What changed
1 fix1 addition1 change0 removals
addedAdded - Translation system. Note: Currently includes no actual translations, only a pseudo-translation for testing purposes. - Staff can now infect traits to other staff - Ability to rename racecourses and auction houses you own - Ability to toggle CPU generated auctions and races (toggle is in recurring races) - Weather now affects injury risk: storms, snow, freezing/scorching temperatures, and wind raise the chance of both race-end and less severe injuries. Catastrophic race injuries are also now possible a bit easier
changedImproved - New icon - Column hiding is now persistant between scene changes and also game closure - Staff sometimes automatically turn down poaching offers, if you have a good relation with them - Horse import now tries to approximate stats for the age level, and strips (P) or other prefixes
fixedFixed - Main gameplay music sometimes not looping - Problem with audio busses - Main scene not being unloaded when quitting to main menu - Race scene horse speed limits - Auction houses owned by a stable now follow the merger to the new stable instead of staying stuck on the liquidated one (with a migration that releases auction houses orphaned by past mergers in old saves, use cheat console to add money you need to buy them back from the market) - Jockeys can't bid on auctions now - Guard where if player owns a stable and manages it and creates another stable, they won't fire themself in rare cases - Death of horse now resolves syndicates - Shoe option is now per stable instead of global - If stables had prefixes or suffixes, and you have name mashup on for foals, sometimes the results were a bit weird - Culling system for non-full sim stables was not working, this could mess up alot of things - Crash and log spam when player id failed to initialize on load (Continue Game now re-initializes the player after migrations, and the player id self-heals from the persons table instead of being stuck at 0) - Removed hardcoded filtering out retired horses in custom tabs - Stable romance gossip emails were sent from the love letter writer themselves, making it look like they were telling on themselves. They now come from a third-party staff gossiper - Removed the max skill cap on the lowest ranked staff training courses - Workload-based injury risk was always reading 0 prior races because the count was looking at race_participants (cleared after a race) instead of race_results, so the load multiplier and severity shift never engaged for overworked horses - Inconsistent stamina burn rates during races caused by the recent speed logic changes
Horse Racing Manager changes
addedAdded - Translation system. Note: Currently includes no actual translations, only a pseudo-translation for testing purposes. - Staff can now infect traits to other staff - Ability to rename racecourses and auction houses you own - Ability to toggle CPU generated auctions and races (toggle is in recurring races) - Weather now affects injury risk: storms, snow, freezing/scorching temperatures, and wind raise the chance of both race-end and less severe injuries. Catastrophic race injuries are also now possible a bit easier
changedImproved - New icon - Column hiding is now persistant between scene changes and also game closure - Staff sometimes automatically turn down poaching offers, if you have a good relation with them - Horse import now tries to approximate stats for the age level, and strips (P) or other prefixes
fixedFixed - Main gameplay music sometimes not looping - Problem with audio busses - Main scene not being unloaded when quitting to main menu - Race scene horse speed limits - Auction houses owned by a stable now follow the merger to the new stable instead of staying stuck on the liquidated one (with a migration that releases auction houses orphaned by past mergers in old saves, use cheat console to add money you need to buy them back from the market) - Jockeys can't bid on auctions now - Guard where if player owns a stable and manages it and creates another stable, they won't fire themself in rare cases - Death of horse now resolves syndicates - Shoe option is now per stable instead of global - If stables had prefixes or suffixes, and you have name mashup on for foals, sometimes the results were a bit weird - Culling system for non-full sim stables was not working, this could mess up alot of things - Crash and log spam when player id failed to initialize on load (Continue Game now re-initializes the player after migrations, and the player id self-heals from the persons table instead of being stuck at 0) - Removed hardcoded filtering out retired horses in custom tabs - Stable romance gossip emails were sent from the love letter writer themselves, making it look like they were telling on themselves. They now come from a third-party staff gossiper - Removed the max skill cap on the lowest ranked staff training courses - Workload-based injury risk was always reading 0 prior races because the count was looking at race_participants (cleared after a race) instead of race_results, so the load multiplier and severity shift never engaged for overworked horses - Inconsistent stamina burn rates during races caused by the recent speed logic changes
Added - Translation system. Note: Currently includes no actual translations, only a pseudo-translation for testing purposes. - Staff can now infect traits to other staff - Ability to rename racecourses and auction houses you own - Ability to toggle CPU generated auctions and races (toggle is in recurring races) - Weather now affects injury risk: storms, snow, freezing/scorching temperatures, and wind raise the chance of both race-end and less severe injuries. Catastrophic race injuries are also now possible a bit easier
Improved - New icon - Column hiding is now persistant between scene changes and also game closure - Staff sometimes automatically turn down poaching offers, if you have a good relation with them - Horse import now tries to approximate stats for the age level, and strips (P) or other prefixes
Fixed - Main gameplay music sometimes not looping - Problem with audio busses - Main scene not being unloaded when quitting to main menu - Race scene horse speed limits - Auction houses owned by a stable now follow the merger to the new stable instead of staying stuck on the liquidated one (with a migration that releases auction houses orphaned by past mergers in old saves, use cheat console to add money you need to buy them back from the market) - Jockeys can't bid on auctions now - Guard where if player owns a stable and manages it and creates another stable, they won't fire themself in rare cases - Death of horse now resolves syndicates - Shoe option is now per stable instead of global - If stables had prefixes or suffixes, and you have name mashup on for foals, sometimes the results were a bit weird - Culling system for non-full sim stables was not working, this could mess up alot of things - Crash and log spam when player id failed to initialize on load (Continue Game now re-initializes the player after migrations, and the player id self-heals from the persons table instead of being stuck at 0) - Removed hardcoded filtering out retired horses in custom tabs - Stable romance gossip emails were sent from the love letter writer themselves, making it look like they were telling on themselves. They now come from a third-party staff gossiper - Removed the max skill cap on the lowest ranked staff training courses - Workload-based injury risk was always reading 0 prior races because the count was looking at race_participants (cleared after a race) instead of race_results, so the load multiplier and severity shift never engaged for overworked horses - Inconsistent stamina burn rates during races caused by the recent speed logic changes