better review.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Newest 50 player vehicles reviews are readable in the magazine.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Review text can now be assigned to a specific vehicle type.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Magazine Review editor now supports creating reviews for specific vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issues preventing contract renewals in many conditions.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Replaced some red text with our existing pink text.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Rewrote unibody's description, as it had some false information in it.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Research delays to parent designs now effect vehicle trims.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Vehicle or Component name is now displayed in the contract completed memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 29 new predesigned vehicles thanks to TheBear and Xylon<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Several new review clips added.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with parts shortage breaking auto productionf or a turn.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed insanely high bond coupon rates.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed clipping issue in the New Game Window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed 6 and 10 cylinder's from H-layouts and added 16 cylinder.<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.24.3</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted starting loan, interest rates, and funding amounts for nightmare mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Disable platform sharing option now located in the Autocommands panel of the Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Purchased Assets expense item added to monthly and expense reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added vehicle type to Monthly Sales report and Individual vehicle reports. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issue and tweaked the formula for RnD Researching Team's employee requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug when enabling auto-sale while a vehicle is in development.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If a stock you own is no longer publicly traded, you will get a memo. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing the memo system to popup as soon as you start the game in later years.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> 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...<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Vehicles using a component is now displayed in the showroom components report.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> The game will now automatically withdraw from player's LOC if cash funds go negative. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect flag for Taipei post 1920s.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer.  <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Several minor GUI adjustments.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.)<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Discontinuing an outsourced vehicle will now automatically cancel the contract. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with new generation of vehicle costing a little more than a new model.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Strikes and benefit demands have been reduced somewhat.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Used vehicle is now prepopulated with the established AI option enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Admin employee requirements have increased based on revenues and number of licensed or outsourced designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with doubling furloughed employees.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with AI not paying dividends<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span>  Fixed issue with electric fuel types not sharing popularity<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Added the missing popularity link for fuel types.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing some fuel types to increase in popularity when they should be decreasing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with frame limiter system not working properly on Windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Disabled smooth scrolling for reports webbrowser on 64-bit builds.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Hardware mouse mode enabled on 64-Bit OSX.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Improved performance of the "Calculate" production sliders in District mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> 10-20% AI turn time performance improvements.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bore and stroke data not being correct when loading from a file.<br />
<span style="font-weight: bold;" class="mycode_b">-Media:</span> Added a few dozen more premade car designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Fixed mod loading issues in the OSX mod tools.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed duplicate named vehicle designs in predesigner system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with the year vehicle sales memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed chassis and gearbox production assignment issues on the World Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed wording issues for contract production assignment.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC1</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several window and text cuttoff issues.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added build date to factory construction estimated production information.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Wall Street Raider Achievement triggers.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production not producing contracted designs first.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production not producing enough vehicles in limited conflict cities.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto Production producing in cities that are producing munitions.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible reaching of Advanced Designer without a selection of all three components. Also changed the error message.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Increased Web Browser Reports window size to avoid texture skewing on some machines.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Auto design for engine contract moved to RnD contract window.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Auto design for engine contract system. (Should produce working engines now.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> You can now preview game information in the Load Game window.<br />
<span style="font-weight: bold;" class="mycode_b">-Community:</span> Webchat re-enabled for 64-bit builds. IRC channel has been moved back to Esper.net. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> AI dividends are now automatically set to a locked rate. To reduce the amount of lawsuits.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> You can now exit out of a Stock Takeover Approval action memo to view the companies before making your choice.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed chassis weight's effect chassis length sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several instances where the RnD/Showroom floor does not reposition it self inline with the vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several issues with the assign contracts window lists. Including vehicles with enough reserves but no production causing the window to popup.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Newly funded racing teams will now turn green immediately in the series list.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the racing results charts and reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed delayed issue with factory costs in the reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed percentage issues with Quarterly and Annual Operations reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Gearbox pricing in later game years.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed exploit which allowed loan premiums to be written of taxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed issue with saving loaded vehicle in the stand alone car designer.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed additional issues with the racing revenues report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed some licensing royalties and signing fee payment issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased factory workers per line in late game years.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the number of top end buyers.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Narrowed high end demographics economics band.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased low end demographics economics band.<br />
<span style="font-weight: bold;" class="mycode_b">-Web:</span>  Added some more stuff to the wiki manual.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed racing series yearly profit overview issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed racing series contract submission month being displayed as zero when it should be 1.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Vehicle Image buyer rating bug. Buyer Rating Table reported it as *30, game used *150. I have reduced it to *50.<br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed Buyer Rating Table using old difficulty adjustment values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">-Bug Fix:</span> Fixed an issue with vehicle image growth which caused to quickly grow. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaked Vehicle Image growth rates to make it a little more difficult to grow it as it goes up. <br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Factories.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Marketing.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Implemented interactive tutorial for Districting.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> 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.)<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Switched Alt modifier with Shift on Linux due to sticking issues on some versions of X.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the new tutorials which did not allow additional tutorials to trigger.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed the ability to break the main tutorial by enabling the main tutorial in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed regression that caused Autoproduction to produce vehicles that are set to scrap prices. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed negative outstanding shares bug.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Initial save now occurs after establish AI instead of before.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed displacement bug when in loading saved engine sliders while designing an electric engine.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added a 10% buyer rating penalty for players on Hard/Nightmare mode. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Boosted marketing buyer rating effect.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added mod name to the upper left hand corner of main menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed several issues with the Mega Menu Outsourced Contract system, including -1 inventory for new contracts. Also fixed shipping/inventory values.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added new help buttons to Mega Menu Outsourced Contracts system.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed page flipping system when filtering in the showroom.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> District Locking  Window now updates after applying changes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed some text overflow issues.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added 40 new achievements. Achievements are now completed.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2 HF1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed regression in Assisted Vehicle Designer which does not allow you to select engines or gearboxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed incorrect data in the Assisted Engine Designer's "Does Chassis Fit" system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Disable Technology Introduction years not affecting Gearbox Addons.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed share holdings table sort in the Stock Holdings report.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25 RC2 HF2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing auto-production to make all military contracts in hq country when hq country is at war. The game should now try to produce in peaceful countries as well.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing prototype vehicles to have incorrect data when using advanced component designer.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible issues when selecting components from lists while in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when player returns to the main menu while tutorial audio is playing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed missing text for Mega Menu tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when disabling tutorials in the headquarters selection screen.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed tutorial highlights blinking on top of banking tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing tutorial audio to still play after leaving a location.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing main tutorial to break when players strays off course into the financial room.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.25</span><br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Dividend Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Marque Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Component Modification<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Vehicle Modification<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Advanced Component Designer Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Advanced Car Designer Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Outsourcing Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Contract Bidding Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Contract Won Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Autoproduction Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorial:</span> Benefits Tutorial<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed 0hp Single Cylinder Engines from Assisted Designer.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Autoproduction<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Benefits System<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Buttons to Office File Cabinet<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added maximum unit orders for racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed missing help buttons throughout the game.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Help Button for dealership subsidation.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed minor issue that could display factory production panel in Mega Menu when there is no factory, while the city was at war.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Hid horizontal scroll bar on several lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Help Button text not scrolling back to the top when selecting a different help button.<br />
<span style="font-weight: bold;" class="mycode_b">-Wiki:</span> Documented all achievements requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Art:</span> Added new logos to the game.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed new game logo selection GUI.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with dividend reports not matching payout.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Factory Capacity percentages in the Factory Report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Stock tutorial launching when it shouldn't.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed IPO tutorial constantly pestering the user.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Refixed Racing contract deadline date issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed sorting issues in the Stock Holdings report.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What's your favorite AI/Player Logo]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3747</link>
			<pubDate>Fri, 22 Jun 2018 00:28:54 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3747</guid>
			<description><![CDATA[Hello everyone!<br />
<br />
I need a list of your favorite AI or Player logos in the game. You can list 3, you can list 10, doesn't matter. As for why, you'll see in a couple of weeks. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
Please list the AI company name or the player logo name. Also no modded logos/companies.]]></description>
			<content:encoded><![CDATA[Hello everyone!<br />
<br />
I need a list of your favorite AI or Player logos in the game. You can list 3, you can list 10, doesn't matter. As for why, you'll see in a couple of weeks. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
Please list the AI company name or the player logo name. Also no modded logos/companies.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[1.24 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3722</link>
			<pubDate>Sat, 17 Feb 2018 03:29:29 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3722</guid>
			<description><![CDATA[Welcome to the version 1.24 Progress Thread. This thread will contain the running change log for version 1.24. The following lists contain changes broken down into Testing Build releases. The bold text is the type of change such as bug fixes or new features. <br />
<br />
Version 1.24 is the second to last major build for GearCity. As such, we will mostly focus on minor features, bug fixes, and missing content. The only major planned feature is pre-designed vehicles for players and AI. This will allow players to skip the car designer without having to design a car body. <br />
<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.1</span><br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented the predesigned .car file loader system that is separate from the "Save Car" system.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Predesigned or Custom Design selector  when player design a vehicle body.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Saved .Car files now included aerodynamic drag data for AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI now selects a predesigned vehicle body to use for their models.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented a predesigned vehicle mod loading system.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tool:</span> Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.<br />
-<span style="font-weight: bold;" class="mycode_b">Documentation:</span> Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Added a popularity link for fuels into components.xml files.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Optimized Historical Player Date information.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Bottom panel information is limited based on how much screen width the player has.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added new expanded bottom panel to all "rooms" in the game. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced munition's revenues during WW1.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fix munitions manufacturing popup when countries that you only have branches in goes to war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Modification system can only be done once every 2 years for components. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased Modification system's exponential costs.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented a revision system into the .car loader system<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented a checker and delete system to purge un-useable user created .car files from the game.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Switched default renderer for new purchases to OpenGL.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Improvements made to UV coords of many models.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Additional paint ID's added to older vehicle models for slightly better player painting.    <br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Renamed morph animations for all models to better improve terminology and fix misspellings.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed regression causing the game to not be able to load unicode save games.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Restrict saving .car files to Latin (ASCII) characters.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with Human Resources system not displaying proper data.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced Steam Fuel's weight by 20%.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design".<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed the ability to bid on contracts with designs that are in development.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list pages to R&amp;D component selection, modify components, and modify vehicle lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 146 Predesigned Cars added.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Completed Military History.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Fixed line ending issue when moving .car files between Windows and Unix.<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.2</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Disabled hotkeys when tutorials are active.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Clock, door, and globe will continue glowing until clicked for the tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Disable reports popups until end of the tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Did You Know is now read in order at a random starting position.<br />
<span style="font-weight: bold;" class="mycode_b">-Content: </span> Fixed some spelling and grammar issues in the Did You Knows.<br />
<span style="font-weight: bold;" class="mycode_b">-Content: </span> Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps).<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Cities listed in Human Resources are now in alphabetical order. Starting with country then city name.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Cities in the Mega Menu are now in alphabetical order. Starting with country then city name.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Assign Contract lists are now in alphabetical order.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Contract bid components and vehicles are now in alphabetical order.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Increased components effect on vehicle manufacturing requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Some minor adjustments to sub component manufacturing requirements effect on components.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Increased Research team's effect on skill rating growth. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> List pages added to Outsourcing and View component and vehicle lists in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay/GUI:</span> Replace old design checkbox added to "New Generation" vehicle.  If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Maximum Supported Torque effects for Gearboxes was reenabled. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased price's effect on buyer rating.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted used car sales rate for lower cost vehicles.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the amount of time you have to bid on a contract.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Furloughed employees are now cleared out when your country goes to war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted furloughed employee's effect on morale and strikes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the start of war code that could clear out government contracts for your HQ nation.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 5-10% total turn time improvements. More to come. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Stock system evaluations is now more weighted toward revenues instead of book value/equity. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed global market economy's effect on stock values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI will no longer be forced to sell to players when players try to buy shares.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the frequency in which the AI sells more of their shares and shares of companies they own.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed vehicle and component designs from book value and net worth calculations.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps/Mods:</span> Added major independence events up to 1933 into the news paper. More to come soon.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span>Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Top Speed calculations <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Missing factories not in use from factory expense report. This is a regression caused by optimization.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork</span> 50 additional premade designs.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3</span><br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> 5-10% improvements to turn time due to optimizations.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> Replaced "Driveability" rating with a "Handling". Placed Gearbox effects on Driveability rating into luxury ratings. Boosted remaining specs and sliders effects on the Handling rating.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> Consolidation will now automatically create a new marques with your former company name and logo. For example if Foo merged with Bar you will now have FooBar, Foo, and Bar marques.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> You can now save component and vehicle slider positions to a file for use in other save games. This only does sliders and not sub-component selection.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed unpopular fuel type confirmation not clearing out advanced engine designer windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when using view prototype system in early game years due to 0hp engines.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with overtime (past 2020) gameplay values not resetting when returning to main menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Reserved units not being calculated properly in the Average Transpiration costs for districts.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Audio for all 44 Main Tutorial windows have been added. (Still a little post-processing work to be done, but still better than my "saliva" filled voice <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" />  ) <br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Auto Tutorial Audio Play Checkbox fully implemented.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Tutorial Audio volume dynamically adjusted with sound effects volume slider.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Tutorial "Continue" button stops tutorial audio.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Disabled Stand Alone Car Designer when Main Tutorial is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Background Music is paused when Tutorial Audio is playing<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed World Map Cities not being selectable when world map Main Tutorial is running.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed several missing glow effects and tutorial text issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Added more tutorial checkpoints to the game so if the player stops in the middle of the tutorial, they can resume more closely to where they were.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed End Turn repeating some parts of the tutorial audio over and over again. <br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Preliminary testing of the user side of the new translation system has been completed. Export and user functions have also been implemented. Hopefully the full system will be out by next weekend.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Renamed Monthly Revenues, Expenses, and Profit Chart to Monthly Revenues, Expenses, and Cash Flow. Added Taxes to this chart and included interest income into income.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Towing calculations have been adjusted to minimize hitting the minimum tow weights.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Reduced engine power ratings quarter decline values.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Adjusted the player/ai influence on smaller city growth. Separate bonus values are now used for economic and population growths<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> If manufacturer employment in a city is close to a city's population, the city will have an automatic boost in population.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Increased factory idle costs by 10% of full production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Branch costs have been increased on hard and ultra hard difficulties base on the population and income of cities. This can be toggled in the new game options.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Limited the number of branches that can be built per year on Hard and Ultra modes. Only 3% + 1 cities or territories can be built on if this option is enabled. This can be toggled in the new game options.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Monopoly lawsuits if your company gains over 75% market share for an extended period of time. This may cause fines or your marques be stripped away. Above 90% market share has stiffer fines and the possibility to completely break up your company into multiple companies. This can be toggled in the new game options.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Increased the effect of costs that sub-components have on components. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Decreased the costs effect of some sliders.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Some adjustments to component pricing. This may need some more testing however.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix: </span> Fixed hitbox bugs in 2010 winter office and 2010 safe. (Might not be the correct years.)<br />
-<span style="font-weight: bold;" class="mycode_b">Translations: </span> All single quotes ( ' ) are now escaped in the database side. No more need to double the single quotes in the localization/translation files. Some more testing may be required in case I missed places.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Six additional lawsuits against your company have been added.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine: </span> In game chat has been moved to Quakenet due to incompatible upgrades to Esper.net's web client. We will eventually host our own ircd (and upgrade our browser) at some point. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Lobbying protests have been added to the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Some minor adjustments to slider effects on torque and rpm.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Various rates and inflation are now capped when playing with random history enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Mass production discounts only have a static effect instead of an accumulative effect on production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Mass production discounts now takes into account the factory lines amount settings for the map.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix: </span> Fixed Monthly Sales Amount Achievement Memo firing every time it is reached.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Estimated lost sales random values are now calculated at the end of the turn instead of every time a factory line is selected.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a couple of New Marque Spin off Exploits.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> List pages for view competition in Branch Distribution Windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Hitting Alt-T in the main menu will now display word ID numbers before text. Do this before starting a new game and also before loading a game started with this feature enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Approximately 15,000 duplicate or unneeded words removed from the game text. This is a 15% reduction in non-news related text. 18% reduction in the number of entities needed to be translated.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Inherit Branch Shipping Distances now works for districts locks and district selections.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced Brake Specific Fuel Consumption for engines. After a certain amount of fuel economy (based on the fuel type's fuel rating) it becomes exponentially harder to increase fuel economy. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Switched "hp to weight ratio" to "torque to weight ratio" in the vehicle fuel consumption calculations. (Still working on the balance for this one.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in AI gearboxes that could cause high fuel economy in finished vehicles. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced small volume contract per unit payment amounts.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Finished National Independence news articles for Base City Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Added major historical news events between 1900 to 1960 to Base City Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Premades for 40s, 50s, and 60s added.<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the quality of AI branches to prevent them from going bankrupt due to higher branch costs. Some more adjustments will be made in v1.23.4.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span>Added major historical news events between 1993 to 2001 to Base City Map. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with player fuel consumption. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF3</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Rare Autoproduction bug that could drop material costs to &#36;0.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed French Africa City crash if player started a game in 1950 and clicked a city before their 1960s independence.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Minor weight reduction for engines.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Added major newspaper events up to 2010 for Base City Map. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.4</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Limited Branches exploit when using Build Branches in District.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Many older established AI no longer immediately go bankrupt.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Created a setting for Auto-GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and does not want the game to automatically remember the locations and never automatically center the windows.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> User selected units and measurements.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> The City Information Window displays the Import Tax rates if the feature is enabled. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Bonds can not be paid back before 2 years. Thus fixing a free money exploit.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed IPO exploit that resulted in double income from buying back your own shares.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Player can now cancel component selection when using the prototyping system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! <img src="https://www.ventdev.com/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_31" /><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Using many low sliders while designing will now directly reduce vehicle's buyer rating. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists. <br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added "World" to the Districting system. So players can select the entire game world if they want to.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by &#36;50.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Implemented Regional Names to the Map Data Tool.<br />
<span style="font-weight: bold;" class="mycode_b">-Settings Editor:</span> Added Autosave GUI and Unit Types.<br />
<span style="font-weight: bold;" class="mycode_b">-Settings Editor:</span> Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Rename component textbox will have the old component's name automatically entered.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed chassis outsourcing filtering.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />  )<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed inconsistent close button sizes.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> All windows should have titles in the title bar.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Mega Menu Clipping of really long names<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added horizontal scrolls to several lists, including the side panel.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.) <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Newspaper stocks now show 2 decimal places.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added fuel type information to several view engine and view vehicle windows that were missing it.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added some missing information from the Auto Commands Mega Menu Help Buttons.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Licensing List show now refresh after you make changes.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed World Map/Mega Menu charts that were showing revenues instead of units sold.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several graphs and buttons in the showroom.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.)<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several overlapping text issues when playing the game with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in racing competition view, that did not show player's race team if they were not using default team name. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps: </span> Added Static Vehicle Popularity growth rates for all vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools: </span> Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed exploit that allowed a player to use in construction factories to produce war munitions.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Possible fix for low definition textures and showroom crashing for extremely low powered GPUs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed buffer overflow when purchasing a company with over 4billion shares issued.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed late game bug that was causing R&amp;D estimated GearBox unit costs to be higher than the designed price.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug causing Auto Production not to update production quantity after  factory reconditioning.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> RnD-&gt;Mod-&gt;Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added growth trends arrows to Body and Fuel demand charts.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Ported Newspaper articles to all maps except Classic Map.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 RC1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash caused by French Did You Know file. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Q4 taxes not being charged and incorrect amount being reported in reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Completed Base City Map's City Events.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Finished computer assisted grammar and spell check of Base City Map's Newspaper Items.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Ported Base City Map's City Events and Newspaper articles to Base Territory Map and Classic Territory Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Finished creation of trading card rewards. (The trading cards are being worked on now, but they are subject to Steam's approval.) <br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Implemented Steam Workshop Uploader in the mod tools.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 RC2</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> AI vehicle length, width, and height now displayed in Showroom Marque Catalog and Marque Compare.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several rounding and missing unit conversions in the Marque Catalog and Marque Compare systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced first time factory upgrade costs. Increased costs of additional upgrades.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug that could cause discontinued vehicle to not be displayed in the Mega Menu Branch even if it was still for sale.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed the ability to use an in-development engine or vehicle for racing. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional reduction to racing revenues. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If you have a factory in a war zone, a high priority memo will be displayed when the war is over.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Adjusted vehicle popularity "words" in the report.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to vehicle rating decline rates.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Possible bug fix for a crash caused if the player discontinues a vehicle that is being outsourced to AI companies.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the vehicles sold for the year memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the Paid Back Loan achievement.<br />
<span style="font-weight: bold;" class="mycode_b">-Achievements:</span> 6 more achievements. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI</span> Added help buttons to Main Menu New Game. (Still need to do the Settings help buttons.)<br />
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<span style="font-size: large;" class="mycode_size">v1.24</span><br />
-<span style="font-weight: bold;" class="mycode_b">Artwork</span> 1980s and 2010 premades added. (These will temporarily be used for 1990 and 2000.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed crash when terminating contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed Pango issues with Font Config on Modern Linux.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Standardized font in most HTML pages. Some more tweaking is needed.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed regression in Base City Map that caused crash in French Morocco if the player started a game between 1930 and 1950 and clicked the Casablanca before Moroccan Independence. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added additional conditionals for Strike Adverted achievement. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed possible issue with City Skills Growth when growth values zero out.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed SQL issues with Marketing achievement.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Implemented 12 new achievements.<br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Fixed additional issues causing some achievements not to be triggered.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with unfunded research teams effecting average engineer salaries in HR.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed AI starting amount selection ordering from Alphanumeric to map/mod maker order.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Mouse wheel should scroll game GUI at one half a button click. Webbrowser scroll has been reduce by half.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fix newspaper display bug that could show insanely high values for winning contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments done to vehicle top speed to return more effect to Gearboxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Main Tutorial window continuously popping up even if you disabled tutorials.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed chassis prototyping bug that could cause the estimated finish date to be 32 months when it is actually much less.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added remaining help buttons to Main Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Grey paints are more black.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Linux Text Above sub-component buttons in assisted designer wraps.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Assisted Designer, moved categories in Quick Details panels to the right..<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Components modification window will close if you end production of your only component. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Increased spaces between end turn arrows. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Advanced vehicle designer, selecting a chassis does not fill the info for the chassis unless the player clicks the chassis.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Stock broker, Bottom of the company details cuts off the marque amount when playing with large text.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed competition date wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed bore and stroke wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed racing limitations wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed racing setup wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Racing series filters having entries such as 0 and en<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed gearbox contracts requirements wrapping<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed R&amp;D contract filter drop down widths.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed licensing engine text wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Dynamic font resizing for Factory/Branch/District drop downs in Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed factory view details wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed incorrect units being used for acceleration and braking. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Benefits disabled message in HR when benefits are disabled. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed capitalization of dynamic text in some memos.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed incorrect dates on some memos.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Auto Production restriction text cutoffs with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI</span> Fixed induction systems overlapping in several places with longer induction types.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP1 HF1</span><br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash when player uses modded AI files.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Displayed RPMs being higher than they should be.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Autoproduction producing too many vehicles if the player messes with the branch district locking system before enabling Auto Production.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Significant optimization to player production end turn processing speed. This should help players with large save files greatly. <br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP2</span><br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed display of player outstanding shares in broker view when AI companies hold shares and are not willing to sell.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced the effects of modifications and increased costs more.<br />
<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed modification exploit allowing the player to do more than 1 modification if they wait longer than 2 years.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Saved/Custom GUI overwriting the reports window size.<br />
<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue in racing where two series shared the same ID causing naming confusing.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced random lawsuit settlement and lost cases costs.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Put in time limitations for random lawsuits based on player demand.<br />
<span style="font-weight: bold;" class="mycode_b">Modtools:</span> Fixed a couple of issues with the Gearbox/Gears components editor.<br />
<span style="font-weight: bold;" class="mycode_b">Settings Editor:</span> Fixed issues music/sound fx volumes<br />
<span style="font-weight: bold;" class="mycode_b">Settings Editor:</span> Fixed issues with a few unit types.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed word wrap with Author's name in  Map Selection.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Dynamically change font size of End Turn company info based on length of the data.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed some list over wrap due to engine layout name length.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed alignment of Used Cars in World Map view competition lists.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added commas to the City Information popup. <br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed some word wrapping with the scrap checkbox for New Generation vehicles on Linux.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several word wrapping issues with large font in the Components Refit window.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed GUI widgets becoming misplaced when resizing Mega Menu window.<br />
<span style="font-weight: bold;" class="mycode_b">Engine:</span> Made the Purge Data system more aggressive. In a 1.1GB test save game, I was able to reduce it to 350MB. This also double reports generation speed. However at the cost of only having 5 years of historical production data. (Some additional optimizations are possibly coming to this system.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed chassis selection using incorrect player units.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several wrapping issues in Vehicle Prototyping with large font.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added lobbying effectiveness percentage to lobbying screen.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added MIssed Sales to various reports.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several large font wrapping issues with renew contracts window.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjusted the banking overview panel so that scroll bar would take up less space.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several large font wrapping issues in Banking Overview.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Banking window resizing restrictions<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Moved line of credit application button to the static side panel. Button also now disappears after you sign up for a line of credit.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed issues with raycasting in the world map.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjusted World Map Marketing summary font size to prevent possible wrapping.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed World Map Marketing resizing issues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Marketing manual entry wrapping issues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed spelling mistake in Lobbying Header Image<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Fixed possible overflow issue with credit fees.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Increased rounding amount for Banking Interest rates.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Changed default font in GUI sheet files. This may cause wrapping issues throughout the game, but also fixes some wrapping issues.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP3</span><br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible crash when outsourced AI vehicles are discontinued through mass means.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> AI Gearbox manufacturing requirements ratings were too high. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed incorrect fuel economy values in ratings window.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> MPG can now be a decimal value.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> "Save" and "Save As" now displays a message when saving is in progress.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Clicking "New Game" on the Main Menu resets the new game options.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed skill adjustment achievement covering scroll bars.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Auto Production Model Restriction lists now shows "All Vehicles" if no models are being restricted.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed double digit completion dates in advance designer panels a second time.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Some fixes to the new defined font size system. (Specifically the New Game Options Windows.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 12 new achievements.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional tweaks on the AI component selection system to reduce Single Cylinder and Two-Stroke from being paired together.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Minimum Bond Amount removed.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Bond rounding issues.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Lowered Bond and Loan interest rates<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Improvements to the Credit Ratings system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible random events that could cause departments to strike even if there were no employees in the department.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Assisted designer now has warnings if the vehicle is too slow, and if an engine has less than 5 smoothness/comfort rating.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Heavy balancing done to the Base Territory Map to reduce sales in late game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional tweaks done to the AI for Base Territory Maps and other small "territory" maps. <br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed several selection issues with the Components AI Pop Table. <br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Removed Shader cache. Shaders will now be generated at run time, which will slow down initial loading, but hopefully reduce crashes caused by bad updates.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed wrapping issue with large fonts in Advance Car Designer Vehicle Popularity panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented system to prevent RnD License GUI (and others) from getting corrupted due to save gui and game updates.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed stuck engine layout end year spinner box.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP4</span><br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Fixed removal of sub-components that are no longer in the Components.xml file that are AI Components Popularity File.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Translation system is now available in game, Click the Help Button then Translate. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Attempted to make Drop Down Box mouse wheel scrolling faster. Still needs some testing.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased marketing and racing's effect on consumer population specific to vehicle models. I.E. customers not in a pool for all models, but just for the specific vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Racing series will now show up one year before they start in the racing series lists. You are not able to start a team in this planning stage, but you are able to view the series restrictions in case you want to produce a design for the series.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Clone sliders systems now works with in-development vehicles or components.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Engine Saved Sliders not loading proper Bore and Stroke.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Bore and Stroke range checks for saved engine sliders. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Modify engine which could cause power rating to decline.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed issue with the Auto-Save GUI checkbox which caused it not to be checked when system is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed destroyed factories events not canceling upgrades or rebuilds.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Added some player created designs! Remember, you can still submit your designs. For more information: <a href="https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/games/285110/...0869879108</a><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced AI's margin selling outsourced vehicles. Also tweaked branch prices.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added GUI final submission date to the contract side panel.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> HR wages now show a range of wages instead of an average for job positions that have multiple employees (manufacturing and engineering). <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> HR will now hide if you have auto-production and auto-wage enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Branch and Factory Mega Menu's will now hide if you have no vehicles designed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dealership growth and effects have been overhauled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the AI vehicle design time by approximately half.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Temporary balancing change for City Maps, early year of sales in some high buyer rate countries such as Italy have been increased. This code will be removed when I implement interpolation of city buyer ratings for SP5.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> A bunch of minor GUI fixes such as over lapping text, cut off widgets, etc. I didn't keep a list as it was a fix while playing sort of session.   <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaked low funded racing team's results, which was causing horse power to be slightly more powerful than it should be. More tweaks may be coming.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP5</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> City specific buy ratings now interpolate between the city.xml files.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Increased small city and low percapita city specific buy rate in early game years on all city-based maps. Also made some adjustments to European city specific buy rates in early game years to increase sales.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Added missing infrastructure and fuel data to all maps.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dividends now split when the stock splits.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed development pace slider exploit when designing a new trim.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed month delay in the End, Scrap, and Replace old model system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Total Unit Costs and Manufacturing Costs located on the branch distribution side panels now uses previous turn data instead of estimating future data. This should make it more static, but will not reflect changes in costs until the next turn.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> I finally caved and made factory production lines slider only effect the number of factory lines and the tech slider effect everything else when designing a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Price and size adjustments when building a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with build factory production line slider adjusting the price and number of vehicles that can be built, even though the production lines do not increase.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with low level conflict not effecting demand enough.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Price Change Auto Commands now work on a district level if you have a district selected.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Adjusting shipping distance on the world map will now show you the maximum transportation costs per vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Units Shipped to Contract Revenues report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Color coded war status on New Game Map.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added a breakdown of a vehicle's buyer rating to the Wealth Distribution Chart. Click the Line Graph button next to where you enter the price of a vehicle to see it.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Enabled previous/next arrow buttons for Mega Menu Districts.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Added more player designed pre-made vehicles! If you have any to submit, feel free to do so! <a href="https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/games/285110/...0869879108</a><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with AI engine designs that could cause bad data in save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Small bug fix for vehicle fuel economy specs which could cause the design to run at optimal economy all the time.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP6</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed development pace slider disappearing when designing a new generation vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to new trim and new generation development time when not changing components.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Disabled zoom hot keys when text box has keyboard focus. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> New Marques now inherit 75% of parent company's image and skill ratings.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Expanded marque's image and skill growth to include component designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed "Low Morale" display when contracts are assigned to a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI now purges high end vehicles from sale in small cities if they don't sell any units over a period of time. This should speed up turn times slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Chassis weights have been increased slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased frame's and drivetrain's effect on chassis weights. Minor reduction for other sub components.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Buyer Ratings Table that showed all vehicles of a type instead of just the vehicles for sale in the selected city or district.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Designer paint color will no longer reset after you paint something.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Click the GUI will no longer cause an error sound when paint or accessory tools are enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Marketing Budgets have been added to Stock Reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reports header has been reorganized. Hopefully it is easier for players to find things instead of just throwing the miscellaneous reports into Reports 1 and Reports 2...<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Branch Reports now has wear information.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added Monthly Report to the reports header. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional revenues information added to Quarterly and Annual Reports.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> RnD rating numbers are now displayed all the time instead of requiring the player to hover over the stars.  This has required us to spread out the bottom panel more.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Project Profits to RnD-&gt;View Vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Assisted designer initial sliders positions have been corrected.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI production frequency has been replaced with AI Vehicle Design Frequency. This adjusts how many vehicle designs the AI will create.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Last year race winnings for series is now displayed in the race series detail's panel on the Racing Budget window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issues with the AI that caused them not to discontinue designs that are listed in Licensing and Outsourcing systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI high performance cars should be more high performance now.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when tabbing to name a vehicle trim's after already designing a trim.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to minimum vehicle fuel economy based on the engine design.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 12 Additional Achievements<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some lawsuits turning negative due to high vehicle sales revenues.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Merged CarReports and CityReports into 40 or so files, thus reducing the amount of reports the game generates in large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed historical Car Reports and City Reports. You only have the latest month now.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Optimized car reports generation, thus reducing turn times significantly on large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Moved some historical vehicle data to the vehicle data table, thus allowing the engine to purge historical records and reduce save game size significantly for large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing matured bonds not to clear out of company's meta information.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed mega menu crash when clicking arrows with no factories/branches.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP7</span><br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed text overlapping issues in several locations.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed resize issues in several locations.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added more user made predesigns! Thanks everyone who submitted! <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> If music player is open and the song changes, the new song will be selected in the list.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Buying AI companies with outsourced components will now discontinue any designs with bending outsourced contracts. This will prevent orphaned designs.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Added placeholders for SaveGames and SavedCars folders so Steam will make sure you have them if you verify files.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Components now have a total production report located in the Showroom. In the future I may break this down into vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Up and Down Arrow Keys will now select the next item in lists if the list was the last item clicked.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> List should no longer return to the top after doing an action on a selected item.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue that was allowing players to license in development components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the frequency of a dividend stripping lawsuit.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced the maximum amount of dividends to prevent financing the dividend.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjust dividend based on EPS is checked by default now.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Bottom bar now refreshes after purchasing a company.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed a place or two where vehicle names were missing the year.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Updated OpenAL in Linux. Sound should now be working on Pulse Audio distros.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue which was causing militaries to use city names.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed taxes being off set by a month in the Expense Reports.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Gearbox Overall rating being miss labeled as Performance.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible crash when resizing some windows too small.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Project Profits values always positive.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted AI's build branch behavior for when the company is not making money, has a less than 7% of the world map in branches, and has a boat load of cash. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with the component modification system that caused the new price not to be displayed. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with several predesigned vehicles with negative aerodynamic drag calculations. Thus causing bad data in the prototyping system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with factory upgrades that caused the player not to be charged for a month.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed factory workers striking during the middle of major wars when they're no longer producing anything.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP8</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed top speeds of finished vehicles not matching top speed in ratings windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible negative weight modifiers if weight to hp ratio was rounded to 15 or 38 kg per hp.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed global demand randomization values not being tied to administration skills. Now missed demand for global shipping should be the same as shipping range demand estimations.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Changed ambiguous wording in "contracts can't be bid on" memos. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> FIxed several issues with awards and race championships in the Showroom vehicle report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed marketing funds not being cleared when spinning off or selling a marque and including branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Now generating first turn contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with Auto-production restriction lists which was causing the lists not to refresh.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing discontinued parts which were being licensed to AI companies not to clear out their licensing revenues during the end turn phase. This fixed an issue with the licensing revenues report having more income than listed in other reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased image growth rates dynamically if the target skill is much higher than the current skill. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Linked marque's researching skills with parent companies'.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible negative loan situations.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with branch wear reports not having the correct wear amounts for every branch.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Chassis RnD View name sort.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with holdings list not showing after taking your own company private.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed late game possibility to go bankrupt if playing on infinite cash mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with year interpolation system that caused nation and flag changes not to register if starting in a later game year.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Merged GearCity Beardgine 1 and Beardgine 2 code bases together.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed contract crashes in respect to not having a component selected in the contracting lists whilst bidding or canceling a submission.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed sliders loading crash in 64-bit build due to VS2013 code optimization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash related to hitting + or - while RnD is loading or doesn't have keyboard focus.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash in tutorials on Linux 32-bit build, 64-bit build, and possibly other systems.<br />
<span style="font-weight: bold;" class="mycode_b">-X64 Engine</span> Implemented a popup warning for OpenGL players on 64-Bit windows build, letting them know that the DirectX9 system is probably better now.<br />
<span style="font-weight: bold;" class="mycode_b">-X64 Engine</span> Implemented non-character keys for web browser Linux and Mac 64-bit builds.  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed HR help button not having proper text.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed WW1 and WW2 achievements triggering a year too late.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP9</span><br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Scale GUI Setting. This setting allows you to increase the size of the GUI. This is particularly helpful for HiDPI monitors. <br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Dynamic Report Size setting. This causes the reports windows size to be closer your vertical resolution. However, this requires a little more performance for 2k+ resolutions.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Removed unsupported resolutions from the in game settings drop down.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Fixed incorrect resolution being displayed in the in game settings with fullscreen enabled. <br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit MacOS Engine:</span> Implemented Fullscreen mode.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Hard frame limiter can now be adjusted via settings.xml file. (Coming to the External Settings Editor as well.)<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Windows Engine:</span> Which Monitor the game will open on can now be set in the settings.xml file via an index number. This is only supported in Windows. (Coming to the External Settings Editor as well, however it will not poll how many monitors you have. You'll have to enter the proper index number yourself.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Resize scaling to center implemented for side by side lists. <br />
-<span style="font-weight: bold;" class="mycode_b">Tutorials:</span> Fixed some issues with the tutorial which allowed the player to return to RnD or did not popup a message when components designs were not finished.<br />
-<span style="font-weight: bold;" class="mycode_b">Tutorials:</span> Disabled normal to nightmare modes for tutorial plays initiated from the Main Menu.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased spec effects on racing and contract wins.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed the game not rewarding revenues for the last month of a contract in some cases.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Added weight and size modifiers to Car Type in the components.xml file. Both default to a normal value of 1. Currently size has no effect on anything in game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added weight values for all vehicle types in the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Car Type's weight now effects the weight of the vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Tweaks to vehicle's weight effect on fuel economy and maximum fuel economy achievable by an engine design in a vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Fixed javascript error popup when viewing reports.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Automatic reports page zooming based on GUI scaling.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Ordering more outsourced units will replace the previous order.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Contracted outsourced units are now sorted by name.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Vehicle Image growth rates have been increased by about 20%.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a couple issues with new trim design times.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issues with competition charts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issues with Factory Expense table.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Minor tweaks to credit rating score calculation<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with component amounts not being shown in stock window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed contract renewals having incorrect amounts in memos. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjustments have been made to the bulk production discount values.]]></description>
			<content:encoded><![CDATA[Welcome to the version 1.24 Progress Thread. This thread will contain the running change log for version 1.24. The following lists contain changes broken down into Testing Build releases. The bold text is the type of change such as bug fixes or new features. <br />
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Version 1.24 is the second to last major build for GearCity. As such, we will mostly focus on minor features, bug fixes, and missing content. The only major planned feature is pre-designed vehicles for players and AI. This will allow players to skip the car designer without having to design a car body. <br />
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<span style="font-size: large;" class="mycode_size">v1.23.1</span><br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented the predesigned .car file loader system that is separate from the "Save Car" system.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Predesigned or Custom Design selector  when player design a vehicle body.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Saved .Car files now included aerodynamic drag data for AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI now selects a predesigned vehicle body to use for their models.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented a predesigned vehicle mod loading system.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tool:</span> Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.<br />
-<span style="font-weight: bold;" class="mycode_b">Documentation:</span> Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Added a popularity link for fuels into components.xml files.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Optimized Historical Player Date information.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Bottom panel information is limited based on how much screen width the player has.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added new expanded bottom panel to all "rooms" in the game. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced munition's revenues during WW1.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fix munitions manufacturing popup when countries that you only have branches in goes to war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Modification system can only be done once every 2 years for components. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased Modification system's exponential costs.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented a revision system into the .car loader system<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Implemented a checker and delete system to purge un-useable user created .car files from the game.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Switched default renderer for new purchases to OpenGL.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Improvements made to UV coords of many models.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Additional paint ID's added to older vehicle models for slightly better player painting.    <br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Renamed morph animations for all models to better improve terminology and fix misspellings.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed regression causing the game to not be able to load unicode save games.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Restrict saving .car files to Latin (ASCII) characters.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with Human Resources system not displaying proper data.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced Steam Fuel's weight by 20%.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design".<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed the ability to bid on contracts with designs that are in development.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list pages to R&amp;D component selection, modify components, and modify vehicle lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 146 Predesigned Cars added.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Completed Military History.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Fixed line ending issue when moving .car files between Windows and Unix.<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.2</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Disabled hotkeys when tutorials are active.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Clock, door, and globe will continue glowing until clicked for the tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Disable reports popups until end of the tutorial.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Did You Know is now read in order at a random starting position.<br />
<span style="font-weight: bold;" class="mycode_b">-Content: </span> Fixed some spelling and grammar issues in the Did You Knows.<br />
<span style="font-weight: bold;" class="mycode_b">-Content: </span> Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps).<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Cities listed in Human Resources are now in alphabetical order. Starting with country then city name.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Cities in the Mega Menu are now in alphabetical order. Starting with country then city name.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Assign Contract lists are now in alphabetical order.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Contract bid components and vehicles are now in alphabetical order.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.)<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Increased components effect on vehicle manufacturing requirements.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Some minor adjustments to sub component manufacturing requirements effect on components.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Increased Research team's effect on skill rating growth. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> List pages added to Outsourcing and View component and vehicle lists in RnD.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay/GUI:</span> Replace old design checkbox added to "New Generation" vehicle.  If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Maximum Supported Torque effects for Gearboxes was reenabled. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased price's effect on buyer rating.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted used car sales rate for lower cost vehicles.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the amount of time you have to bid on a contract.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Furloughed employees are now cleared out when your country goes to war.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted furloughed employee's effect on morale and strikes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the start of war code that could clear out government contracts for your HQ nation.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 5-10% total turn time improvements. More to come. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Stock system evaluations is now more weighted toward revenues instead of book value/equity. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Changed global market economy's effect on stock values.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI will no longer be forced to sell to players when players try to buy shares.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased the frequency in which the AI sells more of their shares and shares of companies they own.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed vehicle and component designs from book value and net worth calculations.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps/Mods:</span> Added major independence events up to 1933 into the news paper. More to come soon.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span>Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Top Speed calculations <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Missing factories not in use from factory expense report. This is a regression caused by optimization.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork</span> 50 additional premade designs.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3</span><br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> 5-10% improvements to turn time due to optimizations.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> Replaced "Driveability" rating with a "Handling". Placed Gearbox effects on Driveability rating into luxury ratings. Boosted remaining specs and sliders effects on the Handling rating.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> Consolidation will now automatically create a new marques with your former company name and logo. For example if Foo merged with Bar you will now have FooBar, Foo, and Bar marques.<br />
<span style="font-weight: bold;" class="mycode_b">-GamePlay:</span> You can now save component and vehicle slider positions to a file for use in other save games. This only does sliders and not sub-component selection.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed unpopular fuel type confirmation not clearing out advanced engine designer windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when using view prototype system in early game years due to 0hp engines.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with overtime (past 2020) gameplay values not resetting when returning to main menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Reserved units not being calculated properly in the Average Transpiration costs for districts.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Audio for all 44 Main Tutorial windows have been added. (Still a little post-processing work to be done, but still better than my "saliva" filled voice <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" />  ) <br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Auto Tutorial Audio Play Checkbox fully implemented.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Tutorial Audio volume dynamically adjusted with sound effects volume slider.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Tutorial "Continue" button stops tutorial audio.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Disabled Stand Alone Car Designer when Main Tutorial is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Background Music is paused when Tutorial Audio is playing<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed World Map Cities not being selectable when world map Main Tutorial is running.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed several missing glow effects and tutorial text issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Added more tutorial checkpoints to the game so if the player stops in the middle of the tutorial, they can resume more closely to where they were.<br />
<span style="font-weight: bold;" class="mycode_b">-Tutorials:</span> Fixed End Turn repeating some parts of the tutorial audio over and over again. <br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Preliminary testing of the user side of the new translation system has been completed. Export and user functions have also been implemented. Hopefully the full system will be out by next weekend.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Renamed Monthly Revenues, Expenses, and Profit Chart to Monthly Revenues, Expenses, and Cash Flow. Added Taxes to this chart and included interest income into income.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Towing calculations have been adjusted to minimize hitting the minimum tow weights.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Reduced engine power ratings quarter decline values.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Adjusted the player/ai influence on smaller city growth. Separate bonus values are now used for economic and population growths<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> If manufacturer employment in a city is close to a city's population, the city will have an automatic boost in population.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Increased factory idle costs by 10% of full production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Branch costs have been increased on hard and ultra hard difficulties base on the population and income of cities. This can be toggled in the new game options.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Limited the number of branches that can be built per year on Hard and Ultra modes. Only 3% + 1 cities or territories can be built on if this option is enabled. This can be toggled in the new game options.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Monopoly lawsuits if your company gains over 75% market share for an extended period of time. This may cause fines or your marques be stripped away. Above 90% market share has stiffer fines and the possibility to completely break up your company into multiple companies. This can be toggled in the new game options.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Increased the effect of costs that sub-components have on components. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Decreased the costs effect of some sliders.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Some adjustments to component pricing. This may need some more testing however.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix: </span> Fixed hitbox bugs in 2010 winter office and 2010 safe. (Might not be the correct years.)<br />
-<span style="font-weight: bold;" class="mycode_b">Translations: </span> All single quotes ( ' ) are now escaped in the database side. No more need to double the single quotes in the localization/translation files. Some more testing may be required in case I missed places.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Six additional lawsuits against your company have been added.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine: </span> In game chat has been moved to Quakenet due to incompatible upgrades to Esper.net's web client. We will eventually host our own ircd (and upgrade our browser) at some point. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Lobbying protests have been added to the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Some minor adjustments to slider effects on torque and rpm.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Various rates and inflation are now capped when playing with random history enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Mass production discounts only have a static effect instead of an accumulative effect on production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Mass production discounts now takes into account the factory lines amount settings for the map.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix: </span> Fixed Monthly Sales Amount Achievement Memo firing every time it is reached.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay: </span> Estimated lost sales random values are now calculated at the end of the turn instead of every time a factory line is selected.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a couple of New Marque Spin off Exploits.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> List pages for view competition in Branch Distribution Windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Hitting Alt-T in the main menu will now display word ID numbers before text. Do this before starting a new game and also before loading a game started with this feature enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Approximately 15,000 duplicate or unneeded words removed from the game text. This is a 15% reduction in non-news related text. 18% reduction in the number of entities needed to be translated.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Inherit Branch Shipping Distances now works for districts locks and district selections.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced Brake Specific Fuel Consumption for engines. After a certain amount of fuel economy (based on the fuel type's fuel rating) it becomes exponentially harder to increase fuel economy. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Switched "hp to weight ratio" to "torque to weight ratio" in the vehicle fuel consumption calculations. (Still working on the balance for this one.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in AI gearboxes that could cause high fuel economy in finished vehicles. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced small volume contract per unit payment amounts.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Finished National Independence news articles for Base City Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Added major historical news events between 1900 to 1960 to Base City Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Premades for 40s, 50s, and 60s added.<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the quality of AI branches to prevent them from going bankrupt due to higher branch costs. Some more adjustments will be made in v1.23.4.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span>Added major historical news events between 1993 to 2001 to Base City Map. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF2</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with player fuel consumption. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.3 HF3</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Rare Autoproduction bug that could drop material costs to &#36;0.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed French Africa City crash if player started a game in 1950 and clicked a city before their 1960s independence.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Minor weight reduction for engines.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Added major newspaper events up to 2010 for Base City Map. <br />
<br />
<span style="font-size: large;" class="mycode_size">v1.23.4</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Limited Branches exploit when using Build Branches in District.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Many older established AI no longer immediately go bankrupt.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Created a setting for Auto-GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and does not want the game to automatically remember the locations and never automatically center the windows.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> User selected units and measurements.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> The City Information Window displays the Import Tax rates if the feature is enabled. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Bonds can not be paid back before 2 years. Thus fixing a free money exploit.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed IPO exploit that resulted in double income from buying back your own shares.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Player can now cancel component selection when using the prototyping system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! <img src="https://www.ventdev.com/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_31" /><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Using many low sliders while designing will now directly reduce vehicle's buyer rating. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists. <br />
<span style="font-weight: bold;" class="mycode_b">-Maps and Mods:</span> Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added "World" to the Districting system. So players can select the entire game world if they want to.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by &#36;50.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Implemented Regional Names to the Map Data Tool.<br />
<span style="font-weight: bold;" class="mycode_b">-Settings Editor:</span> Added Autosave GUI and Unit Types.<br />
<span style="font-weight: bold;" class="mycode_b">-Settings Editor:</span> Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Rename component textbox will have the old component's name automatically entered.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed chassis outsourcing filtering.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />  )<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed inconsistent close button sizes.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> All windows should have titles in the title bar.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Mega Menu Clipping of really long names<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added horizontal scrolls to several lists, including the side panel.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.) <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Newspaper stocks now show 2 decimal places.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added fuel type information to several view engine and view vehicle windows that were missing it.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added some missing information from the Auto Commands Mega Menu Help Buttons.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Licensing List show now refresh after you make changes.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed World Map/Mega Menu charts that were showing revenues instead of units sold.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several graphs and buttons in the showroom.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.)<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several overlapping text issues when playing the game with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in racing competition view, that did not show player's race team if they were not using default team name. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps: </span> Added Static Vehicle Popularity growth rates for all vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools: </span> Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed exploit that allowed a player to use in construction factories to produce war munitions.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Possible fix for low definition textures and showroom crashing for extremely low powered GPUs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed buffer overflow when purchasing a company with over 4billion shares issued.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed late game bug that was causing R&amp;D estimated GearBox unit costs to be higher than the designed price.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug causing Auto Production not to update production quantity after  factory reconditioning.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> RnD-&gt;Mod-&gt;Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added growth trends arrows to Body and Fuel demand charts.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Ported Newspaper articles to all maps except Classic Map.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 RC1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash caused by French Did You Know file. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Q4 taxes not being charged and incorrect amount being reported in reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Completed Base City Map's City Events.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Finished computer assisted grammar and spell check of Base City Map's Newspaper Items.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Ported Base City Map's City Events and Newspaper articles to Base Territory Map and Classic Territory Map.<br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Finished creation of trading card rewards. (The trading cards are being worked on now, but they are subject to Steam's approval.) <br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Implemented Steam Workshop Uploader in the mod tools.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 RC2</span><br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> AI vehicle length, width, and height now displayed in Showroom Marque Catalog and Marque Compare.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed several rounding and missing unit conversions in the Marque Catalog and Marque Compare systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced first time factory upgrade costs. Increased costs of additional upgrades.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug that could cause discontinued vehicle to not be displayed in the Mega Menu Branch even if it was still for sale.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed the ability to use an in-development engine or vehicle for racing. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional reduction to racing revenues. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> If you have a factory in a war zone, a high priority memo will be displayed when the war is over.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Adjusted vehicle popularity "words" in the report.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to vehicle rating decline rates.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Possible bug fix for a crash caused if the player discontinues a vehicle that is being outsourced to AI companies.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the vehicles sold for the year memo.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the Paid Back Loan achievement.<br />
<span style="font-weight: bold;" class="mycode_b">-Achievements:</span> 6 more achievements. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI</span> Added help buttons to Main Menu New Game. (Still need to do the Settings help buttons.)<br />
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<span style="font-size: large;" class="mycode_size">v1.24</span><br />
-<span style="font-weight: bold;" class="mycode_b">Artwork</span> 1980s and 2010 premades added. (These will temporarily be used for 1990 and 2000.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed crash when terminating contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed Pango issues with Font Config on Modern Linux.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Standardized font in most HTML pages. Some more tweaking is needed.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed regression in Base City Map that caused crash in French Morocco if the player started a game between 1930 and 1950 and clicked the Casablanca before Moroccan Independence. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added additional conditionals for Strike Adverted achievement. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed possible issue with City Skills Growth when growth values zero out.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix</span> Fixed SQL issues with Marketing achievement.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP1</span><br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Implemented 12 new achievements.<br />
<span style="font-weight: bold;" class="mycode_b">-Steam Stuff:</span> Fixed additional issues causing some achievements not to be triggered.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed issue with unfunded research teams effecting average engineer salaries in HR.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed AI starting amount selection ordering from Alphanumeric to map/mod maker order.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Mouse wheel should scroll game GUI at one half a button click. Webbrowser scroll has been reduce by half.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fix newspaper display bug that could show insanely high values for winning contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments done to vehicle top speed to return more effect to Gearboxes.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Main Tutorial window continuously popping up even if you disabled tutorials.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed chassis prototyping bug that could cause the estimated finish date to be 32 months when it is actually much less.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added remaining help buttons to Main Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Grey paints are more black.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Linux Text Above sub-component buttons in assisted designer wraps.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Assisted Designer, moved categories in Quick Details panels to the right..<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Components modification window will close if you end production of your only component. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Increased spaces between end turn arrows. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Advanced vehicle designer, selecting a chassis does not fill the info for the chassis unless the player clicks the chassis.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Stock broker, Bottom of the company details cuts off the marque amount when playing with large text.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed competition date wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed bore and stroke wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed racing limitations wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed racing setup wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Racing series filters having entries such as 0 and en<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed gearbox contracts requirements wrapping<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed R&amp;D contract filter drop down widths.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed licensing engine text wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Dynamic font resizing for Factory/Branch/District drop downs in Mega Menu.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed fixed factory view details wrapping with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed incorrect units being used for acceleration and braking. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Benefits disabled message in HR when benefits are disabled. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed capitalization of dynamic text in some memos.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed incorrect dates on some memos.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Auto Production restriction text cutoffs with large font.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI</span> Fixed induction systems overlapping in several places with longer induction types.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP1 HF1</span><br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash when player uses modded AI files.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Displayed RPMs being higher than they should be.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Autoproduction producing too many vehicles if the player messes with the branch district locking system before enabling Auto Production.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Significant optimization to player production end turn processing speed. This should help players with large save files greatly. <br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP2</span><br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed display of player outstanding shares in broker view when AI companies hold shares and are not willing to sell.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced the effects of modifications and increased costs more.<br />
<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed modification exploit allowing the player to do more than 1 modification if they wait longer than 2 years.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Saved/Custom GUI overwriting the reports window size.<br />
<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue in racing where two series shared the same ID causing naming confusing.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced random lawsuit settlement and lost cases costs.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Put in time limitations for random lawsuits based on player demand.<br />
<span style="font-weight: bold;" class="mycode_b">Modtools:</span> Fixed a couple of issues with the Gearbox/Gears components editor.<br />
<span style="font-weight: bold;" class="mycode_b">Settings Editor:</span> Fixed issues music/sound fx volumes<br />
<span style="font-weight: bold;" class="mycode_b">Settings Editor:</span> Fixed issues with a few unit types.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed word wrap with Author's name in  Map Selection.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Dynamically change font size of End Turn company info based on length of the data.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed some list over wrap due to engine layout name length.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed alignment of Used Cars in World Map view competition lists.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added commas to the City Information popup. <br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed some word wrapping with the scrap checkbox for New Generation vehicles on Linux.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several word wrapping issues with large font in the Components Refit window.<br />
<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed GUI widgets becoming misplaced when resizing Mega Menu window.<br />
<span style="font-weight: bold;" class="mycode_b">Engine:</span> Made the Purge Data system more aggressive. In a 1.1GB test save game, I was able to reduce it to 350MB. This also double reports generation speed. However at the cost of only having 5 years of historical production data. (Some additional optimizations are possibly coming to this system.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed chassis selection using incorrect player units.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several wrapping issues in Vehicle Prototyping with large font.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added lobbying effectiveness percentage to lobbying screen.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added MIssed Sales to various reports.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several large font wrapping issues with renew contracts window.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjusted the banking overview panel so that scroll bar would take up less space.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several large font wrapping issues in Banking Overview.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Banking window resizing restrictions<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Moved line of credit application button to the static side panel. Button also now disappears after you sign up for a line of credit.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed issues with raycasting in the world map.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjusted World Map Marketing summary font size to prevent possible wrapping.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed World Map Marketing resizing issues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Marketing manual entry wrapping issues.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed spelling mistake in Lobbying Header Image<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Fixed possible overflow issue with credit fees.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Increased rounding amount for Banking Interest rates.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Changed default font in GUI sheet files. This may cause wrapping issues throughout the game, but also fixes some wrapping issues.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP3</span><br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible crash when outsourced AI vehicles are discontinued through mass means.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> AI Gearbox manufacturing requirements ratings were too high. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed incorrect fuel economy values in ratings window.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> MPG can now be a decimal value.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> "Save" and "Save As" now displays a message when saving is in progress.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Clicking "New Game" on the Main Menu resets the new game options.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed skill adjustment achievement covering scroll bars.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Auto Production Model Restriction lists now shows "All Vehicles" if no models are being restricted.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed double digit completion dates in advance designer panels a second time.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Some fixes to the new defined font size system. (Specifically the New Game Options Windows.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> 12 new achievements.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional tweaks on the AI component selection system to reduce Single Cylinder and Two-Stroke from being paired together.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Minimum Bond Amount removed.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Bond rounding issues.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Lowered Bond and Loan interest rates<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Improvements to the Credit Ratings system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible random events that could cause departments to strike even if there were no employees in the department.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Assisted designer now has warnings if the vehicle is too slow, and if an engine has less than 5 smoothness/comfort rating.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Heavy balancing done to the Base Territory Map to reduce sales in late game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Additional tweaks done to the AI for Base Territory Maps and other small "territory" maps. <br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed several selection issues with the Components AI Pop Table. <br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Removed Shader cache. Shaders will now be generated at run time, which will slow down initial loading, but hopefully reduce crashes caused by bad updates.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed wrapping issue with large fonts in Advance Car Designer Vehicle Popularity panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Implemented system to prevent RnD License GUI (and others) from getting corrupted due to save gui and game updates.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed stuck engine layout end year spinner box.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP4</span><br />
<span style="font-weight: bold;" class="mycode_b">-Mod Tools:</span> Fixed removal of sub-components that are no longer in the Components.xml file that are AI Components Popularity File.<br />
<span style="font-weight: bold;" class="mycode_b">-Translations:</span> Translation system is now available in game, Click the Help Button then Translate. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Attempted to make Drop Down Box mouse wheel scrolling faster. Still needs some testing.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased marketing and racing's effect on consumer population specific to vehicle models. I.E. customers not in a pool for all models, but just for the specific vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Racing series will now show up one year before they start in the racing series lists. You are not able to start a team in this planning stage, but you are able to view the series restrictions in case you want to produce a design for the series.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Clone sliders systems now works with in-development vehicles or components.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Engine Saved Sliders not loading proper Bore and Stroke.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Bore and Stroke range checks for saved engine sliders. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Modify engine which could cause power rating to decline.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed issue with the Auto-Save GUI checkbox which caused it not to be checked when system is enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed destroyed factories events not canceling upgrades or rebuilds.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Added some player created designs! Remember, you can still submit your designs. For more information: <a href="https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/games/285110/...0869879108</a><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced AI's margin selling outsourced vehicles. Also tweaked branch prices.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added GUI final submission date to the contract side panel.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> HR wages now show a range of wages instead of an average for job positions that have multiple employees (manufacturing and engineering). <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> HR will now hide if you have auto-production and auto-wage enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Branch and Factory Mega Menu's will now hide if you have no vehicles designed.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dealership growth and effects have been overhauled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reduced the AI vehicle design time by approximately half.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Temporary balancing change for City Maps, early year of sales in some high buyer rate countries such as Italy have been increased. This code will be removed when I implement interpolation of city buyer ratings for SP5.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> A bunch of minor GUI fixes such as over lapping text, cut off widgets, etc. I didn't keep a list as it was a fix while playing sort of session.   <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Tweaked low funded racing team's results, which was causing horse power to be slightly more powerful than it should be. More tweaks may be coming.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP5</span><br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> City specific buy ratings now interpolate between the city.xml files.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Increased small city and low percapita city specific buy rate in early game years on all city-based maps. Also made some adjustments to European city specific buy rates in early game years to increase sales.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Added missing infrastructure and fuel data to all maps.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Dividends now split when the stock splits.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed development pace slider exploit when designing a new trim.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed month delay in the End, Scrap, and Replace old model system.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Total Unit Costs and Manufacturing Costs located on the branch distribution side panels now uses previous turn data instead of estimating future data. This should make it more static, but will not reflect changes in costs until the next turn.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> I finally caved and made factory production lines slider only effect the number of factory lines and the tech slider effect everything else when designing a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Price and size adjustments when building a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with build factory production line slider adjusting the price and number of vehicles that can be built, even though the production lines do not increase.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with low level conflict not effecting demand enough.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Price Change Auto Commands now work on a district level if you have a district selected.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Adjusting shipping distance on the world map will now show you the maximum transportation costs per vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Units Shipped to Contract Revenues report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Color coded war status on New Game Map.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added a breakdown of a vehicle's buyer rating to the Wealth Distribution Chart. Click the Line Graph button next to where you enter the price of a vehicle to see it.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Enabled previous/next arrow buttons for Mega Menu Districts.<br />
<span style="font-weight: bold;" class="mycode_b">-Artwork:</span> Added more player designed pre-made vehicles! If you have any to submit, feel free to do so! <a href="https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/games/285110/...0869879108</a><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with AI engine designs that could cause bad data in save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Small bug fix for vehicle fuel economy specs which could cause the design to run at optimal economy all the time.<br />
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<span style="font-size: large;" class="mycode_size">v1.24 SP6</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed development pace slider disappearing when designing a new generation vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to new trim and new generation development time when not changing components.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Disabled zoom hot keys when text box has keyboard focus. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> New Marques now inherit 75% of parent company's image and skill ratings.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Expanded marque's image and skill growth to include component designs.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed "Low Morale" display when contracts are assigned to a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI now purges high end vehicles from sale in small cities if they don't sell any units over a period of time. This should speed up turn times slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Chassis weights have been increased slightly.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased frame's and drivetrain's effect on chassis weights. Minor reduction for other sub components.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Buyer Ratings Table that showed all vehicles of a type instead of just the vehicles for sale in the selected city or district.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Designer paint color will no longer reset after you paint something.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Click the GUI will no longer cause an error sound when paint or accessory tools are enabled.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Marketing Budgets have been added to Stock Reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Reports header has been reorganized. Hopefully it is easier for players to find things instead of just throwing the miscellaneous reports into Reports 1 and Reports 2...<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Branch Reports now has wear information.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Added Monthly Report to the reports header. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Additional revenues information added to Quarterly and Annual Reports.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> RnD rating numbers are now displayed all the time instead of requiring the player to hover over the stars.  This has required us to spread out the bottom panel more.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added Project Profits to RnD-&gt;View Vehicle.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Assisted designer initial sliders positions have been corrected.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI production frequency has been replaced with AI Vehicle Design Frequency. This adjusts how many vehicle designs the AI will create.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Last year race winnings for series is now displayed in the race series detail's panel on the Racing Budget window.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed issues with the AI that caused them not to discontinue designs that are listed in Licensing and Outsourcing systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> AI high performance cars should be more high performance now.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash when tabbing to name a vehicle trim's after already designing a trim.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjustments to minimum vehicle fuel economy based on the engine design.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> 12 Additional Achievements<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some lawsuits turning negative due to high vehicle sales revenues.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Merged CarReports and CityReports into 40 or so files, thus reducing the amount of reports the game generates in large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Removed historical Car Reports and City Reports. You only have the latest month now.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Optimized car reports generation, thus reducing turn times significantly on large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Moved some historical vehicle data to the vehicle data table, thus allowing the engine to purge historical records and reduce save game size significantly for large save games.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing matured bonds not to clear out of company's meta information.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed mega menu crash when clicking arrows with no factories/branches.<br />
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<br />
<br />
<span style="font-size: large;" class="mycode_size">v1.24 SP7</span><br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed text overlapping issues in several locations.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed resize issues in several locations.<br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added more user made predesigns! Thanks everyone who submitted! <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> If music player is open and the song changes, the new song will be selected in the list.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Buying AI companies with outsourced components will now discontinue any designs with bending outsourced contracts. This will prevent orphaned designs.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Added placeholders for SaveGames and SavedCars folders so Steam will make sure you have them if you verify files.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Components now have a total production report located in the Showroom. In the future I may break this down into vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Up and Down Arrow Keys will now select the next item in lists if the list was the last item clicked.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> List should no longer return to the top after doing an action on a selected item.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue that was allowing players to license in development components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the frequency of a dividend stripping lawsuit.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced the maximum amount of dividends to prevent financing the dividend.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Adjust dividend based on EPS is checked by default now.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Bottom bar now refreshes after purchasing a company.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed a place or two where vehicle names were missing the year.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Updated OpenAL in Linux. Sound should now be working on Pulse Audio distros.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue which was causing militaries to use city names.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed taxes being off set by a month in the Expense Reports.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed Gearbox Overall rating being miss labeled as Performance.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible crash when resizing some windows too small.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Project Profits values always positive.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted AI's build branch behavior for when the company is not making money, has a less than 7% of the world map in branches, and has a boat load of cash. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with the component modification system that caused the new price not to be displayed. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with several predesigned vehicles with negative aerodynamic drag calculations. Thus causing bad data in the prototyping system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with factory upgrades that caused the player not to be charged for a month.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed factory workers striking during the middle of major wars when they're no longer producing anything.<br />
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<br />
<span style="font-size: large;" class="mycode_size">v1.24 SP8</span><br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed top speeds of finished vehicles not matching top speed in ratings windows.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible negative weight modifiers if weight to hp ratio was rounded to 15 or 38 kg per hp.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed global demand randomization values not being tied to administration skills. Now missed demand for global shipping should be the same as shipping range demand estimations.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Changed ambiguous wording in "contracts can't be bid on" memos. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> FIxed several issues with awards and race championships in the Showroom vehicle report.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed marketing funds not being cleared when spinning off or selling a marque and including branches.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Now generating first turn contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issues with Auto-production restriction lists which was causing the lists not to refresh.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue causing discontinued parts which were being licensed to AI companies not to clear out their licensing revenues during the end turn phase. This fixed an issue with the licensing revenues report having more income than listed in other reports.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Increased image growth rates dynamically if the target skill is much higher than the current skill. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Linked marque's researching skills with parent companies'.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed possible negative loan situations.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with branch wear reports not having the correct wear amounts for every branch.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with Chassis RnD View name sort.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with holdings list not showing after taking your own company private.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed late game possibility to go bankrupt if playing on infinite cash mode.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed issue with year interpolation system that caused nation and flag changes not to register if starting in a later game year.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Merged GearCity Beardgine 1 and Beardgine 2 code bases together.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed contract crashes in respect to not having a component selected in the contracting lists whilst bidding or canceling a submission.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix</span> Fixed sliders loading crash in 64-bit build due to VS2013 code optimization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash related to hitting + or - while RnD is loading or doesn't have keyboard focus.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed crash in tutorials on Linux 32-bit build, 64-bit build, and possibly other systems.<br />
<span style="font-weight: bold;" class="mycode_b">-X64 Engine</span> Implemented a popup warning for OpenGL players on 64-Bit windows build, letting them know that the DirectX9 system is probably better now.<br />
<span style="font-weight: bold;" class="mycode_b">-X64 Engine</span> Implemented non-character keys for web browser Linux and Mac 64-bit builds.  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed HR help button not having proper text.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed WW1 and WW2 achievements triggering a year too late.<br />
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<br />
<span style="font-size: large;" class="mycode_size">v1.24 SP9</span><br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Scale GUI Setting. This setting allows you to increase the size of the GUI. This is particularly helpful for HiDPI monitors. <br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Dynamic Report Size setting. This causes the reports windows size to be closer your vertical resolution. However, this requires a little more performance for 2k+ resolutions.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Removed unsupported resolutions from the in game settings drop down.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Fixed incorrect resolution being displayed in the in game settings with fullscreen enabled. <br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit MacOS Engine:</span> Implemented Fullscreen mode.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Hard frame limiter can now be adjusted via settings.xml file. (Coming to the External Settings Editor as well.)<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Windows Engine:</span> Which Monitor the game will open on can now be set in the settings.xml file via an index number. This is only supported in Windows. (Coming to the External Settings Editor as well, however it will not poll how many monitors you have. You'll have to enter the proper index number yourself.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Resize scaling to center implemented for side by side lists. <br />
-<span style="font-weight: bold;" class="mycode_b">Tutorials:</span> Fixed some issues with the tutorial which allowed the player to return to RnD or did not popup a message when components designs were not finished.<br />
-<span style="font-weight: bold;" class="mycode_b">Tutorials:</span> Disabled normal to nightmare modes for tutorial plays initiated from the Main Menu.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased spec effects on racing and contract wins.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed the game not rewarding revenues for the last month of a contract in some cases.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine</span> Added weight and size modifiers to Car Type in the components.xml file. Both default to a normal value of 1. Currently size has no effect on anything in game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added weight values for all vehicle types in the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Car Type's weight now effects the weight of the vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Tweaks to vehicle's weight effect on fuel economy and maximum fuel economy achievable by an engine design in a vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Fixed javascript error popup when viewing reports.<br />
-<span style="font-weight: bold;" class="mycode_b">64-Bit Engine:</span> Automatic reports page zooming based on GUI scaling.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Ordering more outsourced units will replace the previous order.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Contracted outsourced units are now sorted by name.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Vehicle Image growth rates have been increased by about 20%.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a couple issues with new trim design times.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issues with competition charts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issues with Factory Expense table.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Minor tweaks to credit rating score calculation<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with component amounts not being shown in stock window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed contract renewals having incorrect amounts in memos. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjustments have been made to the bulk production discount values.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[1.23 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3368</link>
			<pubDate>Sat, 10 Jun 2017 10:00:46 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3368</guid>
			<description><![CDATA[Welcome to the 1.23 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.23.<br />
<br />
We will be formatting things down a bit more in thread. I will add separate headers for versions and additional lines? columns? Whatever, describing if changes are bug fixes, features, balancing, mod tools, documentation, maps, or whatever else.<br />
<br />
<br />
V1.23 focuses mainly on a redesign of the contracting system. This redesign in v1.22.1 should make the contracting system easier to use, a little less "clunky" (within the limitations of our poor GUI system), and a bit more flexible in terms of moddability. This will allow me to expand into some new features, such as racing contracts. Following that in v1.22.2, the plan is to expand the licensing system to allow you to manufacture for other companies (and visa versa) rather than just lease out intellectual property for the AI/You to use. Then wrapping it all up, v1.22.3 (and any other minor builds for v1.23) will focus on minor features and bug fixes in the two new contracting systems. Of the minor features planned, a major one to note is improvements to the auto production system.<br />
<br />
I will continue to work on documentation on Saturdays and Maps/Mods on Mondays.<br />
<br />
The following is all included in v1.23, but broken down here into minor builds for Testing users.<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.22.1 Change Log</span><br />
<hr class="mycode_hr" />
- <span style="font-weight: bold;" class="mycode_b">Engine Feature</span>: Added more contracting system data to external .xml files for modding.<br />
- <span style="font-weight: bold;" class="mycode_b">Game Mechanics</span>: Added support for chassis and gearbox contracts, though not implemented in game yet.<br />
- <span style="font-weight: bold;" class="mycode_b">Game Mechanics</span>: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Redesign contracting GUI window layout.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Removed most of the "About" for the contract.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Removed parts/vehicle selection window and merged the list into the contract window.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed Base City Map Miami Per Capita for 1900-1950.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Italian translation file causing magazine not to work.<br />
- <span style="font-weight: bold;" class="mycode_b">Balance Tweak</span>: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed Bore Slider issue with engines that have more than 2 banks.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.<br />
- <span style="font-weight: bold;" class="mycode_b">Exploit Fix</span>: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed AI's and player's ability to get too many loans/bonds.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Racing Champ Memo firing when racing is suspended due to world wars.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Chassis stability slider now effects performance ratings a little more.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Display racing XP points in the "View Teams" window.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI replaces engines/vehicles from racing series more often.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now submit more than one bid per contract.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Contract Submitted vehicles and components are now blue color in the selector.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several wording issues and added more information in the various contracts memos. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Balanced contract requirement for various contract types, to bring them in line with realistic numbers.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added some new engine contract types.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Crash if you hit enter twice on "End How Many Turns" window in the office.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Redesign of Engine Contract Factory Selection GUI. Added some new features and information.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added number of units needed to the vehicles Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added number of units needed to the engine Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list of factories producing the engine and how many for the engine Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Color coded Contract List based on filled or unfilled in Assign Contracts panel. <br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Unfilled contracts no matter the type will cause a popup window in the office.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> War now causes contracts to cancel. The exception to this is military contracts for your HQ country.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Factory Production side panel now shows number of units required for contracts.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in district lock estimated transportation costs for district branches.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Incorrect Min/Max Estimated Shipping Costs<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Missing Random Fluff News Articles<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Contracting Memo showing all contracts.<br />
- <span style="font-weight: bold;" class="mycode_b">Content:</span> War/Coup/Conflict new articles and government stability between 1945-1963 added to Base City Map.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.22.2 Change Log</span><br />
<hr class="mycode_hr" />
<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Non-manufacturer racing teams are now directly visible in racing series.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Non-manufacturer racing teams generate contracts for engines and vehicles that the player can bid on.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Player funded racing series now automatically generate contracts for selected engine or vehicles. This can be disabled in the Advanced Game Settings.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Incorrect starting popularity values for Fuel Types. <br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed duplicate selection IDs for components/vehicles, which caused some minor AI selection issues.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible text overflow when displaying how much it would cost to acquire a company.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Branch Expense report. Data was offset by one month.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed discount for bulk transportation of vehicles and changed transportation to a flat rate. This should resolve complaints about incorrect "Estimated Transportation Costs".<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Made newspaper background a little more grey.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI or Player can now put produced components and vehicles up for sale.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI or Player can now purchase already produced components or vehicles.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented inventory system for purchased components.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Limited production of vehicles based on the number of purchased components.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed purchased components from the ability to be licensed, contract submitted, or raced. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced race winnings now that racing contracting is implemented.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed duplicate NOA/NAD AI company logos.<br />
- <span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added "gap" decals used to make door jams, hoods, etc.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several bugs not allowing players to submit contracts in the Office and RnD.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where country limited contracts where not appearing when they should be.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where vehicle licensing royalties and fees would display &#36;0 in the licensing window.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed crash on regional maps when selecting regions that do not exist in the game.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Removed regions that do not have cities from the premade region lists. <br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Improved decal placement system, by fixing several annoying conditions and bugs.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Calculated debts directly from the data for Bid on Bankruptcy action memo.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added missing smoothness ratings to gearbox and engine licensing windows.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added help button to Min/Max Transportation Cost info in the branch distribution side panels.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.2 SP1</span><br />
<hr class="mycode_hr" />-<span style="font-weight: bold;" class="mycode_b">Maps And Mods:</span> Added Base City Map war history and government/conflict status between 1963 to 1975.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several math issues that could cause a problem in the optimized build of the game in Windows.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed racing series displacement checks for contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added race series maximum displacement information to the side panels of the contract window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed incorrect data in the Contracts Granted memos.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in Contracts Revenues report that did not show the last month of a completed contract.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed filled/unfilled contract coloring for components contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug which did not automatically select contract in assignment lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in the shipping extra vehicles to contracts system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in RnD and Office where gearbox contracted components lists were not cleared after use.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed Music Folder Copying and music.xml generation.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Added a check to the Music Editor so that the moder does not add more than 1 song per state besides the "All" state. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> War production limitations not being applied to the Factory Production side panel, "Contract Demand" information.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> GUI now unfocused keyboard when textboxes have focus anytime you click on visible GUI.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed incorrect contract information in newspaper when AI companies wins the contract. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced amount of units a renewal contract will ask for.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed amount of units needed in renewal contract window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug that was not counting contract revenues in branch distribution side panel "Projected Profits" information.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in Wealth Distribution charts for districts that was not counting vehicle price properly. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where Non-Manufacturer companies were not using the correct winning contract component/vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where Non-Manufacturer company was ignoring displacement for no winner contract team selection.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added scrap functionality to "Stop Selling" in the Autocommands portion of the Mega Menu. This is in case the player does not have a factory but needs to scrap vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Unit Costs side panel checks for Chassis and Gearbox components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added a small morale bonus when furloughed employees are put back to work. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Color coded contract lists so you know which contracts you have vehicles/components that meet requirements, and which you don't. No more flipping through dozens of them to find one that works. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed Factory Expense report being behind a month.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.3</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Implemented Platform Sharing with companies you own more than 50% of or own 50% of you. Works like licensing system, but no royalties and automatic access to all parts/vehicles. You can find it in the Outsourcing portion of RnD.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI now takes advantage of platform sharing when possible.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Tweaked Munitions production revenues, image, and destruction variables.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix</span> Fixed bug where player was not receiving munitions revenues. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Increase Munitions production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added a hard cap to auto production system so that it only produces an exact amount of vehicles needed.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Replaced factory production window with auto production management panel when auto production is enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added the ability to restrict factory to owner marque when under auto production. Only component contracts and vehicles using the owner's marque will use the factory while auto production is enabled. You can change owner in the "View Details" panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added the ability to restrict factory production to certain models while using the auto production system.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI will now discontinue vehicles if they are unable to purchase anymore outsourced components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Generic Manufacturer AI's vehicle type selection is now more random so that some vehicle segments will not remain empty of competition. I may implement something for the AI to check how many cars are in a segment and specifically target it.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI will now default to munitions production during war.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved vehicle pricing so they are able to maintain margins.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved AI's close factories and close branch systems so they can save money when needed. (Depressions and wars kill a lot of them.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved AI's fiscal longevity during a game when testing only against AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled auto production of vehicles being sold under the material cost to manufacture them. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed AI adjusting dividend rates that player sets.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug that caused AI to increase dividend rates too high.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a Stock Stripping Lawsuit action memo. If the player increases the dividend of a company to the point where it kills the company, shareholders will launch a class action lawsuit for damages. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed munitions revenues, expenses, and other information not showing up in reports.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Possibly fixed case where factory subsidiaries can cause a buffer overflow for factory build costs.   <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed possible issues caused by lobbying payments being higher than maximum lobby amount.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in calculating the maximum lobbying amount based on the size of your company.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the maximum lobbying amount. Decreased some effects.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several places where manufacturers could use a larger engine than racing series permits.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several places where manufacturers would use too weak of an engine in racing. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed weight issues with engine layouts that have more than 2 cylinder banks.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> New AI companies will be generated if the game world becomes too empty.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced price's effect on buyer rating by implementing a limit which scales based on the wealth value of the vehicle type.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Used vehicle sales now appear in the district and city "Competition" windows and in the Branch Distribution Competition panels.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> If a outsourced vehicle contract is not renewed, the AI will no longer automatically remove it from the player's branches. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed trim/new generation cost exploit. Ending production of a base model under development will now transfer to the development costs to any children models also under development.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled new trim/new generation of licensed vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Changed AI factory build behavior to favor upgrading existing factories more than building newer, smaller factories.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added a Racing and Awards panel to vehicle information in the showroom. This will now show players Racing Wins, Championships, and various awards.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented an on demand report for the Racing and Awards panel in the showroom. This report will show more detailed information about the selected vehicle's racing results and awards.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed Problem with the Po to XML translation converter that caused issues with cylinderless engine. (Hopefully our new translation program will render this obsolete.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Spinning off a wholly owned subsidiary now gives you the ability to select starting funds. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several issues with the contract factory assignment window that could possibly allow you to assign a bank factory line.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in the contract source location drop down that did not allow you to change where a contract was being pulled from.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Governments can now confiscate your factories during war time. You have the option to sell it to them at a premium or fight them in court.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now select which marque is designing a component. Design skill bonuses from this marque will be applied to the component and the marque will have "ownership" of the component in the event that the marque is spun off.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Memos are now color coded from Green to Red based on their importance. This priority rating will also cause the memo window to pop up.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Headlines to the memos you have already read are now in white text. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Memos can now pop up and cause game simulation to pause. You can control the memo "Priority" which causes these popups.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Contracts you have bid on are now marked with blue text.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now cancel contract bids (in the same place you bidded on the contract).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Vehicles that are designed with outsourced components now require fewer employees and produce more vehicles per line.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Fixed bugs in the manual production amount system. If you enter the number of models you want to build, it will now build that many units.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now name your race teams. If you do not provide a name, the game will use the assigned marque.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Fuel types can only decline down to 0.5% to prevent completely dead fuel types in the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added additional cylinder, fuel type, and induction systems restrictions for racing series. These are available for modders, but won't be included in the core game.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Moved "Total Transportation Costs" in Monthly report under Distribution costs column.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed several bugs and issues in the Branch Expenses report.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Implemented a "Clear Cache" button in the external settings editor. This program should delete and reset all the files that Steam doesn't delete when you uninstall. (Useful if you change GPUs or OSs too!)<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Implemented additional Racing Restrictions to Race Editor.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps and Mods:</span> Historical war data and news articles up to 1980 for Base City Map.<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.3 SP1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash when looking at company stock holdings after the game has made some dynamically generated AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug where player did not received licensed engine revenues.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in auto-production system that did not stop producing contract units.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in auto-production system where the system would over produce contracted units for 1 turn.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in Monthly Report that showed double the amount of sales when a vehicle is contracted out.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in RnD vehicle painter that caused drop downs to not be properly labeled.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 RC1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash regression when starting a game in 2020. (To whom ever reported this to me on IRC. You have to report bugs if you expect them to be fixed.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with consumers not purchasing vehicles after 2022.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in racing revenues causing it to increase linearly every year.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in contract revenues causing it to increase linearly every year.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Racing and Contract revenues have been decreased based on difficulty level selected.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI outsourcing prices.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Civilian contract filter no longer shows racing contracts. <br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Cleaned up Jams and Gaps blending<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed whiteout bug when flipping and mirror grills.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Rewrote tutorial framework.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented Highlighting System for tutorials.<br />
-<span style="font-weight: bold;" class="mycode_b">Content</span> Rewrite of main tutorial. Reduced reading difficulty from 6th grade to 4th grade level without losing content.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with contract requests' fuel, cylinder, and engine layout restrictions <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with pre-game AI starting up racing teams in early game years.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed auto-marketing being available and marketing while marketing is turned off.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed new components memo incorrect year. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed tutorial highlight blinking speed on Linux<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> All Base City Map AI now have "generic manufacturer" flag enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">AI:</span> Increased minimum ratings requirements for AI component selection. This will mean AI producing more components. So just be prepared when you buy them out.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Base City Map War Newspaper articles up to 1993. <br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added Exhausts, Wipers, and Radio Antennas to car designer.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible negative fuel popularity values. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed platform sharing showing any company that you own stock of or owns stock of you.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Reduced City Destroyed memo priority if you do not have a factory or branch at that location.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added a high priority memo specifically if the city your factory or branch in was destroyed.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Phase 1 of 4 optimization of turn times with new AI system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a German character appearing in save game year when loading save games in Windows.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug where loans were being paid off early.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in GUI that showed incorrect coupon rate for bonds.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Bond and Loan interest rates.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Game will now warn players if they are designing an engine with an unpopular fuel type.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can disable the fuel type warning on a per game basis.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased factory upgrade time requirements per each upgrade.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Benefits Rounding Errors in the display.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Information is now updated after agreeing to benefit changes.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Changed some charts to only show a maximum amount of data. To reduce chart clutter.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing data in Networth chart. Networth now matches stock report's book value.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed memos glowing after memo popup.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed File Cabinet not working after applying changes to in game settings.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Auto Wage Margin rounding issues.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed gearbox smoothness text overlap in View panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed production unoptimized memo firing after recondition all, when the player has no factories.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed scientific notation appearing in Annual and Quarterly reports.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug displaying incorrect IPO information<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted amount of shares sold during IPO.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with racing lock on race series that requires vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug causing lobbying tax savings not to work.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Base City Map War Newspaper articles up to 1995.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP2</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Rename Components from RnD Component Modification window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with AI company's IPO values being extremely high.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> AI selling too many shares at IPO.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Expanded Component List's data. Implemented a way to order the component selection lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue causing factory costs to be too high during munitions production.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased Munitions Revenues per line.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Design Finish dates now show number of months and the finished date.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Removed day values from date stamps.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Several fixes to bad decimal information due to changes made in SP1.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug causing all chassis length and with to be high in game years before 1946.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Tweaked AI component design sliders for chassis', engines, and gearboxes.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed some missing variables in recent player action text.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that caused other components to appear in "Used In" list in the View Parts window. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Outsourcing/Licensing hot keys in RnD<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP3</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed decal sliders changing position when selected.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed View Part Window not resizing child widgets when resized.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug preventing the vehicle year to be changed to the finished design year.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled district locking on branches when auto production is enabled to prevent breaking the Auto Production system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash with the "View Vehicle" button in the World Map Branch Distribution Window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with estimated vehicle development time when the player zeros out all sliders on a new vehicle design.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in the save game system that was causing the file not to be saved and several SQL errors.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added "1/" in front of the year on the "All Time Sales" report to clarify that it is only updated once a year.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added delete confirmation when deleting custom body designs.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Component Selectors when designing a new vehicle will now either select the currently selected component in the list. Or choose the first one.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Factory Rating is now shown in World Map Factory View Details. And an average of Ratings is shown in District Factory View Details. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Shipping Costs has been added to the Cities Sales reports. Report columns have been reorganized for better readability.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Dynamic City Growth Rates have been doubled for cities under world map average population or per capita.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimizations to the Dynamic City Growth Rate system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug allowing AI to make vehicles with the same base name as player, thus clogging up the "Used In" list.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed random name generator to stop recommending names that are already used by other components or vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span>  Added a generate new random name button (Dice right above the Text Box you enter names into).<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Morale back to HR lists. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added a "paging" system to Factory Production, Branch Distribution, and all Showroom lists. This should improve window loading times in large save games. More will be added in SP4<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted the quality of AI branches based on the size and wealth of the city compared to the global average.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed development pace slider effecting estimated finish time incorrectly.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI's use of player components via platform sharing.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI's minimum ratings requirements to license/purchase components from other AI or players. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed AI licensing signing fee exploit.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed licensing fees being tax free.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Restart production system is now using the new component selection system.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Build Components/Vehicle marque selector now defaults to your parent company.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed 7 appearing as 17 on non-English keyboards. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Excluding Outsourced and Licensed vehicles from yearly awards.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Excluding Outsourced and Licensed components/vehicles from company equity calculations, thus reducing stock price and bond evaluations due to outsourcing.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Year and Active status to Marque Catalog and Model Compare.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Model Compare's Bore/Stroke display<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with Furloughed employees not being added to the system.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Monthly Idle costs to factory build screens.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted auto-marketing system for large companies.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Turn time optimizations. 20% gains for Windows, 5% gains for Linux and OSX (more gains coming to Unixes in a couple of weeks.)<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP4</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed textbox not working on World Map Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Horizontal slider bug in 1080 resolution web browser.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed background image for reports that are wider than one page.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Possible optimizations to the reports GUI which should speed up rendering.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some stock value issues in the Stock Value and Networth charts.  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed broken awards system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen.  If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.) <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Outsourced Sales Help button not working.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Cancel Licensing/Outsource for sale button. <br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Engine backs up 5 log files, in case you crash the game but don't immediately email me. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed bug causing only water and electric military contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted vehicle length values.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Converted lobbying image into text so I could fix spelling and grammar issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed list overflow issue in modify components lists.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed district manual entry production slider adjustments to be more exact.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Updated SQLite to 3.22<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Turn time optimizations, approximately 8-10% improvements in turn times.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added missing year to vehicle names for Model Compare in Showroom. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added pages for Auto Command lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Military War history now up to 1998.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Flag changes for all cities.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> National name changes for Base City Map]]></description>
			<content:encoded><![CDATA[Welcome to the 1.23 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.23.<br />
<br />
We will be formatting things down a bit more in thread. I will add separate headers for versions and additional lines? columns? Whatever, describing if changes are bug fixes, features, balancing, mod tools, documentation, maps, or whatever else.<br />
<br />
<br />
V1.23 focuses mainly on a redesign of the contracting system. This redesign in v1.22.1 should make the contracting system easier to use, a little less "clunky" (within the limitations of our poor GUI system), and a bit more flexible in terms of moddability. This will allow me to expand into some new features, such as racing contracts. Following that in v1.22.2, the plan is to expand the licensing system to allow you to manufacture for other companies (and visa versa) rather than just lease out intellectual property for the AI/You to use. Then wrapping it all up, v1.22.3 (and any other minor builds for v1.23) will focus on minor features and bug fixes in the two new contracting systems. Of the minor features planned, a major one to note is improvements to the auto production system.<br />
<br />
I will continue to work on documentation on Saturdays and Maps/Mods on Mondays.<br />
<br />
The following is all included in v1.23, but broken down here into minor builds for Testing users.<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.22.1 Change Log</span><br />
<hr class="mycode_hr" />
- <span style="font-weight: bold;" class="mycode_b">Engine Feature</span>: Added more contracting system data to external .xml files for modding.<br />
- <span style="font-weight: bold;" class="mycode_b">Game Mechanics</span>: Added support for chassis and gearbox contracts, though not implemented in game yet.<br />
- <span style="font-weight: bold;" class="mycode_b">Game Mechanics</span>: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Redesign contracting GUI window layout.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Removed most of the "About" for the contract.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: Removed parts/vehicle selection window and merged the list into the contract window.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI</span>: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed Base City Map Miami Per Capita for 1900-1950.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Italian translation file causing magazine not to work.<br />
- <span style="font-weight: bold;" class="mycode_b">Balance Tweak</span>: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed Bore Slider issue with engines that have more than 2 banks.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.<br />
- <span style="font-weight: bold;" class="mycode_b">Exploit Fix</span>: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix</span>: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed AI's and player's ability to get too many loans/bonds.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Racing Champ Memo firing when racing is suspended due to world wars.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Chassis stability slider now effects performance ratings a little more.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Display racing XP points in the "View Teams" window.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.<br />
- <span style="font-weight: bold;" class="mycode_b">AI Improvement:</span> AI replaces engines/vehicles from racing series more often.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now submit more than one bid per contract.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Contract Submitted vehicles and components are now blue color in the selector.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed several wording issues and added more information in the various contracts memos. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Balanced contract requirement for various contract types, to bring them in line with realistic numbers.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added some new engine contract types.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Crash if you hit enter twice on "End How Many Turns" window in the office.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Redesign of Engine Contract Factory Selection GUI. Added some new features and information.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added number of units needed to the vehicles Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added number of units needed to the engine Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added list of factories producing the engine and how many for the engine Assign Contract side panel.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Color coded Contract List based on filled or unfilled in Assign Contracts panel. <br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Unfilled contracts no matter the type will cause a popup window in the office.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> War now causes contracts to cancel. The exception to this is military contracts for your HQ country.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Factory Production side panel now shows number of units required for contracts.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in district lock estimated transportation costs for district branches.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Incorrect Min/Max Estimated Shipping Costs<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Missing Random Fluff News Articles<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Contracting Memo showing all contracts.<br />
- <span style="font-weight: bold;" class="mycode_b">Content:</span> War/Coup/Conflict new articles and government stability between 1945-1963 added to Base City Map.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">v1.22.2 Change Log</span><br />
<hr class="mycode_hr" />
<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Non-manufacturer racing teams are now directly visible in racing series.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Non-manufacturer racing teams generate contracts for engines and vehicles that the player can bid on.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Player funded racing series now automatically generate contracts for selected engine or vehicles. This can be disabled in the Advanced Game Settings.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Incorrect starting popularity values for Fuel Types. <br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed duplicate selection IDs for components/vehicles, which caused some minor AI selection issues.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible text overflow when displaying how much it would cost to acquire a company.<br />
- <span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Branch Expense report. Data was offset by one month.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed discount for bulk transportation of vehicles and changed transportation to a flat rate. This should resolve complaints about incorrect "Estimated Transportation Costs".<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Made newspaper background a little more grey.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI or Player can now put produced components and vehicles up for sale.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> AI or Player can now purchase already produced components or vehicles.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented inventory system for purchased components.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Limited production of vehicles based on the number of purchased components.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Removed purchased components from the ability to be licensed, contract submitted, or raced. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime. <br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced race winnings now that racing contracting is implemented.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed duplicate NOA/NAD AI company logos.<br />
- <span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added "gap" decals used to make door jams, hoods, etc.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several bugs not allowing players to submit contracts in the Office and RnD.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where country limited contracts where not appearing when they should be.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where vehicle licensing royalties and fees would display &#36;0 in the licensing window.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed crash on regional maps when selecting regions that do not exist in the game.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Removed regions that do not have cities from the premade region lists. <br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Improved decal placement system, by fixing several annoying conditions and bugs.<br />
- <span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Calculated debts directly from the data for Bid on Bankruptcy action memo.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added missing smoothness ratings to gearbox and engine licensing windows.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added help button to Min/Max Transportation Cost info in the branch distribution side panels.<br />
- <span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.<br />
- <span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.2 SP1</span><br />
<hr class="mycode_hr" />-<span style="font-weight: bold;" class="mycode_b">Maps And Mods:</span> Added Base City Map war history and government/conflict status between 1963 to 1975.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several math issues that could cause a problem in the optimized build of the game in Windows.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed racing series displacement checks for contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added race series maximum displacement information to the side panels of the contract window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed incorrect data in the Contracts Granted memos.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in Contracts Revenues report that did not show the last month of a completed contract.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed filled/unfilled contract coloring for components contracts.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug which did not automatically select contract in assignment lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in the shipping extra vehicles to contracts system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in RnD and Office where gearbox contracted components lists were not cleared after use.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Fixed Music Folder Copying and music.xml generation.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Added a check to the Music Editor so that the moder does not add more than 1 song per state besides the "All" state. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> War production limitations not being applied to the Factory Production side panel, "Contract Demand" information.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> GUI now unfocused keyboard when textboxes have focus anytime you click on visible GUI.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed incorrect contract information in newspaper when AI companies wins the contract. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced amount of units a renewal contract will ask for.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed amount of units needed in renewal contract window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug that was not counting contract revenues in branch distribution side panel "Projected Profits" information.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in Wealth Distribution charts for districts that was not counting vehicle price properly. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where Non-Manufacturer companies were not using the correct winning contract component/vehicle.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug where Non-Manufacturer company was ignoring displacement for no winner contract team selection.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added scrap functionality to "Stop Selling" in the Autocommands portion of the Mega Menu. This is in case the player does not have a factory but needs to scrap vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Unit Costs side panel checks for Chassis and Gearbox components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added a small morale bonus when furloughed employees are put back to work. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Color coded contract lists so you know which contracts you have vehicles/components that meet requirements, and which you don't. No more flipping through dozens of them to find one that works. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed Factory Expense report being behind a month.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.3</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Implemented Platform Sharing with companies you own more than 50% of or own 50% of you. Works like licensing system, but no royalties and automatic access to all parts/vehicles. You can find it in the Outsourcing portion of RnD.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI now takes advantage of platform sharing when possible.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Tweaked Munitions production revenues, image, and destruction variables.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix</span> Fixed bug where player was not receiving munitions revenues. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Increase Munitions production costs.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added a hard cap to auto production system so that it only produces an exact amount of vehicles needed.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI</span> Replaced factory production window with auto production management panel when auto production is enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added the ability to restrict factory to owner marque when under auto production. Only component contracts and vehicles using the owner's marque will use the factory while auto production is enabled. You can change owner in the "View Details" panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Added the ability to restrict factory production to certain models while using the auto production system.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI will now discontinue vehicles if they are unable to purchase anymore outsourced components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Generic Manufacturer AI's vehicle type selection is now more random so that some vehicle segments will not remain empty of competition. I may implement something for the AI to check how many cars are in a segment and specifically target it.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> AI will now default to munitions production during war.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved vehicle pricing so they are able to maintain margins.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved AI's close factories and close branch systems so they can save money when needed. (Depressions and wars kill a lot of them.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay</span> Improved AI's fiscal longevity during a game when testing only against AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled auto production of vehicles being sold under the material cost to manufacture them. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed AI adjusting dividend rates that player sets.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug that caused AI to increase dividend rates too high.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Implemented a Stock Stripping Lawsuit action memo. If the player increases the dividend of a company to the point where it kills the company, shareholders will launch a class action lawsuit for damages. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed munitions revenues, expenses, and other information not showing up in reports.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Possibly fixed case where factory subsidiaries can cause a buffer overflow for factory build costs.   <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed possible issues caused by lobbying payments being higher than maximum lobby amount.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in calculating the maximum lobbying amount based on the size of your company.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased the maximum lobbying amount. Decreased some effects.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several places where manufacturers could use a larger engine than racing series permits.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several places where manufacturers would use too weak of an engine in racing. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed weight issues with engine layouts that have more than 2 cylinder banks.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> New AI companies will be generated if the game world becomes too empty.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Reduced price's effect on buyer rating by implementing a limit which scales based on the wealth value of the vehicle type.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Used vehicle sales now appear in the district and city "Competition" windows and in the Branch Distribution Competition panels.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> If a outsourced vehicle contract is not renewed, the AI will no longer automatically remove it from the player's branches. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed trim/new generation cost exploit. Ending production of a base model under development will now transfer to the development costs to any children models also under development.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled new trim/new generation of licensed vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Changed AI factory build behavior to favor upgrading existing factories more than building newer, smaller factories.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added a Racing and Awards panel to vehicle information in the showroom. This will now show players Racing Wins, Championships, and various awards.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented an on demand report for the Racing and Awards panel in the showroom. This report will show more detailed information about the selected vehicle's racing results and awards.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed Problem with the Po to XML translation converter that caused issues with cylinderless engine. (Hopefully our new translation program will render this obsolete.)<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Spinning off a wholly owned subsidiary now gives you the ability to select starting funds. <br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed several issues with the contract factory assignment window that could possibly allow you to assign a bank factory line.<br />
-<span style="font-weight: bold;" class="mycode_b">Bug Fix:</span> Fixed bug in the contract source location drop down that did not allow you to change where a contract was being pulled from.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Governments can now confiscate your factories during war time. You have the option to sell it to them at a premium or fight them in court.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now select which marque is designing a component. Design skill bonuses from this marque will be applied to the component and the marque will have "ownership" of the component in the event that the marque is spun off.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Memos are now color coded from Green to Red based on their importance. This priority rating will also cause the memo window to pop up.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Headlines to the memos you have already read are now in white text. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Memos can now pop up and cause game simulation to pause. You can control the memo "Priority" which causes these popups.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Contracts you have bid on are now marked with blue text.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now cancel contract bids (in the same place you bidded on the contract).<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Vehicles that are designed with outsourced components now require fewer employees and produce more vehicles per line.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Fixed bugs in the manual production amount system. If you enter the number of models you want to build, it will now build that many units.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can now name your race teams. If you do not provide a name, the game will use the assigned marque.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Fuel types can only decline down to 0.5% to prevent completely dead fuel types in the game.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added additional cylinder, fuel type, and induction systems restrictions for racing series. These are available for modders, but won't be included in the core game.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Moved "Total Transportation Costs" in Monthly report under Distribution costs column.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed several bugs and issues in the Branch Expenses report.<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Implemented a "Clear Cache" button in the external settings editor. This program should delete and reset all the files that Steam doesn't delete when you uninstall. (Useful if you change GPUs or OSs too!)<br />
-<span style="font-weight: bold;" class="mycode_b">Mod Tools:</span> Implemented additional Racing Restrictions to Race Editor.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps and Mods:</span> Historical war data and news articles up to 1980 for Base City Map.<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.22.3 SP1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash when looking at company stock holdings after the game has made some dynamically generated AI.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug where player did not received licensed engine revenues.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in auto-production system that did not stop producing contract units.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in auto-production system where the system would over produce contracted units for 1 turn.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in Monthly Report that showed double the amount of sales when a vehicle is contracted out.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in RnD vehicle painter that caused drop downs to not be properly labeled.<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 RC1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash regression when starting a game in 2020. (To whom ever reported this to me on IRC. You have to report bugs if you expect them to be fixed.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with consumers not purchasing vehicles after 2022.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in racing revenues causing it to increase linearly every year.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in contract revenues causing it to increase linearly every year.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Racing and Contract revenues have been decreased based on difficulty level selected.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI outsourcing prices.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Civilian contract filter no longer shows racing contracts. <br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Cleaned up Jams and Gaps blending<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed whiteout bug when flipping and mirror grills.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Rewrote tutorial framework.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Implemented Highlighting System for tutorials.<br />
-<span style="font-weight: bold;" class="mycode_b">Content</span> Rewrite of main tutorial. Reduced reading difficulty from 6th grade to 4th grade level without losing content.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with contract requests' fuel, cylinder, and engine layout restrictions <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with pre-game AI starting up racing teams in early game years.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed auto-marketing being available and marketing while marketing is turned off.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed new components memo incorrect year. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed tutorial highlight blinking speed on Linux<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> All Base City Map AI now have "generic manufacturer" flag enabled.<br />
-<span style="font-weight: bold;" class="mycode_b">AI:</span> Increased minimum ratings requirements for AI component selection. This will mean AI producing more components. So just be prepared when you buy them out.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Base City Map War Newspaper articles up to 1993. <br />
-<span style="font-weight: bold;" class="mycode_b">Artwork:</span> Added Exhausts, Wipers, and Radio Antennas to car designer.<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP1</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed possible negative fuel popularity values. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed platform sharing showing any company that you own stock of or owns stock of you.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Reduced City Destroyed memo priority if you do not have a factory or branch at that location.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added a high priority memo specifically if the city your factory or branch in was destroyed.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Phase 1 of 4 optimization of turn times with new AI system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a German character appearing in save game year when loading save games in Windows.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug where loans were being paid off early.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in GUI that showed incorrect coupon rate for bonds.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted Bond and Loan interest rates.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Game will now warn players if they are designing an engine with an unpopular fuel type.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> You can disable the fuel type warning on a per game basis.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased factory upgrade time requirements per each upgrade.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Benefits Rounding Errors in the display.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Information is now updated after agreeing to benefit changes.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Changed some charts to only show a maximum amount of data. To reduce chart clutter.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing data in Networth chart. Networth now matches stock report's book value.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed memos glowing after memo popup.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed File Cabinet not working after applying changes to in game settings.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Auto Wage Margin rounding issues.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed gearbox smoothness text overlap in View panel.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed production unoptimized memo firing after recondition all, when the player has no factories.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed scientific notation appearing in Annual and Quarterly reports.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug displaying incorrect IPO information<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted amount of shares sold during IPO.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with racing lock on race series that requires vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug causing lobbying tax savings not to work.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development.<br />
-<span style="font-weight: bold;" class="mycode_b">Maps:</span> Base City Map War Newspaper articles up to 1995.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP2</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Rename Components from RnD Component Modification window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with AI company's IPO values being extremely high.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> AI selling too many shares at IPO.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Expanded Component List's data. Implemented a way to order the component selection lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue causing factory costs to be too high during munitions production.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased Munitions Revenues per line.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Design Finish dates now show number of months and the finished date.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Removed day values from date stamps.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Several fixes to bad decimal information due to changes made in SP1.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.)<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug causing all chassis length and with to be high in game years before 1946.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Tweaked AI component design sliders for chassis', engines, and gearboxes.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed some missing variables in recent player action text.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that caused other components to appear in "Used In" list in the View Parts window. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists.<br />
-<span style="font-weight: bold;" class="mycode_b">Engine:</span> Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Outsourcing/Licensing hot keys in RnD<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.)<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP3</span><br />
<hr class="mycode_hr" />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed decal sliders changing position when selected.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed View Part Window not resizing child widgets when resized.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug preventing the vehicle year to be changed to the finished design year.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Disabled district locking on branches when auto production is enabled to prevent breaking the Auto Production system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed crash with the "View Vehicle" button in the World Map Branch Distribution Window.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug with estimated vehicle development time when the player zeros out all sliders on a new vehicle design.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug in the save game system that was causing the file not to be saved and several SQL errors.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added "1/" in front of the year on the "All Time Sales" report to clarify that it is only updated once a year.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added delete confirmation when deleting custom body designs.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Component Selectors when designing a new vehicle will now either select the currently selected component in the list. Or choose the first one.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Factory Rating is now shown in World Map Factory View Details. And an average of Ratings is shown in District Factory View Details. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Shipping Costs has been added to the Cities Sales reports. Report columns have been reorganized for better readability.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Dynamic City Growth Rates have been doubled for cities under world map average population or per capita.  <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Optimizations to the Dynamic City Growth Rate system.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed bug allowing AI to make vehicles with the same base name as player, thus clogging up the "Used In" list.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed random name generator to stop recommending names that are already used by other components or vehicles.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span>  Added a generate new random name button (Dice right above the Text Box you enter names into).<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Morale back to HR lists. <br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added a "paging" system to Factory Production, Branch Distribution, and all Showroom lists. This should improve window loading times in large save games. More will be added in SP4<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted the quality of AI branches based on the size and wealth of the city compared to the global average.  <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed development pace slider effecting estimated finish time incorrectly.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI's use of player components via platform sharing.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Increased AI's minimum ratings requirements to license/purchase components from other AI or players. <br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed AI licensing signing fee exploit.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed licensing fees being tax free.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Restart production system is now using the new component selection system.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Build Components/Vehicle marque selector now defaults to your parent company.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed 7 appearing as 17 on non-English keyboards. <br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Excluding Outsourced and Licensed vehicles from yearly awards.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Excluding Outsourced and Licensed components/vehicles from company equity calculations, thus reducing stock price and bond evaluations due to outsourcing.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Year and Active status to Marque Catalog and Model Compare.<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed Model Compare's Bore/Stroke display<br />
-<span style="font-weight: bold;" class="mycode_b">Bugfix:</span> Fixed issue with Furloughed employees not being added to the system.<br />
-<span style="font-weight: bold;" class="mycode_b">GUI:</span> Added Monthly Idle costs to factory build screens.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Adjusted auto-marketing system for large companies.<br />
-<span style="font-weight: bold;" class="mycode_b">Gameplay:</span> Turn time optimizations. 20% gains for Windows, 5% gains for Linux and OSX (more gains coming to Unixes in a couple of weeks.)<br />
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">1.23 SP4</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed textbox not working on World Map Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed Horizontal slider bug in 1080 resolution web browser.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed background image for reports that are wider than one page.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Possible optimizations to the reports GUI which should speed up rendering.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed some stock value issues in the Stock Value and Networth charts.  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed broken awards system.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen.  If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.) <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed Outsourced Sales Help button not working.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Cancel Licensing/Outsource for sale button. <br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Engine backs up 5 log files, in case you crash the game but don't immediately email me. <br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Fixed bug causing only water and electric military contracts.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Adjusted vehicle length values.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Converted lobbying image into text so I could fix spelling and grammar issues.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Fixed list overflow issue in modify components lists.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix:</span> Fixed district manual entry production slider adjustments to be more exact.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine:</span> Updated SQLite to 3.22<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay:</span> Turn time optimizations, approximately 8-10% improvements in turn times.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added missing year to vehicle names for Model Compare in Showroom. <br />
<span style="font-weight: bold;" class="mycode_b">-GUI:</span> Added pages for Auto Command lists.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Military War history now up to 1998.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> Flag changes for all cities.<br />
<span style="font-weight: bold;" class="mycode_b">-Maps:</span> National name changes for Base City Map]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.22 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3191</link>
			<pubDate>Mon, 28 Nov 2016 13:19:03 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3191</guid>
			<description><![CDATA[Welcome to the 1.22 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.22. If you're on Testing build, you will have received Items marked with a + already. Things not currently available to the public are marked with a -. Please post bugs in their own threads, as this thread is followed by many people who are following game progress and not your bugs. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
GearCity v1.22 will focus on creating a series of Mod Tools which will allow content to be easily added or removed from the game. This will make it easier for me to finish adding missing content to the game, and balance what is there. These Mod Tools will be released to the public, under a <a href="http://copyfree.org/" target="_blank" rel="noopener" class="mycode_url">copyfree license.</a> The added benefit of the mod tools is that you and the community at large can alter the game and easily add or edit the contents of the game.<br />
<br />
To supplement the player mod community, we'll be implementing a Mod Loading System. The mod loading system should allow modders to pack their content in ways that won't destroy the base game content, or other mods. This Mod Loading System will also work its way into a new Map Loading System. The Map Loading System will work with both the current Dot City system as well as the Regional Area System we had implemented in v0.2 but removed in v0.3. The Dot City system will be expanded to allow user custom designed maps without the need of 3d modeling software.<br />
<br />
With a combination of both the Mod Loading system and the Map Loading System, we finally get a Scenario Loading System.  Wow that's a Loading Systems! But don't worry, it's not as complicated as it sounds. The Scenario Loading System allows for you to play a game with a variety of challenges. Such as save a failing company or reach a certain market cap by a certain date.<br />
<br />
To implement these 4 things, I first need to take care of a few missing game play features. Some of them have to do with the Loading System. Others do not. For instance, we need Random History, Pre-Established AI companies, and Expanded Game play length for make the Loading Systems work properly. Where as in game notepad and automatic marketing is not needed for the Loading Systems, but will be implemented any way. Most of these will come out in v1.21.1.<br />
<br />
Finally, there will be some new pages on the Webserver side. We recently changed servers for our main forums, website, and email. Toward the end of v1.22 I will be writing our own custom translation program. Both Pootle and Googled Translation Toolkit have failed us, and there are really no decent free options to do mass crowd sourced translations. So I'll just have to write one my self. I do not plan on having it be overly complex, so it shouldn't take too much time. I am a bit rusty with PHP however... In addition to that, we will be implementing an official wiki system. This will mainly be used for documenting the Mod Tools and giving tutorials on how to use the tools. Eventually it'll expand to game play mechanics and tutorials as well. Although official contributions to those subjects will be done after GC is finished.    <br />
<br />
So that's what is planned for the next 3 months or so. Till then, follow this thread for progress reports!<br />
<br />
<br />
<br />
Change Log<br />
---------------------------------------------------------------------------------------<br />
+Increased Factory Employee Numbers in Early game years to be more aligned with historical figures.<br />
+Decreased amount of wear required to pull up Retool Action Memo for Factories. Factory retool year effects number of factory employees!<br />
+Reduced base Research Team costs by a factor of 10. Increased Research Team costs growth rate from 2% to 5%.<br />
+Changed Vehicle Designer Selected Components font color from white to orange and moved the text to the top to make it more readable.<br />
+Implemented All Time Sales Report for each vehicle type. Access them from the All Time Sales Report.<br />
+Report zoom in and zoom out using ctrl+ and ctrl- respectively.<br />
+Fixed Assisted Chassis Designer Bug if player had many large engines it would not allow design of a smaller chassis. If you have 6 or more engines, the assisted chassis size system will only check against the smallest engine rather than the average of engine sizes.<br />
+AI will now occasionally mimic (not completely copy) successful vehicle and component designs.<br />
+Adjusted AI engine designer sliders in the hopes to reduce or eliminate 0hp designs for AI vehicles.<br />
+In game notepad for you to write down notes (accessible from side panel.)<br />
+Redesign of New Game Window that merges advance game settings and makes space for map/scenario loading systems.<br />
+Advance game setting to adjust randomness of total customers<br />
+Advance game setting causing a gap in estimated research values when designing components/vehicles based upon your design skills. Gap amount is adjustable in this setting.<br />
+Advance game setting already designed Component/Vehicle Costs increase with inflation.<br />
+Advance game settings change your skill, image, and design rating values.<br />
+Advance game settings No marketing. (Dunno why, but it was heavily requested in 2014...)<br />
+Commonly request cheats added to advance game settings: No tech years, Can't Lose (Unlimited Money.)<br />
+Nightmare! Difficulty Level.<br />
+Custom Starting Year, you can now slide a slider and select a year between 1900 and 2019 to start in. <br />
+Advance Game Setting:  Establish AI Companies with premade factories, branches, vehicles, etc  (defaulted on for Normal, Hard, and Nightmare modes.)<br />
+Adjusted AI vehicle pricing.<br />
+Adjustments to AI component selection system (for AI and player Assisted Designer) to take into account vehicle wealth class and price of components. With the hopes there will be less insanely expensive cars in cheap car classes.<br />
+Fixed bug in Engine and Gearbox Licensing system. <br />
+Fixed bug that caused a discontinued vehicle to replace an active vehicle after canceling new generation/trim vehicle that has a replace model modification assigned  to it. (Typically via the modify components windows.)<br />
+Fixed bug with Factory workers striking code that made Benefits demands to go too high.<br />
+Fixed number of bugs in the striking system due to newer systems to manage manufacturing and marketing.<br />
+Implemented new turnevents.xml  modifier for Pension Fund growth rates as the existing system tied to the stock rates in the turnevent.xml file were not properly working with the funds.<br />
+Implemented a window refreshing system for when the game is under heavy processing to prevent "Window Not Responding" ghosting in Windows. This still needs to be tested in Linux and OSX. Will also need to test on a modern Windows machine to see if I need it in any more places.<br />
+Implemented a popup in some places telling you that the game is processing data. Will need to test on a modern Windows machine to see if I need it in any more places.<br />
+AI Stock IPO's changed to 10 years after founding due to new established AI system.<br />
+Adjustments to AI sales figures in Hard and Nightmare game modes.<br />
+Implemented an In Game Settings system. Accessible in the office by hitting Escape or clicking the file cabinets.<br />
+Delete Old Reports In Game Setting (Default On)<br />
+Auto Save Period In Game Setting. (Default 1 Year.  Choices are: Never, 3 Months, 6 Months, 1 Year.)<br />
+Lock Office To Spring In Game Setting (Default Off, Prevents the office artwork from getting dark with the change of seasons.)<br />
+Awards now show up in Corporate Time Line.<br />
+Created Award Plaques and Trophies (Spent a whole day making them, and found out I only have room for little 48x48 pictures...)<br />
+Auto Marketing System. (Enable it with other Auto systems in Mega Menu Autocommands.)<br />
+Clone existing branch's distribution and marketing settings when building a new branch.<br />
+Unlimited Play Time<br />
+In Game Setting: Disable Save on Exit<br />
+OSX: Removed Game from OS X Dock and adjust Steam launch to remove terminal window. The game window should be minimizable, you will no longer have 5 instances of the game open and the terminal window will be gone, however Alt-Tab will not be able to pull open the game.<br />
+Linux: Launching game from shell script now, thus fixing Locale issues in languages that use comma as a decimal notation.<br />
+Fixed bug that would discontinue your licensed components if the parent company went bankrupt.<br />
+Fixed bug in factory clean up that would not free up production lines of factories in some cases.<br />
+Fixed bug in Factory Districting system located in the Mega Menu. that would not show production system if the entire district was in Limited Conflict status.<br />
+Fixed possible division by zero bug in Cash to Debt ratio variable used in stock evaluations. (Thus making companies share prices grow so quickly.)<br />
+Fixed bug in "Recondition All" branches prices. <br />
+Stand Alone Video Settings Editor<br />
+First Phase of Mod Tools<br />
+City Editor<br />
+AI Editor<br />
+Turn Events Editor<br />
+Fixed bug displaying administrative benefits demand amount in the action memo.<br />
+Fixed bug in vehicle manufacturing strike auto wages.<br />
+Possible fix to strikers demanding less wages than they make.<br />
+Fixed Sound Effects Volume Setting not being loaded.<br />
+Limited company's profitability's effect on preventing benefit negation values.<br />
+Added Administrative skill effect on benefits negotiation.<br />
+Fixed bug which did not reset morale when successfully negotiating benefits with a department.<br />
+Adjusted the time when we calculate demanded Benefits Rate. (At the same time fixed a bug in the old calculation that caused too many request every 3 years.)<br />
+Slowed the rate of morale decline if your benefits are too low<br />
+Fixed District Branch Filtering in Mega Menu<br />
+Fixed bug which causes factory lines to be applies to the wrong vehicle in Mega Menu<br />
+Fixed bug which gave marque's too much benefits on Image ratings from marketing compared to parent company<br />
+Fixed Auto-Marketing crashing when player has no branches<br />
+Possible crash fix with aerodynamic drag calculations when clicking the Ratings button on certain video drivers.<br />
+Fixed bug which caused HQ selection to break when you return to the main menu from one game to start a new game.<br />
+Fixed crash in shader system when going from stand alone car designer to in game car designer then exiting to Office.<br />
+Possible fix to Monthly Report and others missing some inventory vehicles in certain conditions. (Not sure if I found all possible conditions.)<br />
+Fixed bug with non-ascii characters in save games causing reports not to load.<br />
+Disabled key repeat for all characters except backspace, delete, and arrows keys in order to prevent gui character insert issues do to frame timing. IE repeat characters in a text box because you type too fast.<br />
+Fixed some bugs with escaping keying windows.<br />
+Fixed newspaper hot key crash<br />
+Fixed bug which caused the "please wait" popup to come up when starting a new game even if you forget to select a year or difficulty rating, or if your save name already exists.<br />
+Fixed bug which caused the contracts to awarded one month too soon. <br />
+Fixed bug in which created marques did not have AI Behaviors. (So when they were spun off they acted insane.)<br />
+Fixed bug that did not copy shipping distances when cloning a branch.<br />
+Adjusted shadow system to get rid of shadow type that causes vehicle paints to be black on some video cards.<br />
+Fixed two places that did not copy engine transversed check box when redesigning or copying engine sliders.<br />
+Fixed bug which caused reports and factory costs to be miss matched.<br />
+Changed "Base Costs" text to "Line Costs" and added a cost per line amount in World Map Factory View Details.<br />
+Fixed idle factories not showing up in factory expense report.<br />
+Made RnD-&gt;Modify-&gt;Component automatically open the restore production window if no components are active but discontinued components exist.<br />
+Fixed bug that sometimes caused OEM parts revenues to drop to &#36;0 three years into the game.<br />
+Fixed missing overview text for two stroke value type.<br />
+Fixed crash in Portuguese language file when making a race team.<br />
+Fixed crash when deleting old reports in translation files that do not use ascii characters.<br />
+Map Loading System<br />
+Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22<br />
+Added base map artwork for player created dot city maps.<br />
+Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity.<br />
+Fixed limited/war causing some companies to not function.<br />
+Implemented Factory/Branch size/costs/effects modifiers for maps.<br />
+Implemented system that allows you to make specific textures for territories/cities.<br />
+Map movement now dynamic valued based on size of the map.<br />
+Ported Videosettings/Modtools to Linux and OSX.<br />
+Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure.<br />
+A couple of minor bug fixes, most of them having to do with the new map system.<br />
+Updated translations. <br />
+Possible fix to New Generation/Trims costing more time than new vehicles designs if no sliders are touched.<br />
+Fixed Tax expenses on Expense Report showing up one month late.<br />
+Fixed select chassis button not being enabled when you change sub components of a vehicle that is being new generated or trimmed after going to the advance designer.<br />
+Fixed LD texture crash on Oldschool Territories map.<br />
+Removed debt payments from being counted against your tax payment.<br />
+Fixed bug in Mega Menu Marketing when switching to district from individual branches<br />
+Fixed Bug broken clone system in Mega Menu Marketing<br />
+Fixed bug that allowed you to assign marketing dollars to cities with no branches on the world map.<br />
+Hopefully a fix to the car designer raycasting crash.<br />
+Fixed bug that shows district shipping checkbox when autoproduction is enabled<br />
+Fixed bug in networth chart that included factory construction as well as unfinished vehicle and component designs.<br />
+Fixed bug in advance designer that caused warning messages to "stick" after multiple designs<br />
+Fixed bug in advance designer that caused optimal fuel messages to pop up when they shouldn't<br />
+Fixed incorrect prestige ratings in Marque' view in Finances.<br />
+Fixed incorrect weight unit in racing engine lists.<br />
+Fixed bug in racing budget lock due to bug fixes in lobbying and other lock systems.<br />
+Fixed bug in racing results memo that didn't show racing series.<br />
+Fixed multiple bugs where engine power rating and engine reliability ratings were getting mixed when pulling data from the DB. (This fixed two known bugs, one of which was the Engine Reliability Modification issue.)<br />
+Fixed bug in GearBox modification issue with smoothness rating. It was being applied twice.<br />
+Fixed a bug with factory/branch ownership when you spin off/sell a marque.<br />
+Assisted and Advance designer will no longer allow you to design 0hp engines. You'll get a popup message telling you that the engine was rejected and why.<br />
+Fixed possible negative RnD costs in expense reports (because budget locks were being processed before reports were being generated.)<br />
+Moved reports buttons in office to allow "web browser" window to be shorter. Thus hopefully giving most 1080 window mode players with 1080 monitors a full browser instead of the short version.<br />
+Pension payouts now occur immediately (the year after), as approximately 6-8% of the work force retires each year.<br />
+Pension liabilities are generated only for when workers retire, liabilities last 25 years now. And grow around 3% per year. (Less for factory workers, more for engineers/admins.)<br />
+Fixed bug in the pension payout report.<br />
+Changes to the pension system prevent excess pension liability costs and causes payouts to be immediate.<br />
+Fixed bug in marketing report text causing the wrong text to be displayed.<br />
+Fixed Autocommands replace model duplicate list bug.<br />
+Possible fixes to world map city selection bugs (let me know if you still have problems clicking cities!)<br />
+Fixed unclickable cities on "Classic Map"<br />
+Added more information to the City Info popup, including name of the city/territory, population, and percapita.<br />
+Fixed a couple of bugs in the German translation file that caused crashes.<br />
+Added more colors and broke population and percapita data down more when using the "Mapping" system to view the data.<br />
+Fixed regression bug that caused all modded engines to be transversed.<br />
+Fixed contract and factory shutdown memo bugs.<br />
+Reordered contract requirement units. This will become obsolete in v1.23 with new contracting system and (possibly) unit type selection.<br />
+Some Lists will now automatically scroll to the selected position rather than resetting to the top!<br />
+Fixed resizing bugs in mega menu and world map distribution.<br />
+Disabled auto center for some windows when something like "Apply" is clicked. If you notice any that do it, and they probably shouldn't, let me know.<br />
+Fixed debt's being transferred when making a wholly owned subsidiary.<br />
+Fixed Bugs in AI Racing vehicle/engine designer<br />
+Improved AI Racing vehicle type selection for generic type events.<br />
+Adjusted Budget adjustments/program stoppage for AI racing.<br />
+Added automatic re-IDing of cities in the TurnEvents, AI, and City files using the City Editor Tools. <br />
+Random History<br />
+City/Territory specific buyer rating.<br />
+Base files for "Base City Map" <br />
+Fixed bug with first earnings after IPO.<br />
+Display eps of a freshly IPO'd company.<br />
+Adjusted recent activity text to remove any confusion about your action to build a factory and the factory being actually built.<br />
+Fixed bugs in the "Will it Fit" system in advance chassis and engine designer if you create more than one engine or chassis per visit to RnD state.<br />
+Fixed bug which could cause reserved vehicles to become abandoned if you closed the factories. Game will now automatically scrap any vehicles in factories you close.<br />
+Added a few more peek messages to loading in Windows to prevent ghosting on weak win7+ machines.<br />
+Implemented Regional city maps, so you can change the map texture to any place in the world and have cities placed there using just gps coordinates.<br />
+Implemented a European Test map.<br />
+Changed buyer purchasing power formula to prevent exploitable sales and to simplify/speed up calculations. It may need some modifications over the next couple of patches. <br />
+Fixed 2020 Starting Year Crashes on two maps.<br />
+More Adjustments to Buyer Purchasing Power Formula<br />
+Increased Dealership growth rates and decreased Dealership death rates.<br />
+Adjusted AI Marketing triggers.<br />
+Reduced Difficulty Random Bias favor to AI. <br />
+Mod Editor<br />
+Mod Loading Format<br />
+Settings Editor Mod Selection<br />
+Game Read Mod File and Override Scripts<br />
+Name List Editor<br />
+Newspaper Editor<br />
+Fixed bug with stuck benefits flag due to negotiation.<br />
+Fixed typo causing factory worker morale not to reset after benefit negotiation.<br />
+Reduced benefit morale degrade<br />
+Reduced requirements before employees get upset due to low benefits.<br />
+Fixed UAE crash on base map.<br />
+Fixed 2020 crash on European Map.<br />
+Removed Testing Map from the game<br />
+Fixed several reports issues in District reports.<br />
+Fixed bug in coordinate system when getting distances between two cities.<br />
+Fixed list not rescrolling properly on district mega menus.<br />
+Fixed bug in competition map where HQ were red when cities were red.<br />
+Adjusted age penalty effect.<br />
+Changes all instances of "Unit Cost" to "Material Costs"<br />
+Changes all instances "Total Production Costs" to "Total Unit Costs"<br />
+Fixed bug which does not check "Auto Benefits" when loading the game.<br />
+Load custom player logos files<br />
+Load custom music files<br />
+Reviews Editor<br />
+Components/Models/Vehicle Types editor<br />
+Racing Series Editor<br />
+Player Logo Editor (Add your own Logos to the game.)<br />
+Music Playlist editor (add your own music to the game.)<br />
+Did you know editor<br />
-Increased Electric Engine weight.<br />
-Increased Electic Engine design and material costs.<br />
-Increased Electric Engine manufacturing and design complexity.<br />
-Increased Electric Engine Finish time.<br />
-Increased Electric Engine Torque.<br />
-Decreased Electric Engine RPMs<br />
-Adjusted Electric Engine Fuel Economy<br />
-Fixed bug in Components Mod Tool when exporting gearbox changes.<br />
-Fixed Advance Designer, layout, showing bore/strike text and help buttons for electric engines.<br />
-Fixed Advance Designer, layout, shows displacement slider for electric engines.<br />
-Fixed Advance Designer, Summary, showing bore and stoke text for electric engines.<br />
-Fixed Advance Designer, bottom panel, shows displacement help button for electric engines.<br />
-Fixed Advance Designer, bottom panel, Test Vehicle Rating Specs shows cc for electric engines.<br />
-Fixed Assisted Designer, showing displacement for electric engines.<br />
-Fixed View Engine showing Displacement, Bore, and Stroke for Electric Engines.<br />
-Added a 'None' induction system for designs, such as electrics, that do not have an air induction system. <br />
-Adjusted Bond Coupon Rates.<br />
-Adjusted Loan Interest Rates.<br />
-Implemented wiki system<br />
-Increased Diesel Torque and Fuel Economy.<br />
-Decreased Diesel RPMs<br />
-Increased Gasoline RPMs<br />
-Decreased Gasoline Torque<br />
-Decreased Natural Gas Torque and RPMs<br />
-Increased Natural Gas Fuel Economy<br />
-Decreased Hybrid Torque<br />
-Increased Hybrid Fuel Economy<br />
-Decreased Hydrogen Torque<br />
-Increased Hydrogen Fuel Economy.<br />
-Decreased Autogas's Torque and Fuel Economy<br />
-Increased E85's Torque and RPMs<br />
-Decreased E85's fuel economy<br />
-Increased Steam Torque and Weight<br />
-Decreased Steam's RPM and Fuel Economy<br />
-Increased 2-Stroke RPMs, Fuel Economy<br />
-Decreased 2-Stroke Reliability, Smoothness/Comfort, Weight, Torque<br />
-Implemented a hidden "Torque" value for valves, mainly to be used with 2 stroke.<br />
-Adjusted Star Display for SubComponents.<br />
-Allow for negative values for weight, smoothness, and reliability in valves mod tool.<br />
-Allow for negative values for smoothness in layouts and cylinders mod tool.<br />
-Increased Single Cylinder Power<br />
-Reduced Single Cylinder price and smoothness<br />
-Implemented direct effect of low engine 'smoothness' on consumer buyers rating for certain vehicle types (based on type's luxury ratings). This should prevent single cylinder/two stroke engines being used on certain vehicle types.<br />
-Fixed Crash in Mega Menu when using the Filters in the Districting System.<br />
-Adjusted V, Straight, 10 Cylinder, and 12 Cylinder Smoothness Balancing.<br />
-Added more 'layout arrangement' types to shorten VV, W, X, and H engines based on the number of cylinder banks they have.<br />
-Switched Fuel Rating and Power Ratings for Engines to directly use the Engine's Specs rather than cylinder count.<br />
-Ordering Subcomponents by Name<br />
-Adjusted fuel popularity growth system<br />
-Fixed some vehicle type popularity issues in some continents.<br />
-Nerfed Design/Testing sliders effects on ratings.<br />
-Rewrote used car sales system to have a more direct effect on lower end sales.<br />
-Removed drop down boxes with no items for Steam/Wankel engines.<br />
-Added "Turbined" flag for engine layouts that use "Dimension" rather than bore/stroke. This effects only Wankel engines in game. (Yes I know Wankels are not turbines, but Pistonless Rotary Engines are more similar to Turbines in this respect than real Rotary engines.)<br />
-Tweaked Credit Rating Formula<br />
-Credit Rating updates every 4 months rather than once a year now.<br />
-Fixed bug in the AI/Assisted Designer Components Selection system that was giving equal weight to all components (thus why It seemed random.)<br />
-Balanced AI subcomponent selection bias.<br />
-AI save/use previous game's player designs.<br />
-More City Data to Base City Maps<br />
-Adjusted various rates for Base City Maps<br />
-131 News articles and 800+ City events for Base City Map.<br />
-Added Base Territory Map.<br />
-53 new songs were added, roughly 4.5 hours, from 3 different artist.<br />
-Minor redesign of the music player system.<br />
-Fixed several bugs in the Music Player system<br />
-Implemented a year limiter for music, so that only certain music will play based on the in game year. You can toggle this setting in the music player.<br />
-Implemented continuous playback system, so that a song will not be interrupted by going to RnD or Showrooms. You can toggle this setting in the music player.<br />
-Random Music setting is now saved.<br />
-Implemented the in game wiki. You can access it out of game here: <a href="http://wiki.gearcity.info" target="_blank" rel="noopener" class="mycode_url">http://wiki.gearcity.info</a>. Currently the wiki only contains some information about the mod tools. I plan to expand the game documentation every Saturday.<br />
-Base City Map news articles and war flags have been updated to 1925 (not including major 1930s and 1940s wars).<br />
-Fixed bug with engine saving that caused development pace and the turbined flag to be miss matched.<br />
-Several bug fixes to the mod tools over the course of using them to implement various things in the game.<br />
-War Events up to 1932 in Base City Map<br />
-Mod Tools City Editor wiki entry<br />
-Fixed Base City Map tax rates for Miami, Dubai, and Naples.<br />
-Fixed bug in merger that causes some shares of merging company to disappear.<br />
-Added an error message and prevented user from being able to buy child marques if they do not have enough money.<br />
-Fixed bug which caused side panel to open below other windows<br />
-Fixed exploit for new generation which can be used to reduce how long a model is made for.<br />
-Fixed bug in Linux builds on new distros with libgcrypt2.0 requirements.<br />
-Fixed VSync issue on OS X<br />
-Fixed bug in Sales Reports that could cause some reports not to generate.<br />
-RnD Licensing Drop Down Filters now automatically trigger an update of the list.<br />
-Random History News paper articles now cause news paper to glow.<br />
-Fixed bug that caused all newspaper articles to appear if starting the game later than 1900.<br />
-Fixed bug in branch shipping sorting if prices are the same.<br />
-Design skill points now increase or decrease if you buy/merge/or spin off a company.<br />
-Added Revenue amounts to District Sales reports<br />
-Adjusted awards selection, reducing random values and making sure the best overall is selected from the best of class.<br />
-Adjusted auto-recondition frequency down to every 3 years from every year.<br />
-Fixed refit and replace exploit on vehicles already under development by removing vehicles under development from the refit list.<br />
-Fixed bug in modify vehicle list that caused them to only be sorted by model name.<br />
-Moved vehicle body selection and load vehicle body windows to the side.<br />
-Fixed Model Comparison crash in the showroom when changing company if the bottom list is empty and top list is not.<br />
-Implemented safety check against negative shipping costs.<br />
-Implemented safety check against incorrect amount of public shares for a company.<br />
-Fixed bug in shipping system that caused incorrect branch infrastructure and gasoline ratings to be used. Thus reducing shipping costs.<br />
-Added an exponential increase to shipping costs of 1.2 based on the distance. (Previous system had linear costs. Now the further away something has to be shipped, the little more it will cost per mile.)<br />
-Increased the amount of Administrative, Marketing, and Branch employees.<br />
-Reactivate discontinued (End Production) vehicles. This includes canceled designs.<br />
-Create new generation or trims of discontinued vehicles.<br />
-Fixed Target Demographic and Gearbox Type help buttons. Rewrote Engine Power help button to be more accurate with changes for v1.22.<br />
-Canceling "Advanced" design of a vehicle or component will close the "Build It" window if it is open.<br />
-Player can now set starting funds when spinning off a Marque.<br />
-Can now set AI Behavior when spinning off Marque.<br />
-Some labels will now rescroll up when text in them have changed. (Did not do this to the contracting system since it is going to be rewritten. May be other places that I need to do this at.)<br />
-Mod Tools, Racing Editor Table sorting<br />
-Mod Tools, Racing Editor ID's are now automatically generated when saving file, to prevent errors.<br />
-Fixed very rare crash when adjusting the resolution settings in game.<br />
-Improved RnD load time by roughly 10-15%<br />
-Fixed bug that did not allow enabling/disabling tutorials in some rooms.<br />
-Fixed duplicate tutorial text bug.<br />
-Added a "maximum" transport costs to the estimated transport cost system. It now shows minimum and maximum transport costs.<br />
-Fixed bug in minimum transport costs that could possibly not give you the true minimum transport costs.<br />
-Fixed bug in district estimated average transport costs.<br />
-Boosted marketing effect on sales<br />
-Fixed Estimated Customers Chart numbers<br />
-Fixed possible divisions by zero in project profits system.<br />
-Fixed bug in racing selection that did not load the marque being used into the drop down boxes.<br />
-Fixed bug in racing system that did not automatically load the selected engine or vehicle for a racing series you're funding. No more need to select a engine/vehicle to make minor adjustments to your team.<br />
-Fixed bug in racing revenues that gave you income when the racing series was inactive.<br />
-Fixed bug in Racing Expense reports that shows yearly expense instead of per month expense.<br />
-Synced the dates for Racing Expense and the Main report.<br />
-Added Season column to Racing Expense report.<br />
-Fixed regression that caused Recondition Action Memos to show when Auto-Recondition is enabled.<br />
-Fixed bug in Stock Report Memo being off set by one month.<br />
-Fixed Issue with Engine Design Requirement Stars.<br />
-Added disclaimer text to Estimated Customers Chart.<br />
-Fixed bug in Networth Charts which did not calculate stocks properly.<br />
-Fixed couple bugs in Stock Holdings reports.<br />
-Fixed Total Gains column in Stock Holdings report.<br />
-Mod Tools - Fixed bug in Mod Data Export with wrong miscart zips.<br />
-Mod Tools - Fixed several bugs in the DYK Editor<br />
-Tweaked several chassis subcomponent effects.<br />
-Documentation - Added DYK Editor wiki page.<br />
-Maps - War news articles have been added up to 1940. So we now have 1940+WW2 on Base City Map.]]></description>
			<content:encoded><![CDATA[Welcome to the 1.22 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.22. If you're on Testing build, you will have received Items marked with a + already. Things not currently available to the public are marked with a -. Please post bugs in their own threads, as this thread is followed by many people who are following game progress and not your bugs. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
GearCity v1.22 will focus on creating a series of Mod Tools which will allow content to be easily added or removed from the game. This will make it easier for me to finish adding missing content to the game, and balance what is there. These Mod Tools will be released to the public, under a <a href="http://copyfree.org/" target="_blank" rel="noopener" class="mycode_url">copyfree license.</a> The added benefit of the mod tools is that you and the community at large can alter the game and easily add or edit the contents of the game.<br />
<br />
To supplement the player mod community, we'll be implementing a Mod Loading System. The mod loading system should allow modders to pack their content in ways that won't destroy the base game content, or other mods. This Mod Loading System will also work its way into a new Map Loading System. The Map Loading System will work with both the current Dot City system as well as the Regional Area System we had implemented in v0.2 but removed in v0.3. The Dot City system will be expanded to allow user custom designed maps without the need of 3d modeling software.<br />
<br />
With a combination of both the Mod Loading system and the Map Loading System, we finally get a Scenario Loading System.  Wow that's a Loading Systems! But don't worry, it's not as complicated as it sounds. The Scenario Loading System allows for you to play a game with a variety of challenges. Such as save a failing company or reach a certain market cap by a certain date.<br />
<br />
To implement these 4 things, I first need to take care of a few missing game play features. Some of them have to do with the Loading System. Others do not. For instance, we need Random History, Pre-Established AI companies, and Expanded Game play length for make the Loading Systems work properly. Where as in game notepad and automatic marketing is not needed for the Loading Systems, but will be implemented any way. Most of these will come out in v1.21.1.<br />
<br />
Finally, there will be some new pages on the Webserver side. We recently changed servers for our main forums, website, and email. Toward the end of v1.22 I will be writing our own custom translation program. Both Pootle and Googled Translation Toolkit have failed us, and there are really no decent free options to do mass crowd sourced translations. So I'll just have to write one my self. I do not plan on having it be overly complex, so it shouldn't take too much time. I am a bit rusty with PHP however... In addition to that, we will be implementing an official wiki system. This will mainly be used for documenting the Mod Tools and giving tutorials on how to use the tools. Eventually it'll expand to game play mechanics and tutorials as well. Although official contributions to those subjects will be done after GC is finished.    <br />
<br />
So that's what is planned for the next 3 months or so. Till then, follow this thread for progress reports!<br />
<br />
<br />
<br />
Change Log<br />
---------------------------------------------------------------------------------------<br />
+Increased Factory Employee Numbers in Early game years to be more aligned with historical figures.<br />
+Decreased amount of wear required to pull up Retool Action Memo for Factories. Factory retool year effects number of factory employees!<br />
+Reduced base Research Team costs by a factor of 10. Increased Research Team costs growth rate from 2% to 5%.<br />
+Changed Vehicle Designer Selected Components font color from white to orange and moved the text to the top to make it more readable.<br />
+Implemented All Time Sales Report for each vehicle type. Access them from the All Time Sales Report.<br />
+Report zoom in and zoom out using ctrl+ and ctrl- respectively.<br />
+Fixed Assisted Chassis Designer Bug if player had many large engines it would not allow design of a smaller chassis. If you have 6 or more engines, the assisted chassis size system will only check against the smallest engine rather than the average of engine sizes.<br />
+AI will now occasionally mimic (not completely copy) successful vehicle and component designs.<br />
+Adjusted AI engine designer sliders in the hopes to reduce or eliminate 0hp designs for AI vehicles.<br />
+In game notepad for you to write down notes (accessible from side panel.)<br />
+Redesign of New Game Window that merges advance game settings and makes space for map/scenario loading systems.<br />
+Advance game setting to adjust randomness of total customers<br />
+Advance game setting causing a gap in estimated research values when designing components/vehicles based upon your design skills. Gap amount is adjustable in this setting.<br />
+Advance game setting already designed Component/Vehicle Costs increase with inflation.<br />
+Advance game settings change your skill, image, and design rating values.<br />
+Advance game settings No marketing. (Dunno why, but it was heavily requested in 2014...)<br />
+Commonly request cheats added to advance game settings: No tech years, Can't Lose (Unlimited Money.)<br />
+Nightmare! Difficulty Level.<br />
+Custom Starting Year, you can now slide a slider and select a year between 1900 and 2019 to start in. <br />
+Advance Game Setting:  Establish AI Companies with premade factories, branches, vehicles, etc  (defaulted on for Normal, Hard, and Nightmare modes.)<br />
+Adjusted AI vehicle pricing.<br />
+Adjustments to AI component selection system (for AI and player Assisted Designer) to take into account vehicle wealth class and price of components. With the hopes there will be less insanely expensive cars in cheap car classes.<br />
+Fixed bug in Engine and Gearbox Licensing system. <br />
+Fixed bug that caused a discontinued vehicle to replace an active vehicle after canceling new generation/trim vehicle that has a replace model modification assigned  to it. (Typically via the modify components windows.)<br />
+Fixed bug with Factory workers striking code that made Benefits demands to go too high.<br />
+Fixed number of bugs in the striking system due to newer systems to manage manufacturing and marketing.<br />
+Implemented new turnevents.xml  modifier for Pension Fund growth rates as the existing system tied to the stock rates in the turnevent.xml file were not properly working with the funds.<br />
+Implemented a window refreshing system for when the game is under heavy processing to prevent "Window Not Responding" ghosting in Windows. This still needs to be tested in Linux and OSX. Will also need to test on a modern Windows machine to see if I need it in any more places.<br />
+Implemented a popup in some places telling you that the game is processing data. Will need to test on a modern Windows machine to see if I need it in any more places.<br />
+AI Stock IPO's changed to 10 years after founding due to new established AI system.<br />
+Adjustments to AI sales figures in Hard and Nightmare game modes.<br />
+Implemented an In Game Settings system. Accessible in the office by hitting Escape or clicking the file cabinets.<br />
+Delete Old Reports In Game Setting (Default On)<br />
+Auto Save Period In Game Setting. (Default 1 Year.  Choices are: Never, 3 Months, 6 Months, 1 Year.)<br />
+Lock Office To Spring In Game Setting (Default Off, Prevents the office artwork from getting dark with the change of seasons.)<br />
+Awards now show up in Corporate Time Line.<br />
+Created Award Plaques and Trophies (Spent a whole day making them, and found out I only have room for little 48x48 pictures...)<br />
+Auto Marketing System. (Enable it with other Auto systems in Mega Menu Autocommands.)<br />
+Clone existing branch's distribution and marketing settings when building a new branch.<br />
+Unlimited Play Time<br />
+In Game Setting: Disable Save on Exit<br />
+OSX: Removed Game from OS X Dock and adjust Steam launch to remove terminal window. The game window should be minimizable, you will no longer have 5 instances of the game open and the terminal window will be gone, however Alt-Tab will not be able to pull open the game.<br />
+Linux: Launching game from shell script now, thus fixing Locale issues in languages that use comma as a decimal notation.<br />
+Fixed bug that would discontinue your licensed components if the parent company went bankrupt.<br />
+Fixed bug in factory clean up that would not free up production lines of factories in some cases.<br />
+Fixed bug in Factory Districting system located in the Mega Menu. that would not show production system if the entire district was in Limited Conflict status.<br />
+Fixed possible division by zero bug in Cash to Debt ratio variable used in stock evaluations. (Thus making companies share prices grow so quickly.)<br />
+Fixed bug in "Recondition All" branches prices. <br />
+Stand Alone Video Settings Editor<br />
+First Phase of Mod Tools<br />
+City Editor<br />
+AI Editor<br />
+Turn Events Editor<br />
+Fixed bug displaying administrative benefits demand amount in the action memo.<br />
+Fixed bug in vehicle manufacturing strike auto wages.<br />
+Possible fix to strikers demanding less wages than they make.<br />
+Fixed Sound Effects Volume Setting not being loaded.<br />
+Limited company's profitability's effect on preventing benefit negation values.<br />
+Added Administrative skill effect on benefits negotiation.<br />
+Fixed bug which did not reset morale when successfully negotiating benefits with a department.<br />
+Adjusted the time when we calculate demanded Benefits Rate. (At the same time fixed a bug in the old calculation that caused too many request every 3 years.)<br />
+Slowed the rate of morale decline if your benefits are too low<br />
+Fixed District Branch Filtering in Mega Menu<br />
+Fixed bug which causes factory lines to be applies to the wrong vehicle in Mega Menu<br />
+Fixed bug which gave marque's too much benefits on Image ratings from marketing compared to parent company<br />
+Fixed Auto-Marketing crashing when player has no branches<br />
+Possible crash fix with aerodynamic drag calculations when clicking the Ratings button on certain video drivers.<br />
+Fixed bug which caused HQ selection to break when you return to the main menu from one game to start a new game.<br />
+Fixed crash in shader system when going from stand alone car designer to in game car designer then exiting to Office.<br />
+Possible fix to Monthly Report and others missing some inventory vehicles in certain conditions. (Not sure if I found all possible conditions.)<br />
+Fixed bug with non-ascii characters in save games causing reports not to load.<br />
+Disabled key repeat for all characters except backspace, delete, and arrows keys in order to prevent gui character insert issues do to frame timing. IE repeat characters in a text box because you type too fast.<br />
+Fixed some bugs with escaping keying windows.<br />
+Fixed newspaper hot key crash<br />
+Fixed bug which caused the "please wait" popup to come up when starting a new game even if you forget to select a year or difficulty rating, or if your save name already exists.<br />
+Fixed bug which caused the contracts to awarded one month too soon. <br />
+Fixed bug in which created marques did not have AI Behaviors. (So when they were spun off they acted insane.)<br />
+Fixed bug that did not copy shipping distances when cloning a branch.<br />
+Adjusted shadow system to get rid of shadow type that causes vehicle paints to be black on some video cards.<br />
+Fixed two places that did not copy engine transversed check box when redesigning or copying engine sliders.<br />
+Fixed bug which caused reports and factory costs to be miss matched.<br />
+Changed "Base Costs" text to "Line Costs" and added a cost per line amount in World Map Factory View Details.<br />
+Fixed idle factories not showing up in factory expense report.<br />
+Made RnD-&gt;Modify-&gt;Component automatically open the restore production window if no components are active but discontinued components exist.<br />
+Fixed bug that sometimes caused OEM parts revenues to drop to &#36;0 three years into the game.<br />
+Fixed missing overview text for two stroke value type.<br />
+Fixed crash in Portuguese language file when making a race team.<br />
+Fixed crash when deleting old reports in translation files that do not use ascii characters.<br />
+Map Loading System<br />
+Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22<br />
+Added base map artwork for player created dot city maps.<br />
+Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity.<br />
+Fixed limited/war causing some companies to not function.<br />
+Implemented Factory/Branch size/costs/effects modifiers for maps.<br />
+Implemented system that allows you to make specific textures for territories/cities.<br />
+Map movement now dynamic valued based on size of the map.<br />
+Ported Videosettings/Modtools to Linux and OSX.<br />
+Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure.<br />
+A couple of minor bug fixes, most of them having to do with the new map system.<br />
+Updated translations. <br />
+Possible fix to New Generation/Trims costing more time than new vehicles designs if no sliders are touched.<br />
+Fixed Tax expenses on Expense Report showing up one month late.<br />
+Fixed select chassis button not being enabled when you change sub components of a vehicle that is being new generated or trimmed after going to the advance designer.<br />
+Fixed LD texture crash on Oldschool Territories map.<br />
+Removed debt payments from being counted against your tax payment.<br />
+Fixed bug in Mega Menu Marketing when switching to district from individual branches<br />
+Fixed Bug broken clone system in Mega Menu Marketing<br />
+Fixed bug that allowed you to assign marketing dollars to cities with no branches on the world map.<br />
+Hopefully a fix to the car designer raycasting crash.<br />
+Fixed bug that shows district shipping checkbox when autoproduction is enabled<br />
+Fixed bug in networth chart that included factory construction as well as unfinished vehicle and component designs.<br />
+Fixed bug in advance designer that caused warning messages to "stick" after multiple designs<br />
+Fixed bug in advance designer that caused optimal fuel messages to pop up when they shouldn't<br />
+Fixed incorrect prestige ratings in Marque' view in Finances.<br />
+Fixed incorrect weight unit in racing engine lists.<br />
+Fixed bug in racing budget lock due to bug fixes in lobbying and other lock systems.<br />
+Fixed bug in racing results memo that didn't show racing series.<br />
+Fixed multiple bugs where engine power rating and engine reliability ratings were getting mixed when pulling data from the DB. (This fixed two known bugs, one of which was the Engine Reliability Modification issue.)<br />
+Fixed bug in GearBox modification issue with smoothness rating. It was being applied twice.<br />
+Fixed a bug with factory/branch ownership when you spin off/sell a marque.<br />
+Assisted and Advance designer will no longer allow you to design 0hp engines. You'll get a popup message telling you that the engine was rejected and why.<br />
+Fixed possible negative RnD costs in expense reports (because budget locks were being processed before reports were being generated.)<br />
+Moved reports buttons in office to allow "web browser" window to be shorter. Thus hopefully giving most 1080 window mode players with 1080 monitors a full browser instead of the short version.<br />
+Pension payouts now occur immediately (the year after), as approximately 6-8% of the work force retires each year.<br />
+Pension liabilities are generated only for when workers retire, liabilities last 25 years now. And grow around 3% per year. (Less for factory workers, more for engineers/admins.)<br />
+Fixed bug in the pension payout report.<br />
+Changes to the pension system prevent excess pension liability costs and causes payouts to be immediate.<br />
+Fixed bug in marketing report text causing the wrong text to be displayed.<br />
+Fixed Autocommands replace model duplicate list bug.<br />
+Possible fixes to world map city selection bugs (let me know if you still have problems clicking cities!)<br />
+Fixed unclickable cities on "Classic Map"<br />
+Added more information to the City Info popup, including name of the city/territory, population, and percapita.<br />
+Fixed a couple of bugs in the German translation file that caused crashes.<br />
+Added more colors and broke population and percapita data down more when using the "Mapping" system to view the data.<br />
+Fixed regression bug that caused all modded engines to be transversed.<br />
+Fixed contract and factory shutdown memo bugs.<br />
+Reordered contract requirement units. This will become obsolete in v1.23 with new contracting system and (possibly) unit type selection.<br />
+Some Lists will now automatically scroll to the selected position rather than resetting to the top!<br />
+Fixed resizing bugs in mega menu and world map distribution.<br />
+Disabled auto center for some windows when something like "Apply" is clicked. If you notice any that do it, and they probably shouldn't, let me know.<br />
+Fixed debt's being transferred when making a wholly owned subsidiary.<br />
+Fixed Bugs in AI Racing vehicle/engine designer<br />
+Improved AI Racing vehicle type selection for generic type events.<br />
+Adjusted Budget adjustments/program stoppage for AI racing.<br />
+Added automatic re-IDing of cities in the TurnEvents, AI, and City files using the City Editor Tools. <br />
+Random History<br />
+City/Territory specific buyer rating.<br />
+Base files for "Base City Map" <br />
+Fixed bug with first earnings after IPO.<br />
+Display eps of a freshly IPO'd company.<br />
+Adjusted recent activity text to remove any confusion about your action to build a factory and the factory being actually built.<br />
+Fixed bugs in the "Will it Fit" system in advance chassis and engine designer if you create more than one engine or chassis per visit to RnD state.<br />
+Fixed bug which could cause reserved vehicles to become abandoned if you closed the factories. Game will now automatically scrap any vehicles in factories you close.<br />
+Added a few more peek messages to loading in Windows to prevent ghosting on weak win7+ machines.<br />
+Implemented Regional city maps, so you can change the map texture to any place in the world and have cities placed there using just gps coordinates.<br />
+Implemented a European Test map.<br />
+Changed buyer purchasing power formula to prevent exploitable sales and to simplify/speed up calculations. It may need some modifications over the next couple of patches. <br />
+Fixed 2020 Starting Year Crashes on two maps.<br />
+More Adjustments to Buyer Purchasing Power Formula<br />
+Increased Dealership growth rates and decreased Dealership death rates.<br />
+Adjusted AI Marketing triggers.<br />
+Reduced Difficulty Random Bias favor to AI. <br />
+Mod Editor<br />
+Mod Loading Format<br />
+Settings Editor Mod Selection<br />
+Game Read Mod File and Override Scripts<br />
+Name List Editor<br />
+Newspaper Editor<br />
+Fixed bug with stuck benefits flag due to negotiation.<br />
+Fixed typo causing factory worker morale not to reset after benefit negotiation.<br />
+Reduced benefit morale degrade<br />
+Reduced requirements before employees get upset due to low benefits.<br />
+Fixed UAE crash on base map.<br />
+Fixed 2020 crash on European Map.<br />
+Removed Testing Map from the game<br />
+Fixed several reports issues in District reports.<br />
+Fixed bug in coordinate system when getting distances between two cities.<br />
+Fixed list not rescrolling properly on district mega menus.<br />
+Fixed bug in competition map where HQ were red when cities were red.<br />
+Adjusted age penalty effect.<br />
+Changes all instances of "Unit Cost" to "Material Costs"<br />
+Changes all instances "Total Production Costs" to "Total Unit Costs"<br />
+Fixed bug which does not check "Auto Benefits" when loading the game.<br />
+Load custom player logos files<br />
+Load custom music files<br />
+Reviews Editor<br />
+Components/Models/Vehicle Types editor<br />
+Racing Series Editor<br />
+Player Logo Editor (Add your own Logos to the game.)<br />
+Music Playlist editor (add your own music to the game.)<br />
+Did you know editor<br />
-Increased Electric Engine weight.<br />
-Increased Electic Engine design and material costs.<br />
-Increased Electric Engine manufacturing and design complexity.<br />
-Increased Electric Engine Finish time.<br />
-Increased Electric Engine Torque.<br />
-Decreased Electric Engine RPMs<br />
-Adjusted Electric Engine Fuel Economy<br />
-Fixed bug in Components Mod Tool when exporting gearbox changes.<br />
-Fixed Advance Designer, layout, showing bore/strike text and help buttons for electric engines.<br />
-Fixed Advance Designer, layout, shows displacement slider for electric engines.<br />
-Fixed Advance Designer, Summary, showing bore and stoke text for electric engines.<br />
-Fixed Advance Designer, bottom panel, shows displacement help button for electric engines.<br />
-Fixed Advance Designer, bottom panel, Test Vehicle Rating Specs shows cc for electric engines.<br />
-Fixed Assisted Designer, showing displacement for electric engines.<br />
-Fixed View Engine showing Displacement, Bore, and Stroke for Electric Engines.<br />
-Added a 'None' induction system for designs, such as electrics, that do not have an air induction system. <br />
-Adjusted Bond Coupon Rates.<br />
-Adjusted Loan Interest Rates.<br />
-Implemented wiki system<br />
-Increased Diesel Torque and Fuel Economy.<br />
-Decreased Diesel RPMs<br />
-Increased Gasoline RPMs<br />
-Decreased Gasoline Torque<br />
-Decreased Natural Gas Torque and RPMs<br />
-Increased Natural Gas Fuel Economy<br />
-Decreased Hybrid Torque<br />
-Increased Hybrid Fuel Economy<br />
-Decreased Hydrogen Torque<br />
-Increased Hydrogen Fuel Economy.<br />
-Decreased Autogas's Torque and Fuel Economy<br />
-Increased E85's Torque and RPMs<br />
-Decreased E85's fuel economy<br />
-Increased Steam Torque and Weight<br />
-Decreased Steam's RPM and Fuel Economy<br />
-Increased 2-Stroke RPMs, Fuel Economy<br />
-Decreased 2-Stroke Reliability, Smoothness/Comfort, Weight, Torque<br />
-Implemented a hidden "Torque" value for valves, mainly to be used with 2 stroke.<br />
-Adjusted Star Display for SubComponents.<br />
-Allow for negative values for weight, smoothness, and reliability in valves mod tool.<br />
-Allow for negative values for smoothness in layouts and cylinders mod tool.<br />
-Increased Single Cylinder Power<br />
-Reduced Single Cylinder price and smoothness<br />
-Implemented direct effect of low engine 'smoothness' on consumer buyers rating for certain vehicle types (based on type's luxury ratings). This should prevent single cylinder/two stroke engines being used on certain vehicle types.<br />
-Fixed Crash in Mega Menu when using the Filters in the Districting System.<br />
-Adjusted V, Straight, 10 Cylinder, and 12 Cylinder Smoothness Balancing.<br />
-Added more 'layout arrangement' types to shorten VV, W, X, and H engines based on the number of cylinder banks they have.<br />
-Switched Fuel Rating and Power Ratings for Engines to directly use the Engine's Specs rather than cylinder count.<br />
-Ordering Subcomponents by Name<br />
-Adjusted fuel popularity growth system<br />
-Fixed some vehicle type popularity issues in some continents.<br />
-Nerfed Design/Testing sliders effects on ratings.<br />
-Rewrote used car sales system to have a more direct effect on lower end sales.<br />
-Removed drop down boxes with no items for Steam/Wankel engines.<br />
-Added "Turbined" flag for engine layouts that use "Dimension" rather than bore/stroke. This effects only Wankel engines in game. (Yes I know Wankels are not turbines, but Pistonless Rotary Engines are more similar to Turbines in this respect than real Rotary engines.)<br />
-Tweaked Credit Rating Formula<br />
-Credit Rating updates every 4 months rather than once a year now.<br />
-Fixed bug in the AI/Assisted Designer Components Selection system that was giving equal weight to all components (thus why It seemed random.)<br />
-Balanced AI subcomponent selection bias.<br />
-AI save/use previous game's player designs.<br />
-More City Data to Base City Maps<br />
-Adjusted various rates for Base City Maps<br />
-131 News articles and 800+ City events for Base City Map.<br />
-Added Base Territory Map.<br />
-53 new songs were added, roughly 4.5 hours, from 3 different artist.<br />
-Minor redesign of the music player system.<br />
-Fixed several bugs in the Music Player system<br />
-Implemented a year limiter for music, so that only certain music will play based on the in game year. You can toggle this setting in the music player.<br />
-Implemented continuous playback system, so that a song will not be interrupted by going to RnD or Showrooms. You can toggle this setting in the music player.<br />
-Random Music setting is now saved.<br />
-Implemented the in game wiki. You can access it out of game here: <a href="http://wiki.gearcity.info" target="_blank" rel="noopener" class="mycode_url">http://wiki.gearcity.info</a>. Currently the wiki only contains some information about the mod tools. I plan to expand the game documentation every Saturday.<br />
-Base City Map news articles and war flags have been updated to 1925 (not including major 1930s and 1940s wars).<br />
-Fixed bug with engine saving that caused development pace and the turbined flag to be miss matched.<br />
-Several bug fixes to the mod tools over the course of using them to implement various things in the game.<br />
-War Events up to 1932 in Base City Map<br />
-Mod Tools City Editor wiki entry<br />
-Fixed Base City Map tax rates for Miami, Dubai, and Naples.<br />
-Fixed bug in merger that causes some shares of merging company to disappear.<br />
-Added an error message and prevented user from being able to buy child marques if they do not have enough money.<br />
-Fixed bug which caused side panel to open below other windows<br />
-Fixed exploit for new generation which can be used to reduce how long a model is made for.<br />
-Fixed bug in Linux builds on new distros with libgcrypt2.0 requirements.<br />
-Fixed VSync issue on OS X<br />
-Fixed bug in Sales Reports that could cause some reports not to generate.<br />
-RnD Licensing Drop Down Filters now automatically trigger an update of the list.<br />
-Random History News paper articles now cause news paper to glow.<br />
-Fixed bug that caused all newspaper articles to appear if starting the game later than 1900.<br />
-Fixed bug in branch shipping sorting if prices are the same.<br />
-Design skill points now increase or decrease if you buy/merge/or spin off a company.<br />
-Added Revenue amounts to District Sales reports<br />
-Adjusted awards selection, reducing random values and making sure the best overall is selected from the best of class.<br />
-Adjusted auto-recondition frequency down to every 3 years from every year.<br />
-Fixed refit and replace exploit on vehicles already under development by removing vehicles under development from the refit list.<br />
-Fixed bug in modify vehicle list that caused them to only be sorted by model name.<br />
-Moved vehicle body selection and load vehicle body windows to the side.<br />
-Fixed Model Comparison crash in the showroom when changing company if the bottom list is empty and top list is not.<br />
-Implemented safety check against negative shipping costs.<br />
-Implemented safety check against incorrect amount of public shares for a company.<br />
-Fixed bug in shipping system that caused incorrect branch infrastructure and gasoline ratings to be used. Thus reducing shipping costs.<br />
-Added an exponential increase to shipping costs of 1.2 based on the distance. (Previous system had linear costs. Now the further away something has to be shipped, the little more it will cost per mile.)<br />
-Increased the amount of Administrative, Marketing, and Branch employees.<br />
-Reactivate discontinued (End Production) vehicles. This includes canceled designs.<br />
-Create new generation or trims of discontinued vehicles.<br />
-Fixed Target Demographic and Gearbox Type help buttons. Rewrote Engine Power help button to be more accurate with changes for v1.22.<br />
-Canceling "Advanced" design of a vehicle or component will close the "Build It" window if it is open.<br />
-Player can now set starting funds when spinning off a Marque.<br />
-Can now set AI Behavior when spinning off Marque.<br />
-Some labels will now rescroll up when text in them have changed. (Did not do this to the contracting system since it is going to be rewritten. May be other places that I need to do this at.)<br />
-Mod Tools, Racing Editor Table sorting<br />
-Mod Tools, Racing Editor ID's are now automatically generated when saving file, to prevent errors.<br />
-Fixed very rare crash when adjusting the resolution settings in game.<br />
-Improved RnD load time by roughly 10-15%<br />
-Fixed bug that did not allow enabling/disabling tutorials in some rooms.<br />
-Fixed duplicate tutorial text bug.<br />
-Added a "maximum" transport costs to the estimated transport cost system. It now shows minimum and maximum transport costs.<br />
-Fixed bug in minimum transport costs that could possibly not give you the true minimum transport costs.<br />
-Fixed bug in district estimated average transport costs.<br />
-Boosted marketing effect on sales<br />
-Fixed Estimated Customers Chart numbers<br />
-Fixed possible divisions by zero in project profits system.<br />
-Fixed bug in racing selection that did not load the marque being used into the drop down boxes.<br />
-Fixed bug in racing system that did not automatically load the selected engine or vehicle for a racing series you're funding. No more need to select a engine/vehicle to make minor adjustments to your team.<br />
-Fixed bug in racing revenues that gave you income when the racing series was inactive.<br />
-Fixed bug in Racing Expense reports that shows yearly expense instead of per month expense.<br />
-Synced the dates for Racing Expense and the Main report.<br />
-Added Season column to Racing Expense report.<br />
-Fixed regression that caused Recondition Action Memos to show when Auto-Recondition is enabled.<br />
-Fixed bug in Stock Report Memo being off set by one month.<br />
-Fixed Issue with Engine Design Requirement Stars.<br />
-Added disclaimer text to Estimated Customers Chart.<br />
-Fixed bug in Networth Charts which did not calculate stocks properly.<br />
-Fixed couple bugs in Stock Holdings reports.<br />
-Fixed Total Gains column in Stock Holdings report.<br />
-Mod Tools - Fixed bug in Mod Data Export with wrong miscart zips.<br />
-Mod Tools - Fixed several bugs in the DYK Editor<br />
-Tweaked several chassis subcomponent effects.<br />
-Documentation - Added DYK Editor wiki page.<br />
-Maps - War news articles have been added up to 1940. So we now have 1940+WW2 on Base City Map.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.21 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2897</link>
			<pubDate>Fri, 27 May 2016 11:20:21 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2897</guid>
			<description><![CDATA[Welcome to the 1.21 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.21. If you're on Testing build, you will have received Items marked with a + already. Things not currently available to the public are marked with a -.<br />
<br />
So what is planned for 1.21? This build is focused on redesigning many of Office GUI systems. We will be completely overhauling the reports, charts, and magazine systems. Hopefully moving them to a web-browser based solution which will allow us to implement other features such as in game news, a game wiki/manual, and more. We'll also be consolidating some things such as the HR department. And we'll be implementing a new side bar notification system which will keep track of things you have done, and what you are currently doing such as research/construction finishing times, etc.<br />
<br />
Before I get to that, I plan on implementing a series of bug fixes. I've broken up the bugs into two groups. Ones that require save game changes, and ones that don't require save game changes. I will be working on the ones that do not require save game changes first. I will release these over a series of weekly hotfixes to everyone on 1.20.<br />
<br />
The bugfixes that require save game changes will be released in 1.20.1 to testing build. Afterwards I start focusing on 1.21 features.<br />
<br />
<br />
Change Log<br />
--------------------------------------------------------<br />
+Fixed crash when resizing decals after flipping them without moving them.<br />
+Fixed bug in marketing expense text in sales book<br />
+Fixed bug in spin-off system which allowed up twice as many shares to be purchased.<br />
+Reduced stock movement amount when purchasing shares.<br />
+Fixed bug in stock purchasing that increased/decreased price based on a percentage of shares you own instead of total number of shares.<br />
+Fixed bug in AI stock buying/selling which did not change prices<br />
+Fixed exploit in share purchasing which allow you to avoid share price cost increases.<br />
+Fixed bug when purchasing shares of a company that are already owned by an AI company.<br />
+Fixed shareholder's values to show commas between numbers and increased the label length as to allow all share holders to be viewed.<br />
+Capped racing revenues to maximum of 10 teams to prevent excess funds being generated from racing series.<br />
+Implemented a drop down box for stock selection (so you don't have to use the logos.)<br />
+Fixed a couple of bugs share availability bugs.<br />
+Marque Filters for Branch Distribution and Factory Production in world map and mega menu.<br />
+Fixed a bug where AI companies could buy player owned companies<br />
+Action memo when AI attempts to buy a company player controls with enough voting shares to make the decision wither or not to sell.<br />
+Possible fix to negative acquisition price.<br />
+Minor fixes to XMLPO tool.<br />
+Updated translations and uploaded them to steam, Repaired Russian and Portuguese translations, and sync'd our translation server with latest xml file.<br />
+Fixed minor GUI issues with body design/accessory sliders<br />
+Adjusted warranty expenses and parts revenues. Warranties minimums are now up 10% but maximums are down 50%.<br />
+Fixed bug in view competition that did not order results by units sold.<br />
+Fixed Crash when clicking Marketing on the world map.<br />
+Added duplicate name checker for player/AI marque names.<br />
+Added map city colors for per capita, population, etc to the Select HQ world map when you start a new game.<br />
+Added importance star ratings to "View Prototype" in the advance chassis/engine/gearbox designers.<br />
+AI will now reuse components more frequently (thus reducing the amount of new components they create.)<br />
Cleaned up Random Event texts and adjusted random event frequency. <br />
+Replaced World Map Marketing Icons with their old icons.<br />
+Fixed OSX language file loading.<br />
+Fixed bug in "Switch to Advance" button in Assisted designer that caused duplicates in drop downs.<br />
+Balanced Branch Reconditioning costs so that it is cheaper to recondition instead of rebuild.<br />
+Components now have a 3 years buffer time before they decline in ratings. Vehicles now have a 2 year buffer time.<br />
+Adjustments to Racing Development effects on development skills.<br />
+Possible fix to "Price Dilution Lawsuit" memo when you are actually bankrupt.<br />
+Increased frequency of worker Benefits demands.<br />
+Increase value of worker Benefits demands.<br />
+Made a minimum Benefits demand amount based on the game year.<br />
+Minor patch to our DDS codec in Windows.<br />
+Fixed bug in Aerodynamic Drag calculations which did not take into account scaling body sizes up due to using a large chassis with a small body.<br />
+Fixed news article when you decline to purchase a bankrupt company<br />
+Fixed bug which bankrupted a bankrupt company when you declined to buy them when they have an AI offer for a buy out.<br />
+Buy Bankrupt Company offer will now popup if you own 50%+1 of a company (Even if you have it disabled.)<br />
+Buy Bankrupt Company will now take into consideration the number of shares you own when buying out the Company. So you only have to pay for the percentage of shares you don't own.<br />
+Fixed bug that would cause Advance Designer panels to disappear when "Returning" from body design window. <br />
+Fixed crash in district marketing on world map.<br />
+Fixed crash in district view competition on world map.<br />
+Memo Scroll Bar Resets to top.<br />
+Fixed crash negotiating factory benefits.<br />
+Adjusted share price and Acquisitions costs somewhat<br />
+Fixed bug in scaled up surface area aerodynamic drag calculations<br />
+Fixed bug on world map that showed zero factory costs when a vehicle is not in production.<br />
+Fixed bug in chassis sub-component selection causing missing sub-components. This was due to a previous bug fix with duplicate drop down boxes.<br />
+RnD research teams window will now remain open after hitting "Apply" so you can see the new growth values<br />
+Possible fix to RnD Ratings growth display bug which shows you gaining skill points when you're really not (or are losing some.)<br />
+We now display current wages and city average wages in the information when employees are threatening to strike.<br />
+Help buttons for Banking and Stock system. <br />
+Financial State Hotkeys <br />
+Integrated Berkelium into Windows, Linux, and OSX builds.<br />
+Fixed discontinue autotool<br />
+Apply to All Inherits Branch Shipping when check box is checked.<br />
+Fixed some texture codec issues (Back ported to v1.20 in SP3 Hotfix 1.)<br />
+Fixed exploit in which you could stop production of a vehicle at a factory and restart it with 100 morale.<br />
+When ending production lines at a factory, the factory will inherit the morale level if it is lower than the current factory morale level. Any new production line started will start off with this amount of morale. Every turn the factory morale level will automatically increase.<br />
+Fixed bug in Assisted Chassis Designer which does not create a large enough engine support size if you design an engine first.<br />
+Assisted chassis designer will now try to make the supported engine sizes large enough to fit the average of your active engines at minimum.<br />
+Fixed bug in AI racing that allowed for vehicles with higher than the CC minimums to be entered in race.<br />
+Adjusted AI's pre-designed vehicle selection for racing.<br />
+Fixed a bug in the refit new generation of components vehicle selection system which caused the incorrect vehicle to be selected.<br />
+Fixed bug in which workers would demand lower wages than what they're being paid.<br />
+Workers will now demand more benefits more often instead of striking when the benefits system is enabled.<br />
+Limited the number of benefit/wage demands.<br />
+Fixed bug in racing series that does not remove funding when a series is over<br />
+Fixed bug in racing series that did not give a memo for a series starting or ending.<br />
+Fixed bug with the number of wins in view competition racing history.<br />
+Autoproduction now takes into account production needed for contracts.<br />
+Finished fixing the exit game bond exploit<br />
+You are now only charged series racing funds during the race season.<br />
+Removed vehicle/brand selection from Marketing, thus moving marketing to branch level only.<br />
+Increased the maximum amount of funds you can put into marketing per each branch.<br />
+Reenabled AI Marketing<br />
+Adjusted AI marketing for both speed and effectiveness<br />
+Fixed exploit with research teams in which you could unfund them for 2 months and fund them for a month and still get the full quarter of bonus.<br />
+Added a new variable in the Engine Layout components.xml nodes for Engine Length calculations. (1 for inline calculation, 0 for default cylinder on each side calcualtion, -1 for circular layouts)  <br />
+Added a new inline engine length calculation. Thus increasing the engine length for more cylinder engines (i6 and i8) without the same ratio of change to engine width.<br />
+Added a new engine length calculation for circular layouts (Radial and Rotaries. And I mean real Rotaries, not Wankels, <a href="https://www.youtube.com/watch?v=48jAafO612k" target="_blank" rel="noopener" class="mycode_url">example</a>  ) This should make it easier to add to airplanes which both of these engines mostly use.<br />
+Flipped Bore and Stroke in the RnD. <br />
+Fixed bug that can cause duplicate factories when purchasing an AI company<br />
+Possible fix of production of unselectable vehicles due to them being in a duplicate factory<br />
+If you discontinue a component/vehicle that is currently being research, we will stick a asterisk in front of the name, so that the original name will be free to be used again. <br />
+Fixed bug with new vehicle trim's development costs being the full price.<br />
+Fixed exploit bug where if you duplicated the name of an existing vehicle with a new trim, your new trim will only cost 4 turns to design.<br />
+If you a majority shareholder of a company that is about to go bankrupt, and you have the funds, we will now give you a bankruptcy bid action memo (even if you have it disabled.)<br />
+Fixed a number of GUI resizing bugs.<br />
+Fixed a text cutoff bug when looking at AI companies holdings and holders.<br />
+Fixed bug that allows zero rated factories to be built (thus causing a wear warning message in the production menus.)<br />
+Fixed bug with AI marketing wages that caused many AI strikes.<br />
+Fixed many bugs in the benefits system which caused many benefits demands to popup. (At the rate which AI companies striked.)<br />
+Adjusted benefit demand rates.<br />
+Implemented an Auto Benefit system. This new system works much like Auto-Wage. When employees demand a benefit increase, the Auto Benefits system will meet their demands without any interaction on your part. You can enable this in the Auto-tool section of the Mega Menu.<br />
+Translations updated to v1.20.1<br />
+Fixed incorrect cost displayed bug in branch district reconditioning.<br />
+Fixed overlapping fund pension panel in benefits window in the office.<br />
+Fixed bug with race funding lock due to optimizations<br />
+Fixed bug with AI braking distance.<br />
+Fixed bug in Marketing Coverage Report, although this report will be getting redesigned anyway in v1.20.2<br />
+Fixed bug with turnevents.xml buyrate. This bug caused the stockmarket rate to be used with the consumer AI instead of the buyrate.<br />
+Adjusted buyrate numbers. More work will be done to this when mod tools are implemented (lot of work doing it by hand.)<br />
+Fixed bug in Discontinue Model in the mega menu (caused by a missing ' )<br />
+Made some adjustments to the experienced driver effect on "Racing Rating." <br />
+New HTML based Reports System<br />
+Implemented DataTables for Reports Data<br />
+New Javascript based chart system using Charts.js<br />
+Implemented Charts.js<br />
+Implemented/Replaced existing main reports from sales book as well as sales book data.<br />
+Implemented report folder system so all reports are stored on the computer.<br />
+Implemented Delete/Copy report folders.<br />
+Ported most reports and charts to new system<br />
+Added back and forward buttons to reports<br />
+Added open reports in new window.<br />
+Fixed bugs in Prototype Gearbox, Engine selection without Chassis selected.<br />
+Adjusted and standardized Star generation code from ratings<br />
+Fixed bug in Licensing system when trying to filter chassis by MM<br />
+Fixed bug in World Map view competition which displayed bad overall ratings for competitors vehicles.<br />
+Fixed bug in GUI which caused tiny close buttons on some machines.<br />
+Many reports and chart fixes since it's a new system (however probably new bugs to replace them!)<br />
+Translations update to 1.20.2<br />
+Factory/District Historical Production and Inventory Chart<br />
+Factory/District Production Line Distribution Chart<br />
+City/District View Competition Historical Sales by Company Chart<br />
+City/District View Vehicle Type Historical Sales Chart<br />
+City/District View Selected Company Historical Sales Chart<br />
+City/District View Selected Vehicle Type Historical Sales Chart<br />
+Branch/District Historical Sales for Player Chart<br />
+Branch/District Historical Competition Sales Chart<br />
+City/District Marketing Pie Chart<br />
+Fixed Gearbox Power Star Ratings in Advance Designer<br />
+Automatic reports/chart generation can be turned on or off individually.<br />
+Reports can now be opened in all "states" in the game. Just click reports in the upper right menu<br />
+A number of charts have been added to the Racing state.<br />
+A monthly report will now automatically come up at the end of each turn. This report is also the default for the salesbook.<br />
+A number of new reports/charts were added to the salesbook<br />
+A very detailed stock report for individual publicly traded companies is now located in the "Safe" state. Look for the Graph button above the list of traded companies.  <br />
+New Sales Reports default size is now small (1024x512) in case resolution checking fails. (Larger resolutions should still be using 1024x1024 report size.)<br />
+Adjusted marketing's effect on Image ratings. They are now capped to a maximum level of gain.<br />
+Fixed decimal number bug in memos for awarded points in racing series.<br />
+Fixed bug (missing 0 in the decimal places) in the random factor for buying population pool. This bug fixes two other issues which I will detail next...<br />
+Fixed extreme monthly demand fluctuation bug.<br />
+Fixed bug that caused too many consumers purchasing vehicles, thus making the game very easy even on hard levels.<br />
+Adjusted easy, normal, and hard buying and money population sliders.<br />
+Reimplemented over priced vehicle checks.<br />
+Fixed bug in AI vehicle pricing causing prices to be twice as high as normal<br />
+Adjusted AI vehicle pricing to be more aggressive.<br />
+Fixed bug that could allow for you to win all races but lose the season.<br />
+Changed all leather buttons and most grey buttons to new brown button that is easily scaleable.<br />
+Added Warning message when deleting save games. If you have a lot of reports, it may take a while to delete them all.<br />
+Added a flag for AI racing cars to prevent them from selling them to the general public. This should reduce the number of hyper expensive cars and the glut of sports cars late in the game.<br />
+Fixed bug in Software mouse mode that caused the mouse to move while scrolling.<br />
+Fixed bug in Acquisition/Merger code that would duplicate stock in holding list if you already owned them, or they owned you.<br />
+AI will now upgrade factories rather than build new ones if certain criteria is met.<br />
+AI spun off companies will now take their vehicle models and components with them.<br />
+Fixed another bond exploit if you start a 1980's game, take out a loan, return to main menu, start a 1900 game, the bond value will be at 1980's level.<br />
+Fixed a bug that caused wholly owned subsidiaries to be worth more spun off than being purchased for on the same turn.<br />
+Fixed bug where duplicate companies can buy a single company<br />
+Possible fix to an owned company building a vehicle with it's own AI rather than parent's, thus causing the game to crash.<br />
+Added fuel type popularity to body type demand report.<br />
+Fixed missing branch expenses when no vehicles were for sale.<br />
+Fixed bad insert commas in Employee Breakdown Report Header.<br />
+Fixed incorrect placement of Engineering and Administrative headers in Employee Breakdown list.<br />
+Added a 404 page for missing reports/charts/pages. (Will require starting a new game, but after which should work on all old save games.)<br />
+Fixed missing reserves in Monthly Report if no vehicles were being produced.<br />
+Fixed bug in Advance Game Settings: Start Game with Loan.<br />
+Increased report lists to 25 entries and removed the drop down box (since it did not work, and prospects of making it work is/was slim.)<br />
+Fixed Randomness calculations in the Wealth Distribution Charts.<br />
+Fixed bad insert commas in Marketing Expense Report Headers.<br />
+Reworded 'Cost of Delivery' to 'Total Delivery Cost' as that's the dictionary term.<br />
+Added a Auto-hiding Side Panel to all states in game.<br />
+Added listing of components/vehicles currently being researched to Side Panel.<br />
+Added Factories under construction to the Side Panel.<br />
+Side Panel Recent Actions List<br />
+Saved Notable Historical Actions by your company<br />
+Simplified Memo System by merging  memo content into the same window as  the list of memos.<br />
+Fixed Dividend Revenues in OEM parts revenues<br />
+Fixed number of caster issues<br />
+Memo Notification when AI opens branch at your branch locations<br />
+Added X to close button. Fixed scaling issues with top menu buttons.<br />
+Fixed AI factory upgrade monthly costs buffer overflow causing broken late games in v1.20.3.<br />
+Fixed bug in multiple reports showing zero inventory for a vehicle when it is not in production but units are being stored in reserve.<br />
+Fixed bug which would not cancel a factory redesign<br />
+Improved side panel Factory Update and Factory Redesign information<br />
+Added Factory Update and Factory Redesign information to multiple reports that show construction times.<br />
+Fixed bug in Marketing Efficiency reports that gave too low of a "named value" to numeric efficiency rating.<br />
+Fixed refit modified components exploit that allowed for refitted models to be developed faster than base models if the base model was currently in research.<br />
+Fixed bug that may cause unassigned production lines to be unavailable to the player.<br />
+Fixed bug in AI/Auto production system that could possibly assign the player a vehicle that is not theirs.<br />
+Fixed bug in Simple Monthly Report that displayed incorrect results of everything after racing revenues.<br />
+Disabled Merchandising Revenues if your HQ nation is at war.<br />
+Racing is now shutdown (no results, expenses, or income) if the majority of cities are at war in the world. (IE World War 1 and World War 2)<br />
+Implemented a Marque selection for Licensed Vehicle Designs.<br />
+Fixed bug with trim name selection when developing a New Generation vehicle.<br />
+Removed Factory/Production expense costs from city reports. Leaving just Branch Expenses<br />
+Fixed some bad text formatting on Company Directories table.<br />
+Translatable newspaper articles<br />
+Random news article fillers (Will add more in the future.)<br />
+Complete Newspaper redesign using new web browser system<br />
+Simplified HR system and got rid one of the list boxes. Assigning employees for factories and research are now down as a whole for the city rather than individual projects.<br />
+Added top total summary for individual vehicle reports.<br />
+Created a vehicle sales, production, inventory, and missed demand report for districts.<br />
+Created individual district reports showing all vehicles sold in the district.<br />
+Possible fix to Windows 10 'Save As' reports folder copy bug. Seems like windows 10's SHFileOperations silent flag is broken... This has not been tested yet.<br />
+Updated translation files.<br />
+Fixed accessory deletion crash when player clicks the car body<br />
+Fixed accessory modification crash after player clicks the car body.<br />
+Fixed possible contract denied crash<br />
+Fixed clearing out "completion who opened a branch at location companies" list.<br />
+Manually copying Windows 8, 8.1, and 10 reports to new folder when using "Save As", to get around a Windows 10 issue/bug.<br />
+Fixed decimal formatting bug on Total Expenses in Revenue Summary Report.<br />
+Fixed Incorrect warning when using Assisted Engine Designer<br />
+Fixed Monthly Report Construction Table bug when doing a Factory Update or Redesign.<br />
+Fixed Incorrect Font usage in Help Buttons.<br />
+Implemented Pension Funding and Information from Financial Banking Window (Safe Room)<br />
+Implemented Networth Bar Chart (Wanted a stacking line chart, but this was undo-able with our libs.)<br />
+Added Low Morale warning message for Factory Production Screens.<br />
+Assign production will now reselect the previously selected vehicle when modifying production lines (Only works when not in district mode.)<br />
+Removed "Fill" and "Wage" commands from Mega Menu and into HR<br />
+Reduced Number of Popups in Mega Menu<br />
+Show Average Wage in Auto Wage Margin<br />
+Removed Vehicle Dropdown Boxes in favor of List boxes<br />
+Added Stop Selling Check box to Auto-Commands "End Production" <br />
+Combined Recondition Auto-commands and removed the slider.<br />
+Removed Sell Everywhere, Sell in Region, Stop in Region, Change Car Price. Modify Marketing, and Regional Marketing as redundant. Removed Renew Contract as useless.<br />
+Created Racing Budget Adjustment which allows you to increase or decrease all racing budgets.<br />
+Created Idle Racing which will end all racing programs<br />
+Change All Prices can now work on individual vehicles, has been renamed to Change Prices.<br />
+Change Prices can now work with flat changes rather than percentages.<br />
+Fixed possible duplication bug when using replace model.<br />
+Moved Magazine to Webbrowser<br />
+Implemented Turn.js<br />
+Moved some reviews from ratings based to spec based<br />
+Fixed review formatting<br />
+Fixed class challenge formatting<br />
+Tweaked overall best results for class challenge<br />
+Moved some class challenge results from ratings to specs.<br />
+Added wealth index effect to costs effects on yearly awards. (So cheap car types it's more important, expensive vehicle types, not at all.)<br />
+Improved random factor in yearly awards<br />
+Cleaned up yearly awards formatting<br />
+Lobbying effects increase/decrease slowly based on budget<br />
+Storage fee per vehicle for extra vehicles in inventory.<br />
+Fixed bug in End Production code accessed from Mega Menu.<br />
+Fixed possible crash issue in stand alone vehicle designer.<br />
+Fixed possible incorrect variable when AI designs a racing car.<br />
+Fixed a number of possible null results when adding data together in the save game tables.<br />
+Fixed a couple of formatting issues when pulling data from the save game files.<br />
+Limited 'Save As' reports file copy to 6months, thus speeding up the 'Save As' feature.<br />
+Increased Webbrowser frame rate on Windows and Linux. (Can not do this on OSX due to keyboard race conditions in OSX's input libs.)<br />
+Disabled page flip animation in magazine<br />
+Decreased the amount of javascript in magazine to speed up the "site"<br />
+Added table of content links to upper bar.<br />
+Mirrored Vehicle Sales for the Last 12 month's x-axis. Fixed month 12 showing up as 0.<br />
+Refixed bug in sorting reports with numbers in them. They should now sort properly.<br />
+Flipped Incorrect Idle Factory and Idle Branch text in autocommands<br />
+Fixed Contract Winning Newspaper Crash.<br />
+Fixed Racing Expense Chart Crash when you have too many racing teams.<br />
+Setup new server for new wiki/translation systems. Migrated websites, forums, and email.<br />
+Removed old code and GUI for all things replaced by the browser system. Thus speeding up "state" loads.<br />
+Fixed possible Negative OEM parts revenues bug.<br />
+Fixed page not created link bug which links to other page not created pages...<br />
+Fixed vehicle name and link bugs in Total Cost of Delivery report.<br />
+Fixed bug in Mega Menu which did not show vehicles for sale at selected branch after production was ended but the vehicle is still for sale.<br />
+Fixed duplicate cars listed in "Stop Sales" auto command.<br />
+Merged History and Spec data into vehicle list selection in showroom<br />
+Added Showroom sales charts for yearly and monthly sales.<br />
+Added direct link to All Time Sales report in showroom.<br />
+Implemented Player Historical Timeline<br />
+Fixed number of database bugs that can cause unclean save games if you return to main menu.<br />
+More new logos<br />
+Updated Translations<br />
-Fixed possible crash when consolidated company names are larger than 20 characters<br />
-Fixed possible malformed name when consolidated company name is larger than 20 characters and one of the company's name is larger than 15 characters.<br />
-Fixed a number of bugs in the Employee Breakdown Report and Charts.<br />
-Fixed incorrect values in the Pensions Funding Information part of Finacial Banking.<br />
-Implemented GUI sound effects!<br />
-Implemented Sound Effects volume sliders in Settings and in the Office Radio<br />
-Implemented Sound Effects for clickable items in office, safe, and world maps.<br />
-Implemented Ambient Sound Effects for RnD and Race Track (May not work on Linux and Mac. Need to do a little bit of testing with timers...)<br />
-Implemented Successful Action sound effects and failed action sound effects. Thus removing a number of popups. (Some additional Work may need to be done to this.)<br />
<br />
-Fixed Incorrect information in Branch Expense Employees report<br />
-Fixed Incorrect months being used in Annual Report data.<br />
-Fixed Incorrect data in Vehicle Class Marketshare report.<br />
-Fixed Bug in Vehicle Sales Chart that causes new models to be released on the 0 x axis.<br />
-Fixed late game rounding error in Research Team Lock values. (May also fix Lobbying Lock for high amounts in late game.)<br />
-Stop Sales Auto-command (Directly and From End Production) will automatically scrap vehicles if the vehicle is no longer in production.<br />
-Adjusted Bond Rating Calculations to give less weight to current expenses.<br />
-Added a Pension Payment Schedule Report.<br />
-Enabled the Gun.<br />
-Fixed bug in Magazine Class Comparison Introduction.<br />
-Office Help Buttons.<br />
-Minor GUI corrections throughout the Office.<br />
-Adjusted Red Text slightly to help those playing on TVs.]]></description>
			<content:encoded><![CDATA[Welcome to the 1.21 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.21. If you're on Testing build, you will have received Items marked with a + already. Things not currently available to the public are marked with a -.<br />
<br />
So what is planned for 1.21? This build is focused on redesigning many of Office GUI systems. We will be completely overhauling the reports, charts, and magazine systems. Hopefully moving them to a web-browser based solution which will allow us to implement other features such as in game news, a game wiki/manual, and more. We'll also be consolidating some things such as the HR department. And we'll be implementing a new side bar notification system which will keep track of things you have done, and what you are currently doing such as research/construction finishing times, etc.<br />
<br />
Before I get to that, I plan on implementing a series of bug fixes. I've broken up the bugs into two groups. Ones that require save game changes, and ones that don't require save game changes. I will be working on the ones that do not require save game changes first. I will release these over a series of weekly hotfixes to everyone on 1.20.<br />
<br />
The bugfixes that require save game changes will be released in 1.20.1 to testing build. Afterwards I start focusing on 1.21 features.<br />
<br />
<br />
Change Log<br />
--------------------------------------------------------<br />
+Fixed crash when resizing decals after flipping them without moving them.<br />
+Fixed bug in marketing expense text in sales book<br />
+Fixed bug in spin-off system which allowed up twice as many shares to be purchased.<br />
+Reduced stock movement amount when purchasing shares.<br />
+Fixed bug in stock purchasing that increased/decreased price based on a percentage of shares you own instead of total number of shares.<br />
+Fixed bug in AI stock buying/selling which did not change prices<br />
+Fixed exploit in share purchasing which allow you to avoid share price cost increases.<br />
+Fixed bug when purchasing shares of a company that are already owned by an AI company.<br />
+Fixed shareholder's values to show commas between numbers and increased the label length as to allow all share holders to be viewed.<br />
+Capped racing revenues to maximum of 10 teams to prevent excess funds being generated from racing series.<br />
+Implemented a drop down box for stock selection (so you don't have to use the logos.)<br />
+Fixed a couple of bugs share availability bugs.<br />
+Marque Filters for Branch Distribution and Factory Production in world map and mega menu.<br />
+Fixed a bug where AI companies could buy player owned companies<br />
+Action memo when AI attempts to buy a company player controls with enough voting shares to make the decision wither or not to sell.<br />
+Possible fix to negative acquisition price.<br />
+Minor fixes to XMLPO tool.<br />
+Updated translations and uploaded them to steam, Repaired Russian and Portuguese translations, and sync'd our translation server with latest xml file.<br />
+Fixed minor GUI issues with body design/accessory sliders<br />
+Adjusted warranty expenses and parts revenues. Warranties minimums are now up 10% but maximums are down 50%.<br />
+Fixed bug in view competition that did not order results by units sold.<br />
+Fixed Crash when clicking Marketing on the world map.<br />
+Added duplicate name checker for player/AI marque names.<br />
+Added map city colors for per capita, population, etc to the Select HQ world map when you start a new game.<br />
+Added importance star ratings to "View Prototype" in the advance chassis/engine/gearbox designers.<br />
+AI will now reuse components more frequently (thus reducing the amount of new components they create.)<br />
Cleaned up Random Event texts and adjusted random event frequency. <br />
+Replaced World Map Marketing Icons with their old icons.<br />
+Fixed OSX language file loading.<br />
+Fixed bug in "Switch to Advance" button in Assisted designer that caused duplicates in drop downs.<br />
+Balanced Branch Reconditioning costs so that it is cheaper to recondition instead of rebuild.<br />
+Components now have a 3 years buffer time before they decline in ratings. Vehicles now have a 2 year buffer time.<br />
+Adjustments to Racing Development effects on development skills.<br />
+Possible fix to "Price Dilution Lawsuit" memo when you are actually bankrupt.<br />
+Increased frequency of worker Benefits demands.<br />
+Increase value of worker Benefits demands.<br />
+Made a minimum Benefits demand amount based on the game year.<br />
+Minor patch to our DDS codec in Windows.<br />
+Fixed bug in Aerodynamic Drag calculations which did not take into account scaling body sizes up due to using a large chassis with a small body.<br />
+Fixed news article when you decline to purchase a bankrupt company<br />
+Fixed bug which bankrupted a bankrupt company when you declined to buy them when they have an AI offer for a buy out.<br />
+Buy Bankrupt Company offer will now popup if you own 50%+1 of a company (Even if you have it disabled.)<br />
+Buy Bankrupt Company will now take into consideration the number of shares you own when buying out the Company. So you only have to pay for the percentage of shares you don't own.<br />
+Fixed bug that would cause Advance Designer panels to disappear when "Returning" from body design window. <br />
+Fixed crash in district marketing on world map.<br />
+Fixed crash in district view competition on world map.<br />
+Memo Scroll Bar Resets to top.<br />
+Fixed crash negotiating factory benefits.<br />
+Adjusted share price and Acquisitions costs somewhat<br />
+Fixed bug in scaled up surface area aerodynamic drag calculations<br />
+Fixed bug on world map that showed zero factory costs when a vehicle is not in production.<br />
+Fixed bug in chassis sub-component selection causing missing sub-components. This was due to a previous bug fix with duplicate drop down boxes.<br />
+RnD research teams window will now remain open after hitting "Apply" so you can see the new growth values<br />
+Possible fix to RnD Ratings growth display bug which shows you gaining skill points when you're really not (or are losing some.)<br />
+We now display current wages and city average wages in the information when employees are threatening to strike.<br />
+Help buttons for Banking and Stock system. <br />
+Financial State Hotkeys <br />
+Integrated Berkelium into Windows, Linux, and OSX builds.<br />
+Fixed discontinue autotool<br />
+Apply to All Inherits Branch Shipping when check box is checked.<br />
+Fixed some texture codec issues (Back ported to v1.20 in SP3 Hotfix 1.)<br />
+Fixed exploit in which you could stop production of a vehicle at a factory and restart it with 100 morale.<br />
+When ending production lines at a factory, the factory will inherit the morale level if it is lower than the current factory morale level. Any new production line started will start off with this amount of morale. Every turn the factory morale level will automatically increase.<br />
+Fixed bug in Assisted Chassis Designer which does not create a large enough engine support size if you design an engine first.<br />
+Assisted chassis designer will now try to make the supported engine sizes large enough to fit the average of your active engines at minimum.<br />
+Fixed bug in AI racing that allowed for vehicles with higher than the CC minimums to be entered in race.<br />
+Adjusted AI's pre-designed vehicle selection for racing.<br />
+Fixed a bug in the refit new generation of components vehicle selection system which caused the incorrect vehicle to be selected.<br />
+Fixed bug in which workers would demand lower wages than what they're being paid.<br />
+Workers will now demand more benefits more often instead of striking when the benefits system is enabled.<br />
+Limited the number of benefit/wage demands.<br />
+Fixed bug in racing series that does not remove funding when a series is over<br />
+Fixed bug in racing series that did not give a memo for a series starting or ending.<br />
+Fixed bug with the number of wins in view competition racing history.<br />
+Autoproduction now takes into account production needed for contracts.<br />
+Finished fixing the exit game bond exploit<br />
+You are now only charged series racing funds during the race season.<br />
+Removed vehicle/brand selection from Marketing, thus moving marketing to branch level only.<br />
+Increased the maximum amount of funds you can put into marketing per each branch.<br />
+Reenabled AI Marketing<br />
+Adjusted AI marketing for both speed and effectiveness<br />
+Fixed exploit with research teams in which you could unfund them for 2 months and fund them for a month and still get the full quarter of bonus.<br />
+Added a new variable in the Engine Layout components.xml nodes for Engine Length calculations. (1 for inline calculation, 0 for default cylinder on each side calcualtion, -1 for circular layouts)  <br />
+Added a new inline engine length calculation. Thus increasing the engine length for more cylinder engines (i6 and i8) without the same ratio of change to engine width.<br />
+Added a new engine length calculation for circular layouts (Radial and Rotaries. And I mean real Rotaries, not Wankels, <a href="https://www.youtube.com/watch?v=48jAafO612k" target="_blank" rel="noopener" class="mycode_url">example</a>  ) This should make it easier to add to airplanes which both of these engines mostly use.<br />
+Flipped Bore and Stroke in the RnD. <br />
+Fixed bug that can cause duplicate factories when purchasing an AI company<br />
+Possible fix of production of unselectable vehicles due to them being in a duplicate factory<br />
+If you discontinue a component/vehicle that is currently being research, we will stick a asterisk in front of the name, so that the original name will be free to be used again. <br />
+Fixed bug with new vehicle trim's development costs being the full price.<br />
+Fixed exploit bug where if you duplicated the name of an existing vehicle with a new trim, your new trim will only cost 4 turns to design.<br />
+If you a majority shareholder of a company that is about to go bankrupt, and you have the funds, we will now give you a bankruptcy bid action memo (even if you have it disabled.)<br />
+Fixed a number of GUI resizing bugs.<br />
+Fixed a text cutoff bug when looking at AI companies holdings and holders.<br />
+Fixed bug that allows zero rated factories to be built (thus causing a wear warning message in the production menus.)<br />
+Fixed bug with AI marketing wages that caused many AI strikes.<br />
+Fixed many bugs in the benefits system which caused many benefits demands to popup. (At the rate which AI companies striked.)<br />
+Adjusted benefit demand rates.<br />
+Implemented an Auto Benefit system. This new system works much like Auto-Wage. When employees demand a benefit increase, the Auto Benefits system will meet their demands without any interaction on your part. You can enable this in the Auto-tool section of the Mega Menu.<br />
+Translations updated to v1.20.1<br />
+Fixed incorrect cost displayed bug in branch district reconditioning.<br />
+Fixed overlapping fund pension panel in benefits window in the office.<br />
+Fixed bug with race funding lock due to optimizations<br />
+Fixed bug with AI braking distance.<br />
+Fixed bug in Marketing Coverage Report, although this report will be getting redesigned anyway in v1.20.2<br />
+Fixed bug with turnevents.xml buyrate. This bug caused the stockmarket rate to be used with the consumer AI instead of the buyrate.<br />
+Adjusted buyrate numbers. More work will be done to this when mod tools are implemented (lot of work doing it by hand.)<br />
+Fixed bug in Discontinue Model in the mega menu (caused by a missing ' )<br />
+Made some adjustments to the experienced driver effect on "Racing Rating." <br />
+New HTML based Reports System<br />
+Implemented DataTables for Reports Data<br />
+New Javascript based chart system using Charts.js<br />
+Implemented Charts.js<br />
+Implemented/Replaced existing main reports from sales book as well as sales book data.<br />
+Implemented report folder system so all reports are stored on the computer.<br />
+Implemented Delete/Copy report folders.<br />
+Ported most reports and charts to new system<br />
+Added back and forward buttons to reports<br />
+Added open reports in new window.<br />
+Fixed bugs in Prototype Gearbox, Engine selection without Chassis selected.<br />
+Adjusted and standardized Star generation code from ratings<br />
+Fixed bug in Licensing system when trying to filter chassis by MM<br />
+Fixed bug in World Map view competition which displayed bad overall ratings for competitors vehicles.<br />
+Fixed bug in GUI which caused tiny close buttons on some machines.<br />
+Many reports and chart fixes since it's a new system (however probably new bugs to replace them!)<br />
+Translations update to 1.20.2<br />
+Factory/District Historical Production and Inventory Chart<br />
+Factory/District Production Line Distribution Chart<br />
+City/District View Competition Historical Sales by Company Chart<br />
+City/District View Vehicle Type Historical Sales Chart<br />
+City/District View Selected Company Historical Sales Chart<br />
+City/District View Selected Vehicle Type Historical Sales Chart<br />
+Branch/District Historical Sales for Player Chart<br />
+Branch/District Historical Competition Sales Chart<br />
+City/District Marketing Pie Chart<br />
+Fixed Gearbox Power Star Ratings in Advance Designer<br />
+Automatic reports/chart generation can be turned on or off individually.<br />
+Reports can now be opened in all "states" in the game. Just click reports in the upper right menu<br />
+A number of charts have been added to the Racing state.<br />
+A monthly report will now automatically come up at the end of each turn. This report is also the default for the salesbook.<br />
+A number of new reports/charts were added to the salesbook<br />
+A very detailed stock report for individual publicly traded companies is now located in the "Safe" state. Look for the Graph button above the list of traded companies.  <br />
+New Sales Reports default size is now small (1024x512) in case resolution checking fails. (Larger resolutions should still be using 1024x1024 report size.)<br />
+Adjusted marketing's effect on Image ratings. They are now capped to a maximum level of gain.<br />
+Fixed decimal number bug in memos for awarded points in racing series.<br />
+Fixed bug (missing 0 in the decimal places) in the random factor for buying population pool. This bug fixes two other issues which I will detail next...<br />
+Fixed extreme monthly demand fluctuation bug.<br />
+Fixed bug that caused too many consumers purchasing vehicles, thus making the game very easy even on hard levels.<br />
+Adjusted easy, normal, and hard buying and money population sliders.<br />
+Reimplemented over priced vehicle checks.<br />
+Fixed bug in AI vehicle pricing causing prices to be twice as high as normal<br />
+Adjusted AI vehicle pricing to be more aggressive.<br />
+Fixed bug that could allow for you to win all races but lose the season.<br />
+Changed all leather buttons and most grey buttons to new brown button that is easily scaleable.<br />
+Added Warning message when deleting save games. If you have a lot of reports, it may take a while to delete them all.<br />
+Added a flag for AI racing cars to prevent them from selling them to the general public. This should reduce the number of hyper expensive cars and the glut of sports cars late in the game.<br />
+Fixed bug in Software mouse mode that caused the mouse to move while scrolling.<br />
+Fixed bug in Acquisition/Merger code that would duplicate stock in holding list if you already owned them, or they owned you.<br />
+AI will now upgrade factories rather than build new ones if certain criteria is met.<br />
+AI spun off companies will now take their vehicle models and components with them.<br />
+Fixed another bond exploit if you start a 1980's game, take out a loan, return to main menu, start a 1900 game, the bond value will be at 1980's level.<br />
+Fixed a bug that caused wholly owned subsidiaries to be worth more spun off than being purchased for on the same turn.<br />
+Fixed bug where duplicate companies can buy a single company<br />
+Possible fix to an owned company building a vehicle with it's own AI rather than parent's, thus causing the game to crash.<br />
+Added fuel type popularity to body type demand report.<br />
+Fixed missing branch expenses when no vehicles were for sale.<br />
+Fixed bad insert commas in Employee Breakdown Report Header.<br />
+Fixed incorrect placement of Engineering and Administrative headers in Employee Breakdown list.<br />
+Added a 404 page for missing reports/charts/pages. (Will require starting a new game, but after which should work on all old save games.)<br />
+Fixed missing reserves in Monthly Report if no vehicles were being produced.<br />
+Fixed bug in Advance Game Settings: Start Game with Loan.<br />
+Increased report lists to 25 entries and removed the drop down box (since it did not work, and prospects of making it work is/was slim.)<br />
+Fixed Randomness calculations in the Wealth Distribution Charts.<br />
+Fixed bad insert commas in Marketing Expense Report Headers.<br />
+Reworded 'Cost of Delivery' to 'Total Delivery Cost' as that's the dictionary term.<br />
+Added a Auto-hiding Side Panel to all states in game.<br />
+Added listing of components/vehicles currently being researched to Side Panel.<br />
+Added Factories under construction to the Side Panel.<br />
+Side Panel Recent Actions List<br />
+Saved Notable Historical Actions by your company<br />
+Simplified Memo System by merging  memo content into the same window as  the list of memos.<br />
+Fixed Dividend Revenues in OEM parts revenues<br />
+Fixed number of caster issues<br />
+Memo Notification when AI opens branch at your branch locations<br />
+Added X to close button. Fixed scaling issues with top menu buttons.<br />
+Fixed AI factory upgrade monthly costs buffer overflow causing broken late games in v1.20.3.<br />
+Fixed bug in multiple reports showing zero inventory for a vehicle when it is not in production but units are being stored in reserve.<br />
+Fixed bug which would not cancel a factory redesign<br />
+Improved side panel Factory Update and Factory Redesign information<br />
+Added Factory Update and Factory Redesign information to multiple reports that show construction times.<br />
+Fixed bug in Marketing Efficiency reports that gave too low of a "named value" to numeric efficiency rating.<br />
+Fixed refit modified components exploit that allowed for refitted models to be developed faster than base models if the base model was currently in research.<br />
+Fixed bug that may cause unassigned production lines to be unavailable to the player.<br />
+Fixed bug in AI/Auto production system that could possibly assign the player a vehicle that is not theirs.<br />
+Fixed bug in Simple Monthly Report that displayed incorrect results of everything after racing revenues.<br />
+Disabled Merchandising Revenues if your HQ nation is at war.<br />
+Racing is now shutdown (no results, expenses, or income) if the majority of cities are at war in the world. (IE World War 1 and World War 2)<br />
+Implemented a Marque selection for Licensed Vehicle Designs.<br />
+Fixed bug with trim name selection when developing a New Generation vehicle.<br />
+Removed Factory/Production expense costs from city reports. Leaving just Branch Expenses<br />
+Fixed some bad text formatting on Company Directories table.<br />
+Translatable newspaper articles<br />
+Random news article fillers (Will add more in the future.)<br />
+Complete Newspaper redesign using new web browser system<br />
+Simplified HR system and got rid one of the list boxes. Assigning employees for factories and research are now down as a whole for the city rather than individual projects.<br />
+Added top total summary for individual vehicle reports.<br />
+Created a vehicle sales, production, inventory, and missed demand report for districts.<br />
+Created individual district reports showing all vehicles sold in the district.<br />
+Possible fix to Windows 10 'Save As' reports folder copy bug. Seems like windows 10's SHFileOperations silent flag is broken... This has not been tested yet.<br />
+Updated translation files.<br />
+Fixed accessory deletion crash when player clicks the car body<br />
+Fixed accessory modification crash after player clicks the car body.<br />
+Fixed possible contract denied crash<br />
+Fixed clearing out "completion who opened a branch at location companies" list.<br />
+Manually copying Windows 8, 8.1, and 10 reports to new folder when using "Save As", to get around a Windows 10 issue/bug.<br />
+Fixed decimal formatting bug on Total Expenses in Revenue Summary Report.<br />
+Fixed Incorrect warning when using Assisted Engine Designer<br />
+Fixed Monthly Report Construction Table bug when doing a Factory Update or Redesign.<br />
+Fixed Incorrect Font usage in Help Buttons.<br />
+Implemented Pension Funding and Information from Financial Banking Window (Safe Room)<br />
+Implemented Networth Bar Chart (Wanted a stacking line chart, but this was undo-able with our libs.)<br />
+Added Low Morale warning message for Factory Production Screens.<br />
+Assign production will now reselect the previously selected vehicle when modifying production lines (Only works when not in district mode.)<br />
+Removed "Fill" and "Wage" commands from Mega Menu and into HR<br />
+Reduced Number of Popups in Mega Menu<br />
+Show Average Wage in Auto Wage Margin<br />
+Removed Vehicle Dropdown Boxes in favor of List boxes<br />
+Added Stop Selling Check box to Auto-Commands "End Production" <br />
+Combined Recondition Auto-commands and removed the slider.<br />
+Removed Sell Everywhere, Sell in Region, Stop in Region, Change Car Price. Modify Marketing, and Regional Marketing as redundant. Removed Renew Contract as useless.<br />
+Created Racing Budget Adjustment which allows you to increase or decrease all racing budgets.<br />
+Created Idle Racing which will end all racing programs<br />
+Change All Prices can now work on individual vehicles, has been renamed to Change Prices.<br />
+Change Prices can now work with flat changes rather than percentages.<br />
+Fixed possible duplication bug when using replace model.<br />
+Moved Magazine to Webbrowser<br />
+Implemented Turn.js<br />
+Moved some reviews from ratings based to spec based<br />
+Fixed review formatting<br />
+Fixed class challenge formatting<br />
+Tweaked overall best results for class challenge<br />
+Moved some class challenge results from ratings to specs.<br />
+Added wealth index effect to costs effects on yearly awards. (So cheap car types it's more important, expensive vehicle types, not at all.)<br />
+Improved random factor in yearly awards<br />
+Cleaned up yearly awards formatting<br />
+Lobbying effects increase/decrease slowly based on budget<br />
+Storage fee per vehicle for extra vehicles in inventory.<br />
+Fixed bug in End Production code accessed from Mega Menu.<br />
+Fixed possible crash issue in stand alone vehicle designer.<br />
+Fixed possible incorrect variable when AI designs a racing car.<br />
+Fixed a number of possible null results when adding data together in the save game tables.<br />
+Fixed a couple of formatting issues when pulling data from the save game files.<br />
+Limited 'Save As' reports file copy to 6months, thus speeding up the 'Save As' feature.<br />
+Increased Webbrowser frame rate on Windows and Linux. (Can not do this on OSX due to keyboard race conditions in OSX's input libs.)<br />
+Disabled page flip animation in magazine<br />
+Decreased the amount of javascript in magazine to speed up the "site"<br />
+Added table of content links to upper bar.<br />
+Mirrored Vehicle Sales for the Last 12 month's x-axis. Fixed month 12 showing up as 0.<br />
+Refixed bug in sorting reports with numbers in them. They should now sort properly.<br />
+Flipped Incorrect Idle Factory and Idle Branch text in autocommands<br />
+Fixed Contract Winning Newspaper Crash.<br />
+Fixed Racing Expense Chart Crash when you have too many racing teams.<br />
+Setup new server for new wiki/translation systems. Migrated websites, forums, and email.<br />
+Removed old code and GUI for all things replaced by the browser system. Thus speeding up "state" loads.<br />
+Fixed possible Negative OEM parts revenues bug.<br />
+Fixed page not created link bug which links to other page not created pages...<br />
+Fixed vehicle name and link bugs in Total Cost of Delivery report.<br />
+Fixed bug in Mega Menu which did not show vehicles for sale at selected branch after production was ended but the vehicle is still for sale.<br />
+Fixed duplicate cars listed in "Stop Sales" auto command.<br />
+Merged History and Spec data into vehicle list selection in showroom<br />
+Added Showroom sales charts for yearly and monthly sales.<br />
+Added direct link to All Time Sales report in showroom.<br />
+Implemented Player Historical Timeline<br />
+Fixed number of database bugs that can cause unclean save games if you return to main menu.<br />
+More new logos<br />
+Updated Translations<br />
-Fixed possible crash when consolidated company names are larger than 20 characters<br />
-Fixed possible malformed name when consolidated company name is larger than 20 characters and one of the company's name is larger than 15 characters.<br />
-Fixed a number of bugs in the Employee Breakdown Report and Charts.<br />
-Fixed incorrect values in the Pensions Funding Information part of Finacial Banking.<br />
-Implemented GUI sound effects!<br />
-Implemented Sound Effects volume sliders in Settings and in the Office Radio<br />
-Implemented Sound Effects for clickable items in office, safe, and world maps.<br />
-Implemented Ambient Sound Effects for RnD and Race Track (May not work on Linux and Mac. Need to do a little bit of testing with timers...)<br />
-Implemented Successful Action sound effects and failed action sound effects. Thus removing a number of popups. (Some additional Work may need to be done to this.)<br />
<br />
-Fixed Incorrect information in Branch Expense Employees report<br />
-Fixed Incorrect months being used in Annual Report data.<br />
-Fixed Incorrect data in Vehicle Class Marketshare report.<br />
-Fixed Bug in Vehicle Sales Chart that causes new models to be released on the 0 x axis.<br />
-Fixed late game rounding error in Research Team Lock values. (May also fix Lobbying Lock for high amounts in late game.)<br />
-Stop Sales Auto-command (Directly and From End Production) will automatically scrap vehicles if the vehicle is no longer in production.<br />
-Adjusted Bond Rating Calculations to give less weight to current expenses.<br />
-Added a Pension Payment Schedule Report.<br />
-Enabled the Gun.<br />
-Fixed bug in Magazine Class Comparison Introduction.<br />
-Office Help Buttons.<br />
-Minor GUI corrections throughout the Office.<br />
-Adjusted Red Text slightly to help those playing on TVs.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Auto Shows]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2841</link>
			<pubDate>Sat, 16 Jan 2016 08:03:18 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7028">GreyParrot</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2841</guid>
			<description><![CDATA[Are auto shows going to be included in the future? I consider them to be a great way of marketing cars and introducing new models as well. Also they become the place where many innovative prototypes of vehicles are presented.]]></description>
			<content:encoded><![CDATA[Are auto shows going to be included in the future? I consider them to be a great way of marketing cars and introducing new models as well. Also they become the place where many innovative prototypes of vehicles are presented.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.20 Progress Thread!]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2821</link>
			<pubDate>Mon, 21 Dec 2015 01:07:24 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2821</guid>
			<description><![CDATA[1.20 will come out over three important builds. Each build will finish parts of the game for the final product.<br />
<br />
The first build will focus on adding and improving expenses and revenue streams in the game. Thus moving us closer to a final feature complete set of "rules" in the game. This build will include parts income, warranty expenses, revised union system, racing revenues, pension funding, and much more. It does not include company to company licensing system which will be implemented at a later date. Nor income generated from the financing system which we will get to later.<br />
<br />
The second phase of the 1.20 release will be focused on improving and optimizing the AI. The AI has been fairly weak since it has not received any major updates in a long time. Over the year or two many new features have been released thus putting the AI at a disadvantage. The first phase of 1.20 will implement almost every source of income and expenses in the game, therefor we can now start moving toward finalizing the AI. This means significant amount of time devoted to speeding up the turn times, thus freeing up CPU cycles to devote to improving the AI and giving you folks a challenge!<br />
<br />
<br />
The final important build of 1.20 will be a redesign of the financing system. This means a redesign of the stock system (which is why phase 1 and 2 of 1.20 is important) as well as some improvements to the banking system and how you deal with other companies in the game via merger/holding system.<br />
<br />
We'll then do some clean up, making sure all the parts work together and ta-da! 1.20 will be ready!<br />
<br />
<br />
GearCity 1.20 Change Log<br />
-------------------------------------------------------------------------<br />
+Used Vehicle System using real vehicles sold.<br />
+Parts revenues using old vehicles sold.<br />
+Warranty Expenses on vehicles sold over the last 3 years.<br />
+Selling vehicle below scrap value will automatically sell out.<br />
+Adjusted City Growth Rate Bonuses based on player and AI interaction.<br />
+Fixed Chart crash in December.<br />
+Fixed Mega Menu Branch to Factory while District is selected bug.<br />
+Fixed bad rendering of Factory Image in Mega Menu on OpenGL<br />
+Fixed Chassis/Gearbox ratings issues that were caused by design skills.<br />
+Nurfed engine torque, boosted RPM's adjusted engine power ratings.<br />
+Fixed listing of unfinished vehicles in Auto Commands<br />
+Fixed missing GUI for contract revenues in sales book revenues section.<br />
+Fixed bug not giving you trim discounts on vehicles already in development.<br />
+Fixed bug giving you trim discounts on vehicles already in development!<br />
+Adjusted research team gains when technology and design skill are stagnate.<br />
+Fixed bug in research team gains amount.<br />
+Fixed bug in district system which allows production line assignment to factories in war zones that are not in hq country.<br />
+Fixed bug in GearBox cloning sliders.<br />
+Possible Alt-tab bug fix<br />
+Intel Video Card driver warning for people using outdated Intel video drivers in Windows.<br />
+Fixed bug in trim naming system that does not carry the name over to advance design.<br />
+Fixed bug in Local Inventory reports which showed wrong inventory levels in certain circumstances.<br />
+Fixed missing data bug in View Details panel for factories.<br />
+Increased Click timeout rate as Crimson AMD drivers are having frame rate issues with shadows.<br />
+Decreased Shadow texture quality. May disable high quality shadows for AMD Crimson drivers. (Getting too many negative reviews from people who won't email me if the game is crashing constantly on their computers :'( )<br />
+Fixed bug with mouse wheel that did not update mouse position over lists. (Thus allowing for incorrect clicking positions)<br />
+Administration costs and employee levels now increase linearly with the number of active marques you have.<br />
+Restructured Marketing internally. This should improve marketing performance (and save game file size) dramatically by combining budgets for each vehicle into a single row instead of individual rows.<br />
+Marketing information (Such as costs or employees) are now pulled from a past saved record instead of directly from the current funding. (Meaning expense reports will show what you did last turn not what you're doing this turn...)<br />
+Marketing employee calculations have been simplified, employee count has increased.<br />
+Updated all third party libraries to the newest versions. (Still requires stability testing.)<br />
+Recompiled everything with _secure_scl disabled, this should greatly improve turn times, however stability testing is still required and may be re-enabled.<br />
+Fixed crash when switching back to office while in the middle of creating a custom district on the world map.<br />
+Fixed bug in Mega Menu and World Map which did not list vehicles that were for sale but production had ended.<br />
+Fixed bug when closing a factory it does not remove engine contracts assigned to it.<br />
+Fixed bug when taking over a company you do not inherit contracts.<br />
+Fixed bug engine contract breach bug.<br />
+Fixed remove contracted engine from factory bug in Assigned Contracts window.<br />
+Defined Contribution Benefits System and other monthly Employee Benefits<br />
+Defined Benefit (Corporate Pension) payouts and funds system.<br />
+Adjustments to shipping costs<br />
+Merchandising Revenues<br />
+Adjustments to Marketing Skill growths<br />
+Fixed 1997 Hong Kong Flag Crash<br />
+Fixed Racing "Signed Teams" bug<br />
+Racing Revenues<br />
+Revised Racing Results<br />
+Racing View Competition<br />
+Fixed Racing Champ series selection breaking Racing Funding and View Competition windows when both are open.<br />
+Fixed Mega Menu Factory Change crash when no factories in company<br />
+Fixed Mega Menu Branch assigning when there is no branch in city.<br />
+Fixed Magazine Model Comparison bug that caused incorrect data on right column.<br />
+Rewrite Strike Timing System and Strike Wage Check system.<br />
+Adjusted Moral Decline/Gain based on wages.<br />
+Racing Employees (They're tied to Researching Employees)<br />
+AI assigns benefits<br />
+Employee Moral Effected by poor benefits, strikes may happen now even when using auto-wages.<br />
+Union Benefits Action Memo<br />
+Strike Action Memo<br />
+Removed Unions from Phone Menu in Office. All Strikes will now cause Action Memos.<br />
+Changed Agreed Strike Wages checking system. Should be less buggy.<br />
+Union Benefits Demand Negotiations. (Might be able to save a few % if your company is doing poorly)<br />
+Benefits Systems is opt-in. If you play the game on Easy or Medium you will have to check Benefits System on in the Advanced Settings. If you play the game on Hard the Benefits System will automatically be on in the Advanced Settings.<br />
+HR Employee Hiring now shows Strike Agreed Wages instead of Average.<br />
+Agreeing to new benefits package will reset department moral.<br />
+Adjusted down branch employee numbers.<br />
+Fixed incorrect amount of branch employees on new game starter branch.<br />
+Automatically increase the amount of branch employees needed every year.<br />
+1 additional branch employee needed for every 100 vehicles sold.<br />
+Employee Furlough System<br />
+Fixed Wealthy car index (Limos, Landu, Supercars) insane margins bug.<br />
+Disabled Dynamic Popularity for wealth index car types above 6 (Luxury Sedans, Limos, Landus, Supercars)<br />
+Monthly Factory Costs increase based on how many different components are being produced at the factory.<br />
+Fixed bug in assisted chassis designer, does engine fit tool.<br />
+Low Definition Texture toggle.<br />
+Improved decal system selectability. (Modern Headlights/Tailights and up coming stuff such as door jams.)<br />
+Fixed compositor and shader crash in OSX<br />
+Fixed possible crashes in OSX<br />
+Fixed upgrading factory bug which charges 2 additional months of construction costs.<br />
+Minor boost to buying populations in normal and hard mode.<br />
+Improvements to AI system<br />
+Improvements to turn times (Improved AI play counters this)<br />
+Fixed bug in AI factory building which caused Stock Values to crash, bankrupting companies.<br />
+Improved Assisted Designer AI<br />
+Improved Automatic Production System.<br />
+New components artwork<br />
+New Advance Difficulty Settings sliders<br />
+Displaying incorrect monthly expense in sales book when updating factories.<br />
+Fixed crash when creating custom districts with no cities.<br />
+Fixed inactive model listing in RnD View Parts/Vehicles.<br />
+Fixed possibility to get negative points in racing.<br />
+Fixed bug in marketing which deletes all marketing in a city if you 0 out a single type<br />
+Fixed slider position issue in megamenu<br />
+Fixed bug in AI which caused vehicles to be sold at production costs when opening new branches.<br />
+Improved AI single cylinder designs to prevent 0hp cars.<br />
+Fixed view factory costs in world map view factory details<br />
+Fixed bug calculating factory labor.<br />
+Disabled charts for the first year of the game to prevent crashing (Charts are going to be redesigned in v1.21.)<br />
+Removed "Banked Funds" and attached features<br />
+Implemented interest income on "Cash Funds"<br />
+Implemented Revolving Line of Credit<br />
+Revised Loan Offer System<br />
+Allowing Multiple Loans<br />
+Adjustable Loan Request System<br />
+Revised Banking GUI<br />
+Revised Credit Rating system<br />
+AI debt financing improvements<br />
+Fixed bug in world map showing incorrect "Market Status" when flagged with '-2' at war with destroyable factories.<br />
+Bond System.<br />
+AI uses Bonds System.<br />
+Revised Stock System GUI<br />
+IPO Valuation adjustment.<br />
+Stock Dilution system<br />
+Stock Dilution Lawsuit Action Memo<br />
+Manual 2:1 and Reserve 1:2 split.<br />
+Increased Automatic 2:1 split price to &#36;300.<br />
+Marque Management System<br />
+Creator/Marque Ownership of properties and designs<br />
+Assign marque ownership of property.<br />
+Display marque's assets<br />
+Display marque's image.<br />
+Improved, more realistic spinoff system.<br />
+Sell marque to competition.<br />
+Adjusted costs and sales prices to spinoff/sell marques.<br />
+Revised discontinue marque system that removes all designs and properties (if you choose to.)<br />
+Dividend Payment System.<br />
+AI dividends<br />
+Wholly Owned Subsidiary System<br />
+Revised Stock Buying<br />
+Revised Stock Selling<br />
+Share price moves based on how many shares you are buying/selling<br />
+Revised Stock Valuation system.<br />
+Implemented P/E stock price valuation system.<br />
+AI holdings<br />
+AI Holders<br />
+Player Holders<br />
+Player Holdings.<br />
+Adjust dividend rates of subsidiaries you control.<br />
+Improved Stock Overview gui<br />
+Fixed AI emerging from bankruptcy bug.<br />
+Stock Acquisition System<br />
+Improves AI Buying/Selling of shares<br />
+Improved AI takeover system<br />
+Grill Artwork<br />
-Fixed bug in buying purchasing if you already own the stock<br />
-Wrote a new xml/po converter for translation system.<br />
-Shareholder morale.<br />
-Shareholders demand dividend action memo.<br />
-You can be fired from CEO position.<br />
-Fixed bug in employee Morale system causing endless wage demands.<br />
-Board of Directors can now requite you spin off a marque.<br />
-Fixed Wholly Owned Subsidiary percentage display.<br />
-AI will now disable dividend lock if no ones owns over 50% of the company.<br />
-Purchase bankrupt Marque from creditors action memo. (Default disabled.)<br />
-Enable/Disable purchase bankrupt marque setting in Auto-Commands.<br />
-Fixed bug not showing Dividend Adjustment button if you own less than 50% of your company.<br />
-Fixed Company Holdings/Holders bugs.<br />
-Fixed bugs causing the company lists to change when you should be on the view showing the companies which you hold.<br />
-Fixed bug not removing a company from holding list after you sell all your shares.<br />
-You can now view and reactivate discontinued marques.<br />
-Rename Company<br />
-Change Company Logo<br />
-Move company HQ<br />
-Consolidate company<br />
-Some GUI loading optimizations<br />
-Fixed showroom showing in-development vehicles bug.<br />
-Stack Overflow fixes for GCC (Linux) (Possible fixes for VC and Clang.)<br />
-AI now develops engines specifically for racing.<br />
-AI now develops cars specifically for racing.<br />
-Fixed company consolidation exploit.<br />
-Adjustments to stock pricing<br />
-Adjustments to market cap<br />
-Adjustments to acquisition pricing<br />
-Tweaked historical effect on stock markets (may need a little more adjusting with the new system.)<br />
-Fixed 2 bugs that can cause a stock to show up as &#36;0 with only 1 share.<br />
-Renamed "New Model Year" to "New Generation" to avoid confusion.<br />
-Auto production will not longer build in factories that are at war.<br />
-Auto production now randomly spreads out production to at most 3 factories per adjustment. (Thus reducing shipping costs for global companies.)<br />
-Reworked design pace slider's effect and costs. Thus fixing a number of bugs. And nurfing slow pace.<br />
-Brought design pace into line with more realistic engineering times.<br />
-Fixed Racing Competition always showing 2 years bug.<br />
-Fixed bug in Mega Menu that changes cities when jumping between marketing to branch.<br />
-Fixed bug in Mega Menu that did not automatically set a branch's shipping distance when selecting unsold vehicle models.<br />
-Fixed bug in GearCity XMLPO converter that causes translations po to lose their translations.<br />
-Updated all translation to 1.20<br />
-Basic testing of some translation and included them in the 1.20 update.<br />
-Financial State Hotkeys]]></description>
			<content:encoded><![CDATA[1.20 will come out over three important builds. Each build will finish parts of the game for the final product.<br />
<br />
The first build will focus on adding and improving expenses and revenue streams in the game. Thus moving us closer to a final feature complete set of "rules" in the game. This build will include parts income, warranty expenses, revised union system, racing revenues, pension funding, and much more. It does not include company to company licensing system which will be implemented at a later date. Nor income generated from the financing system which we will get to later.<br />
<br />
The second phase of the 1.20 release will be focused on improving and optimizing the AI. The AI has been fairly weak since it has not received any major updates in a long time. Over the year or two many new features have been released thus putting the AI at a disadvantage. The first phase of 1.20 will implement almost every source of income and expenses in the game, therefor we can now start moving toward finalizing the AI. This means significant amount of time devoted to speeding up the turn times, thus freeing up CPU cycles to devote to improving the AI and giving you folks a challenge!<br />
<br />
<br />
The final important build of 1.20 will be a redesign of the financing system. This means a redesign of the stock system (which is why phase 1 and 2 of 1.20 is important) as well as some improvements to the banking system and how you deal with other companies in the game via merger/holding system.<br />
<br />
We'll then do some clean up, making sure all the parts work together and ta-da! 1.20 will be ready!<br />
<br />
<br />
GearCity 1.20 Change Log<br />
-------------------------------------------------------------------------<br />
+Used Vehicle System using real vehicles sold.<br />
+Parts revenues using old vehicles sold.<br />
+Warranty Expenses on vehicles sold over the last 3 years.<br />
+Selling vehicle below scrap value will automatically sell out.<br />
+Adjusted City Growth Rate Bonuses based on player and AI interaction.<br />
+Fixed Chart crash in December.<br />
+Fixed Mega Menu Branch to Factory while District is selected bug.<br />
+Fixed bad rendering of Factory Image in Mega Menu on OpenGL<br />
+Fixed Chassis/Gearbox ratings issues that were caused by design skills.<br />
+Nurfed engine torque, boosted RPM's adjusted engine power ratings.<br />
+Fixed listing of unfinished vehicles in Auto Commands<br />
+Fixed missing GUI for contract revenues in sales book revenues section.<br />
+Fixed bug not giving you trim discounts on vehicles already in development.<br />
+Fixed bug giving you trim discounts on vehicles already in development!<br />
+Adjusted research team gains when technology and design skill are stagnate.<br />
+Fixed bug in research team gains amount.<br />
+Fixed bug in district system which allows production line assignment to factories in war zones that are not in hq country.<br />
+Fixed bug in GearBox cloning sliders.<br />
+Possible Alt-tab bug fix<br />
+Intel Video Card driver warning for people using outdated Intel video drivers in Windows.<br />
+Fixed bug in trim naming system that does not carry the name over to advance design.<br />
+Fixed bug in Local Inventory reports which showed wrong inventory levels in certain circumstances.<br />
+Fixed missing data bug in View Details panel for factories.<br />
+Increased Click timeout rate as Crimson AMD drivers are having frame rate issues with shadows.<br />
+Decreased Shadow texture quality. May disable high quality shadows for AMD Crimson drivers. (Getting too many negative reviews from people who won't email me if the game is crashing constantly on their computers :'( )<br />
+Fixed bug with mouse wheel that did not update mouse position over lists. (Thus allowing for incorrect clicking positions)<br />
+Administration costs and employee levels now increase linearly with the number of active marques you have.<br />
+Restructured Marketing internally. This should improve marketing performance (and save game file size) dramatically by combining budgets for each vehicle into a single row instead of individual rows.<br />
+Marketing information (Such as costs or employees) are now pulled from a past saved record instead of directly from the current funding. (Meaning expense reports will show what you did last turn not what you're doing this turn...)<br />
+Marketing employee calculations have been simplified, employee count has increased.<br />
+Updated all third party libraries to the newest versions. (Still requires stability testing.)<br />
+Recompiled everything with _secure_scl disabled, this should greatly improve turn times, however stability testing is still required and may be re-enabled.<br />
+Fixed crash when switching back to office while in the middle of creating a custom district on the world map.<br />
+Fixed bug in Mega Menu and World Map which did not list vehicles that were for sale but production had ended.<br />
+Fixed bug when closing a factory it does not remove engine contracts assigned to it.<br />
+Fixed bug when taking over a company you do not inherit contracts.<br />
+Fixed bug engine contract breach bug.<br />
+Fixed remove contracted engine from factory bug in Assigned Contracts window.<br />
+Defined Contribution Benefits System and other monthly Employee Benefits<br />
+Defined Benefit (Corporate Pension) payouts and funds system.<br />
+Adjustments to shipping costs<br />
+Merchandising Revenues<br />
+Adjustments to Marketing Skill growths<br />
+Fixed 1997 Hong Kong Flag Crash<br />
+Fixed Racing "Signed Teams" bug<br />
+Racing Revenues<br />
+Revised Racing Results<br />
+Racing View Competition<br />
+Fixed Racing Champ series selection breaking Racing Funding and View Competition windows when both are open.<br />
+Fixed Mega Menu Factory Change crash when no factories in company<br />
+Fixed Mega Menu Branch assigning when there is no branch in city.<br />
+Fixed Magazine Model Comparison bug that caused incorrect data on right column.<br />
+Rewrite Strike Timing System and Strike Wage Check system.<br />
+Adjusted Moral Decline/Gain based on wages.<br />
+Racing Employees (They're tied to Researching Employees)<br />
+AI assigns benefits<br />
+Employee Moral Effected by poor benefits, strikes may happen now even when using auto-wages.<br />
+Union Benefits Action Memo<br />
+Strike Action Memo<br />
+Removed Unions from Phone Menu in Office. All Strikes will now cause Action Memos.<br />
+Changed Agreed Strike Wages checking system. Should be less buggy.<br />
+Union Benefits Demand Negotiations. (Might be able to save a few % if your company is doing poorly)<br />
+Benefits Systems is opt-in. If you play the game on Easy or Medium you will have to check Benefits System on in the Advanced Settings. If you play the game on Hard the Benefits System will automatically be on in the Advanced Settings.<br />
+HR Employee Hiring now shows Strike Agreed Wages instead of Average.<br />
+Agreeing to new benefits package will reset department moral.<br />
+Adjusted down branch employee numbers.<br />
+Fixed incorrect amount of branch employees on new game starter branch.<br />
+Automatically increase the amount of branch employees needed every year.<br />
+1 additional branch employee needed for every 100 vehicles sold.<br />
+Employee Furlough System<br />
+Fixed Wealthy car index (Limos, Landu, Supercars) insane margins bug.<br />
+Disabled Dynamic Popularity for wealth index car types above 6 (Luxury Sedans, Limos, Landus, Supercars)<br />
+Monthly Factory Costs increase based on how many different components are being produced at the factory.<br />
+Fixed bug in assisted chassis designer, does engine fit tool.<br />
+Low Definition Texture toggle.<br />
+Improved decal system selectability. (Modern Headlights/Tailights and up coming stuff such as door jams.)<br />
+Fixed compositor and shader crash in OSX<br />
+Fixed possible crashes in OSX<br />
+Fixed upgrading factory bug which charges 2 additional months of construction costs.<br />
+Minor boost to buying populations in normal and hard mode.<br />
+Improvements to AI system<br />
+Improvements to turn times (Improved AI play counters this)<br />
+Fixed bug in AI factory building which caused Stock Values to crash, bankrupting companies.<br />
+Improved Assisted Designer AI<br />
+Improved Automatic Production System.<br />
+New components artwork<br />
+New Advance Difficulty Settings sliders<br />
+Displaying incorrect monthly expense in sales book when updating factories.<br />
+Fixed crash when creating custom districts with no cities.<br />
+Fixed inactive model listing in RnD View Parts/Vehicles.<br />
+Fixed possibility to get negative points in racing.<br />
+Fixed bug in marketing which deletes all marketing in a city if you 0 out a single type<br />
+Fixed slider position issue in megamenu<br />
+Fixed bug in AI which caused vehicles to be sold at production costs when opening new branches.<br />
+Improved AI single cylinder designs to prevent 0hp cars.<br />
+Fixed view factory costs in world map view factory details<br />
+Fixed bug calculating factory labor.<br />
+Disabled charts for the first year of the game to prevent crashing (Charts are going to be redesigned in v1.21.)<br />
+Removed "Banked Funds" and attached features<br />
+Implemented interest income on "Cash Funds"<br />
+Implemented Revolving Line of Credit<br />
+Revised Loan Offer System<br />
+Allowing Multiple Loans<br />
+Adjustable Loan Request System<br />
+Revised Banking GUI<br />
+Revised Credit Rating system<br />
+AI debt financing improvements<br />
+Fixed bug in world map showing incorrect "Market Status" when flagged with '-2' at war with destroyable factories.<br />
+Bond System.<br />
+AI uses Bonds System.<br />
+Revised Stock System GUI<br />
+IPO Valuation adjustment.<br />
+Stock Dilution system<br />
+Stock Dilution Lawsuit Action Memo<br />
+Manual 2:1 and Reserve 1:2 split.<br />
+Increased Automatic 2:1 split price to &#36;300.<br />
+Marque Management System<br />
+Creator/Marque Ownership of properties and designs<br />
+Assign marque ownership of property.<br />
+Display marque's assets<br />
+Display marque's image.<br />
+Improved, more realistic spinoff system.<br />
+Sell marque to competition.<br />
+Adjusted costs and sales prices to spinoff/sell marques.<br />
+Revised discontinue marque system that removes all designs and properties (if you choose to.)<br />
+Dividend Payment System.<br />
+AI dividends<br />
+Wholly Owned Subsidiary System<br />
+Revised Stock Buying<br />
+Revised Stock Selling<br />
+Share price moves based on how many shares you are buying/selling<br />
+Revised Stock Valuation system.<br />
+Implemented P/E stock price valuation system.<br />
+AI holdings<br />
+AI Holders<br />
+Player Holders<br />
+Player Holdings.<br />
+Adjust dividend rates of subsidiaries you control.<br />
+Improved Stock Overview gui<br />
+Fixed AI emerging from bankruptcy bug.<br />
+Stock Acquisition System<br />
+Improves AI Buying/Selling of shares<br />
+Improved AI takeover system<br />
+Grill Artwork<br />
-Fixed bug in buying purchasing if you already own the stock<br />
-Wrote a new xml/po converter for translation system.<br />
-Shareholder morale.<br />
-Shareholders demand dividend action memo.<br />
-You can be fired from CEO position.<br />
-Fixed bug in employee Morale system causing endless wage demands.<br />
-Board of Directors can now requite you spin off a marque.<br />
-Fixed Wholly Owned Subsidiary percentage display.<br />
-AI will now disable dividend lock if no ones owns over 50% of the company.<br />
-Purchase bankrupt Marque from creditors action memo. (Default disabled.)<br />
-Enable/Disable purchase bankrupt marque setting in Auto-Commands.<br />
-Fixed bug not showing Dividend Adjustment button if you own less than 50% of your company.<br />
-Fixed Company Holdings/Holders bugs.<br />
-Fixed bugs causing the company lists to change when you should be on the view showing the companies which you hold.<br />
-Fixed bug not removing a company from holding list after you sell all your shares.<br />
-You can now view and reactivate discontinued marques.<br />
-Rename Company<br />
-Change Company Logo<br />
-Move company HQ<br />
-Consolidate company<br />
-Some GUI loading optimizations<br />
-Fixed showroom showing in-development vehicles bug.<br />
-Stack Overflow fixes for GCC (Linux) (Possible fixes for VC and Clang.)<br />
-AI now develops engines specifically for racing.<br />
-AI now develops cars specifically for racing.<br />
-Fixed company consolidation exploit.<br />
-Adjustments to stock pricing<br />
-Adjustments to market cap<br />
-Adjustments to acquisition pricing<br />
-Tweaked historical effect on stock markets (may need a little more adjusting with the new system.)<br />
-Fixed 2 bugs that can cause a stock to show up as &#36;0 with only 1 share.<br />
-Renamed "New Model Year" to "New Generation" to avoid confusion.<br />
-Auto production will not longer build in factories that are at war.<br />
-Auto production now randomly spreads out production to at most 3 factories per adjustment. (Thus reducing shipping costs for global companies.)<br />
-Reworked design pace slider's effect and costs. Thus fixing a number of bugs. And nurfing slow pace.<br />
-Brought design pace into line with more realistic engineering times.<br />
-Fixed Racing Competition always showing 2 years bug.<br />
-Fixed bug in Mega Menu that changes cities when jumping between marketing to branch.<br />
-Fixed bug in Mega Menu that did not automatically set a branch's shipping distance when selecting unsold vehicle models.<br />
-Fixed bug in GearCity XMLPO converter that causes translations po to lose their translations.<br />
-Updated all translation to 1.20<br />
-Basic testing of some translation and included them in the 1.20 update.<br />
-Financial State Hotkeys]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.19 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2749</link>
			<pubDate>Fri, 28 Aug 2015 00:54:47 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2749</guid>
			<description><![CDATA[Since we'll be launching 1.18.4 as an update to everyone, I have started a new thread to continue 1.19 progress reports.<br />
<br />
Between 1.18.4 and 1.19 should be lots of little features and fixes. Check out the roadmaps for details!<br />
<br />
1.19 Change Log<br />
----------------------------------------------------------------------------- <br />
+Added Help Boxes to Light/Accessory Controls in RND and Resized GUI<br />
+Reversed Manufacturing Requirement star in RnD View.<br />
+Autosaves are now specific to save games. (Autosave_filename)<br />
+Fixed bug in bore/stroke when switching engine layout.<br />
+Fixed crash bugs when loading save games with different languages<br />
+Expanded on unable to load game errors.<br />
+Changed Automatic naming of Components. <br />
+Changed Vehicle/Project naming system. No more cars named "Grandma Pants"<br />
+Some accessories, parts, and tires can now be painted.<br />
+Accessories and vehicle are automatically painted when created<br />
+Accessory painting now works on mirrored accessories.<br />
+5000 new vehicle names that have been vetted. (More may come in the future.)<br />
+Added 218 new paints<br />
+8 Shades of glass<br />
+50 something leathers, plastics, and fabrics paints.<br />
+3 different types of metal paints.<br />
+Changed paint display layout system.<br />
+Fixed bug that had &#36;0 sales price displayed when viewing competition. (This was pushed as a hotfix in 1.18.4)<br />
+Improved/adjusted demographics code and effect on vehicle sales.<br />
+Selecting a demographic now adjust the importance sliders when designing a vehicle in advance mode. <br />
+Selecting a demographic now boosts or decreases certain vehicle ratings as your designers cater more to the selected demo.<br />
+Added a new development pace slider system to vehicle and components.<br />
+Fixed Blank Vehicle Marque bug (Should fix other bugs as well)<br />
+Fixed clone vehicle demographic's bug<br />
+Adjusted engine ratings decline rates<br />
+Fixed overlapping buttons when you click Tires &amp; Accessories after placing an accessory.<br />
+Adjusted lighting in RnD.<br />
+Added in 3 more shadow types. If you wish to use the newer, better looking shadows, adjust them in the settings.<br />
+Modify Engine now effects smoothness.<br />
+Gearbox smoothness/useability is now displayed in Assisted and Advance.<br />
+Modify Gearbox now effects smoothness and useability.<br />
+Fixed tire and body parts selection bug that allowed for selection of parts not in view.<br />
+Internally components have been broken up into their own tables. This should improve performance somewhat.<br />
+Drivetrain layouts now effect max support engine size. <br />
+Fixed incorrect vehicle type winning awards bug.<br />
+Adjusted branch build costs<br />
+Adjusted design pace's effects on RnD time, budget, and maximum number of employees (This still needs tweaking.)<br />
+Reduced starting funds as things are now cheaper in early years. (This may still need tweaking.)<br />
+Fixed bug with missing marque when switching to advance designer from assisted designer.<br />
+Fixed new model year/new trim exploit bug.<br />
+Removed Trim/Model year bonuses if design reqs of new vehicle exceed 15 rating points.<br />
+Crash in paint tutorial<br />
+Crash when mirroring some front and rear bumpers<br />
+OpenGL missing paints.<br />
+GUI Tweaks: Added Version News window title, fixed New Game year offset, Radiobox size increased, Bigger Checkboxes.<br />
+Load game window size increased, removed horizontal scroll<br />
+Save games are now sorted by last save date.<br />
+Settings text offsets fixed, combo boxes now scroll<br />
+Removed all empty spaces in GUI sheets, textboxes will no longer have 1 blank space in them on default.<br />
+Fixed bug in scroll bars that caused weird behaviors when clicking the scroll buttons.<br />
+Clicking anywhere on the scroll bar will automatically scroll to that percentage on the bar.<br />
+Hitting Escape on any open window with a title bar will close that window and focus the next window with a title bar. If no windows are open, the Menu will open or the program will exit.<br />
+New Game City Selection GUI Tweaks: Top bar moved to bottom, Help Button resized, City Name has bigger font, added &#36; and commas where needed, bigger star ratings, bigger select button, Player Logos now scrollable, Limit Player Name and Company Name to 32 characters.<br />
+Added an End Turn State GUI.  <br />
+End Turn Progress.<br />
+End Turn Did You Know System.<br />
+Office GUI Tweaks, Removed Tips, Enlarged Buttons, Removed horizontal scroll from lists that don't need it. Added up and down buttons to End Turn amounts. Sales book and other "titlebar-less" windows are now moveable.<br />
+Disabled Windows window resizing by dragging or hitting maximize button.<br />
+Implemented tab support for textboxes.<br />
+Standardized upper panel buttons for all "States"<br />
+Implemented Racing Filters so you can easily find series.<br />
+Vehicle and Engine selection in Racing now shows detailed information about selected item.<br />
+GUI Tweaks for Racing "State" of the game.<br />
+Borderless window option.<br />
+Disabled close button in windows<br />
+Updated Ogre3d, Freetype, Freeimage, zzip, zlib<br />
+IPO confirmation message.<br />
+RnD loading times reduced.<br />
+Fixed material ID's on bumpers so they're paintable.<br />
+Fixed failure to load saved cars when using a different language.<br />
+Fixed new model default leather and metal material.<br />
+Fixed showroom paint loading<br />
+Fixed repeat new technology memo<br />
+Fixed saved cars materials, made it work with multiple materials.<br />
+Vehicle Type lists in RnD are in alphabetical order.<br />
+Can stop multiple sim turns by holding down space bar.<br />
+Hotkeys<br />
+Standalone Car Designer updated GUI.<br />
+Resizeable Windows<br />
+Save Resized GUI<br />
+Load Resized GUI<br />
+Expanded DYK <br />
+New salesbook backend.<br />
+Fixed Sales Book incorrect figures bug. <br />
+Fixed Auto-production bug which uses unfinished factories.<br />
+Tweaked Scroll Bar buttons movement values.<br />
+Fixed a number of direct input factory production bugs in World Map and Mega Menu. <br />
+Made direct input much more accurate. It should set sliders to exactly what you type in!<br />
+Accessories are now assigned an Auto-mirror and Auto-paint values in the components.xml file. (This means you'll have to manually enable/disable auto-mirror for select components types.)<br />
+OSX Hardware mouse finished.<br />
+Player company is on top of list in magazines<br />
+Fixed old car save loading crash<br />
+Production/Distribution lists should now reselect previous item after applying changes.<br />
+Fixed bug in mega menu which allowed you to assign vehicle sales in districts which you have no branches.<br />
+All brands comparison added to magazine<br />
+Fixed bug in production/distribution filters which did not reset entering back into game state.<br />
+Merge Trims for Distribution screens. (Will not be implementing this for production screens)<br />
+Implemented Filters for Districting Production and Distribution.<br />
+Implemented Sort by for RnD view<br />
+Fixed Possible crash returning to office from world map.<br />
+Fixed bug in chassis modification that didn't update old stats when selecting a different chassis<br />
+Adjusted some default sorting of lists. <br />
+Enter key will "click" OK, or Select or any single button on a window.  (May eventually add an image to buttons which can be selected with "Enter" key.)<br />
+Sound implemented in OSX<br />
+Successful defect coverups will result in a memo<br />
+District Factory Production window now warns if any cities are at war.<br />
+Did You Know messages can be brought up when you enter the office (enable the check box at the end turn window in the office.)<br />
+Same did you know will stay open if you simulate multiple turns.<br />
+Adjusted Branch Distribution 'Unit Manufacturing Costs' and 'Corporate and Unit Cost per Unit' prices. They no longer include break even on reserved vehicles.<br />
+Fixed crash when setting district locks when the drop down boxes are empty.<br />
+Fixed some crash issues in Linux build. (Some libs were not properly updated)<br />
-Fullscreen OSX<br />
-World Map Help Buttons<br />
-Fixed Component Name Duplication Bugs<br />
-Fixed engine contracting panel overlaps on world map<br />
-500-1000% speed improvement on RnD sliders (no more lag when moving the sliders around)<br />
-New Contract Assignment window in World Map and Mega Menu.<br />
-Modified Component Refit System<br />
-Fixed Game Over text offset bug<br />
-Remember last paint in Stand Alone Car Designer<br />
-Hovering over stars when designing a component or vehicle in RnD will now show the rating in a popup.<br />
-Fixed "Advanced" image in RnD (Grammarians rejoice! <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /> )<br />
-Fixed Textbox height clipping in some places.<br />
-Added a return to Main Menu button in the side panel of Stand Alone Car Designer.<br />
-Added Message about canceling in title bar of "OK" windows.<br />
-Targeted Demographics added to view vehicle panels.<br />
-Added Help buttons to the Refit and new contracting windows in RnD and World Map respectively.<br />
-Fixed offset table alignments<br />
-Fixed Large font over laps throughout the game.<br />
-Adjusted prestige reports text results. (Duplicate scores will now have the same text rating.)<br />
-Quick Save Pops up a confirmation that the file was saved (will switch to feedback system in 1.21)<br />
-Quick Save As now tells you what file you were saving to. GUI redesigned slightly.<br />
-Name lengths have been shortened. Company names now have a maximum of 20 characters, Model names 20 Characters, and Trims 6 characters.<br />
-Fixed bug in factory wear production indication system.<br />
-Fixed bug in "unoptimized" factory lines after you recondition factories. <br />
-Factory Production side panel now shows "Last Month's Estimated Lost Sales" this is the number of vehicles you could have sold if you produced enough. <br />
-Total Project Profits added to distribution side panel. This is the amount of profits or loss the selected vehicle has generated for your company.<br />
-Fixed bug in Factory View Panel which would reset if you emptied production lines.<br />
-End Production added to Mega Menu Auto Commands.]]></description>
			<content:encoded><![CDATA[Since we'll be launching 1.18.4 as an update to everyone, I have started a new thread to continue 1.19 progress reports.<br />
<br />
Between 1.18.4 and 1.19 should be lots of little features and fixes. Check out the roadmaps for details!<br />
<br />
1.19 Change Log<br />
----------------------------------------------------------------------------- <br />
+Added Help Boxes to Light/Accessory Controls in RND and Resized GUI<br />
+Reversed Manufacturing Requirement star in RnD View.<br />
+Autosaves are now specific to save games. (Autosave_filename)<br />
+Fixed bug in bore/stroke when switching engine layout.<br />
+Fixed crash bugs when loading save games with different languages<br />
+Expanded on unable to load game errors.<br />
+Changed Automatic naming of Components. <br />
+Changed Vehicle/Project naming system. No more cars named "Grandma Pants"<br />
+Some accessories, parts, and tires can now be painted.<br />
+Accessories and vehicle are automatically painted when created<br />
+Accessory painting now works on mirrored accessories.<br />
+5000 new vehicle names that have been vetted. (More may come in the future.)<br />
+Added 218 new paints<br />
+8 Shades of glass<br />
+50 something leathers, plastics, and fabrics paints.<br />
+3 different types of metal paints.<br />
+Changed paint display layout system.<br />
+Fixed bug that had &#36;0 sales price displayed when viewing competition. (This was pushed as a hotfix in 1.18.4)<br />
+Improved/adjusted demographics code and effect on vehicle sales.<br />
+Selecting a demographic now adjust the importance sliders when designing a vehicle in advance mode. <br />
+Selecting a demographic now boosts or decreases certain vehicle ratings as your designers cater more to the selected demo.<br />
+Added a new development pace slider system to vehicle and components.<br />
+Fixed Blank Vehicle Marque bug (Should fix other bugs as well)<br />
+Fixed clone vehicle demographic's bug<br />
+Adjusted engine ratings decline rates<br />
+Fixed overlapping buttons when you click Tires &amp; Accessories after placing an accessory.<br />
+Adjusted lighting in RnD.<br />
+Added in 3 more shadow types. If you wish to use the newer, better looking shadows, adjust them in the settings.<br />
+Modify Engine now effects smoothness.<br />
+Gearbox smoothness/useability is now displayed in Assisted and Advance.<br />
+Modify Gearbox now effects smoothness and useability.<br />
+Fixed tire and body parts selection bug that allowed for selection of parts not in view.<br />
+Internally components have been broken up into their own tables. This should improve performance somewhat.<br />
+Drivetrain layouts now effect max support engine size. <br />
+Fixed incorrect vehicle type winning awards bug.<br />
+Adjusted branch build costs<br />
+Adjusted design pace's effects on RnD time, budget, and maximum number of employees (This still needs tweaking.)<br />
+Reduced starting funds as things are now cheaper in early years. (This may still need tweaking.)<br />
+Fixed bug with missing marque when switching to advance designer from assisted designer.<br />
+Fixed new model year/new trim exploit bug.<br />
+Removed Trim/Model year bonuses if design reqs of new vehicle exceed 15 rating points.<br />
+Crash in paint tutorial<br />
+Crash when mirroring some front and rear bumpers<br />
+OpenGL missing paints.<br />
+GUI Tweaks: Added Version News window title, fixed New Game year offset, Radiobox size increased, Bigger Checkboxes.<br />
+Load game window size increased, removed horizontal scroll<br />
+Save games are now sorted by last save date.<br />
+Settings text offsets fixed, combo boxes now scroll<br />
+Removed all empty spaces in GUI sheets, textboxes will no longer have 1 blank space in them on default.<br />
+Fixed bug in scroll bars that caused weird behaviors when clicking the scroll buttons.<br />
+Clicking anywhere on the scroll bar will automatically scroll to that percentage on the bar.<br />
+Hitting Escape on any open window with a title bar will close that window and focus the next window with a title bar. If no windows are open, the Menu will open or the program will exit.<br />
+New Game City Selection GUI Tweaks: Top bar moved to bottom, Help Button resized, City Name has bigger font, added &#36; and commas where needed, bigger star ratings, bigger select button, Player Logos now scrollable, Limit Player Name and Company Name to 32 characters.<br />
+Added an End Turn State GUI.  <br />
+End Turn Progress.<br />
+End Turn Did You Know System.<br />
+Office GUI Tweaks, Removed Tips, Enlarged Buttons, Removed horizontal scroll from lists that don't need it. Added up and down buttons to End Turn amounts. Sales book and other "titlebar-less" windows are now moveable.<br />
+Disabled Windows window resizing by dragging or hitting maximize button.<br />
+Implemented tab support for textboxes.<br />
+Standardized upper panel buttons for all "States"<br />
+Implemented Racing Filters so you can easily find series.<br />
+Vehicle and Engine selection in Racing now shows detailed information about selected item.<br />
+GUI Tweaks for Racing "State" of the game.<br />
+Borderless window option.<br />
+Disabled close button in windows<br />
+Updated Ogre3d, Freetype, Freeimage, zzip, zlib<br />
+IPO confirmation message.<br />
+RnD loading times reduced.<br />
+Fixed material ID's on bumpers so they're paintable.<br />
+Fixed failure to load saved cars when using a different language.<br />
+Fixed new model default leather and metal material.<br />
+Fixed showroom paint loading<br />
+Fixed repeat new technology memo<br />
+Fixed saved cars materials, made it work with multiple materials.<br />
+Vehicle Type lists in RnD are in alphabetical order.<br />
+Can stop multiple sim turns by holding down space bar.<br />
+Hotkeys<br />
+Standalone Car Designer updated GUI.<br />
+Resizeable Windows<br />
+Save Resized GUI<br />
+Load Resized GUI<br />
+Expanded DYK <br />
+New salesbook backend.<br />
+Fixed Sales Book incorrect figures bug. <br />
+Fixed Auto-production bug which uses unfinished factories.<br />
+Tweaked Scroll Bar buttons movement values.<br />
+Fixed a number of direct input factory production bugs in World Map and Mega Menu. <br />
+Made direct input much more accurate. It should set sliders to exactly what you type in!<br />
+Accessories are now assigned an Auto-mirror and Auto-paint values in the components.xml file. (This means you'll have to manually enable/disable auto-mirror for select components types.)<br />
+OSX Hardware mouse finished.<br />
+Player company is on top of list in magazines<br />
+Fixed old car save loading crash<br />
+Production/Distribution lists should now reselect previous item after applying changes.<br />
+Fixed bug in mega menu which allowed you to assign vehicle sales in districts which you have no branches.<br />
+All brands comparison added to magazine<br />
+Fixed bug in production/distribution filters which did not reset entering back into game state.<br />
+Merge Trims for Distribution screens. (Will not be implementing this for production screens)<br />
+Implemented Filters for Districting Production and Distribution.<br />
+Implemented Sort by for RnD view<br />
+Fixed Possible crash returning to office from world map.<br />
+Fixed bug in chassis modification that didn't update old stats when selecting a different chassis<br />
+Adjusted some default sorting of lists. <br />
+Enter key will "click" OK, or Select or any single button on a window.  (May eventually add an image to buttons which can be selected with "Enter" key.)<br />
+Sound implemented in OSX<br />
+Successful defect coverups will result in a memo<br />
+District Factory Production window now warns if any cities are at war.<br />
+Did You Know messages can be brought up when you enter the office (enable the check box at the end turn window in the office.)<br />
+Same did you know will stay open if you simulate multiple turns.<br />
+Adjusted Branch Distribution 'Unit Manufacturing Costs' and 'Corporate and Unit Cost per Unit' prices. They no longer include break even on reserved vehicles.<br />
+Fixed crash when setting district locks when the drop down boxes are empty.<br />
+Fixed some crash issues in Linux build. (Some libs were not properly updated)<br />
-Fullscreen OSX<br />
-World Map Help Buttons<br />
-Fixed Component Name Duplication Bugs<br />
-Fixed engine contracting panel overlaps on world map<br />
-500-1000% speed improvement on RnD sliders (no more lag when moving the sliders around)<br />
-New Contract Assignment window in World Map and Mega Menu.<br />
-Modified Component Refit System<br />
-Fixed Game Over text offset bug<br />
-Remember last paint in Stand Alone Car Designer<br />
-Hovering over stars when designing a component or vehicle in RnD will now show the rating in a popup.<br />
-Fixed "Advanced" image in RnD (Grammarians rejoice! <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /> )<br />
-Fixed Textbox height clipping in some places.<br />
-Added a return to Main Menu button in the side panel of Stand Alone Car Designer.<br />
-Added Message about canceling in title bar of "OK" windows.<br />
-Targeted Demographics added to view vehicle panels.<br />
-Added Help buttons to the Refit and new contracting windows in RnD and World Map respectively.<br />
-Fixed offset table alignments<br />
-Fixed Large font over laps throughout the game.<br />
-Adjusted prestige reports text results. (Duplicate scores will now have the same text rating.)<br />
-Quick Save Pops up a confirmation that the file was saved (will switch to feedback system in 1.21)<br />
-Quick Save As now tells you what file you were saving to. GUI redesigned slightly.<br />
-Name lengths have been shortened. Company names now have a maximum of 20 characters, Model names 20 Characters, and Trims 6 characters.<br />
-Fixed bug in factory wear production indication system.<br />
-Fixed bug in "unoptimized" factory lines after you recondition factories. <br />
-Factory Production side panel now shows "Last Month's Estimated Lost Sales" this is the number of vehicles you could have sold if you produced enough. <br />
-Total Project Profits added to distribution side panel. This is the amount of profits or loss the selected vehicle has generated for your company.<br />
-Fixed bug in Factory View Panel which would reset if you emptied production lines.<br />
-End Production added to Mega Menu Auto Commands.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.18.4 Progress Thread]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2647</link>
			<pubDate>Wed, 06 May 2015 12:10:21 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2647</guid>
			<description><![CDATA[Alright, we've got a bunch of little bugs to fix. Then one major feature to add. (Districting/Grouping system!) Some GUI to pretty up. Then back to little bugs and features! <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
No ETA on this, but I'm hoping it should go faster than 1.18. There are 50% less tickets in this version than in 1.18 (120 vs 68)<br />
<br />
<br />
1.18.4 Change Log<br />
----------------------------------------------------------------------------------<br />
+Fixed negative population bug in world map legend<br />
+Fixed crash bug when trying to view unselected components.<br />
+Added a restart production feature for components that you have ended production of.<br />
+Pop up Notification if you try to end production of something that is being used in fleet contracts<br />
+Obsolete vehicle types now fade out after their death dates so that you can sell through units.<br />
+Added a few missing ratings to view vehicle window. Luxury, Manufacturer Requirements, Torque (Metric), Power (Metric), and Vehicle Image.<br />
+Fixed issue with image/prestige ratings that allowed you to go below 0 and above 100.<br />
+Fixed reversed exponential weight effect on design costs.<br />
+Fixed bug in Licensing system text filter where if you erased an SAE measurement it would put in zero metric units. Switch PS measurement to kW.<br />
+Fixed bug where body types did not report in Body Style Report on their first year of introduction.<br />
+Added dummy message to the Vehicle Demand Report if you do not have a vehicle for sale.<br />
+Fixed bug in memo systems that cuts off text if using the arrow keys or the open button.<br />
+Flipped a number of width and length GUIs to standardized length x width format.<br />
+Fixed broken image system<br />
+Fixed crash involving mega menu and having no branches<br />
+Fixed crash after selecting a vehicle body style from dropdown box then hitting return to design panel, then selecting view ratings.<br />
+Added missing Help buttons in the Assisted Vehicle Designer.<br />
+Adjust fuel ratings effect on vehicle reviews<br />
+Increased number of contracts<br />
+Fixed AI vehicle licenses bug causing extremely low unit costs<br />
+Fixed Engine Fitting bug when changing the chassis in the Assisted Vehicle Designer<br />
+Added Action Memos for worn Factories and Branches<br />
+Adjusted racing budget effect on results, boosted vehicle specs results.<br />
+Fixed bug in the awards system that rewarded out of production vehicles<br />
+Fixed bug in the awards system that gave rewarded extremely old vehicles<br />
+Fixed memo's date bugs.<br />
+Fixed highlighting bug that causes the memos to highlight without any important news.<br />
+Added 75 message limit on memo list.<br />
+Memo Delete will now automatically select the next memo.<br />
+Fixed improper Nm values for Gearbox Maximum Input Torque at some locations.<br />
+Fixed bug causing high engine smoothness ratings, thus creating high luxury and dependability ratings for AI and player vehicles.<br />
+Adjusted suggested vehicle sales price to use the total estimated costs analysis<br />
+Changes a few panels into windows so they can not be overlapped by other windows when opening.<br />
+Reversed manufacturing requirement stars in modification window.<br />
+Improved autoproduction first turn production<br />
+Improved autoproduction assessment. (This means that the AI and the player should not have months where they sell out of vehicles because autoproduction does not restart production. Also autoproduction should more tightly control inventories.)<br />
+Moved hardcoded '&#36;' symbols to the localization file (So their placement can be changed in translations, and possibly in the future, modded to other currencies.)<br />
+Increased design time with exponential slider penalty.<br />
+Fixed multiple repeat major events to cities during total war. (Destruction in Brussels during WW1 will only happen once for example.)<br />
+Removed red color from construction costs on the world map<br />
+Added zoom to car designer.<br />
+Fixed research time bug when modifying a new model year.<br />
+Fixed research time bug when making a new trim.<br />
+Adjusted cost decay valves to reduce lower unit costs decay rates.<br />
+Production Unoptimized memo will only fire once per turn.<br />
+Fixed Chassis weight unit costs bug<br />
+Fixed Specific Vehicle Type Rating decline bug.<br />
+Fixed a bug in ratings change display in RnD when there is no gains.<br />
+Fixed bug in image system that caused it to be increaslingly difficult to raise image ratings.<br />
+Fixed bug in "Save As" text box that allowed you to put unsupported characters into the names thus breaking the saves.<br />
+AI now fires branch and marketing workers in cities that are at war.<br />
+Reduced Recall failure effects on Image ratings.<br />
+Fixed roughly 15 textures that could cause video card drivers to crash over time.<br />
+Removed 16-bit color options<br />
+Removed 800 x 640 and smaller resolutions<br />
+Fixed broken video settings crash when switching from OpenGL to DirectX<br />
+Factory Production Lines list now automatically sorts by Lines used, Local Reserves, then Global Reserves.<br />
+Added vehicle quality information and rate change to the production lines window (This will allow you to see the effects settings a production line to quality has.)<br />
+Added a warning message for worn, war, and low moral effect on production output. This message will show your effected output due to these factors.<br />
+Adjusted production output to allow 1 vehicle per month.<br />
+You can now directly type in how many vehicles you want to produce, the game will adjust the sliders for you.<br />
+Fixed Dublin WW2 bug.<br />
+Fixed bug in base vehicle type filters in factory production window.<br />
+Moved Factory Shipping Distance to Branch Distribution.<br />
+District Factory View (Allows you to view all factories info in a selected district)<br />
+District Factory Build (Builds a Factory in every selected city in the district that does not have a factory)<br />
+District Factory Recondition (retool) (Retools every factory in the selected district.)<br />
+District Factory Upgrading (Upgrade all factories in selected District)<br />
+District Factory Resizing (Resize all factories in selected District)<br />
+District Factory Closing (Close all factories in selected District)<br />
+District Production (Manage production lines, quality sliders, for all factories selected in the district.)<br />
+Branch View Redesigned<br />
+Minor changes to Branch Build/Redesigned<br />
+Removed retool slider from Branch Retool.<br />
+Minor changes to Branch Close<br />
+Branch view automatically comes up when selecting a branch<br />
+Branch build automatically comes up when selecting a city without a branch<br />
+Maximum Dealerships increased.<br />
+Dealership franchises rates increased.<br />
+Optimized dealership calculations<br />
+Dealerships now effect buying population pool for individual vehicles.<br />
+Merged Avaliable and Selected Vehicle Branch Lists<br />
+Removed Priority system from game<br />
+Expanded Competition list in distro GUI<br />
+Redesigned buttons and layout in distro GUIAdded shipping slider to branch distro<br />
+Added shipping lock system to prevent changes to locked shipping distances<br />
+Added a "Unit Manufacturing Costs" to side panel, showing the cost of a unit without including corporate expenses.<br />
+Reworded the corporate expense side panel amount in distro, since it was confusing some people.<br />
+Added estimated units in shipping range<br />
+Factories now highlight orange when setting shipping distance.<br />
+Shipping Distance panel now shows how many vehicles are being produced and reserved inside shipping radius<br />
+Added shipping distance, shipping lock, and district lock to distro side panel<br />
+Ported all distro changes to Mega Menu<br />
+Added a branch shipping distance system. This changes the shipping distance for ALL vehicles at a branch unless they are shipping distance locked.<br />
+District Branch View<br />
+District Branch Build<br />
+District Branch Redesign<br />
+District Branch Retool<br />
+District Branch Close<br />
+District Branch Distribution.<br />
+District Branch Shipping.<br />
+Ship from District system.<br />
+Create your own custom districts<br />
+Multicity selection tool for creating districts. (click and drag)<br />
+Deleting custom districts<br />
+Editing custom districts.<br />
+Fixed crash in vehicle licensing<br />
+Fixed Vehicle Image Decline while being researched<br />
+Nurfed Specific vehicle rating effect on vehicle image over time.<br />
+Fixed 1900-1930 wage growth for Magadan and Norilsk, Russia<br />
+Fixed Estimated Shipping Demand in District and City specific factory production view. (Not sure about speediness of this calculation however.)<br />
+Optimized a number of End Turn Formulas<br />
+Updated SQLite, roughly 10-25% performance boost depending on hardware.<br />
+End production now disregards all licensed components.<br />
+Fixed manual production amount input on district map.<br />
+Fixed division by zero crash in magazine.<br />
+Fixed Instant vehicle design bug<br />
+Fixed Research Team Moral Decrease when not funded bug<br />
+Fixed Gearbox addons not appearing until year after Memo is sent bug.<br />
+Put a limit on component modification (10 Major Mods max)<br />
+Decreased component modification costs.<br />
+Removed HR Admin Employee Count slider/textbox. (Admin Employees are unchangeable now)<br />
+Fixed Racing Report Headline bug<br />
+View Components 'Used In' table now scrollable.<br />
+Research Team Moral now increases when over paying employees.<br />
+Fixed bug losing reserves in some conditions by ending vehicle.<br />
+Fixed division by zero crash in magazine.<br />
+Fixed Instant vehicle design bug<br />
+Fixed Research Team Moral Decrease when not funded bug<br />
+Fixed Gearbox addons not appearing until year after Memo is sent bug.<br />
+Put a limit on component modification (10 Major Mods max)<br />
+Decreased component modification costs.<br />
+Removed HR Admin Employee Count slider/textbox. (Admin Employees are unchangeable now)<br />
+Fixed Racing Report Headline bug<br />
+View Components 'Used In' table now scrollable.<br />
+Research Team Moral now increases when over paying employees.<br />
+Fixed Unicode File Delete in windows (Currently working on issues in the Linux Build)<br />
+Reduced Skill Requirements for a number of technologies. Also increase a few others.<br />
+Increased the rate of Skill Requirement decay significantly. You should be able to get common tech much more reasonably.<br />
+I head renamed to OHV, since it's a much more common name. Starting date lowered, however skill requirement increase should have it coming out around historical time frame (1930s)<br />
+Show how many production lines you are/have allocated above production line slider.<br />
+End Production from Mega Menu (This overrides contracting checks, so be careful!)<br />
+Memo now fires when design skills requirements and year requirements are met for new technologies.<br />
+Contracts now show up in "Used In" table for Engines and Vehicles in the View Window.<br />
+Fixed Contract Penalty Bug.<br />
+Fixed Duplicate Contracts listed in sales book<br />
+Fixed Incorrect Months Remaining dates in Contract Sales book.<br />
+Fixed bug in amount of needed contract units when less than the normal monthly amount is needed.<br />
+Added Memo for when contracts are finished.<br />
+Fixed bug in New Trim Marque Dropdown list. Show now show all your marques.<br />
+Added some cautionary division by zero checks and initialization of variables. (May cause some bugs, may fix some bugs. We'll see!)<br />
+Fixed Licensed out memo bug that did not show the licensed out price.<br />
+Awards are now given for all vehicles companies who have branches in a region. In the future I will limit it to only vehicles sold in said region.<br />
+Vehicle Quality is now twice as important when calculating buyer's rating.<br />
+Vehicle Quality decreases the margin penalty when you try to charge extremely high margins on a vehicle.<br />
+Vehicle Quality now directly effects super high end vehicle sales numbers.<br />
+Tweaked vehicle's sales price effect and increased buyer's rating importance over sale price for higher "wealth" type vehicles such as luxury or supercars.<br />
+Top Speed now directly effects buying population. If you're selling 0mph/0kph vehicles you will get 0 sales!<br />
+Lowered the expected Top Speed for buying population.<br />
+Lowered sales price/unit costs effect on year end awards to a maximum of 20%.<br />
+Fixed "Fire" effect on union strikes<br />
+Made firing during strikes lower all department moral by 20%<br />
+Lost contracts now notify you who won and how much better their bid was quantified by a percentage.<br />
+Top speed added to view vehicle in RnD, Vehicle Image given stars, rearranged a few listings.<br />
+Merged memos that often repeat into one memo. Removed Profits/Loss/Interest memos.<br />
+Fixed death year bug in engine cylinders, fuel types, induction systems, and value types.<br />
+Fixed bug in Fiscal-Stock Report that broke the reports system if you did not own any stocks.<br />
+Tweaked tutorials to show shipping distance in branch instead of factory system.<br />
+Fixed a couple of bugs in branch level shipping distance<br />
+Fixed bug with new vehicles not inheriting branch level shipping distance<br />
+Fixed number of bugs in branch level shipping distance for districts.<br />
+Fixed Linux Unicode file save loading crash<br />
+Fixed Belgium per capita growth rates between 1930 and 1980<br />
+Added 6 Hood scoops<br />
+Added 14 Rear Wings, Fins, and Lips<br />
+Added 12 Front Bumpers<br />
+Added 12 Rear Bumpers<br />
+Vehicles and components can not have duplicate names now. (For vehicles this is Year Make Model Trim names.)<br />
+Awards are now limited to vehicles being sold in the region.<br />
+Fixed Gearbox redesign unable to select gears bug.<br />
+Fixed Redesign component name bug.<br />
+Fixed Idle Branches not firing employees.<br />
+Possible fix to "district" button crash after seeing selection boxes around cities during previous turns.<br />
+Fixed Estimated Shipping Distance Demand for Districts bug that was caused by counting branches multiple times in the district.<br />
+Few more optimizations to squeeze a little more performance out of turn times.<br />
+Autoproduction takes over branch shipping distance system. Removed GUI options when Autoproduction is enabled.<br />
+Fixed bug in very poor counties that allow them to have &#36;0 labor.<br />
+Fixed bug where some image ratings may go over 100 due to awards/events.<br />
+Adjusted war effect on infrastructure. (Until I get more events such as the Marshal Plan implemented. (Coming after I implement Mod Tools))<br />
+Adjusted Manufacture Growth rates of 1980 and beyond.<br />
+World Map Filter for Infrastructure.<br />
+Fixed Negative Specific Ratings bugs on high end vehicles.<br />
+Fixed 0 units bug in District Factory Estimated Units in Shipping Distance bug when using district lock.<br />
+Fixed bug in Marketing Skills rating. Should now go up much much more easily. (And down much less.)<br />
+District Marketing<br />
+View District Completion.<br />
+Fixed bug in district factory production speed sliders<br />
+Fixed high wealth index vehicle sales bug<br />
+Mega Menu District Production<br />
+Fixed Clone District Branch ID duplication bug<br />
+Fixed Clone District Delete Marketing bug<br />
+Mega Menu District Distribution<br />
+Mega Menu View District Info<br />
+Mega Menu District Marketing<br />
+Fixed AI 0 performance bug<br />
+Fixed Engine Modify/Clone sliders bug<br />
+Fixed Vehicle new trim/model year slider bug<br />
+Fixed Autowage amount slider. It will show what level you have it set at.<br />
+Fixed Marketing Budget and Labor costs bug in View Branches<br />
+Fixed sales bug due to AI building cars with 0 top speed. (We'll fix that soon as well)<br />
+Moved RnD Random Value to generate every sixth turn instead of at entering RnD time.<br />
+Increased marketing direct effect on buyer population for  specific vehicles.<br />
+Fixed bug in contract denied loss amount.<br />
+Fixed modify chassis unit cost display bug<br />
+Fixed modify engine price bug and values bug<br />
+Fixed crash when designing a vehicle but then trying to save the body style for future use.]]></description>
			<content:encoded><![CDATA[Alright, we've got a bunch of little bugs to fix. Then one major feature to add. (Districting/Grouping system!) Some GUI to pretty up. Then back to little bugs and features! <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
No ETA on this, but I'm hoping it should go faster than 1.18. There are 50% less tickets in this version than in 1.18 (120 vs 68)<br />
<br />
<br />
1.18.4 Change Log<br />
----------------------------------------------------------------------------------<br />
+Fixed negative population bug in world map legend<br />
+Fixed crash bug when trying to view unselected components.<br />
+Added a restart production feature for components that you have ended production of.<br />
+Pop up Notification if you try to end production of something that is being used in fleet contracts<br />
+Obsolete vehicle types now fade out after their death dates so that you can sell through units.<br />
+Added a few missing ratings to view vehicle window. Luxury, Manufacturer Requirements, Torque (Metric), Power (Metric), and Vehicle Image.<br />
+Fixed issue with image/prestige ratings that allowed you to go below 0 and above 100.<br />
+Fixed reversed exponential weight effect on design costs.<br />
+Fixed bug in Licensing system text filter where if you erased an SAE measurement it would put in zero metric units. Switch PS measurement to kW.<br />
+Fixed bug where body types did not report in Body Style Report on their first year of introduction.<br />
+Added dummy message to the Vehicle Demand Report if you do not have a vehicle for sale.<br />
+Fixed bug in memo systems that cuts off text if using the arrow keys or the open button.<br />
+Flipped a number of width and length GUIs to standardized length x width format.<br />
+Fixed broken image system<br />
+Fixed crash involving mega menu and having no branches<br />
+Fixed crash after selecting a vehicle body style from dropdown box then hitting return to design panel, then selecting view ratings.<br />
+Added missing Help buttons in the Assisted Vehicle Designer.<br />
+Adjust fuel ratings effect on vehicle reviews<br />
+Increased number of contracts<br />
+Fixed AI vehicle licenses bug causing extremely low unit costs<br />
+Fixed Engine Fitting bug when changing the chassis in the Assisted Vehicle Designer<br />
+Added Action Memos for worn Factories and Branches<br />
+Adjusted racing budget effect on results, boosted vehicle specs results.<br />
+Fixed bug in the awards system that rewarded out of production vehicles<br />
+Fixed bug in the awards system that gave rewarded extremely old vehicles<br />
+Fixed memo's date bugs.<br />
+Fixed highlighting bug that causes the memos to highlight without any important news.<br />
+Added 75 message limit on memo list.<br />
+Memo Delete will now automatically select the next memo.<br />
+Fixed improper Nm values for Gearbox Maximum Input Torque at some locations.<br />
+Fixed bug causing high engine smoothness ratings, thus creating high luxury and dependability ratings for AI and player vehicles.<br />
+Adjusted suggested vehicle sales price to use the total estimated costs analysis<br />
+Changes a few panels into windows so they can not be overlapped by other windows when opening.<br />
+Reversed manufacturing requirement stars in modification window.<br />
+Improved autoproduction first turn production<br />
+Improved autoproduction assessment. (This means that the AI and the player should not have months where they sell out of vehicles because autoproduction does not restart production. Also autoproduction should more tightly control inventories.)<br />
+Moved hardcoded '&#36;' symbols to the localization file (So their placement can be changed in translations, and possibly in the future, modded to other currencies.)<br />
+Increased design time with exponential slider penalty.<br />
+Fixed multiple repeat major events to cities during total war. (Destruction in Brussels during WW1 will only happen once for example.)<br />
+Removed red color from construction costs on the world map<br />
+Added zoom to car designer.<br />
+Fixed research time bug when modifying a new model year.<br />
+Fixed research time bug when making a new trim.<br />
+Adjusted cost decay valves to reduce lower unit costs decay rates.<br />
+Production Unoptimized memo will only fire once per turn.<br />
+Fixed Chassis weight unit costs bug<br />
+Fixed Specific Vehicle Type Rating decline bug.<br />
+Fixed a bug in ratings change display in RnD when there is no gains.<br />
+Fixed bug in image system that caused it to be increaslingly difficult to raise image ratings.<br />
+Fixed bug in "Save As" text box that allowed you to put unsupported characters into the names thus breaking the saves.<br />
+AI now fires branch and marketing workers in cities that are at war.<br />
+Reduced Recall failure effects on Image ratings.<br />
+Fixed roughly 15 textures that could cause video card drivers to crash over time.<br />
+Removed 16-bit color options<br />
+Removed 800 x 640 and smaller resolutions<br />
+Fixed broken video settings crash when switching from OpenGL to DirectX<br />
+Factory Production Lines list now automatically sorts by Lines used, Local Reserves, then Global Reserves.<br />
+Added vehicle quality information and rate change to the production lines window (This will allow you to see the effects settings a production line to quality has.)<br />
+Added a warning message for worn, war, and low moral effect on production output. This message will show your effected output due to these factors.<br />
+Adjusted production output to allow 1 vehicle per month.<br />
+You can now directly type in how many vehicles you want to produce, the game will adjust the sliders for you.<br />
+Fixed Dublin WW2 bug.<br />
+Fixed bug in base vehicle type filters in factory production window.<br />
+Moved Factory Shipping Distance to Branch Distribution.<br />
+District Factory View (Allows you to view all factories info in a selected district)<br />
+District Factory Build (Builds a Factory in every selected city in the district that does not have a factory)<br />
+District Factory Recondition (retool) (Retools every factory in the selected district.)<br />
+District Factory Upgrading (Upgrade all factories in selected District)<br />
+District Factory Resizing (Resize all factories in selected District)<br />
+District Factory Closing (Close all factories in selected District)<br />
+District Production (Manage production lines, quality sliders, for all factories selected in the district.)<br />
+Branch View Redesigned<br />
+Minor changes to Branch Build/Redesigned<br />
+Removed retool slider from Branch Retool.<br />
+Minor changes to Branch Close<br />
+Branch view automatically comes up when selecting a branch<br />
+Branch build automatically comes up when selecting a city without a branch<br />
+Maximum Dealerships increased.<br />
+Dealership franchises rates increased.<br />
+Optimized dealership calculations<br />
+Dealerships now effect buying population pool for individual vehicles.<br />
+Merged Avaliable and Selected Vehicle Branch Lists<br />
+Removed Priority system from game<br />
+Expanded Competition list in distro GUI<br />
+Redesigned buttons and layout in distro GUIAdded shipping slider to branch distro<br />
+Added shipping lock system to prevent changes to locked shipping distances<br />
+Added a "Unit Manufacturing Costs" to side panel, showing the cost of a unit without including corporate expenses.<br />
+Reworded the corporate expense side panel amount in distro, since it was confusing some people.<br />
+Added estimated units in shipping range<br />
+Factories now highlight orange when setting shipping distance.<br />
+Shipping Distance panel now shows how many vehicles are being produced and reserved inside shipping radius<br />
+Added shipping distance, shipping lock, and district lock to distro side panel<br />
+Ported all distro changes to Mega Menu<br />
+Added a branch shipping distance system. This changes the shipping distance for ALL vehicles at a branch unless they are shipping distance locked.<br />
+District Branch View<br />
+District Branch Build<br />
+District Branch Redesign<br />
+District Branch Retool<br />
+District Branch Close<br />
+District Branch Distribution.<br />
+District Branch Shipping.<br />
+Ship from District system.<br />
+Create your own custom districts<br />
+Multicity selection tool for creating districts. (click and drag)<br />
+Deleting custom districts<br />
+Editing custom districts.<br />
+Fixed crash in vehicle licensing<br />
+Fixed Vehicle Image Decline while being researched<br />
+Nurfed Specific vehicle rating effect on vehicle image over time.<br />
+Fixed 1900-1930 wage growth for Magadan and Norilsk, Russia<br />
+Fixed Estimated Shipping Demand in District and City specific factory production view. (Not sure about speediness of this calculation however.)<br />
+Optimized a number of End Turn Formulas<br />
+Updated SQLite, roughly 10-25% performance boost depending on hardware.<br />
+End production now disregards all licensed components.<br />
+Fixed manual production amount input on district map.<br />
+Fixed division by zero crash in magazine.<br />
+Fixed Instant vehicle design bug<br />
+Fixed Research Team Moral Decrease when not funded bug<br />
+Fixed Gearbox addons not appearing until year after Memo is sent bug.<br />
+Put a limit on component modification (10 Major Mods max)<br />
+Decreased component modification costs.<br />
+Removed HR Admin Employee Count slider/textbox. (Admin Employees are unchangeable now)<br />
+Fixed Racing Report Headline bug<br />
+View Components 'Used In' table now scrollable.<br />
+Research Team Moral now increases when over paying employees.<br />
+Fixed bug losing reserves in some conditions by ending vehicle.<br />
+Fixed division by zero crash in magazine.<br />
+Fixed Instant vehicle design bug<br />
+Fixed Research Team Moral Decrease when not funded bug<br />
+Fixed Gearbox addons not appearing until year after Memo is sent bug.<br />
+Put a limit on component modification (10 Major Mods max)<br />
+Decreased component modification costs.<br />
+Removed HR Admin Employee Count slider/textbox. (Admin Employees are unchangeable now)<br />
+Fixed Racing Report Headline bug<br />
+View Components 'Used In' table now scrollable.<br />
+Research Team Moral now increases when over paying employees.<br />
+Fixed Unicode File Delete in windows (Currently working on issues in the Linux Build)<br />
+Reduced Skill Requirements for a number of technologies. Also increase a few others.<br />
+Increased the rate of Skill Requirement decay significantly. You should be able to get common tech much more reasonably.<br />
+I head renamed to OHV, since it's a much more common name. Starting date lowered, however skill requirement increase should have it coming out around historical time frame (1930s)<br />
+Show how many production lines you are/have allocated above production line slider.<br />
+End Production from Mega Menu (This overrides contracting checks, so be careful!)<br />
+Memo now fires when design skills requirements and year requirements are met for new technologies.<br />
+Contracts now show up in "Used In" table for Engines and Vehicles in the View Window.<br />
+Fixed Contract Penalty Bug.<br />
+Fixed Duplicate Contracts listed in sales book<br />
+Fixed Incorrect Months Remaining dates in Contract Sales book.<br />
+Fixed bug in amount of needed contract units when less than the normal monthly amount is needed.<br />
+Added Memo for when contracts are finished.<br />
+Fixed bug in New Trim Marque Dropdown list. Show now show all your marques.<br />
+Added some cautionary division by zero checks and initialization of variables. (May cause some bugs, may fix some bugs. We'll see!)<br />
+Fixed Licensed out memo bug that did not show the licensed out price.<br />
+Awards are now given for all vehicles companies who have branches in a region. In the future I will limit it to only vehicles sold in said region.<br />
+Vehicle Quality is now twice as important when calculating buyer's rating.<br />
+Vehicle Quality decreases the margin penalty when you try to charge extremely high margins on a vehicle.<br />
+Vehicle Quality now directly effects super high end vehicle sales numbers.<br />
+Tweaked vehicle's sales price effect and increased buyer's rating importance over sale price for higher "wealth" type vehicles such as luxury or supercars.<br />
+Top Speed now directly effects buying population. If you're selling 0mph/0kph vehicles you will get 0 sales!<br />
+Lowered the expected Top Speed for buying population.<br />
+Lowered sales price/unit costs effect on year end awards to a maximum of 20%.<br />
+Fixed "Fire" effect on union strikes<br />
+Made firing during strikes lower all department moral by 20%<br />
+Lost contracts now notify you who won and how much better their bid was quantified by a percentage.<br />
+Top speed added to view vehicle in RnD, Vehicle Image given stars, rearranged a few listings.<br />
+Merged memos that often repeat into one memo. Removed Profits/Loss/Interest memos.<br />
+Fixed death year bug in engine cylinders, fuel types, induction systems, and value types.<br />
+Fixed bug in Fiscal-Stock Report that broke the reports system if you did not own any stocks.<br />
+Tweaked tutorials to show shipping distance in branch instead of factory system.<br />
+Fixed a couple of bugs in branch level shipping distance<br />
+Fixed bug with new vehicles not inheriting branch level shipping distance<br />
+Fixed number of bugs in branch level shipping distance for districts.<br />
+Fixed Linux Unicode file save loading crash<br />
+Fixed Belgium per capita growth rates between 1930 and 1980<br />
+Added 6 Hood scoops<br />
+Added 14 Rear Wings, Fins, and Lips<br />
+Added 12 Front Bumpers<br />
+Added 12 Rear Bumpers<br />
+Vehicles and components can not have duplicate names now. (For vehicles this is Year Make Model Trim names.)<br />
+Awards are now limited to vehicles being sold in the region.<br />
+Fixed Gearbox redesign unable to select gears bug.<br />
+Fixed Redesign component name bug.<br />
+Fixed Idle Branches not firing employees.<br />
+Possible fix to "district" button crash after seeing selection boxes around cities during previous turns.<br />
+Fixed Estimated Shipping Distance Demand for Districts bug that was caused by counting branches multiple times in the district.<br />
+Few more optimizations to squeeze a little more performance out of turn times.<br />
+Autoproduction takes over branch shipping distance system. Removed GUI options when Autoproduction is enabled.<br />
+Fixed bug in very poor counties that allow them to have &#36;0 labor.<br />
+Fixed bug where some image ratings may go over 100 due to awards/events.<br />
+Adjusted war effect on infrastructure. (Until I get more events such as the Marshal Plan implemented. (Coming after I implement Mod Tools))<br />
+Adjusted Manufacture Growth rates of 1980 and beyond.<br />
+World Map Filter for Infrastructure.<br />
+Fixed Negative Specific Ratings bugs on high end vehicles.<br />
+Fixed 0 units bug in District Factory Estimated Units in Shipping Distance bug when using district lock.<br />
+Fixed bug in Marketing Skills rating. Should now go up much much more easily. (And down much less.)<br />
+District Marketing<br />
+View District Completion.<br />
+Fixed bug in district factory production speed sliders<br />
+Fixed high wealth index vehicle sales bug<br />
+Mega Menu District Production<br />
+Fixed Clone District Branch ID duplication bug<br />
+Fixed Clone District Delete Marketing bug<br />
+Mega Menu District Distribution<br />
+Mega Menu View District Info<br />
+Mega Menu District Marketing<br />
+Fixed AI 0 performance bug<br />
+Fixed Engine Modify/Clone sliders bug<br />
+Fixed Vehicle new trim/model year slider bug<br />
+Fixed Autowage amount slider. It will show what level you have it set at.<br />
+Fixed Marketing Budget and Labor costs bug in View Branches<br />
+Fixed sales bug due to AI building cars with 0 top speed. (We'll fix that soon as well)<br />
+Moved RnD Random Value to generate every sixth turn instead of at entering RnD time.<br />
+Increased marketing direct effect on buyer population for  specific vehicles.<br />
+Fixed bug in contract denied loss amount.<br />
+Fixed modify chassis unit cost display bug<br />
+Fixed modify engine price bug and values bug<br />
+Fixed crash when designing a vehicle but then trying to save the body style for future use.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to Switch Steam Builds.]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2594</link>
			<pubDate>Thu, 12 Feb 2015 21:51:47 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2594</guid>
			<description><![CDATA[Hello everyone. As some of you may know, we have multiple version of GearCity out in the wild. This little guide will teach you how to switch between version of the game. (It also works on other games on Steam!)<br />
<br />
You should have Steam Open. Got it up? Good, now just follow my 7 steps.<br />
<br />
Step 1) Click "Library"<br />
<br />
Step 2) On the left list, select "GearCity" (The game must be installed.)<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
<br />
Step 3) Right Click "GearCity" in the list.<br />
<br />
Step 4) Select "Properties"<br />
<br />
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
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<br />
<br />
<br />
<br />
<br />
Step 5) Click the "Betas" tab.<br />
<br />
Step 6) Click the drop down button.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
<br />
<br />
Step 7) Select the build you wish to play. <br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
Your choices are:<br />
<span style="font-weight: bold;" class="mycode_b">None</span> -   Current Major version. (1.24 SP9)<br />
<span style="font-weight: bold;" class="mycode_b">Stable</span> - One major version behind. (1.23 SP4)<br />
<span style="font-weight: bold;" class="mycode_b">Legacy</span> - Two Major versions behind. (1.22 SP2)<br />
<span style="font-weight: bold;" class="mycode_b">Testing</span> - Latest Minor build. (1.24.3) <br />
<span style="font-weight: bold;" class="mycode_b">32-bit_Engine</span> - Current Major version on old 32-bit Engine.<br />
Enjoy.]]></description>
			<content:encoded><![CDATA[Hello everyone. As some of you may know, we have multiple version of GearCity out in the wild. This little guide will teach you how to switch between version of the game. (It also works on other games on Steam!)<br />
<br />
You should have Steam Open. Got it up? Good, now just follow my 7 steps.<br />
<br />
Step 1) Click "Library"<br />
<br />
Step 2) On the left list, select "GearCity" (The game must be installed.)<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1110" target="_blank" title="">1.png</a> (Size: 181.01 KB / Downloads: 3354)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
<br />
Step 3) Right Click "GearCity" in the list.<br />
<br />
Step 4) Select "Properties"<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1111" target="_blank" title="">2.png</a> (Size: 147.88 KB / Downloads: 2451)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
<br />
<br />
Step 5) Click the "Betas" tab.<br />
<br />
Step 6) Click the drop down button.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1112" target="_blank" title="">3.png</a> (Size: 18.22 KB / Downloads: 2409)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
<br />
<br />
Step 7) Select the build you wish to play. <br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1113" target="_blank" title="">4.png</a> (Size: 24.75 KB / Downloads: 2913)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
<br />
Your choices are:<br />
<span style="font-weight: bold;" class="mycode_b">None</span> -   Current Major version. (1.24 SP9)<br />
<span style="font-weight: bold;" class="mycode_b">Stable</span> - One major version behind. (1.23 SP4)<br />
<span style="font-weight: bold;" class="mycode_b">Legacy</span> - Two Major versions behind. (1.22 SP2)<br />
<span style="font-weight: bold;" class="mycode_b">Testing</span> - Latest Minor build. (1.24.3) <br />
<span style="font-weight: bold;" class="mycode_b">32-bit_Engine</span> - Current Major version on old 32-bit Engine.<br />
Enjoy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.18 Progress]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2530</link>
			<pubDate>Sat, 03 Jan 2015 11:37:05 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2530</guid>
			<description><![CDATA[Since we're moving back to Major build only releases, this thread will become much more important. <br />
<br />
1.18 is mainly focusing on changes to the RnD system, internal car stats, how the company and consumer AI interacts with those stats, and lots of other little goodies. <br />
<br />
This is an extremely important build to balance out and improve game play. I can't emphasize that enough. As such I'll be taking my time to make sure things work very well. There is also a lot of tedious work, which always takes time. My current goal is February. With no minor builds to distract me, I'm pretty confident I'll hit the date.<br />
<br />
For a nice big overview of what I'll be working on, see the first link on this page: <a href="http://www.ventdev.com/forums/showthread.php?tid=2449" target="_blank" rel="noopener" class="mycode_url">http://www.ventdev.com/forums/showthread.php?tid=2449</a><br />
<br />
(I'll try to update the Roadmap weekly.)<br />
<br />
<br />
<br />
1.18 Change Log<br />
-------------------------------------------------<br />
+Fixed bug showing vehicles in unassigned engine contracts windows<br />
+Fixed bug where factories lines do not reset after ending production of a vehicle that is still using production lines<br />
+Fixed Fullscreen map movement bug with hardware mouse<br />
+Fixed Duplicate car model names, along with incorrect usage dates.<br />
+Redesigned vehicle ratings importance system<br />
+AI component selection redesign<br />
+AI slider behaviors redesigned<br />
+Consumer AI ratings importance redesign<br />
+Assisted Designer Component selection redesign<br />
+Assisted Designer sliders settings redesigned<br />
+Sub-component popularity index<br />
+Manual Popularity Change<br />
+Dynamic Fuel Popularity<br />
+Component popularity random events now added,<br />
+Consumers now take into consideration fuel type when buying a vehicle.<br />
+Bought a refurbed MacMini (I'll start the Mac port soon as I get it.)<br />
+Specific Vehicle Type Rating.<br />
+Fixed AI factory production over maximum line limits (Should also fix the same issue with Auto Production tool.)<br />
+Added tax expenses to two fiscal expense reports<br />
+Fixed total expenses in two fiscal reports that had tax payments off set from actual payment dates.<br />
+Fixed bug in office "profits" label in upper left hand screen which did include interest generated from money in bank savings account.<br />
+Fixed Save Body bug in which the Warning label prevented the user from changing the name.<br />
+Added a "Disable Banking Fees" Advance Game switch.<br />
+Freed the report names so after you delete a report, you can reuse the name.<br />
+Fixed bug in the end turn report system that didn't properly get the report information when you hit the next button.<br />
+Fixed the bug in the vehicle demands report. If you had a vehicle that was being designed, the text would cut off from the rest of the report.<br />
+Removed the add to end report button on reports that can not be added to the end turn reports.<br />
+Fixed drag coefficient bug on models that have an open roof.<br />
+Fixed a bug in the branch reports that did not reset sales per city. Thus giving too high of a sales figure.<br />
+Cleaned up a number of text issues. (Thanks Jose!)<br />
+Fixed bug in reserve shipping distance inheritance. You can also now change the shipping distances of any vehicles in reserve.<br />
+Fixed bug in contract reports system that displayed contracts that were no longer active.<br />
+Fixed bug in the clone vehicle sliders system.<br />
+Fixed parts placement bug where if you rotated the camera to the other side of the design room, placed parts would be flipped.<br />
+Fixed 2 possible crash points with decal flipping<br />
+Design sliders exponential expenses<br />
+Balanced Designed Costs<br />
+Balanced Unit Costs<br />
+Hypercar Design/Unit Costs penalty<br />
+Fixed lower vehicle costs than components bug.<br />
+RnD Windows automatically Tile<br />
+RnD upper drop down panels now open over top of any other opened windows.<br />
+Drivetrain stat balancing<br />
+Engine Smoothness/Noise Rating<br />
+Engine SubComponents Smoothness Ratings<br />
+Valvetrains<br />
+10 Valvetrain layouts<br />
+SDL window mode (LINUX)<br />
+Fuel and Induction system balancing<br />
+Three new induction types, Turbos broken down into 10 "levels."<br />
+6 New engine layouts<br />
+3 New fuel types (5 Generations of Electric power)<br />
+2 new cylinder type<br />
+Modification to Bore/Stroke system<br />
+Inversed design/manufacturing requirement stars<br />
+Engine Power and Engine Fuel ratings now use specs<br />
+Stopped Engine Fuel ratings decrease<br />
+Boost Induction systems fuel economy.<br />
+Removed Gearfor<br />
+Reverse gear checkbox.<br />
+Removed Gear Ratio Slider<br />
+Added Low End and High End Gear Ratio sliders<br />
+Gearbox Maximum Torque Input<br />
+Gearbox Comfort/Smoothness Rating<br />
+4 New Transmission Types<br />
+Improved Aerodynamic Drag calculations<br />
+Vehicle Specs window in body designer.<br />
+Car Stats balancing<br />
+Vehicle Fuel, Power, Cargo stats are now directly from specs and do not decrease.<br />
+Vehicle Performance stats now use more specs.<br />
+Increased Contract Cargo requirements slightly. (Vehicles are larger now)<br />
+Fixed few minor bugs in view contract rnd GUI, will be getting a make over later.<br />
+Combined City and Highway fuel mileage into one rating called "Combined" (Will make it easier to user selected units in the future.)<br />
+Fixed bug in advance gearbox designer which zeroed out the number of selected gears if you change gearbox type while in the sliders mode.<br />
+Tweaked assisted designer results for engines and gearboxes.<br />
+Fixed a couple of bugs introduced by new features.<br />
+Having too low of a top speed now effect sales.<br />
+Advance/Assisted menu will automatically close when top buttons are selected.<br />
+Minor weight adjustments to vehicles<br />
+Fixed length/width sliders effect on engine torque<br />
+Reduced late game year torque amount.<br />
+Reduced bore/stroke effect on torque slightly.<br />
+Reduced RPMs slightly.<br />
+Adjusted SOHC and DOHC.<br />
+Boosted Fuel Ratings<br />
+Fixed "Ratings" button overlap in Body Designer<br />
+Tweaked length/widths effect on maximum bore/stroke for an engine.<br />
+Vehicle Image rewrite<br />
+Markup and Age penalties reduced<br />
+Factory Quality/Quantity slider improves or reduces Vehicle Quality Rating.<br />
+Remove Vehicle Quality ratings from ratings degrader.<br />
+Increased Dealerships effects on buyer populations.<br />
+Improved hyper-expensive vehicle sales code<br />
+Increased luxury and performance effect on sales of hyper-expensive vehicles<br />
+Fixed Branch effect on AI sales numbers<br />
+Increased Ratings effect on Consumer Buyer Rating<br />
+Increased Quality Rating's effect on Consumer Buyer Rating<br />
+Fixed buffer overrun when producing more than 2^32-1 worth of a single model at a single factory.<br />
+Fixed Linux delete game<br />
+Fixed Linux duplicated load game list<br />
+Fixed possible division by zero in stats degrade<br />
+Fixed smoothness issue with smoothness ratings.<br />
+Fixed issue with AI engine sizes causing vehicles to be design without an engine thus causing insane stats.<br />
+Fixed a bug in the licensing system that caused some new stats not to transfer.<br />
+Redesigned Advanced Component Selection Windows.<br />
+Visible Subcomponent Ratings<br />
+Pros/Cons list for subcomponents<br />
+Recommended Vehicles for Subcomponent.<br />
+Display vehicle type ratings importance.<br />
+Vehicle Design Warnings<br />
+Subcomponent prototyping<br />
+Chassis/Engine fit tool<br />
+Designing vehicle automatically takes you to body designer<br />
+Cancel confirmation windows in RnD<br />
+Build Name/Marque/Completion Date windows in RnD<br />
+Removed Length/Width effect on Max/Min Bore/Stroke<br />
+Direct bore/stroke input system.<br />
+Induction systems rebalanced to not give RPMs, increased torque amounts.<br />
+Reduction of vehicle weight in later game years.<br />
+Reduced drag slightly<br />
+Reformulated the acceleration numbers.<br />
+Revised Power Rate.<br />
+Fixed bug with chassis costs making them extremely expensive in very late game years.<br />
+Redesigned Component Modification System.<br />
+New Model Year and Trim Cost and Time reduction.<br />
+New Vehicle Modification GUI.<br />
+Additional Trim Prompt<br />
+OpenAl Software drivers<br />
+Redesigned Assisted Component Designers<br />
+Override sub-component Selection for Assisted Component Designers<br />
+Select Chassis/Engine to design component to<br />
+Redesigned Assisted Vehicle Designer<br />
+Override Chassis/Engine/Gearbox selection in Assisted Designer<br />
+Fixed Crash when returning to main menu<br />
+Fixed possible divison by zero crash in stockmarket (Did not test if it resovles the issue.)<br />
+Fixed Units sold achievement Memo.<br />
+Fixed Memory leak with list boxes.<br />
+Fixed Unicode file name crash. (Not tested for all languages! So let me know if you still have a problem!)<br />
+Fixed Marketing bug using "Replace Model" autotool.<br />
+Fixed two factory naming bugs.<br />
+Fixed new trim estimated completion year date. Please note that the actual "built year" date for a trim is still the same as the base model.<br />
+Player news now shows up in Manufacturer's news in the magazine.<br />
+Combined new body style memos into one.<br />
+Open all windows in advance designer with one button.<br />
+Fixed Duplicate vehicle list bug<br />
+Fixed Car Designer window popup bug<br />
+Fixed Shipping distance calculation bug<br />
+Fixed Car Designer slider issue.<br />
+Optimized component/vehicle ratings and specs estimation.<br />
+2 or 3 other minor issues.<br />
+Fixed Wording for "Select Engine" in gearbox prototyping.<br />
+Fixed missing combo box data in advance designer when switching from assisted.<br />
+Adjusted player and AI component selection code.<br />
+Slightly decreased vehicle unit costs<br />
+Lowered starting design skills<br />
+Fixed Trim/NewModel year timing bug<br />
+Adjusted fuel code to account for number of gears more.<br />
+Added an optimization warning message if you can not improve your fuel consumption anymore with designed engine.<br />
+Fixed Label resetting bug for prototyping.<br />
+Fixed possible crash in prototyping.<br />
-Redesigned Licensing System.<br />
-New Licensing system GUI<br />
-Licensing System List Filters<br />
-Improved AI designs<br />
-Increased AI expansion<br />
-Fixed no Branch Crash In Mega Menu<br />
-Fixed Mega Menu Sell Everywhere list refresh bug<br />
-Fixed duplicate marque listing in assisted vehicle designer<br />
-Fixed assisted vehicle designer marque selection not working<br />
-Fixed Possible Crash conditions with cylinderless engines when skill level is too low.<br />
-Tweaked starting skill levels again.<br />
-Fixed Incorrect artwork for 7 cylinders<br />
-Fixed exact chassis/engine size bug causing nag message to pop-up when trying to design a vehicle.<br />
-Fixed incorrect label for selecting gearbox in prototyping.<br />
-Tweaked generic engine size in prototyping<br />
-Fixed buffer overflow by extremely expensive chassis designs<br />
-Fixed Nm abbreviation.<br />
-Tweaked some of the Assisted Engine designer code to improve lag (major changes will come with the Optimizations ticket in 1.19)<br />
-View Parts/Vehicle GUI redesign<br />
-Research Requirements Info.]]></description>
			<content:encoded><![CDATA[Since we're moving back to Major build only releases, this thread will become much more important. <br />
<br />
1.18 is mainly focusing on changes to the RnD system, internal car stats, how the company and consumer AI interacts with those stats, and lots of other little goodies. <br />
<br />
This is an extremely important build to balance out and improve game play. I can't emphasize that enough. As such I'll be taking my time to make sure things work very well. There is also a lot of tedious work, which always takes time. My current goal is February. With no minor builds to distract me, I'm pretty confident I'll hit the date.<br />
<br />
For a nice big overview of what I'll be working on, see the first link on this page: <a href="http://www.ventdev.com/forums/showthread.php?tid=2449" target="_blank" rel="noopener" class="mycode_url">http://www.ventdev.com/forums/showthread.php?tid=2449</a><br />
<br />
(I'll try to update the Roadmap weekly.)<br />
<br />
<br />
<br />
1.18 Change Log<br />
-------------------------------------------------<br />
+Fixed bug showing vehicles in unassigned engine contracts windows<br />
+Fixed bug where factories lines do not reset after ending production of a vehicle that is still using production lines<br />
+Fixed Fullscreen map movement bug with hardware mouse<br />
+Fixed Duplicate car model names, along with incorrect usage dates.<br />
+Redesigned vehicle ratings importance system<br />
+AI component selection redesign<br />
+AI slider behaviors redesigned<br />
+Consumer AI ratings importance redesign<br />
+Assisted Designer Component selection redesign<br />
+Assisted Designer sliders settings redesigned<br />
+Sub-component popularity index<br />
+Manual Popularity Change<br />
+Dynamic Fuel Popularity<br />
+Component popularity random events now added,<br />
+Consumers now take into consideration fuel type when buying a vehicle.<br />
+Bought a refurbed MacMini (I'll start the Mac port soon as I get it.)<br />
+Specific Vehicle Type Rating.<br />
+Fixed AI factory production over maximum line limits (Should also fix the same issue with Auto Production tool.)<br />
+Added tax expenses to two fiscal expense reports<br />
+Fixed total expenses in two fiscal reports that had tax payments off set from actual payment dates.<br />
+Fixed bug in office "profits" label in upper left hand screen which did include interest generated from money in bank savings account.<br />
+Fixed Save Body bug in which the Warning label prevented the user from changing the name.<br />
+Added a "Disable Banking Fees" Advance Game switch.<br />
+Freed the report names so after you delete a report, you can reuse the name.<br />
+Fixed bug in the end turn report system that didn't properly get the report information when you hit the next button.<br />
+Fixed the bug in the vehicle demands report. If you had a vehicle that was being designed, the text would cut off from the rest of the report.<br />
+Removed the add to end report button on reports that can not be added to the end turn reports.<br />
+Fixed drag coefficient bug on models that have an open roof.<br />
+Fixed a bug in the branch reports that did not reset sales per city. Thus giving too high of a sales figure.<br />
+Cleaned up a number of text issues. (Thanks Jose!)<br />
+Fixed bug in reserve shipping distance inheritance. You can also now change the shipping distances of any vehicles in reserve.<br />
+Fixed bug in contract reports system that displayed contracts that were no longer active.<br />
+Fixed bug in the clone vehicle sliders system.<br />
+Fixed parts placement bug where if you rotated the camera to the other side of the design room, placed parts would be flipped.<br />
+Fixed 2 possible crash points with decal flipping<br />
+Design sliders exponential expenses<br />
+Balanced Designed Costs<br />
+Balanced Unit Costs<br />
+Hypercar Design/Unit Costs penalty<br />
+Fixed lower vehicle costs than components bug.<br />
+RnD Windows automatically Tile<br />
+RnD upper drop down panels now open over top of any other opened windows.<br />
+Drivetrain stat balancing<br />
+Engine Smoothness/Noise Rating<br />
+Engine SubComponents Smoothness Ratings<br />
+Valvetrains<br />
+10 Valvetrain layouts<br />
+SDL window mode (LINUX)<br />
+Fuel and Induction system balancing<br />
+Three new induction types, Turbos broken down into 10 "levels."<br />
+6 New engine layouts<br />
+3 New fuel types (5 Generations of Electric power)<br />
+2 new cylinder type<br />
+Modification to Bore/Stroke system<br />
+Inversed design/manufacturing requirement stars<br />
+Engine Power and Engine Fuel ratings now use specs<br />
+Stopped Engine Fuel ratings decrease<br />
+Boost Induction systems fuel economy.<br />
+Removed Gearfor<br />
+Reverse gear checkbox.<br />
+Removed Gear Ratio Slider<br />
+Added Low End and High End Gear Ratio sliders<br />
+Gearbox Maximum Torque Input<br />
+Gearbox Comfort/Smoothness Rating<br />
+4 New Transmission Types<br />
+Improved Aerodynamic Drag calculations<br />
+Vehicle Specs window in body designer.<br />
+Car Stats balancing<br />
+Vehicle Fuel, Power, Cargo stats are now directly from specs and do not decrease.<br />
+Vehicle Performance stats now use more specs.<br />
+Increased Contract Cargo requirements slightly. (Vehicles are larger now)<br />
+Fixed few minor bugs in view contract rnd GUI, will be getting a make over later.<br />
+Combined City and Highway fuel mileage into one rating called "Combined" (Will make it easier to user selected units in the future.)<br />
+Fixed bug in advance gearbox designer which zeroed out the number of selected gears if you change gearbox type while in the sliders mode.<br />
+Tweaked assisted designer results for engines and gearboxes.<br />
+Fixed a couple of bugs introduced by new features.<br />
+Having too low of a top speed now effect sales.<br />
+Advance/Assisted menu will automatically close when top buttons are selected.<br />
+Minor weight adjustments to vehicles<br />
+Fixed length/width sliders effect on engine torque<br />
+Reduced late game year torque amount.<br />
+Reduced bore/stroke effect on torque slightly.<br />
+Reduced RPMs slightly.<br />
+Adjusted SOHC and DOHC.<br />
+Boosted Fuel Ratings<br />
+Fixed "Ratings" button overlap in Body Designer<br />
+Tweaked length/widths effect on maximum bore/stroke for an engine.<br />
+Vehicle Image rewrite<br />
+Markup and Age penalties reduced<br />
+Factory Quality/Quantity slider improves or reduces Vehicle Quality Rating.<br />
+Remove Vehicle Quality ratings from ratings degrader.<br />
+Increased Dealerships effects on buyer populations.<br />
+Improved hyper-expensive vehicle sales code<br />
+Increased luxury and performance effect on sales of hyper-expensive vehicles<br />
+Fixed Branch effect on AI sales numbers<br />
+Increased Ratings effect on Consumer Buyer Rating<br />
+Increased Quality Rating's effect on Consumer Buyer Rating<br />
+Fixed buffer overrun when producing more than 2^32-1 worth of a single model at a single factory.<br />
+Fixed Linux delete game<br />
+Fixed Linux duplicated load game list<br />
+Fixed possible division by zero in stats degrade<br />
+Fixed smoothness issue with smoothness ratings.<br />
+Fixed issue with AI engine sizes causing vehicles to be design without an engine thus causing insane stats.<br />
+Fixed a bug in the licensing system that caused some new stats not to transfer.<br />
+Redesigned Advanced Component Selection Windows.<br />
+Visible Subcomponent Ratings<br />
+Pros/Cons list for subcomponents<br />
+Recommended Vehicles for Subcomponent.<br />
+Display vehicle type ratings importance.<br />
+Vehicle Design Warnings<br />
+Subcomponent prototyping<br />
+Chassis/Engine fit tool<br />
+Designing vehicle automatically takes you to body designer<br />
+Cancel confirmation windows in RnD<br />
+Build Name/Marque/Completion Date windows in RnD<br />
+Removed Length/Width effect on Max/Min Bore/Stroke<br />
+Direct bore/stroke input system.<br />
+Induction systems rebalanced to not give RPMs, increased torque amounts.<br />
+Reduction of vehicle weight in later game years.<br />
+Reduced drag slightly<br />
+Reformulated the acceleration numbers.<br />
+Revised Power Rate.<br />
+Fixed bug with chassis costs making them extremely expensive in very late game years.<br />
+Redesigned Component Modification System.<br />
+New Model Year and Trim Cost and Time reduction.<br />
+New Vehicle Modification GUI.<br />
+Additional Trim Prompt<br />
+OpenAl Software drivers<br />
+Redesigned Assisted Component Designers<br />
+Override sub-component Selection for Assisted Component Designers<br />
+Select Chassis/Engine to design component to<br />
+Redesigned Assisted Vehicle Designer<br />
+Override Chassis/Engine/Gearbox selection in Assisted Designer<br />
+Fixed Crash when returning to main menu<br />
+Fixed possible divison by zero crash in stockmarket (Did not test if it resovles the issue.)<br />
+Fixed Units sold achievement Memo.<br />
+Fixed Memory leak with list boxes.<br />
+Fixed Unicode file name crash. (Not tested for all languages! So let me know if you still have a problem!)<br />
+Fixed Marketing bug using "Replace Model" autotool.<br />
+Fixed two factory naming bugs.<br />
+Fixed new trim estimated completion year date. Please note that the actual "built year" date for a trim is still the same as the base model.<br />
+Player news now shows up in Manufacturer's news in the magazine.<br />
+Combined new body style memos into one.<br />
+Open all windows in advance designer with one button.<br />
+Fixed Duplicate vehicle list bug<br />
+Fixed Car Designer window popup bug<br />
+Fixed Shipping distance calculation bug<br />
+Fixed Car Designer slider issue.<br />
+Optimized component/vehicle ratings and specs estimation.<br />
+2 or 3 other minor issues.<br />
+Fixed Wording for "Select Engine" in gearbox prototyping.<br />
+Fixed missing combo box data in advance designer when switching from assisted.<br />
+Adjusted player and AI component selection code.<br />
+Slightly decreased vehicle unit costs<br />
+Lowered starting design skills<br />
+Fixed Trim/NewModel year timing bug<br />
+Adjusted fuel code to account for number of gears more.<br />
+Added an optimization warning message if you can not improve your fuel consumption anymore with designed engine.<br />
+Fixed Label resetting bug for prototyping.<br />
+Fixed possible crash in prototyping.<br />
-Redesigned Licensing System.<br />
-New Licensing system GUI<br />
-Licensing System List Filters<br />
-Improved AI designs<br />
-Increased AI expansion<br />
-Fixed no Branch Crash In Mega Menu<br />
-Fixed Mega Menu Sell Everywhere list refresh bug<br />
-Fixed duplicate marque listing in assisted vehicle designer<br />
-Fixed assisted vehicle designer marque selection not working<br />
-Fixed Possible Crash conditions with cylinderless engines when skill level is too low.<br />
-Tweaked starting skill levels again.<br />
-Fixed Incorrect artwork for 7 cylinders<br />
-Fixed exact chassis/engine size bug causing nag message to pop-up when trying to design a vehicle.<br />
-Fixed incorrect label for selecting gearbox in prototyping.<br />
-Tweaked generic engine size in prototyping<br />
-Fixed buffer overflow by extremely expensive chassis designs<br />
-Fixed Nm abbreviation.<br />
-Tweaked some of the Assisted Engine designer code to improve lag (major changes will come with the Optimizations ticket in 1.19)<br />
-View Parts/Vehicle GUI redesign<br />
-Research Requirements Info.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roadmap]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2449</link>
			<pubDate>Tue, 02 Dec 2014 01:30:31 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2449</guid>
			<description><![CDATA[With over 2000 tickets added to my friend's Pentium 4 server, the older version of Trac that ships with Debian 4 has finally given up the ghost. While it is still running, paging loading takes about 30 seconds a ticket. And only one ticket can be loaded at a time. For 7 years of service on 17 year old hardware, I believe it did a good job.<br />
<br />
So let's have a round of applause for "Babydragon's" service.<br />
<br />
<br />
Joking aside, the ticketing system has been moved to the "cloud", (ugh I hate that term, lets use the real term)... The ticketing system has been moved to a new hosting service. Bitbucket. The good thing about this is I can expose the tickets without exposing the code. (There is no code hosted there at this time anyway.)<br />
<br />
As such our Roadmap and tickets are now publicly visible here: <a href="https://bitbucket.org/EricBJones/gearcity/issues?status=new&amp;status=open&amp;sort=milestone" target="_blank" rel="noopener" class="mycode_url">https://bitbucket.org/EricBJones/gearcit...=milestone</a><br />
<br />
Please note, this is not all the tickets. I still have several notebooks with pages of info, not to mention anything you guys give me. Also sorry for the lack of Organization on the page, Bitbucket's ticketing system is notoriously ugly and bad. But it's good enough for the remaining tickets I have.]]></description>
			<content:encoded><![CDATA[With over 2000 tickets added to my friend's Pentium 4 server, the older version of Trac that ships with Debian 4 has finally given up the ghost. While it is still running, paging loading takes about 30 seconds a ticket. And only one ticket can be loaded at a time. For 7 years of service on 17 year old hardware, I believe it did a good job.<br />
<br />
So let's have a round of applause for "Babydragon's" service.<br />
<br />
<br />
Joking aside, the ticketing system has been moved to the "cloud", (ugh I hate that term, lets use the real term)... The ticketing system has been moved to a new hosting service. Bitbucket. The good thing about this is I can expose the tickets without exposing the code. (There is no code hosted there at this time anyway.)<br />
<br />
As such our Roadmap and tickets are now publicly visible here: <a href="https://bitbucket.org/EricBJones/gearcity/issues?status=new&amp;status=open&amp;sort=milestone" target="_blank" rel="noopener" class="mycode_url">https://bitbucket.org/EricBJones/gearcit...=milestone</a><br />
<br />
Please note, this is not all the tickets. I still have several notebooks with pages of info, not to mention anything you guys give me. Also sorry for the lack of Organization on the page, Bitbucket's ticketing system is notoriously ugly and bad. But it's good enough for the remaining tickets I have.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.17 Progress]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=1766</link>
			<pubDate>Sat, 27 Sep 2014 11:23:42 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=1766</guid>
			<description><![CDATA[Hello again everyone,<br />
<br />
We're now in the 1.16 series and sailing to 1.17!<br />
Like the last build, 1.17 will have three major focus points.<br />
1) Setting up the translation system,<br />
2) Government/Fleet contracting,<br />
3) Magazine redesign.<br />
<br />
The stuff to get translations to work will be a major pain in the beard. There might not be much "visible" progress while I work on this system, since it's mostly internal stuff. I'll try to keep you guys posted on the progress, but it might sound a bit dry, and filled with technical terms.<br />
<br />
As always:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">+ means it has been added to the latest default branch.<br />
- means it has not been added to latest default branch.</span><br />
<br />
1.17 Changelog:<br />
----------------------------------------------<br />
+Customized font loading from localization file.<br />
+Font resizing.<br />
+Unicode output.<br />
+Unicode input.<br />
+Python Style String Formatting in Localization System.<br />
+Fixed text comparison issues.<br />
+Fixed double quote error in random events.<br />
+Made memo stack glow on some random events.<br />
+Components.xml file translatable in Localization file.<br />
+Fixed Loan Overflow bug<br />
+Tweaked DB indexing (Speeding up turn times on longer games slightly)<br />
+Fixed AI assigning incorrect vehicle types in racing series.<br />
+Fixed music looping bug.<br />
+Fixed AI Racing engine size bug<br />
+Fixed Crash in tutorial system<br />
+Moved Axles lower on the accessories chart.<br />
+Fixed rounding error in RnD view.<br />
+Fixed a number of clipping issues with large font GUI<br />
+Ported 1.16.1 to Linux, created a depot, will upload the game tonight!<br />
+Fixed Marketing Report bug<br />
+Fixed Factory Resize Information/Blocker<br />
+Fixed Crash with Text Inputs<br />
+Contracting DB entries<br />
+Contracting Bid GUI<br />
+War Time Military Contract Requests<br />
+Peace Time Military Contracting Requests<br />
+Civilian Fleet/Component Contracting Requests<br />
+Finished Contracting GUI (Phone menu)<br />
+Contracting Filtering<br />
+Added details to Contracting Selection screen<br />
+Switched fonts to DejaVu (Which is also cross language as well!)<br />
+Fixed bug in config files which has been causing recent crashes for people who haven't played in a while.<br />
+Player bid submission<br />
+AI bid submission<br />
+AI granting bid contract<br />
+Fixed a button texture wrap bug<br />
+Possible crash fixes to low end intel video cards due to GUI textures.<br />
+Automated Contract Shipping for players and AI.<br />
+Breach of contract penalties.<br />
+Revenues generated from contract sales.<br />
+Reorganized Revenue and Expense panels in salesbook<br />
+"Revenues Generated by Contracts" list information in Revenues Panel.<br />
+Contracts panel in sales book now displays current contracts you have and information about them.<br />
+Military Contracts production enabled during war<br />
+Contracting Nanny Messages and Memos<br />
+Fixed AI cargo spec bug<br />
+Fixed textbox overlap bugs<br />
+Fixed research time rounding bug<br />
+Added Scroll Bar to memos<br />
+Factories automatically idle when when their host countries go to war. The exception is factories in your HQ country.<br />
+You can no longer assign or adjust production in factories outside your HQ country during war.<br />
+Updated video setting changer program (was causing crashes because it was lacking new features)<br />
+Table of Contents page for magazine<br />
+Fixed division by zero crash in contracting sales book<br />
+Fixed contracts that require less than 1 unit per month<br />
+Fixed Vertical Line spacing issue for mono fonts in Linux<br />
+Fixed civilian fleet contracting engine size bug.<br />
+Linux Build now has Sound/Music!<br />
+Editor's Message in magazine<br />
+Some Magazine advertisements.<br />
+New vehicle translation system<br />
+Integrated reviews into localization file<br />
+New vehicle review magazine gui.<br />
+Class Challenge Magazine article.<br />
+Fixed WW2 Germany bug again.<br />
+New Model Comparison Magazine article.<br />
+Finished Marque Catalog Tool<br />
+Fixed Manual hiring of researching projects when Research teams are not activated.<br />
+Fixed Language loading in LINUX<br />
+Fixed Load Game Timestamps in LINUX<br />
+Fixed loading premade vehicles in LINUX<br />
+Added more vehicle reviews<br />
+Finished redesign of AI News.<br />
+Automotive Superlatives article in magazine.<br />
+Fixed Mouse Lag Bug<br />
+Fixed Soviet Minsk bug.<br />
+Year End Car Awards. <br />
+Mouse Glow Compositor toggle in settings. <br />
+Non-Compositor mouse over objects, (For when compositors are turned off)<br />
+Fixed San Marino war bug<br />
+Fixed Passenger reduction bug<br />
+Adjusted retooling cost to fit the new lengthen time periods between retooling.<br />
+Added page turning/table of contents buttons to Magazine<br />
+Adjusted some gui widths for russian text<br />
+1.16.3 Russian language file added. (83% translated, some text too long.)<br />
+Fixed Reflective Shaders in LINUX<br />
+Fixed Vehicle Type Duplication bug in Assisted Designers<br />
+Put a maximum bid amount the AI is willing to pay for contracts.<br />
+Split the main tutorial into multiple parts in the Main Menu and Select HQ map.<br />
+City infrastructure effects civilian contract likelihood.<br />
+Lobbying effects chances of winning military contract bid.<br />
+Increased Bid length by a minimum of 6 months up to a maximum increase of 9 months.<br />
+New contracting memo now specifically shows contracts you can bid on. And contracts you can not bid on.<br />
+Fixed memo scrolling cut off.<br />
+Added per month values to number of units needed in contracts<br />
+Fixed AI/Player cargo volume measurements for Liters<br />
+Fixed cargo volume requirements for contract requests<br />
+Added Metric and SAE units for cargo volume in the contract request.<br />
+RnD Contracts have been renamed to Licenses<br />
+Fleet Contracts can now be viewed in RnD Department<br />
+Fixed list selection crash on model comparison in the Magazine.<br />
+60 Engine Applications for Contracting.<br />
+Engine Application effects Contracting Requirements.<br />
+Removed Layout from Contracted Engine Requirements.<br />
+Fixed possible endless loop condition with AI designing GearBoxes.<br />
+Added Human Resources Tutorial<br />
+Added Lobbying Tutorial<br />
+Finished this round of balancing to the contracts (may have to do a little more work to the components.xml file)<br />
+Increased mouse sensitivity (Should improve gameplay on laptops)<br />
+Replaced all the hitboxes with properly fitting hit boxes.<br />
+Fixed a number of minor sqlite exceptions.<br />
+Fixed window open highlighting bug in Office<br />
+Fixed Class Challenge using wrong vehicles.<br />
+Fixed Class Challenge disappearing vehicles in results.<br />
+Class Challenge columns automatically adjust height<br />
+Replaced all acceleration 0's with "Too Slow" or "Not Applicable"<br />
+All player vehicles in distribution now display in reviews"<br />
+Increased Cargo Modification results for vehicle types. (Thus increasing cargo values for vehicles)<br />
+Fixed bug in contracted engine weight.<br />
+Display vehicle types in magazine<br />
+Fixed bug in reviews allowing for your car to be compared to your car<br />
+Fixed bug in year end awards that always sent you South American Memo.<br />
+Fixed negative engine reliability bug.<br />
+Fixed bug in tutorial allowing you to continue producing a vehicle without components being completed.<br />
+Fixed Full Sized Van's Cargo ratings<br />
+Reduced Fleet Contract's Cargo requirements by 20%<br />
+Fixed scroll on Magazine Review's vehicle selection<br />
+Fixed dramatic stock price increase bug.<br />
+Reduced cash's effect on stock evaluation.<br />
+Increased profit margin's effect on stock evaluation.<br />
+Finished Factory MegaMenu system.<br />
+Finished Branch Mega Menu system.<br />
+City Info Mega Menu<br />
+All Forms of Marketing Selection in Mega Menu.<br />
+All forms, Apply to All Mega Menu<br />
+Cloned Marketing Mega Menu<br />
+Distribution and Factory production Information side panels<br />
+Cleaned up bugs in Autotools<br />
+Fixed factory starting health<br />
+Recompressed paint textures in dds format. <br />
+Fixed Repeat Music Bug outside of the office.<br />
+Decrease Transparent Texture (Allows for label scrolling)<br />
+Added GearCity Version to Log Files<br />
-Fixed absolute values bug in Linux build<br />
-Fixed list repeating bug when deleting a save game in Linux.<br />
-Fixed buffer overflows<br />
-Fixed Memory Leak in Car Designers<br />
-Clone Branch now can delete vehicles<br />
-Implemented a hard frame limiter for video cards that can't handle vsync. Game should run between 30-35fps. (Yes I know 30 is hated, but ask your self, do slider slide prettier at 60 fps?)<br />
-Fixed GearCity Monthly Memo Bug again (For good this time)<br />
-Fixed Sofia wrong country bug.<br />
-Added model years to 3 or 4 premade reports.<br />
-Action Memo System<br />
-Recall Action<br />
-Defective Vehicles Class Action Lawsuit<br />
-Going Bankrupt Action Memo<br />
-At War Action Memo. <br />
-Disabled old recall system<br />
-Multiple Actions per turn.<br />
-Engine Contract Factory Assignment.<br />
-22 New car models<br />
-Hardware Accelerated Mouse<br />
-Game Loading Bug (LINUX)<br />
-Fixed Incorrect units (inches instead of mm) in the Magazine.<br />
-Reduced Cargo Requirements for contracts more.<br />
-Mega Menu arrows now cycle through factory or branches depending on which you have open.<br />
-Fixed Linux mouse bug when running in window mode at the same resolution as your desktop.]]></description>
			<content:encoded><![CDATA[Hello again everyone,<br />
<br />
We're now in the 1.16 series and sailing to 1.17!<br />
Like the last build, 1.17 will have three major focus points.<br />
1) Setting up the translation system,<br />
2) Government/Fleet contracting,<br />
3) Magazine redesign.<br />
<br />
The stuff to get translations to work will be a major pain in the beard. There might not be much "visible" progress while I work on this system, since it's mostly internal stuff. I'll try to keep you guys posted on the progress, but it might sound a bit dry, and filled with technical terms.<br />
<br />
As always:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">+ means it has been added to the latest default branch.<br />
- means it has not been added to latest default branch.</span><br />
<br />
1.17 Changelog:<br />
----------------------------------------------<br />
+Customized font loading from localization file.<br />
+Font resizing.<br />
+Unicode output.<br />
+Unicode input.<br />
+Python Style String Formatting in Localization System.<br />
+Fixed text comparison issues.<br />
+Fixed double quote error in random events.<br />
+Made memo stack glow on some random events.<br />
+Components.xml file translatable in Localization file.<br />
+Fixed Loan Overflow bug<br />
+Tweaked DB indexing (Speeding up turn times on longer games slightly)<br />
+Fixed AI assigning incorrect vehicle types in racing series.<br />
+Fixed music looping bug.<br />
+Fixed AI Racing engine size bug<br />
+Fixed Crash in tutorial system<br />
+Moved Axles lower on the accessories chart.<br />
+Fixed rounding error in RnD view.<br />
+Fixed a number of clipping issues with large font GUI<br />
+Ported 1.16.1 to Linux, created a depot, will upload the game tonight!<br />
+Fixed Marketing Report bug<br />
+Fixed Factory Resize Information/Blocker<br />
+Fixed Crash with Text Inputs<br />
+Contracting DB entries<br />
+Contracting Bid GUI<br />
+War Time Military Contract Requests<br />
+Peace Time Military Contracting Requests<br />
+Civilian Fleet/Component Contracting Requests<br />
+Finished Contracting GUI (Phone menu)<br />
+Contracting Filtering<br />
+Added details to Contracting Selection screen<br />
+Switched fonts to DejaVu (Which is also cross language as well!)<br />
+Fixed bug in config files which has been causing recent crashes for people who haven't played in a while.<br />
+Player bid submission<br />
+AI bid submission<br />
+AI granting bid contract<br />
+Fixed a button texture wrap bug<br />
+Possible crash fixes to low end intel video cards due to GUI textures.<br />
+Automated Contract Shipping for players and AI.<br />
+Breach of contract penalties.<br />
+Revenues generated from contract sales.<br />
+Reorganized Revenue and Expense panels in salesbook<br />
+"Revenues Generated by Contracts" list information in Revenues Panel.<br />
+Contracts panel in sales book now displays current contracts you have and information about them.<br />
+Military Contracts production enabled during war<br />
+Contracting Nanny Messages and Memos<br />
+Fixed AI cargo spec bug<br />
+Fixed textbox overlap bugs<br />
+Fixed research time rounding bug<br />
+Added Scroll Bar to memos<br />
+Factories automatically idle when when their host countries go to war. The exception is factories in your HQ country.<br />
+You can no longer assign or adjust production in factories outside your HQ country during war.<br />
+Updated video setting changer program (was causing crashes because it was lacking new features)<br />
+Table of Contents page for magazine<br />
+Fixed division by zero crash in contracting sales book<br />
+Fixed contracts that require less than 1 unit per month<br />
+Fixed Vertical Line spacing issue for mono fonts in Linux<br />
+Fixed civilian fleet contracting engine size bug.<br />
+Linux Build now has Sound/Music!<br />
+Editor's Message in magazine<br />
+Some Magazine advertisements.<br />
+New vehicle translation system<br />
+Integrated reviews into localization file<br />
+New vehicle review magazine gui.<br />
+Class Challenge Magazine article.<br />
+Fixed WW2 Germany bug again.<br />
+New Model Comparison Magazine article.<br />
+Finished Marque Catalog Tool<br />
+Fixed Manual hiring of researching projects when Research teams are not activated.<br />
+Fixed Language loading in LINUX<br />
+Fixed Load Game Timestamps in LINUX<br />
+Fixed loading premade vehicles in LINUX<br />
+Added more vehicle reviews<br />
+Finished redesign of AI News.<br />
+Automotive Superlatives article in magazine.<br />
+Fixed Mouse Lag Bug<br />
+Fixed Soviet Minsk bug.<br />
+Year End Car Awards. <br />
+Mouse Glow Compositor toggle in settings. <br />
+Non-Compositor mouse over objects, (For when compositors are turned off)<br />
+Fixed San Marino war bug<br />
+Fixed Passenger reduction bug<br />
+Adjusted retooling cost to fit the new lengthen time periods between retooling.<br />
+Added page turning/table of contents buttons to Magazine<br />
+Adjusted some gui widths for russian text<br />
+1.16.3 Russian language file added. (83% translated, some text too long.)<br />
+Fixed Reflective Shaders in LINUX<br />
+Fixed Vehicle Type Duplication bug in Assisted Designers<br />
+Put a maximum bid amount the AI is willing to pay for contracts.<br />
+Split the main tutorial into multiple parts in the Main Menu and Select HQ map.<br />
+City infrastructure effects civilian contract likelihood.<br />
+Lobbying effects chances of winning military contract bid.<br />
+Increased Bid length by a minimum of 6 months up to a maximum increase of 9 months.<br />
+New contracting memo now specifically shows contracts you can bid on. And contracts you can not bid on.<br />
+Fixed memo scrolling cut off.<br />
+Added per month values to number of units needed in contracts<br />
+Fixed AI/Player cargo volume measurements for Liters<br />
+Fixed cargo volume requirements for contract requests<br />
+Added Metric and SAE units for cargo volume in the contract request.<br />
+RnD Contracts have been renamed to Licenses<br />
+Fleet Contracts can now be viewed in RnD Department<br />
+Fixed list selection crash on model comparison in the Magazine.<br />
+60 Engine Applications for Contracting.<br />
+Engine Application effects Contracting Requirements.<br />
+Removed Layout from Contracted Engine Requirements.<br />
+Fixed possible endless loop condition with AI designing GearBoxes.<br />
+Added Human Resources Tutorial<br />
+Added Lobbying Tutorial<br />
+Finished this round of balancing to the contracts (may have to do a little more work to the components.xml file)<br />
+Increased mouse sensitivity (Should improve gameplay on laptops)<br />
+Replaced all the hitboxes with properly fitting hit boxes.<br />
+Fixed a number of minor sqlite exceptions.<br />
+Fixed window open highlighting bug in Office<br />
+Fixed Class Challenge using wrong vehicles.<br />
+Fixed Class Challenge disappearing vehicles in results.<br />
+Class Challenge columns automatically adjust height<br />
+Replaced all acceleration 0's with "Too Slow" or "Not Applicable"<br />
+All player vehicles in distribution now display in reviews"<br />
+Increased Cargo Modification results for vehicle types. (Thus increasing cargo values for vehicles)<br />
+Fixed bug in contracted engine weight.<br />
+Display vehicle types in magazine<br />
+Fixed bug in reviews allowing for your car to be compared to your car<br />
+Fixed bug in year end awards that always sent you South American Memo.<br />
+Fixed negative engine reliability bug.<br />
+Fixed bug in tutorial allowing you to continue producing a vehicle without components being completed.<br />
+Fixed Full Sized Van's Cargo ratings<br />
+Reduced Fleet Contract's Cargo requirements by 20%<br />
+Fixed scroll on Magazine Review's vehicle selection<br />
+Fixed dramatic stock price increase bug.<br />
+Reduced cash's effect on stock evaluation.<br />
+Increased profit margin's effect on stock evaluation.<br />
+Finished Factory MegaMenu system.<br />
+Finished Branch Mega Menu system.<br />
+City Info Mega Menu<br />
+All Forms of Marketing Selection in Mega Menu.<br />
+All forms, Apply to All Mega Menu<br />
+Cloned Marketing Mega Menu<br />
+Distribution and Factory production Information side panels<br />
+Cleaned up bugs in Autotools<br />
+Fixed factory starting health<br />
+Recompressed paint textures in dds format. <br />
+Fixed Repeat Music Bug outside of the office.<br />
+Decrease Transparent Texture (Allows for label scrolling)<br />
+Added GearCity Version to Log Files<br />
-Fixed absolute values bug in Linux build<br />
-Fixed list repeating bug when deleting a save game in Linux.<br />
-Fixed buffer overflows<br />
-Fixed Memory Leak in Car Designers<br />
-Clone Branch now can delete vehicles<br />
-Implemented a hard frame limiter for video cards that can't handle vsync. Game should run between 30-35fps. (Yes I know 30 is hated, but ask your self, do slider slide prettier at 60 fps?)<br />
-Fixed GearCity Monthly Memo Bug again (For good this time)<br />
-Fixed Sofia wrong country bug.<br />
-Added model years to 3 or 4 premade reports.<br />
-Action Memo System<br />
-Recall Action<br />
-Defective Vehicles Class Action Lawsuit<br />
-Going Bankrupt Action Memo<br />
-At War Action Memo. <br />
-Disabled old recall system<br />
-Multiple Actions per turn.<br />
-Engine Contract Factory Assignment.<br />
-22 New car models<br />
-Hardware Accelerated Mouse<br />
-Game Loading Bug (LINUX)<br />
-Fixed Incorrect units (inches instead of mm) in the Magazine.<br />
-Reduced Cargo Requirements for contracts more.<br />
-Mega Menu arrows now cycle through factory or branches depending on which you have open.<br />
-Fixed Linux mouse bug when running in window mode at the same resolution as your desktop.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity 1.16 Progress]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=1727</link>
			<pubDate>Sat, 09 Aug 2014 15:44:26 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=1727</guid>
			<description><![CDATA[It's time to work on the 16th major version since Open Beta launch. 16 is one of my lucky numbers... So maybe we'll sell a million copies when it's launched or something! <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> (Although I'm more likely to be sued or something ~,~)<br />
<br />
For 1.16 I plan on finishing the Linux port, an integrated text tutorial system, and a revised racing system. As well as minor suggestions, bug fixes, and performance tweaks I can do between minor versions.<br />
<br />
As always:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">+ means it has been added to the latest default branch.<br />
- means it has not been added to latest default branch.<br />
</span><br />
1.16 Changelog:<br />
----------------------------------------------<br />
+Fixed "Resize Factory" incorrect cost bug.<br />
+Fill Research Staff now works on research teams.<br />
+Fixed engine transverse. (Length and width now flip.)<br />
+Fixed bug in fuel mileage testing and performance testing that resulted in worse stats due to mathematical error when all other siders were zeroed out.<br />
+Fixed text errors on Replace Model tool.<br />
+Lowered Monthly factory costs more.<br />
+Fixed Office Crash in the 90s<br />
+Idle Factories Autotool<br />
+Idle Branches and Marketing Autotool<br />
+Ported 1.15.0.1 To Linux. Unified the code base so there is no longer a need to "Port"<br />
-Linux Build<br />
+Fixed crash conditions in Assisted designer due to low skills.<br />
+Fixed bug causing missing component options due to low skills<br />
+Confirmations for deleting save games, modifying a component, and ending production of anything.<br />
+Fixed factory construction complete memo to show City.<br />
+Factory Resize notification in World Map.<br />
+Branch Resize allowed only once per year.<br />
+Factory/Branch retool notification on World Map if 0% wear.<br />
+Fixed world map "save as" bug.<br />
+Possible fix to "Save As" crashing bug. (Will need testing.)<br />
+Cycle through branches and factories on world map using "," and "." hot keys when branch or factory windows are open.<br />
+Fixed game loading screen timestamp format<br />
+Possible crash fixes in RnD department when designing cars<br />
+Tweaked auto production code.<br />
+Adjusted Autoproduction and AI production amounts.<br />
+Fixed crash in showroom when no vehicle is selected.<br />
+Integrated Tutorial System Framework.<br />
+HR department no longer shows unfunded research teams.<br />
+Lobbying no longer has an immediate effect on benefits.<br />
+Hiring in HR now longer has random employee amounts when hiring less than average wages.<br />
+Switched position of maximum supported engine width and length as requested.<br />
+Fixed mega menu shipping priority bug. Mega Menu shipping now defaults to "Normal"<br />
+Are you sure function added to vehicle end production.<br />
+New Game Settings- Removing all wars<br />
+New Game Settings- Removing all economic fluctuations.<br />
+New Game Settings- Start with no Factories or Branches<br />
+New Game Settings- Start with a Loan.<br />
+New Game Settings- Start with custom amount of money.<br />
+Added monthly costs to factory build screen.<br />
+Added factory completion time to mega menu.<br />
+Tweaked player/ai effects on cities, adjusted growth rates to be closer to normal rates.<br />
+Tweaked factory costs just a little bit more.<br />
+Adjusted AI to take advantage of new factory system. So they don't bankrupt as quickly.<br />
+Possible fix to the report list not displaying lines.<br />
+Fixed "chassis is too wide for body" when loading a vehicle body.<br />
+Adjusted vehicle length/width to match chassis wheelbase.<br />
+Basic Introduction Tutorial<br />
+AI Improvements<br />
+UI performance improvements in office.<br />
+Next/Previous Memo Buttons<br />
+Research teams amounts are monthly and comma separated<br />
+Adjusted vehicle weights, luxury and safety ratings have an even greater impact now.<br />
+View Parts Active check box defaults as checked<br />
+Adjusted IPO share price<br />
+Load Body style only shows loadable vehicles.<br />
+Components and Vehicles will now be marked as designed on the closest whole year from which it finishes researching.<br />
+Shipping Distances fixed.<br />
+Adjust Auto Wage<br />
+Fixed more bugs where reports were being cut off from being displayed.<br />
+Added Local Inventories to the Sales and Production Report by City.<br />
+Added a Simple Monthly Summary report.<br />
+Minimum Racing budget<br />
+Racing Budget lock<br />
+Team Overview System<br />
+Racing Driver Quality Focus<br />
+Racing Crew Quality Focus<br />
+Racing Develop or Win Focus<br />
+Racing Focus on team growth<br />
+Racing Focus on smaller teams or larger teams<br />
+Fixed a bug which causes no AI to be loaded when selecting "Random 50" or "Random 100" AIs...<br />
+Added Marque selection to Racing.<br />
+Reduced Factory Wear<br />
+Adjusted Racing Results.<br />
+Applied some patch fixes to DDS codec.<br />
+Fixed Sales bug with vehicles a model year newer.<br />
+Image ratings effected only by components/vehicles of a marque<br />
+Tweaked rating numbers for racing<br />
+Submarques now process their own marque information.<br />
+Redesigned Prestige and Labor Skill reports.<br />
+Increased racing costs<br />
+View Racing Competition<br />
+Fixed Panama Independence news paper crash.<br />
+Fixed weight issue in late game years with high safety.<br />
+Fixed Research Team fundings display bug.<br />
+Fixed vehicle length bug<br />
+Adjusted auto-production shipping distance<br />
+Possibly fixed incorrect starting funds bug.<br />
+Filter vehicles by Type and Base Model on World Map Branch Distribution<br />
+Filter Vehicles on World Map Production window.<br />
+Factories monthly costs are now based on used production lines.<br />
+Added 13 new Vehicle Models. <br />
+Added 156 additional racing series,  bringing us to 186 series.<br />
+Fixed engine sized limits.<br />
+Fixed bug allowing you to start a series without selecting components if you started a different series before.<br />
+Fixed header duplication for selected engines if you have no engines.<br />
+Added Team Ratings under the Adjust Team button.<br />
+Fixed view championship years bug.<br />
+Sorted Racing series alphabetically.<br />
+Added season has not started/no champions yet reminders to view current results and champions respectively.<br />
+Added new Racing Series Memo, Folded Series memo, and You won the championship memo!<br />
+Added 5 additional songs.]]></description>
			<content:encoded><![CDATA[It's time to work on the 16th major version since Open Beta launch. 16 is one of my lucky numbers... So maybe we'll sell a million copies when it's launched or something! <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> (Although I'm more likely to be sued or something ~,~)<br />
<br />
For 1.16 I plan on finishing the Linux port, an integrated text tutorial system, and a revised racing system. As well as minor suggestions, bug fixes, and performance tweaks I can do between minor versions.<br />
<br />
As always:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">+ means it has been added to the latest default branch.<br />
- means it has not been added to latest default branch.<br />
</span><br />
1.16 Changelog:<br />
----------------------------------------------<br />
+Fixed "Resize Factory" incorrect cost bug.<br />
+Fill Research Staff now works on research teams.<br />
+Fixed engine transverse. (Length and width now flip.)<br />
+Fixed bug in fuel mileage testing and performance testing that resulted in worse stats due to mathematical error when all other siders were zeroed out.<br />
+Fixed text errors on Replace Model tool.<br />
+Lowered Monthly factory costs more.<br />
+Fixed Office Crash in the 90s<br />
+Idle Factories Autotool<br />
+Idle Branches and Marketing Autotool<br />
+Ported 1.15.0.1 To Linux. Unified the code base so there is no longer a need to "Port"<br />
-Linux Build<br />
+Fixed crash conditions in Assisted designer due to low skills.<br />
+Fixed bug causing missing component options due to low skills<br />
+Confirmations for deleting save games, modifying a component, and ending production of anything.<br />
+Fixed factory construction complete memo to show City.<br />
+Factory Resize notification in World Map.<br />
+Branch Resize allowed only once per year.<br />
+Factory/Branch retool notification on World Map if 0% wear.<br />
+Fixed world map "save as" bug.<br />
+Possible fix to "Save As" crashing bug. (Will need testing.)<br />
+Cycle through branches and factories on world map using "," and "." hot keys when branch or factory windows are open.<br />
+Fixed game loading screen timestamp format<br />
+Possible crash fixes in RnD department when designing cars<br />
+Tweaked auto production code.<br />
+Adjusted Autoproduction and AI production amounts.<br />
+Fixed crash in showroom when no vehicle is selected.<br />
+Integrated Tutorial System Framework.<br />
+HR department no longer shows unfunded research teams.<br />
+Lobbying no longer has an immediate effect on benefits.<br />
+Hiring in HR now longer has random employee amounts when hiring less than average wages.<br />
+Switched position of maximum supported engine width and length as requested.<br />
+Fixed mega menu shipping priority bug. Mega Menu shipping now defaults to "Normal"<br />
+Are you sure function added to vehicle end production.<br />
+New Game Settings- Removing all wars<br />
+New Game Settings- Removing all economic fluctuations.<br />
+New Game Settings- Start with no Factories or Branches<br />
+New Game Settings- Start with a Loan.<br />
+New Game Settings- Start with custom amount of money.<br />
+Added monthly costs to factory build screen.<br />
+Added factory completion time to mega menu.<br />
+Tweaked player/ai effects on cities, adjusted growth rates to be closer to normal rates.<br />
+Tweaked factory costs just a little bit more.<br />
+Adjusted AI to take advantage of new factory system. So they don't bankrupt as quickly.<br />
+Possible fix to the report list not displaying lines.<br />
+Fixed "chassis is too wide for body" when loading a vehicle body.<br />
+Adjusted vehicle length/width to match chassis wheelbase.<br />
+Basic Introduction Tutorial<br />
+AI Improvements<br />
+UI performance improvements in office.<br />
+Next/Previous Memo Buttons<br />
+Research teams amounts are monthly and comma separated<br />
+Adjusted vehicle weights, luxury and safety ratings have an even greater impact now.<br />
+View Parts Active check box defaults as checked<br />
+Adjusted IPO share price<br />
+Load Body style only shows loadable vehicles.<br />
+Components and Vehicles will now be marked as designed on the closest whole year from which it finishes researching.<br />
+Shipping Distances fixed.<br />
+Adjust Auto Wage<br />
+Fixed more bugs where reports were being cut off from being displayed.<br />
+Added Local Inventories to the Sales and Production Report by City.<br />
+Added a Simple Monthly Summary report.<br />
+Minimum Racing budget<br />
+Racing Budget lock<br />
+Team Overview System<br />
+Racing Driver Quality Focus<br />
+Racing Crew Quality Focus<br />
+Racing Develop or Win Focus<br />
+Racing Focus on team growth<br />
+Racing Focus on smaller teams or larger teams<br />
+Fixed a bug which causes no AI to be loaded when selecting "Random 50" or "Random 100" AIs...<br />
+Added Marque selection to Racing.<br />
+Reduced Factory Wear<br />
+Adjusted Racing Results.<br />
+Applied some patch fixes to DDS codec.<br />
+Fixed Sales bug with vehicles a model year newer.<br />
+Image ratings effected only by components/vehicles of a marque<br />
+Tweaked rating numbers for racing<br />
+Submarques now process their own marque information.<br />
+Redesigned Prestige and Labor Skill reports.<br />
+Increased racing costs<br />
+View Racing Competition<br />
+Fixed Panama Independence news paper crash.<br />
+Fixed weight issue in late game years with high safety.<br />
+Fixed Research Team fundings display bug.<br />
+Fixed vehicle length bug<br />
+Adjusted auto-production shipping distance<br />
+Possibly fixed incorrect starting funds bug.<br />
+Filter vehicles by Type and Base Model on World Map Branch Distribution<br />
+Filter Vehicles on World Map Production window.<br />
+Factories monthly costs are now based on used production lines.<br />
+Added 13 new Vehicle Models. <br />
+Added 156 additional racing series,  bringing us to 186 series.<br />
+Fixed engine sized limits.<br />
+Fixed bug allowing you to start a series without selecting components if you started a different series before.<br />
+Fixed header duplication for selected engines if you have no engines.<br />
+Added Team Ratings under the Adjust Team button.<br />
+Fixed view championship years bug.<br />
+Sorted Racing series alphabetically.<br />
+Added season has not started/no champions yet reminders to view current results and champions respectively.<br />
+Added new Racing Series Memo, Folded Series memo, and You won the championship memo!<br />
+Added 5 additional songs.]]></content:encoded>
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