For those willing to get some inside news on the development on the game, wanting to contribute with feedback or just talk games, the Atmocity channel has been open for a while.
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Added paint mode cursor and paint cursor to show if area can’t be painted due to low credits.
Added thousand-separators in messages from conglomerates to improve readibility.
Added thousand-separators to values in local economy view.
Added more distinct “border” to flat world atmosphere.
Edited preschool footprint so make it fit nicer with streets.
Cleaned up local economy panel, including fixing text overflow.
Lowered amount of medicine required in hospitals.
Increased (slightly) health output of hospitals.
Increased (slightly) health output of clinics.
Increased performance of setting shader property blocks.
Increased conglomerate value calculation, their property should be worth roughly 2-3 times more, but land value now factors in more than before.
Increased tax income from property tax (20% of property value is taxable now, so income is value * taxrate * 0.2). Property tax should now be a worthwhile revenue source.
Increased conglomerate unhappiness from different types of tax.
Increased property sales tax revenue as a result of overall higher property values.
Changed flat world atmosphere into half sphere, so that the shader works properly.
Changed atmosphere shader to better display the border of the world (primarily if world is flat).
Changed happiness to take a greater hit at extreme tax rates.
Fixed discrete policies still being active if city hall is demolished.
Fixed discrete policy window being open and interactible if open before demolishing city hall.
Fixed painted tile “sticking” when switching.
Fixed “unplaced” paint not disappearing when mouse pointer is outside of targetable area.
Fixed “deny”-sound being played when placing grass or asphalt with no money.
Fixed being able to paint without having money.
Fixed incorrect color mapping on building status view.
Fixed some effect display types missing (public transport, pollution and wealth).
Fixed some building types not given the correct color in building type display.
Fixed wind power plant missing from building menu.
Fixed incorrect tool tip for culture display mode.
Fixed terrain disappearing in different view modes (when playing flat worlds).
Fixed being able to place water blocks in starting water if playing a city with water.
Fixed some z-fighting of objects in the building type base view.
Fixed incorrect normalization of graphs (for example in the local economy view).
Fixed conglomerate value not following currency re-evaluation properly, which would lead to propery tax gradually diminishing.
Fixed incorrect display of property tax revenue per conglomerate.
Fixed rare occurance of null reference error due to running sliders for objectives, even when there are no objectives.
0.9075 -> 0.9085 – Fixed off colored grass on some residential zones. – Added two types of cliff decorations. – Added stone prop. – Added two new curved road types (like an onramp type).
– Minor adjustments and fixes.
I’ve started adding in some new stuff to increase city customization.
Cliffs:
New on ramp type roads:
There’s also been a bunch of minor fixes, mainly surrounding some colliders being a bit too large.
There’s more stuff coming, especially when it comes to props, decorations as well as, of course, bug fixes!
Hello, The new update is FINALLY live. It’s been long overdue, in part because the new stuff came with a greater need for rewriting old, existing systems. As such, there may be some new bugs introduced as well. I will continue testing over the upcoming week and start ironing out any issues as well as continue the implementation of the painting – which is currently about 80% implemented, leaving some blocks unpaintable. The new version features:
0.895 -> 0.9 – Added ability to “paint” blocks, allowing for more customized park areas etc. Also prevents a lot of instances of colliders interfering with placement of structures. – Added props – freely placeable trees (currently, will add more stuff over time).
– Probability of finding hidden treasure when demolishing blocks changed. – Pine trees resized. – Pine tree stems no longer green and pine trees also properly follow season colors. – Grid display now has additional sections. Looks nicer and helps when placing props. – Changed wind effect for vegetation (so it’s not as synced as before). – Changed vegetation color so that it differs more from grass color (for the standard theme). – Adjusted grass, asphalt and plaza textures to work with paint mode (changes overall appearance a bit).
– Fixed potential null reference error when drawing construction frame. – Fixed null reference error when moving certain buildings. – Fixed null error thrown by some rounded blocks.
– Improved performance in construction mode (when placing buildings and other structures). – Improved performance in iterating through certain larger lists of objects. – Improved loading performance.
Known issues: Due to a huge overhaul of bridge code, previously placed overpasses may disappear. Trees placed as props are currently not merged and as such may be fairly low in performance if many are placed in the same place. Tool tips for props say “residential building”. Roads are currently no longer merged while I continue to hunt for a glitch making roads “stick” even when demolished. Existing grass/grass+trees tiles are still present, in the next update these will be automatically transformed into painted blocks + trees.
Also, currently the tips when placing props are not clear. You can use alt + mouse click to scatter trees and ctrl to align to a smaller sized grid as well as to place along a perpendicular line.
As mentioned in the known issues, there are some things that are currently not optimized and may cause performance issues (like if you spam a tonne of trees in the same area). This will be addressed in the next update along with a bunch of other known issues.
There are also some issues with overpasses. This was an issue that could not be avoided given some things needed to be completely overhauled. It won’t affect buildings placed on overpasses, it only means the overpass itself won’t be visible – it can be destroyed and replaced however,
As for painting, you can now paint on most types of blocks. There are some that still need to be made paintable, but it should be fairly flexible already.
As mentioned above, I’ve yet to implement proper guidance when it comes to placing props, but the alt and ctrl keys should get you far enough. 🙂
In order to make the most out of props, I will need to adjust some colliders a bit, so that they can be more freely placed nearby buildings. This will be done over the next few updates as I discover what use cases are most likely. I’m still working on how to make it possible to place trees and other props around rounded edges, but that’s coming too.
There’s also a new demolition tool, made specifically to remove props. Props are removed when something is built on top of them (like roads or a building), but they can also be “pruned”. Once I add non-tree props (like fountains, advertising boards etc.) I will probably make this a different icon 🙂
Lastly, expect the unexpected, it might not look like much, but this update has meant I’ve had to dig around a lot of really old and fundamental systems in the game’s code, so there may be some new bugs.
Block painting is now pretty much fully implemented and functional, so I’m moving on with prop placement. The idea with being able to add props is to make more custom looking cities and bring more life to them. To be able to do this I’ve had to make a pretty substantial rewrite of one of the core systems in the game – the inheritance tree for all the objects.
The reason I needed to restructure it, is that for each object, a lot of information is stored (to be able to save and load cities for example). Most of this data is useless when it comes to props, that only need a position and rotation saved. So I needed to add another level and separate out both painting and props that functionally are very different from all other objects that can be placed. This process, in turn, broke a lot of stuff all over the place and has required quite a lot of recoding and testing for some unexpected things (like how building option menus are constructed when loading a city).
The image below shows how the tree used to look and how it looks now (for those interested :))
With painting now more or less finished and functional, I’ve gotten quite far with prop placement and am currently working on some different placement modes, like free placement, placement along a finer grid, placement along an axis and a sort of scatter placement (for trees for example). Currently only the first two are finished, but I should hopefully get the other two fixed during the week. After that I need to make a bunch of adjustments to colliders to allow them to be placed closed to roads etc.
Below are some examples of what can be done with the tree props (of course, more types of props will be added).
The finer grid display is meant to help out when placing props, but just generally looks nicer too. 🙂
Hello! First of all, this update has been long overdue, mostly due to getting back to work and schooling in my kid at preschool. Updates should be more frequent from now on.
I’ve primarily focused on getting the localizations up to date. This also includes adding in a localization for simplified chinese. This is in a beta state and there are likely incorrect translations as well as at times poorly fitted text in the UI. There is still more work needed to fully implement the existing and upcoming localizations, for example ensuring text is properly fitted in the UI as well as fixing mistranslations. There’s also some of the english, original text, that is in need of updating, meaning more translation will be needed for other languages too. Nevertheless, localizations are now more up to date than before.
0.89 -> 0.895 – Added chinese localization – this is a beta test version, it may have issues. – Updated localizations for Swedish, French, German, Polish, Russian and Spanish to fix missing text items. – Updated info buttons in UI to have higher contrast and make them clearer. – Changed UI-transparency setting so to not completely remove UI if set to 0. – Changed the way destroying blocks is done. This should decrease instances where a block has nothing built on top of it, but still can’t be demolished due to a nearby object. This can still occur, but should be far less likely now. – Added double road tunnel along with entry frame. – Added sizable slanted blocks.
– Fixed language not changing on some objects when switching after loading city. – Fixed color picker not adapting to UI scaling. – Fixed small and low alpha slider in new trade panel. – Fixed bug where slanted blocks couldn’t be demolished. – Fixed tunnels being possible to build on top of other objects. – Fixed some text fitting in different languages, work remains here though.
Here are some images of the new double road tunnel as well as the newly added slanted blocks – for use in rounded edges, or maybe just make a half pipe?!
A new version is live. Main focus is on fixes and improvements to UI.
0.87 -> 0.875 – Added additional atmoport, buildable once the city hits 125k population. – Added option to customize panning direction in x and y directions. – Added option to invert panning directions. – Added missing percentage sign on efficiency in building information view. – Added reverse color logic for resources on the top bar. Crime increasing flashes red instead of green for example. – Added shortcut to the next campaign level when finishing a level. – Added icons and value displays for goods and person traffic capacity of atmoports and goodsports. – Added missing resource description text in top status bar (english only currently).
– Made some minor performance improvements in the main building shader and vegetation shader. – Moved some of the building item menus so that they don’t end up outside of the screen when UI size is increased. – Refined atmo fleet landing movement on atmoports. – Tidied up objectives interface. – Adjusted pollution tolerance with city size. – Adjusted icon resolution for a handful of resource icons.
– Fixed missed timing between calculation thread and updating values in the top bar and objectives causing values to flicker between zero and non-zero values. – Fixed flickering building count values in objectives display in campaign and challenge levels. – Fixed some block types not working properly on space/temporary blocks. – Fixed partially missing night time stars. – Fixed missing trails on returning atmofleets. – Fixed incorrectly aligned action buttons in building information panel. – Fixed bug where “Completion” icon in challenges and campaign would sometimes get stuck halfway when appearing.
An additional Atmoport has been added. This one unlocks when the city has grown in size and supports more people going in and out of the city.
Along with the new atmoport, I’ve also added in additional icons (among them for traffic capacity) to improve information to the player on how much a building contributes to a specific item of interest. This also goes for goods traffic in the goods port.
Aside from this, I’m continually working on improving icon resolution so that I can improve the size of resource icons further in the near future.
I’m also placing a lot of focus on improving the UI. A lot of this work is aimed at improving text size and simplifying certain views. As with icons, this is an ongoing project.
I’ve made an update to the game to add in some fixes and new content. There’s some ongoing UI work, so the UI might look a bit different in some places, but it should all fall into place in the next update.
0.861 -> 0.862 Changed hologram shader to bring out more building details in hologram during placement. Added second density of 3×3 middle class commercial buildings. Added second density of 3×3 mixed tier class commercial buildings.
Adjusted building footprint shader to lower artefacting from texture compression.
Fixed two decorations (1×2 sized) that had a messed up texture. Fixed stair decoration not properly aligning to grid and thus not being placable. Fixed adaptable blocks on circle block decorations not adapting to buildings built on top when loading city. Fixed vac track end caps missing. Fixed z-fighting in some building foot prints. Fixed temp blocks’ texture disappearing when lowering texture quality.
The mixed tier 3×3 second density commercial building is in!
As is the middle class equivalent as well:
I’ve changed the hologram shader for when buildings are placed to one that has better readability. This is helpful in particular with different block types and some of the parks where the former, flat hologram would be different to discern direction from.
Some of the upcoming UI changes involve being able to customize what resources you want to display in the bottom bar as well as some adjustments to font sizes. Once that is all in place, there will also be some adjustments made to allow for further UI upscaling.
First off, it’s been a while since I updated. My work situation has been incredibly rough and so I’ve focused on development instead of devlogs.
The next version is underway, but needs a few more days to wrap up some remaining issues and balancing stuff out.
This version changes up industry and hotel balancing and also adds in the first set of 3×3 buildings. It also rebalancing difficulty slightly among other things.
0.86 is live and with it, the following additions and changes:
0.859 -> 0.86 – Current police and fire department stats adjusted and population requirement increased. – New small police and fire departments added with lower cost, stats and population requirement. – Rounded block segments added.
– Resource demands for residential zones changed. This should make them more balanced over zone size, as for example 2×2 was a bit overpowered before. Also, food demands have been changed so that mixed tiers (tier 2 and 4) have the same required resources as tier lower and middle class tiers, but at higher demand. This is basically to allow players to get middle class and upper class citizens, without having to produce the additional resource types. On top of this, food demands are generally lower at low densities, and higher towards higher densities and goods and service demands are absent from the first density, and overall lower. – Building demands for residential zones have been changed. This mostly corrects 1×1, 2×2 and 3×3 zones having very few demands for nearby parks and schools etc. – Changed resource requirements of quarters (they were seriously OP!).
– Commercial building local area effects changed. – Commercial building resource requirements changed. Overall the requirement for goods is higher to offset the lower requirement from residences. Labour requirement is higher, except for mixed tiers where it is lower. This also increases tax income from commercial buildings. – Commercial building service output lowered (to compensate for lower requirement from residences).
– Industrial buildings’ local area effects updated. Resources input/output will be tweaked later. – Hotel buildings’ local area effects updated. Resources input/output will be tweaked later.
– Increased cereal output from farms to accomodate increase in cereal required by residential buildings. – Increased power output from all power production buildings to match increased power requirement from residential buildings. – Increased water output from absorbents and water towers. – Decreased output from food processing and drinks processing plants.
– Crime now lowers area property value, which primarily affects commercial buildings negatively as they require high land values.
– Further adjustments to trade price elasticity.
– Fixed missing service output from 1×1 and some of the 2×2 commercial buildings. – Fixed missing good/bad building requirements for quarters. – Fixed cost information panel “sticking” when switching from a building to bulldozer. – Fixed bug allowing 3rd density upper class 3×3 building to grow (to none existing building). – Fixed bug where police departments were unaffected by changes in funding (allowing free policing!). – Fixed all 3×3 residences being avalaible in challenges. – Prospective fix for slow shutdown of threads when exiting the game. – Improved on the fix for the duct taped connection issue. There’s some work remaining on speeding connections up. – Removed static world size display on template images in world creator.
This update adds in small police and fire departments, which become available rather early and are enough to cover the needs early on in the game. The bigger version become available later than before. These are still upgradable like before.
The addition of these come with a bunch of changes to local area effects for commerce, industry and hotel buildings. Overall, crime generated in cities will be lower, but the negative effects of crime are now slightly greater as crime will lower building value, which is negative for primarily commerce and hotel buildings.
Rounded block segments have also been added. They’re mainly aimed at expanding on customization options in cities.
The update also adds a bunch of fixes and prospective fixes.
There were a few items that did not make it into the update. These were primarily difficulty refinements and additional boosters for buildings. These additions have been pushed to the next release along with the following prospective items:
Fix for rounded blocks not lighting up when bulldozing. Add boosters to buildings. Addition of UI to show size of area selected for zone placement Conglomerate difficulty adjustments (not as angry) Difficulty refinements (easy to hard) I and H resource input/output Permanent fix for connection issue in large cities Further tests that threads stop properly in large cities. Grass/plaza texture painting Order decos (2 1×1, 2 2×2), 1 1×1, Economy decos (2 1×1, 2 2×2), 1 1×1, Tradition decos (2 1×1, 2 2×2), 1 1×1, Revolution decos (2 1×1, 2 2×2), 1 1×1, Static perks – House of buearucracy passive perk Cityname displayed on media center building Commercial 3×3
As seen there is a known issue with the rounded blocks not lighting up when hovering bulldozing. This will be fixed in the next update.
Work is underway on the upcoming version of the game.
Here are the items I am hoping to have added in:
2×3 police and fire department Change resource demand and input goods for residential buildings Crime should affect building value Addition of UI to show size of area selected for zone placement Fix for residential button partition issue Conglomerate difficulty adjustments (not as angry) Difficulty refinements (easy to hard)
Fix for thread not stopping on shutdown Further adjustments to trade price elasticity Permanent fix for connection issue in large cities Update C, I and H local area effects
On top of this I’m also adding in a set of curved blocks (pictured below).
The 2×3 police and fire departments are intended to work as small neighborhood police and fire departments, so that you won’t need to have large departments in sparsely populated areas. They will be fairly cheap, but won’t offset crime and fire danger much.
I recently changed the local area effect values for residential buildings. I will be moving on with updating the values for commerce, industry and hotels as well. Additionally, I’m also reworking resource demands for residential buildings (power, water, food etc.).
I’m also adjusting difficulty settings a bit. One thing that will be added is that tax revenue will be higher on easy mode, on top of the economic boom/bust cycle being much nicer than on normal.
There are also some bugs that I’m hoping to iron out, the connection issue that occurs in large cities is one such bug. This has been duct taped to work, but a more permanent fix is needed.