Author Topic: Alpha 10.4.1 out on testing branch  (Read 2312 times)

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April 16, 2018, 01:01:15 AM
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Alpha 10.4.6 fixes trees not getting removed

Alpha 10.4.5 fixes another bug regarding clashing object IDs when undoing

Had some fun stomping around with a microphone to create footstep sound effects in 10.4.4.

Alpha 10.4.4 changes
  • Added footstep SFX, which can be changed in modded floor materials by adding FloorType tag with value set to either Wood, Ceramic, Carpet(default) or Concrete
  • Increased game world SFX volume


Fixes
  • Fixed issue with clashing object IDs after relocating company or starting in rent office causing potentially unpredictable behavior when loading the save file later on
  • Hiring window bug when no team is selected
  • Tables were not getting regrouped for meetings, canteen and lounge after undoing
  • Bug when deleting tables used by employees while eating if the delete prompt is disabled
  • Employees would miscount available chairs for a table group due to the new chair repair action
  • The position leaders would use to socialize with employees at their PC would sometimes become unavailable by being JUST inside a cubicle wall
  • Pathfinding would generate buggy paths when employees are walking directly from a room to a ground level parking space
  • Added error if contracts in a mod has categories defined
  • Employees would zigzag going between rooms and roads from certain angles
  • Various other fixes


Optimizations
  • Turned interaction name from string to enum to reduce string comparisons. Makes it harder to mod AI, but not currently relevant



I had a brainfart in the last update and added sidewalk pathfinding as a separate system from the normal pathfinding, but it turns out I could just unify these two systems, which means you can now build rooms with doors up against elevated roads, and employees will use that door to get off parking lots, if it makes sense to do so. This will allow you to connect buildings directly to elevated parking lots or add elevators to get from a parking lot to the ground.

Alpha 10.4.3 changes
  • Employees can now move directly between rooms and elevated roads
  • Ability to use arrow, home, end and ctrl+a keys in lists if last clicked thing was a list item


Fixes
  • Game would bug when undoing road changes above a second story ramp
  • Fixed employees choosing very suboptimal paths outside in some cases


Optimizations
  • Optimized room graph generation


Alpha 10.4.2 fixes games with assigned parking spaces not wanting to load.



This update comes with a new, completely unplanned, multi-floor road building system. The road building system has been arbitrarily limited to 3 floors for performance reasons and since a small parking lot can now hold 3 times as many cars, which should be plenty considering the game wasn't balanced towards having thousands of employees on the premises. Note that road pricing has also been updated, keeping the standard roads and parking on the ground at 5000 in-game standard rate currency.

You cannot build below roads and, as before, you have to build 2 floors above the road to avoid clipping cars. However, you can now build roads and rooms over roads you don't own, to connect plots in city and town maps.

Changes
  • Multi floor parking
  • It is now allowed to build rooms and roads over ground level roads on plot you don't own, for connecting plots in city and town map
  • Added error messages to blueprint building and room cloning
  • Added warning if cook doesn't have access to serving trays
  • Leader room role assignment takes priority over anything else, meaning leaders won't prioritize rooms assigned to one of their other roles
  • Turned car noise distance down and increased the low pass + low volume effect to shield off noises outside the current room


Fixes
  • Minimum specialization cap was not saved
  • Keep track of employees' retirement plan deposits so it figures in the termination report as a payout
  • Fixed long standing bug where cars would slowly arrive later and later until the road was changed
  • Fixed cars spawning on top of each other
  • Maintenance will now fix chairs while in use
  • Clicking a notification would make the camera keep panning to the target position when trying to drag the screen
  • Room role assignment was applied incorrectly when prioritizing which room to go to, so employees would not always prefer rooms with their role assignment
  • Room role assignment rules were accidentally applied to staff making them more likely to work in role assigned rooms(not including IT, maintenance and cleaning staff)


Optimizations
  • Improved car pathfinding cache


« Last Edit: April 26, 2018, 10:01:19 PM by PatchNoteBot »

April 16, 2018, 04:01:12 AM
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Patch notes have been updated.

April 20, 2018, 02:01:15 PM
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PatchNoteBot

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Patch notes have been updated.

April 20, 2018, 06:01:08 PM
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Patch notes have been updated.

April 25, 2018, 01:01:23 PM
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Patch notes have been updated.

April 25, 2018, 04:01:16 PM
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Patch notes have been updated.

April 26, 2018, 10:01:19 PM
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Patch notes have been updated.