What changed
1 fix2 additions1 change0 removals
- UI and audio
- Maps
- Workshop
- Security
changedWe have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594 We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com
addedSo what’s new?v1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game. Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.
addedWhat’s Next?GearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users. RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications. RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades. v1.24 will be a clean up of all of the above. After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing. It’s been a long journey, but we’re almost there!
fixedComplete Change Log:Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled. -Bugfix: Fixed Limited Branches exploit when using Build Branches in District. -Gameplay: Many older established AI no longer immediately go bankrupt. -Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled. -Gameplay: 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. -GUI: User selected units and measurements. -GUI: 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. -Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales
GearCity changes
changedWe have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594 We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com
addedv1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game. Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.
addedGearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users. RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications. RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades. v1.24 will be a clean up of all of the above. After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing. It’s been a long journey, but we’re almost there!
fixedBugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled. -Bugfix: Fixed Limited Branches exploit when using Build Branches in District. -Gameplay: Many older established AI no longer immediately go bankrupt. -Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled. -Gameplay: 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. -GUI: User selected units and measurements. -GUI: 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. -Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales
We have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594 We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com
So what’s new?
v1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game. Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.
What’s Next?
GearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users. RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications. RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades. v1.24 will be a clean up of all of the above. After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing. It’s been a long journey, but we’re almost there!
Complete Change Log:
-Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled. -Bugfix: Fixed Limited Branches exploit when using Build Branches in District. -Gameplay: Many older established AI no longer immediately go bankrupt. -Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled. -Gameplay: 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. -GUI: User selected units and measurements. -GUI: 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. -Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales