- District Specializations: Once a district has Road to Capital built, you may choose to specialize the district. There are three specializations: Research, Resource, and Culture. Each unlocks unique improvements to that district. For the time being, the cultural and reserach improvements are for show only, while we work on finalizing the effect they have on the capital.
- Improved Contracts: The contracts system was adjusted so that the number of long term contracts are reduced, and we also introduced a new toggle on a resource so you can mark it as not for trade with trading guilds.
- Improved Resource Management: ctrl + click on a resource in the Warehouse/Granary pins it (green background), but now it will stay visible even when the granary/warehouse has been collapsed so you see only what you want to see. Additionally, clicking on a resource will now provide additional details that you may find useful. Note this is also a quick way to sell resources once you have your own trading guild established.
- Beginner Quests: Starting the game can be very challenging, one of the biggest complaints we receive is that people don't know what to do. To address this, we created a small series of "quests" that give incentives/rewards. Let us know what you think of this system, we may expand it!
- Culture Level: One of the "victory points" is culture. We will be describing the culture system in more detail later, but in a nut shell, culture is your way to influence other towns. On the map there are multiple points of interest, some of which are city states. Your culture affects your influence on them, so that eventually they will come under your influence. Having influence on every city state (not faction capitals), is the first victory condition. Culture points will lead to additional boosts to help you achieve this diplomatic, cultural hegemony.
- Research Points: The Porcelain Tower will now unlock Innovators (Expert), as well as a new Research Point. You may use research point to help you balance out your tech sectors. For example, if you need more Agriculture tech but have plenty of Civil tech, you can trade 2 Civil tech for 1 Research Point, then 1 Research Point for 1 Agriculture tech. Point trading will not affect sector level, and therefore will not affect how much sector exp is needed for the next point.
- Aesthetics Overhaul: The Aesthetics system is drastically changed. Instead of a pure average, it is now the average of the top X buildings, where X is defined by the number of people in your town. The greater the population, the greater the X.
- Experts change: Expert contributions have been redesigned for some more flexibility in the development end. One balancing aspect is that expert contributions will hit a maximum, and Experts can choose to retire.
- Artist Contribution change: Art comes to life! Artworks will now be displayed in their respective buildings if you open up the building instance.
- New techs added to the tech tree: Ore Crusher, Advanced Lumbermills, Drilling
- New Civil Policy: Prioritise repairs
- Fixed a bug where the music keeps playing after the game goes back to main screen
- Fixed a bug where Monument cannot be built due to NaN build time
- Fixed a bug where volume control does not persist
- Fixed a bug where artist slots were not being updated when buildings were created/destroyed
- Fixed autoupgrade bug where it did not respect limits of upgrades
- Added a link from District Improvement to Tech if it is a prereq
- General performance improvements when loading busy worker screen/building screen
* Weather system
* Seasonal effects of weather on productivity, farm bonuses
* New ambience sound effects from weather
* New Experts system - Artists
* Hire artists from the Experts panel in City View
* Artists create works of art - which adds to Aesthetics
* New Global Settings control - control display mode and zoom level
* Drastically reduced size of assets
* New Special Projects panel, replaces individual project panels
* New story - Mason Marky
* Bug Fixes:
* Double counting on building instances
* Fixed issue with performance when there are too many buildings in building queue
* Fixes bug with volume slider not always working
* Some tutorial hints early game
* Wording changes based on feedback of various UI and dialog
* Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last).
* Work Orders - This new system was created so that players can request special batches that are not the workers' normal batch. For example, Lumber Millers will have the ability to create Fine Lumber from (Regular) Lumber. Work Orders are unlocked once workers reach a certain amount of experience.
* Land Clearance - The Explorer was redesigned in this update. Instead of randomly finding Forest space for you, they will now have a chance of finding Land Parcels, which represent a piece of land that can become useful - if you decide to invest in working them. It will take some time, and resources, but you'll get a very rare resource - land.
* Apothecary Shop - a new Improvement for Forest zones in Districts, Apothecary Shops can improve your district's resilience against the spread of disease.
* Hospital Privitization previously simply added some money to your coffers (except when it didn't because there was also a bug). This tech has been modified to provide the player with a scaled policy to set just how greedy the Hospital should be run.
* A new one-time conversation happens now when you hire a lot of lumberjacks
* Taxation - changed the scaling for awesomeness when tax income increases
* Reduced the scaling for tech exp required for next level
* Fixed a bug where the game crashes when a batch was reset prematurely
* Fixed a bug where abandoning a district doesn't empty the district of its workers properly
* Fixed a text description bug regarding Tree Selection
* In game notifications will now display a button for the relevant action to describe what would happen when the player clicks on the notification (for example, go to the trading screen)
* Special Project Cards will now describe how many days Setup and Ramp up could take
* District details will now explain the stats - Workers, Food, Loyalty, Efficiency, and Production in the tooltip in greater detail
* Efficiency Breakdown for workers will now be shown right away when you open the worker details
* Added icons for land, missing item icons
* Added new actions for some in game notifications for switching to a different screen
- The save folder has changed locations for windows users! Don't worry, the game will migrate your files over automatically
- Fixed a bug where currency can go negative from the Garden Stall
- Fixed a bug where you can lose resources for starting to create a new district but then cancelling instead of hitting create.
- Fixed a bug where workers can go negative when a building collapses from natural disasters
- Added failsafes to prevent population from going negative (which shouldn't be possible, but there are some far flung edge cases)
- Auction houses now provide money properly
- Tweaked a number of tech upgrades
- Job description will now provide efficiency breakdown if available
- Lots of progress on the work order system but it is not yet available
- Started work on the Perks system (not available yet)
- New feature: The hospital is a new facility for helping with overall health related issues. Like the City Guards, the Hospital can be funded at different levels for different effects. Funding is set the first of each month, and the effects last all month long, it is an important aspect for bigger towns/cities where disease can spread quickly.
- Districts can now be abandoned or even razed. Sometimes districts simply cannot scale past a certain amount due to availability and types of zones. Sometimes you suffer a huge setback in the Capital, and need to recall workers. Abandoning a district keeps it on "hold" effectively, for a reduced upkeep but produces nothing. Razing takes some time to happen but completely clears the area and a "slot" so that you can establish a new district.
- New portraits and icon assets - now choose from 3 male and 3 female avatars. Also, many of the icons in game were updated.
- QoL changes: Ability to sort the warehouse by categories, and ability to sticky items to the top of the list.
- Misc. Bug fixes: Includes a major update of the data-consistency checker, so that cached data are properly refreshed and derived data is close to being updated real time.
- New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement
- District Improvement changes:
- Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms
- Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower
- District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many all at once
- District Details UI - now displays a badge beside each stimulus package if there is currently any time left on a stimulus pack
- Districts are now prone to flooding if there is a river zone in the district. Flooding can kill inhabitants and will delay production
- New District Improvement: Levee - can be built on district zones with a river, reduces chance of flooding.
- New District Improvement: Stables - are built in the Core of a district, once built it will provide a productivity boost of 20 for every farm built in the district
- Fixed an issue where a district improvement in ramp-up mode produced negative goods
- Fixed an issue where district efficiency could potentially become negative
- Fixed an issue where 2nd floor (and other building upgrades that added housing capacity) wasn’t adding any housing
- Fixed an issue where the upgrade toggle on a building card reset itself if the building was not marked as being upgradable
- Fixed an issue where starting a project called for 1 more worker than listed in the project card
- Fixed an issue where the commission on the trading screen was incorrectly calculated
- Fixed an issue where typing the amount of goods to sell did not trigger an update on calculating what the total gains should be
- Granite and a number of other exotic resources are now able to be sold through the Sell tab of the Trading screen
- Overflow penalty for warehouse will now be more prominent by adding a debuff marker. Overflow penalty will now scale when population < 100
- Increased base salary of Constables, constables will now provide a static increase to security awesomeness
- Sleeker UI for setting up a game, added potential for more professions to be added
- Behind the scenes: Modified the food history so that annual food consumption will be recorded in a separate archive, which reduces memory needs to store food history in total