Full notes
Full Breadbulls update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Balance
- Fixes
-made moods based on float values not on integers that round up, making stock market more positive sided while maintaining volatility
-different industries no longer are affected by certain mood events more than others as its now just a simple +2 to -2 float change rather than a list of different events, might add back later
-added beginners luck in realism, first application in each realism game should always accept you, might revert this later since its not really realistic but it is huge for player experience
-job application cooldown is now tracked correctly when exiting a save and loading/creating another or when closing the game entirely and reentering the save.
-bandaid fix for graph that sends you to govstats scene when in graphs for over and hour, might work idk its hard to quickly test if the fix will work when it takes hours to see if it crashes
I'm going to continue to try and find a proper fix for the graph bug especially if the band-aid fix doesn't seem to work.
Next: I plan on making governments increase spending and reduce taxes when treasury gets really big, as currently its possible for the government to maintain huge surpluses even with hundreds of trillions in the treasury. I also am going to make total market value less stable as current implementation is too positive sided and safe, although there is decent volatility within each indivual stock. I am also looking into a system to potentially procedurally generate more companies over time, although this feature is still early in development so don't expect it for a bit.
Thanks and have fun playing
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