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Month: December 2022

0.859 is live and happy new year!

0.859 is live and happy new year!

Hello!

A last, small update for 2022:

0.858 -> 0.859
– Screen space reflections deprecated. (high performance cost, for little visual improvement)
– Changed trade volume effect on resource demand. This should make prices less affected by large trade volumes, especially in large cities.
– Rewired controller customization asset updated. This could possibly address issues with control customization.
– Upper class 3×3 third density residential buildings added.

I’ve removed the screen space reflections option, as it is both costly in terms of performance, but offers little in the way of visual fidelity. It was also not functional on all OS:es.

I’ve updated the rewired controller mapper to ensure it is up to date and bug free.

The last remaining 3×3 buildings have been added in. This is the third density upper class buildings.

Lastly, I would like to wish everyone a happy new year!

0.858 now live!

0.858 now live!

Hello,

I’ve updated the game, here’s what’s new:

0.857 -> 0.858
– Added tool tip for how to change size of roundabouts.
– Area frame fixed so that it shows the correct size of the area marked out when placing buildings.
– Fixed incorrect rounding when placing multiple buildings. Selecting a 6×6 sized area with 4×4 buildings would place 4 buildings, although only one would properly fit the area.
– Fixed roundabouts not working on flat worlds.
– Zone planning tool added for residences and industrial buildings. Selecting (for example) 4×4 residences and framing an area of 6x times 6x will now will place one 4×4 building and fill the remaining area with 2×2.

I’ve fixed a bug preventing placement of roundabout on flat worlds. I’ve also added a proper tool tip for how to resize roundabouts when placing them.

I mentioned a while back adding in a zone planning tool. This is now live for residential buildings and industrial buildings (they have complete sets of 1×1 to 4×4 buildings).

You can now select an area to place zones into. The selected size building will be the maximum size, and all areas that don’t fit that size will be fitted with a smaller size zone.

This makes it easier to mix different size zones.

I’ve also fixed the outer frame when selecting an area, so that it correctly compensates for building size, making it easier to see what area is being selected. On top of this, a rounding error has also been fixed, preventing an amount of buildings larger than can be fitted into the selected area being placed.

0.857 is live!

0.857 is live!

Hello!

I’ve updated the game!

0.856 -> 0.857
– Entertainment output of entertainment buildings increased.
– Third tier (Middle class) 3×3 third density added.
– Fourth tier (Upper middle class) 3×3 third density added.
– Added click and drag functionality for roundabouts (click and drag to change the size rather than placing several).

– Changed import options for recently added textures.
– Changed import options for building textures to remove alpha channel (which isn’t used but took up memory).

– Possible fix for slow shutdown of the game when cities are large (this is likely due to a thread taking a long time to quit).

– Fixed LOD settings for recently added buildings.
– Fixed incorrect population requirement for buildings to grow displayed when playing on a flat world.

As mentioned, I’ve added in more of the 3×3 third density buildings. Only the upper class variants remain.

I’ve changed the way placing roundabouts work. Previously each size roundabout was a distinct item that needed to be selected before placing. You could click and drag to place several roundabouts at a time. This is usually not what you want to do (have a set of interconnected roundabouts…) so I changed it so that there is only one item to select and clicking and dragging will change the size of the roundabout. That way I can also compress the amount of items in the road group.

I’ve also done some minor optimization, changing texture import settings and some LOD settings for recently added buildings.