Repeated intro
What changed
1 fix4 additions1 change0 removals
- Gameplay
- Balance
- UI and audio
- Maps
- Performance
addedI released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/
addedYou may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes.
addedFinally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and we’ll be able to include audio tutorials for it.
addedSo what’s next? We’re getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials you’d like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/
changedBeyond that, it’s the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release.
fixedGUI: Changing a district on the world map now closes any opened district windows. -Bugfix: Fixed bottom list cut off in the World Map's Branch Distribution Window. -Bugfix: Fixed Union benefits negiations saying "Marketing Fees" above the Administrative benefits payout slider. Fixed several other labeling issues there. -Bugfix: Refixed engineering union benefits demand action memo. -GUI: Added pages to autoproduction restriction lists. -GUI: Added pages to Component Selection in Contract Windows (RnD & Office). -Bugfix: Fixed issues with engine contract designer not selecting proper fuel types. -Gameplay: Improved engine contract designer to use more induction systems. -Bugfix: Fixed possible negative RnD Research Estimation ratings. -Bugfix: Fixed missing Compact Van Predesign for 1950s -GUI: Added column in Contract report showing customer name. -Bugfix: Fixed incorrect PE calculations in Stock Report. -Bugfix: Fixed construction and transport costs not being reported in reports. -Bugfix: Fixed possible crash after spinning off company -Bugfix: Fixed AI vehicle designs possibly being smaller than chassis -Bugfix: Fixed auto-sell overriding district locks when initially turning it on. -Bugfix: Fixed player getting fined by their own team when ending production of a vehicle. -Bugfix: Added more names to noun list to prevent the game from running out of names in long gameplays. -Bugfix: Fixed crash when opening a chart with no vehicles. -Bugfix: Added additional check to hashes to catch any unexpected crashes in the hashing function. -Bugfix: Fixed buyer rating breakdown table not having the correct value for marketing in the numbers side. -GUI: Fixed possible new game custom funds causing a decimal value in the bottom menu cash on hands value. -Gameplay: Tweaked AI Company Takeover offer
GearCity changes
addedI released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/
addedYou may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes.
addedFinally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and we’ll be able to include audio tutorials for it.
addedSo what’s next? We’re getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials you’d like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/
changedBeyond that, it’s the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release.
I released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/
You may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes.
Finally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and we’ll be able to include audio tutorials for it.
So what’s next? We’re getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials you’d like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/
Beyond that, it’s the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release.
Back to v1.25.0.10, here is the change log:
-GUI: Changing a district on the world map now closes any opened district windows. -Bugfix: Fixed bottom list cut off in the World Map's Branch Distribution Window. -Bugfix: Fixed Union benefits negiations saying "Marketing Fees" above the Administrative benefits payout slider. Fixed several other labeling issues there. -Bugfix: Refixed engineering union benefits demand action memo. -GUI: Added pages to autoproduction restriction lists. -GUI: Added pages to Component Selection in Contract Windows (RnD & Office). -Bugfix: Fixed issues with engine contract designer not selecting proper fuel types. -Gameplay: Improved engine contract designer to use more induction systems. -Bugfix: Fixed possible negative RnD Research Estimation ratings. -Bugfix: Fixed missing Compact Van Predesign for 1950s -GUI: Added column in Contract report showing customer name. -Bugfix: Fixed incorrect PE calculations in Stock Report. -Bugfix: Fixed construction and transport costs not being reported in reports. -Bugfix: Fixed possible crash after spinning off company -Bugfix: Fixed AI vehicle designs possibly being smaller than chassis -Bugfix: Fixed auto-sell overriding district locks when initially turning it on. -Bugfix: Fixed player getting fined by their own team when ending production of a vehicle. -Bugfix: Added more names to noun list to prevent the game from running out of names in long gameplays. -Bugfix: Fixed crash when opening a chart with no vehicles. -Bugfix: Added additional check to hashes to catch any unexpected crashes in the hashing function. -Bugfix: Fixed buyer rating breakdown table not having the correct value for marketing in the numbers side. -GUI: Fixed possible new game custom funds causing a decimal value in the bottom menu cash on hands value. -Gameplay: Tweaked AI Company Takeover offer