So uh, it’s been awhile since I posted last – hope you all had a good holiday season! I’ve finally got an updated version of the demo launched (in fact, it went up on Steam on Tuesday, and Itch yesterday morning), so here’s some release notes for what’s new (and what’s new, but hidden in the full game):
- Fixed an issue where the train smoke in the main menu failed to animate when returning from an active game.
- Shifted the first train the buys potatoes to purchase them earlier.
- Villagers now stay awake for longer.
- Z layering of UI has been completely overhauled to avoid future overlapping issues.
- Fixed a lot of visibility issues with the tutorial bubbles.
- The little upgrade icon no longer blocks you from clicking the Railway Status button.
- Villagers can now get water directly from wells, and food directly from certain source buildings. (e.g. Bakeries, but not farm fields.)
- Changed the Play x2 and x4 buttons to act like the Play x1 button: clicking on it while paused properly unpauses the game.
- Pressing Enter in the New Game Screen goes to the next UI element.
- After building a road, default to keeping the “build mode” on.
- Fixed a bug where laborers were being cloned in buildings (even though the villager was not).
- Villagers can now prioritize jobs based on needs – for example, if they’re low on water, they will prioritize working at a well.
- A lot of level 4 work (no spoilers yet!)
- Added “permit” documents, describing the level that the player just unlocked.
- Made game loading slower. (Ran into a weird issue with multithreaded loading no longer working, so now it’s single-threaded until I can get around to investigating properly.)
- Added little footprint icons to show if a building 1×1, 1×2, 2×1, or 2×2. A better implementation is coming, but this covers the lack of information for touch screen players.
- Overrode base Godot logic to allow you to move the mouse a little while clicking a building button, and still count it as a click rather than a drag. This was an especially large problem on touch screens.
- Made some UI adjustments to hopefully keep text boxes above the on screen keyboard. This probably requires additional tweaks.
- Added Cloud Save support on Steam, toggleable via an in game setting.
- Loading & Saving Games on Cloud now uses a custom UI panel.
- Map Expansion: You can now expand to the other side of the tracks in level 3. Although this is not accessible in the demo, the margins between the playable space and the edge of the map have expanded.
- Known Bug: You can chop down trees in the south even if you have not unlocked it.
- Code has been added to paint in some grass if you are loading an old save, but otherwise these map changes only take place in new saves.
- Autosave is now implemented, when enabled in the settings the game will save every 5 minutes.
- Adjusted the positioning of the Buy & Sell buttons to hopefully make them more visible.
- Improved (but did not fully fix) an issue with progress bars appearing 100% full before the underlying task is actually done.
- Changed the build system to not include certain full game assets in the demo.
- On Android, shift certain UI elements over from the left to avoid getting blocked by camera notches. (This has been slightly overdone, and will be re-fixed soon.)
- The Carreteras section of the build menu (en Español) has been renamed Caminos to better reflect the usage.
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