A small update is coming tomorrow already! I had initially planned on doing a 2 week leg of dev, but found some minor annoyances that I want to have fixed. What’s new will be the addition of more corner pieces for decorations. Tiles can now also be flipped, adding more customization alternatives.
I’ve continued work on ideology buildings, taking some time off from the big buildings to make some of the decorations.
I’ve corrected block-like decorations, like the U shaped side block, so that they correct to the U-shaped road piece.
A sanctuary building is making its way into the game as well. This is an early game culture building – helping fix the lack of culture buildings available for small cities.
Also continued working on adjusting challenge level and main campaign level objectives to better fit with newer systems.
0.58 is just around the corner (live tomorrow!). There’s a lot of behind the scenes stuff fixed in this one to prepare for a change in how worlds are handled. But there are some other fixes as well.
The decoration tile has been fixed so that the corner piece that was added a while back can also be fitted together with a corner.
A standing vactrain station has been added. This one, like the small 1×4 one, doesn’t boost storage and has only a small public transportation effect on surrounding buildings. But given its small footprint and how it’s quite space efficient in terms of getting vactracks built away from buildings it fills a function regardless.
I’ve also added a flip object function for certain objects like decorations and certain special roads (twists for example). That way some objects can be moved away from the building menu and is now instead accessed by pressing and holding alt while an object is selected. Not all objects can be flipped however,
I’m also rebalancing the challenges in the game as there have been a tonne of changes to the game since these were added in. For example, local area effects of (for example) entertainment and culture wasn’t implemented back when the challenges were added. So the challenge levels have gotten progressively less and less fair and balanced over time. Starting with 0.59, a few challenges will have been rebalanced.
The tourism tutorial now also has a new level, more fitting the theme of tourism.
A somewhat delayed devlog, but a devlog nonetheless!
I’ve continued the work on ideology buildings, which unfortunatly is taking a bit longer than expected. Mostly because they are larger than the average building in the game, but also because of differing designs etc.
The great arena for example will be available when adopting an order ideology.
For solidarity ideologies the revolutionary plaza can be built.
I’ve also started a new optimization pass, fixing poorly performing code and pressing texture size again.
The next version will be up on monday the 17th of may. Focus will mostly be around performance, but I’m hoping to get some minor additions and UI tweaks in as well.
Another update will be live in a bit! This time around, I’ve focued primarily on fixing bugs related to placement of buildings and decorations. Stuff like overpasses not being possible to build over flat blocks for example. Or overpasses and bridges sometimes building with 0 length (basically spawning an overpass/bridge object, but without and segments).
There’s also some new stuff that has been detailed in previous devlogs, like diagonal road pieces.
0.56 -> 0.57 – Added adaptive tax revenue. Higher tax revenue early on to help boost cities in the early stages. – Adjusted health insurance cost (down) and parental benefit cost (up). – Added diagonal road pieces. – Corner piece added for one type of decoration. – Changed vehicle intersection behavior. Cars should now be a bit less illbehaved (not stopping) at intersections.
– Fixed main menu not translating when switching languages in options. – Fixed efficiency penalty calculation when resources are missing. – Fixed bridges with zero length being possible in certain conditions. – Fixed side decoration collider so that it can be placed after roads have been placed. – Fixed side decoration so that it removes road connections if placed over road. – Fixed overpasses not working over half blocks. – Fixed flat blocks merging incorrectly in certain instances. – Fixed not being able to place half blocks on the otherside of other half blocks. – Fixed being able to destroy overpass block, without destroying the overpass parent object. – Fixed main menu panel not moving out properly in higher resolutions. – Fixed overpasses not interacting properly with water blocks. – Fixed cars being stalled when a building is placed. – Fixed wrong building sounds playing (for tennis court for example). – Fixed missing mesh for a 1×1 commercial building. – Fixed commercial footprint low detail LOD texture (density 5, wealth 5).
I’ve added in an outer corner version of one of the side decorations. For the remaining side decorations, the outer corner will be available soon (it requires some further adjustments to work properly).
Since increasing traffic density, it has become more obvious that some vehicles go rogue and decide that basic traffic rules don’t apply to them. Essentially they just skip through intersections with no regard for other vehicles. I’ve started adjusting some timing values that should make this much less common and should improve the visual look of traffic.
As mentioned above, overpasses we’re a bit buggy and have therefore been receiving some fixes. In conjunction with flat blocks, overpasses would not calculate length properly. In testing, I also discovered that flat blocks would sometimes merge incorrectly, leaving blocks that we’re in between the regular grid size. There were also issues with placing and destroying overpasses and flat blocks using the click and drag destruct function.
It’s a feature, not a bug! I’ve also discovered that buildings will connect to roads that are built directly under an overpass. This means that houses can be built on top of tunnel like areas and function properly. I found that even if this was not originally intended, it does make sense and it will be left in.
Alongside the ongoing ideology work, cars will receive further improvements moving forward. Also, another tutorial is being added in for the next update as well as the aforementioned outer corner for the remaining side decorations.