05-26-2018, 05:46 PM
v1.23.4 is almost complete, although I will push the release back 1-2 weeks to finally finish Base City Map and start polishing minor GUI issues here and there. Here is what's been done for the last 10 days:
-Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.
-GUI: The City Information Window displays the Import Tax rates if the feature is enabled.
-Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.
-Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit.
-Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares.
-Gameplay: Player can now cancel component selection when using the prototyping system.
-Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees!
-Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating.
-Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists.
-Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.
-Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to.
-GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50.
-Mod Tools: Implemented Regional Names to the Map Data Tool.
-Settings Editor: Added Autosave GUI and Unit Types.
-Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.
-Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.
-GUI: Rename component textbox will have the old component's name automatically entered.
-GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .
-GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.
-Bugfix Fixed chassis outsourcing filtering.
-Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.
-Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. )
I think that just about covers it! Time to get my mop and bucket and start GUI cleanup!
-Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.
-GUI: The City Information Window displays the Import Tax rates if the feature is enabled.
-Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.
-Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit.
-Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares.
-Gameplay: Player can now cancel component selection when using the prototyping system.
-Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees!
-Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating.
-Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists.
-Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.
-Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to.
-GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50.
-Mod Tools: Implemented Regional Names to the Map Data Tool.
-Settings Editor: Added Autosave GUI and Unit Types.
-Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.
-Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.
-GUI: Rename component textbox will have the old component's name automatically entered.
-GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .
-GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.
-Bugfix Fixed chassis outsourcing filtering.
-Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.
-Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. )
I think that just about covers it! Time to get my mop and bucket and start GUI cleanup!
"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