I’m updating the game to add a few more of the sixth density buildings.
Mixed tier (middle/upper class):
This means all of the tier 1-5 sixth density 4×4 (wow that’s a mouthful!) residential buildings are finished. I still need to add in the night time lighting and fix the LODs, though.
I’ve also made some adjustments to the density requirement in order to grow these buildings. Density, like all local area values, are ranged from 0 to 1. In order to grow the sixth density, a density value of 0.9 needs to be met, alongside the population requirement of 312,500 citizens.
As usual, depending on how happy the citizens are, the residential building also needs to reach a certain efficiency (or output), in order to grow.
I’ve now started working on the sixth density for commercial buildings and I’m hoping to have all of these done, along with the LOD:s, night time lighting and shadow casters, by the end of the upcoming week.
A bit later than expected – 0.61 will be live in a bit. Finishing up the new residential buildings have taken a bit longer than expected so I’ve sadly had to cut the fourth and fifth tier top density for now. These will be up on sunday instead. LOD:s, shadow casters and night time lighting is also not finished yet.
The sixth density is roughly twice the height of the fifth to really give off that sky scraper look.
Currently they follow the same growth rules as previous buildings, and will grow if the area is dense enough and there’s roughly 320k people in the city. Later on, I’ll be adding a negative density value from these buildings, to decrease the likelihood of them spawning next to eachother if conditions are not optimal.
There are also some minor tweaks to output and required inputs for the fifth density residential buildings.
I’m taking a short break from ideology buildings until I regain some design inspiration. In the meantime I’m going back to working on the last density for 4×4 residential buildings – the super tall 6th density!
First finished one is the lowest tier, the lower class. This one holds just above 1400 citizens at maximum efficiency. The sixth tier won’t grow until the city has reached a population of roughly 315k. In other words, these are later stage buildings.
I’m hoping to have all 6th tier residential buildings in by next update, due out next monday.
I was informed of a money bug on the sixth campaign level. This was an easy fix and an update will be up fixing this later today.
There was also a bug where corner decoration pieces would sometimes not work properly with angled pieces due to a slightly oversized collider. The sanctuary on place and on click sound was also incorrect, but now fixed.