Full notes
Full Industries of Titan update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- Balance
- UI and audio
After over 2 years in early access, Industries of Titan is finally at 1.0. Some team members have been working on this game for over 5 years! To see this game reach 1.0 is a little surreal, and we can’t thank you enough for being with us on this journey. I know portraying an evil capitalistic overlord might not seem like it, but a lot of love has gone into this game. We sincerely hope you enjoy our game. 🙂
Also, if you'd like to hang out with us, our team will be going live on https://twitch.tv/braceyourselfgames at 11AM PST (one hours from now).
Changes and New Features
🪐 indicates changes due to community feedback!
New Features
Campaign
Added cutscene for campaign victory
Improved campaign victory end screen appearance
Added additional metrics to the campaign victory screen
Locations and Weather
Added two new weather events:
Aurora - Increases outdoor walking speed
High Winds - Increases wind speed
Added two new map locations:
Eerie Expenditure - A map that has a higher number of obsidian ruins and mineral patches, but fewer isotope patches
Arid Acquisition - A map that has a higher number of inert ruins, and regular ruins but fewer isotope and mineral patches
Victory Points and Council Favor
Added 3 new victory points:
Own a monument center
Own transport hubs
Unlock technologies in the tech web
Added new council favor option:
Increase influence gain rate
Added new starting bonus:
Aromatherapy: Pollution increases habitability. Pollution does more damage to citizens
Lore and Voice Over
Added additional Lore Logs for rivals, the Logistics Advisor and a handful of new characters
Added missing VO and explanation about Corporate Goals and adding
Added new VO for tutorial
Added a tooltip to the advisor panel's button
Visual Effects
Added visual flare when discovering inert ruins
Added smoke effects to crevices that are affected by the "Down the Hatch" starting bonus, and highlights as pollution sources when the pollution overlay is enabled
Added smoke VFX to Factories when emitting pollution
Added further improvements to visual difference between biomes
Added visual clarity to sectors on the campaign map so they look more like the biome they represent
Added colour to Purchasable Sectors on the campaign map when they are available to buy
Added VFX displayed on Air Purifiers
Added VFX to Monetization stations when Citizen ad revenue tech is researched
Added blinking notification to the Research tab on the top bar when research is complete
Added improved rebel camp indicators on campaign map sectors. When a sector features higher rebel aggression, the camps on the tile will appear larger
Quality of Life
Improved Rival descriptions in campaign map tooltip
Added a popup notification when starting the game with saves from a previous version (Saves will be archived separately)
Added"Return to Campaign Map" button to the pause menu while in campaign sessions
This will return the player to the campaign map and forfeit the current session
Changes
Changed"Livability" to "Habitability" to better differentiate between tile based Habitability and global City Livability
Changed the default priority of the "Clean Up" job category so that Supply Smokestacks is above Clean Waste
Changed the tech web tooltip to display the current progress of active research
Changed tooltip for Corporate Goals button on the
Source
Changelog.gg summarizes and formats this update. How we read updates.
