Full notes
Full GearCity update
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Repeated intro
Hello Everyone! SP2 has been released out in the wild. Quite a few bug fixes and minor features added in this one. I will start working on SP3 here shortly. I also added 1 more Supplemental Patch to v1.23 while I am at it. Might as well knock out non-save game changing tickets while I can and give it to everyone instead of just Testing users! If you recently heard of the Intel "Metaldown" bug, sadly the fix may have some performance effect on GearCity. I will do some testing once I receive the OS patches that address the issue.
You can read about my concerns here
http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/#c1620600279664512655 Meltdown Update: Serhiy has finished running benchmark testing for us and Meltdown. The good news is that SQLITE's move to MMIO in 2013 has prevented heavy impact to the game. On a Windows 7, i5-3570 CPU, with a 7200RPM hard drive, we're looking at about 0.5%-1.5% drop in performance when testing against a 200mb save game. I expect this performance drop will be a little bit higher for those of you using SSDs and NVMEs. But it is still about half what I was expecting. Some parts of the game are up to 40% slower in this test. And the main area of concern was only 3.5-6% slower. The rest of the game had little impact. This is due to structural changes in Sqlite over the years! Continued optimizations should negate any performance loss for Intel users. Everyone else will get some performance improvements in the area of concern. :) Here is what is included in SP2! - Gameplay: Rename Components from RnD Component Modification window. - Bugfix: Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers. - Bugfix: Fixed issue with AI company's IPO values being extremely high. - Bugfix: AI selling too many shares at IPO. - GUI: Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components. - GUI: Expanded Component List's data. Implemented a way to order the component selection lists. - Bugfix: Fixed issue causing factory costs to be too high during munitions production. - Gameplay: Increased Munitions Revenues per line. - Bugfix: Design Finish dates now show number of months and the finished date. - GUI: Removed day values from date stamps. - GUI: Several fixes to bad decimal information due to changes made in SP1. - Bugfix: Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.
Gameplay
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.) - Bugfix: Fixed bug causing all chassis length and with to be high in game years before 1946. - Gameplay: Tweaked AI component design sliders for chassis', engines, and gearboxes. - Gameplay: Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds. - Gameplay: 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. - Bugfix: Fixed some missing variables in recent player action text. - Bugfix: Fixed bug that caused other components to appear in "Used In" list in the View Parts window. -
What changed
- Performance
GearCity changes
Source
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