07-09-2017, 02:00 PM
v1.22.1 is about 75% done, still a few more large things to do though. The biggest ones left are fulfilling contract orders faster than the monthly values, assisted designer for contracts, and vehicle contract pull locations. Anyway, I'll be spending the next 10 days or so working on map content and documentation before I switch back to code and finish those last 25% tickets. Hopefully v1.22.1 will be ready first week of next month.
Also our ticket server is either about to crash or under heavy stress (it's a Pentium 4), so I have to manually move tickets and code to a new repository. This will take up a day or so.
So what have I taken care of since the last update?
- Bug Fix: Fixed AI's and player's ability to get too many loans/bonds.
- Bug Fix: Racing Champ Memo firing when racing is suspended due to world wars.
- Bug Fix: Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.
- AI Improvement: AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.
- Gameplay: Chassis stability slider now effects performance ratings a little more.
- GUI: Display racing XP points in the "View Teams" window.
- AI Improvement: AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.
- AI Improvement: AI replaces engines/vehicles from racing series more often.
- Gameplay: You can now submit more than one bid per contract.
- GUI: Contract Submitted vehicles and components are now blue color in the selector.
- GUI: Fixed several wording issues and added more information in the various contracts memos.
- Gameplay: Balanced contract requirement for various contract types, to bring them in line with realistic numbers.
- Gameplay: Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)
- Gameplay: Added some new engine contract types.
- Bug Fix: Crash if you hit enter twice on "End How Many Turns" window in the office.
- GUI: Redesign of Engine Contract Factory Selection GUI. Added some new features and information.
- Gameplay: Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.
- Bug Fix: Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1
Also our ticket server is either about to crash or under heavy stress (it's a Pentium 4), so I have to manually move tickets and code to a new repository. This will take up a day or so.
So what have I taken care of since the last update?
- Bug Fix: Fixed AI's and player's ability to get too many loans/bonds.
- Bug Fix: Racing Champ Memo firing when racing is suspended due to world wars.
- Bug Fix: Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.
- AI Improvement: AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.
- Gameplay: Chassis stability slider now effects performance ratings a little more.
- GUI: Display racing XP points in the "View Teams" window.
- AI Improvement: AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.
- AI Improvement: AI replaces engines/vehicles from racing series more often.
- Gameplay: You can now submit more than one bid per contract.
- GUI: Contract Submitted vehicles and components are now blue color in the selector.
- GUI: Fixed several wording issues and added more information in the various contracts memos.
- Gameplay: Balanced contract requirement for various contract types, to bring them in line with realistic numbers.
- Gameplay: Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)
- Gameplay: Added some new engine contract types.
- Bug Fix: Crash if you hit enter twice on "End How Many Turns" window in the office.
- GUI: Redesign of Engine Contract Factory Selection GUI. Added some new features and information.
- Gameplay: Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.
- Bug Fix: Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski