Re: Current changes (pending next build)

[version 1.59]

  1. [Balance] Budget cars can now never consider a sunroof to be common.
  2. [GUI] Redesign of the showroom car details screen.
  3. [GUI] Showroom vehicle icons now have a warning or error icon on them depending if they have defects/missing features (error) or uninstalled features (warning).
  4. [GUI] New options added to options screen to toggle the ‘no export room’ and ‘insufficient resources’ notices on and off.
  5. [GUI] Redesign of the income screen so it shows revenue breakdown as a pie chart by category and by body style
  6. [Performance] Reduced size of save games.
  7. [GFX] Added new animated battery cell production machine.
  8. [Feature] New upgrade for paint-rooms: next-gen paint compressors.
  9. [Balance] Make brakes now produces 2 at a time, takes slightly longer, and costs more to place, uses more power.
  10. [Balance] Cost of valves doubled, cost of engine assembly +200. Value of basic car +200. Production time & power use of manufacture valves increased.
  11. [Balance] Value of a stop-start powertrain increased by $500. Cost of component increased by $350.
  12. [Balance] Touchscreen component cost increased by $300.
  13. [Balance] Cost of wood increased by $200.
  14. [Balance] Production time to make servos increased from 3,900 to 4,200.
  15. [GUI] New category-based system for the car design window to make toggling between mutually-exclusive options much more obvious.
  16. [Content] new researchable powertrain options (also manufacturable): Fast and Super Fast powertrains (ICE/electric variants)
  17. [Balance] Loans are now capped at $5million and no loans are offered if bank balance is above $10million.
  18. [Performance] Fixed a few memory leaks that could theoretically cause issues with really huge maps over long periods.
1 Like

[version 1.60]

  1. [content] Cars now have a range of different wheel options to be researched upgraded and introduced: matte black, 5-point, turbine, high-tech and gold-plated!
  2. [GUI] Certain mandatory included features like emissions checks no longer listed in car design or feature availability list.
  3. [Bug] The resource imports tab for slots now also shows options for combination resources such as heated and folding wingmirrors, and crops their name to fit.
  4. [GUI] Resources are now ‘unlocked’ over time by the research that requires them, to limit the huge list of resources otherwise shown during the early part of the game.
  5. {Bug] Conveyor belts now don’t get ‘stuck’ visually briefly after exiting the research screen.
  6. [Content] New researchable upgrade and feature ‘air suspension’ which requires ‘air suspension bag’ resources.
  7. [GUI] The research button will now flash green, instead of red, if there are un-researched design items, and no current design item being researched.
  8. [Bug] Hang when running a large map on a PC with more than 8 available cores is now fixed, max cores set at 20 and never causes problems even above that.
  9. [Performance] Increased responsiveness of load/save game dialog when a number of large save games exist.
  10. [Balance] Breakdowns now do not start until later in the game.
  11. [GUI] ESC key now brings up quit to main menu dialog.
  12. [Feature] New auto-renew feature for marketing campaigns which can be toggled on or off form the marketing screen.
  13. [Bug] Fixed Bug where cars stopped counting towards the min spec achievement.
  14. [GUI] Added explanatory tooltip to the defects tab of the vehicle defects screen.
  15. [Bug] Fixed issue where with some upgrade and powertrain combinations, redundant resources were ordered by certain slots.
  16. [GUI] Redesigned the layout of the R&D screen, including a slightly compressed version for very small screen resolutions.
  17. [Content] New chrome paint option in the vehicle design screen allows for a polished metal look to the cars.
  18. [Balance] Defects do not start to appear now until 50 hours into the game.
  19. [GUI] Design tech tree now has its own separate research queue.
  20. [GUI] Holding shift when clicking an item in the research screen adds it to the queue (or researches it immediately if no other research is active).
1 Like

[version 1.61]

  1. [feature] Loans can now be re-paid early, assuming you have the funds, at a penalty of 12 hours interest.
  2. [GFX] Conveyors use less obtrusive graphics
  3. [GUI] New screen for market analysis to show breakdown of demand, production and sales.
  4. [Content] New researchable upgrade & feature: large touchscreen.
  5. [GUI] Vehicle design screen now hides categories entirely if there is only a single default option.
  6. [Bug] Fixed design research queue bugs where you could adjust first and last items up and down, causing a crash.
  7. [Bug] Fixed bug where the second-nearest import bay for each stockpile was sometimes calculated wrong, meaning inefficient routing. Also major route calculation speedup.
  8. [Balance] Major increases in the cost and value of electric car batteries (larghe and small) and touchscreens.
  9. [Balance] Increased the power draw and process time for making wheels.
  10. [Content] New researchable feature: parking sensors. Now a pre-requisite before reversing camera. Fitted at bumpers.
  11. [GUI] Revamp of the ‘apply options’ screen post-research, which adds price category indicators and selective coloring, and new buttons to apply a feature to a whole category at once.
  12. [GUI] Music and cruise control are now feature-categories, where the more expensive versions include the resources, value and features of the cheaper ones.
  13. [Content] Self-driving! new researchable tech, new resources and feature category for high-end cars.
  14. [Balance] Boosted the impact on marketing campaigns on showroom visits by 25% to increase total market size possible with current campaigns.
  15. [Bug] Fixed bug where sometimes the warning on the design screen about common or universal features missing would be skipped if the feature had a category.
  16. [Bug] Fixed bug where changing the color of a car design could lead to duplicating the price slider GUI.
  17. [Bug] Fixed bug where the correct price-category adjusted market value of a feature was not being displayed in a number of places.
  18. [GUI] Double clicking a car in the showroom now launches the vehicle design screen for that car’s design.
  19. [Content] New researchable vehicle body style -> The small van.
  20. [Bug] Fixed bug where the car renders in the showroom screen did not use the correct shader.
  21. [Feature] Smart Junctions now have a new mode: Feature mode, where they filter cars left or right depending on if they have or do not have a selected feature.
  22. [Bug] Fixed bug where the percentage progress on the research center pop-up window did not update in real time.
  23. [Bug] Fixed crash bug launching research screen under certain circumstances.
  24. [Bug] Fixed bug where tooltips for some conveyor belt resources were wrong.
1 Like

[version 1.62]

  1. [Feature] All car colors are now unlocked in freeplay modes.
  2. [GUI] ou can now click and drag around the Research screen in both axis with the left mouse button held down. You can also use middle mouse to do that annoying autoscroll thing too :D.
  3. [Content] New feature (researchable): Active spoilers for sedan & sports cars. (powered spoilers requiring sensors and servos).
  4. [Content] New upgrade: preventative maintenance. needs researching and can be carried out at each maintenance facility to reduce breakdown chance by 50% in inner radius, 25% in outer radius.
  5. [Bug] Fixed visual anomaly where setting a car design colors to chrome, then removing that option could mean some cars changed color when zooming in or out.
  6. [Bug] Fixed crash bug (assertion error) when deleting some resource importers.
  7. [GUI] Clicking an un-researched upgrade at a slot now takes you automatically to the research screen to show where the research item is.
  8. [GUI] Yellow and red warning icons now also show in car design screen on categories where an item (of greater value) in that category has become universal or common.
  9. [GUI] Manufacturing slots now show an error message if the export stockpile is not connected, and they will not run until this is corrected.
  10. [Bug] Fixed crash bug on some occasions when leaving the slot details window open for a long time on a manufacturing slot.
  11. [GUI] Valve and Engine block manufacture now depend on the research of engine assembly manufacture.
  12. [GUI] A whole bunch of windows that could not be dragged around can now be dragged. Also icons added to facility/slot details title bars.
  13. [GUI] Upgrade strips on the slot details window now show icons for each upgrade instead of pointless cash icon.
  14. [GUI] Some pie chart and other chart colors adjusted.
  15. [Content] New researchable manufacturing facility and resource: Silicon and Chip manufacturing / Ai chip manufacturing. Adds new employee type.
  16. [GUI] Game will no longer allow you to rename or name designs so two designs are exactly the same (caused chaos!).
  17. [Bug] Fixed a bug where sometimes applying a tech on the post-research screen did not seem to work.
  18. [Feature] Smart Junctions now have side and 3 exit variations. Art not final. New ‘default’ option simplifies assigning designs.
  19. [Balance] When deleting a manufacturing slot you also now get a refund for the value of any stock in the export-stockpile for that slot.
  20. [GUI] On the imports tab for slot windows, there are no longer misleading import strategy buttons for raw materials that cannot be made locally.
  21. [Feature] Red and White leather seats can now be researched in the design studio and installed in the sedan and sports car.

[version 1.63]

  1. [Bug] Fixed crash bug when deleting a facility that is displaying a details window.
  2. [GUI] Vehicle details window now shows the correct sale price of the vehicle when finished, assuming no components are missed and no defects found.
  3. [Feature] A system of advisers give helpful pop-up window hints now during the game.
  4. [Bug] Processing order of slots now regularly randomised to prevent bottlenecks happening where production lines converge.
  5. [GUI] In R&D screen where an upgrade is applicable to multiple slots, its shown as researchable if only the easiest (highest in the hierarchy) slot has been unlocked.
  6. [Bug] Fixed crash bug when going from main menu to new game then back to main menu then selecting mods.
  7. [GUI] Main menu interface redesigned. Thanks to Perseco.
  8. [Bug] Fixed crash bug under certain circumstances relating to large numbers of component manufacturing slots and multithreading.
  9. [Bug] Fixed bug where researching electric powertrain made the post-research GUI think you had locked the same upgrade twice.
  10. [GUI] Support for new changelist update window on main menu.
  11. [GUI] Update notification for non-steam builds also now shows nicer color-categorised and sorted list of changes.
  12. [Bug] Fixed bug where on 1280x1024 res monitors some of the speed buttons could not always be clicked.
  13. [Bug] Fixed bug where the selected features for smart junctions in feature mode were not properly saved and re-loaded.
  14. [Balance] Rework is now researchable earlier and at lower cost.
  15. [Bug] Fixed bug where some resources, like directional xenon lights, did not have resource importer strategy options.
  16. [Feature] Custom maps are now embedded in save games, so you can edit custom maps and not have them wreck existing save games based on that map.
  17. [Feature] New production manager GUI.

[version 1.64]

  1. [Balance] Job creator achievement requires an extra 200 employees (now 1,200).
  2. [Balance] Production at scale achievement now requires 6,000 not 5,000.
  3. [Bug] Deleting a save game from the load game dialog now works.
  4. [Bug] Fixed bug where sometimes you could not toggle off the advice on certain types of advice dialog.
  5. [GUI] Clicking the research icon on the top menu when it is flashing green (for no design research) now auto-switches to the design tab of the R&D screen.
  6. [GUI] When the research screen is launched to show a specific unresearched item, the screen now temporarily highlights that item to make finding it easier.
  7. [Content] New researchable upgrade for some slots: Liquid-Cooled Welding. (5% faster. All welding slots are 2.5% slower now before this upgrade).
  8. [Bug] Fixed occasional crash bug on some maps when switching to blueprint mode.
  9. [GUI] New rotate buttons now allow you to preview vehicle designs in all four directions.
  10. [Feature] New cosmetic placer on the slot menu lets you change the floor textures (drag place) or place down a few cosmetic items.
  11. [Bug] If you run out of money, and the only available loan will not cover the financial shortfall, it is not made available now.

version[1.65]

  1. [GUI] Some improvements to the interface for the map editor.
  2. [GUI] Component efficiency window now displays a dash ‘-’ for production in cases where there is no option to produce a resource locally.
  3. [Feature] You can now click and drag to edit the wall graphics just like floor tiles in the cosmetic editing feature now.
  4. [Balance] Tweaked difficulty slightly easier by adjusting a number of parameters, especially relating to competition and AI research.
  5. [Bug] Fixed a few places in the GUI where resource icons like the paint-tin were drawn wrong.
  6. [Bug] Fixed a bunch of z-order bugs that drew things weirdly in the factory.
  7. [Bug] Fixed occasionally corrupt text on repay loan button.
  8. [Bug] Fixed bug where load game screen is stil open if you use the load icons instead of double clicking.
  9. [GUI] Changed market screen height so it never obscures the speed buttons.
  10. [GUI] Changed production schedule UI so it never spills off the screen bottom on really low res monitors.
  11. [Bug] Fixed bug where some robots would not animate at the right times.
  12. [Feature] Cars now go up and down on platforms when getting wheels,tyres fitted etc.
  13. [GUI] New stats window in the efficiency screen now shows more factory-wide data.

version[1.66]

  1. [Bug] Fixed some graphical glitches with overhead conveyors appearing behind things they were in front of, and vice versa.
  2. [Feature] Added new ‘world events’ to the game which start in the late game and affect prices / demand / features etc.
  3. [GUI] Research queue names are now cropped to elipsis (…) rather than word wrapped, which caused issues in German.
  4. [Feature] cars now open their hood/bonnet (or trunk/boot for sports cars) to have engines worked on.
  5. [Bug] Fixed some mixing or badly translated text in various locations.
  6. [Bug] Doubled memory pool for routes to prevent this error: “Too many Path Objects requested!”
  7. [Bug] You can no longer change the floor texture of floors ‘outside’ the factory zones.
  8. [Content] Potential, unbuilt export slots now show a shuttered slot rather than just a gap.
  9. [Content] New researchable ‘type 2’ resource importer speeds up resource importing by 20% (also stacks with general speed upgrade research).
  10. [Bug] Fixed rare crash bug on launching the production manager screen.
  11. [Content] Lots more wall texture options!
  12. [Content] New wall-clocks for sales dept, world map for shipping department and animated CNC milling machine for engine block manufacture slot.

[version 1.67]

  1. [Bug] Fixed building zone unlock costs all being zero.
  2. [GUI] Conveyor placement now cancels if it would make the player bankrupt
  3. [GUI] Changed R&D screen t ensure connections to items not currently on screen are still visible to avoid confusion.
  4. [Feature] Added a new in-game player guide (F1 or ? button) to explain game to new players. Also launchable from the main menu.
  5. [GUI] Some extra tutorial windows have been added to explain demolishing items and the canceling of the resource conveyor placement tool.
  6. [Bug] Fixed display-only bug where the component cost of vehicles with some options (like red leather seats) was miscalculated on the car design screen.
  7. [Feature] new icon at top right of a slots window allows you to reposition that slot at no cost.
  8. [GUI] New button with a car icon on the features window lets you re-launch the post-research screen to assign features to designs.
  9. [GFX] The rear window is now applied visually to the vehicle when the other windows are fitted now, instead of when the windscreen gets fitter.
  10. [Feature] Camera controls can be remapped using a new option on the options screen.

[version 1.68]

  1. [GUI] Changed vehicle renaming so it doesn’t annoyingly add (1) to a duplicate name until you leave that screen, to prevent driving people MAD.
  2. [GUI] Component prices on the finance screen can now be sorted up or down by either name or price.
  3. [GUI] Added remappable shortcut key (B) to toggle blueprint mode.
  4. [GUI] Redesigned layout of car design screen to accommodate longer languages.
  5. [Feature] Added Swedish translation and improved others.
  6. [Bug] Fixed bug when adding items to a supply stockpile where some categories would occasionally not be shown.
  7. [GUI] Smart junctions now retain their list of designs when switching in/out of design mode, and also add new designs to the default list.
  8. [Bug] Fixed crash bug when moving existing paint drying slots.
  9. [Feature] You can now move supply stockpiles, and they keep their configuration when moved.
  10. [Bug] Fixed bug where if you changed floor textures under office space, then moved existing office facilities, the default office floor texture was not re-set.
  11. [Feature] Added researchable make electric motor and make electric powertrain slots.
  12. [GUI] Canceling a slot or facility movement action snaps the item back to its old location.
  13. [Feature] You now get a brand awareness boost of up to 20% automatically if you have high number of sales over the last four hours.
  14. [Bug] Moved slots now remember their import preferences.
  15. [Feature] Telling a supply stockpile to copy a specific task’s requirements now links it, and it auto-updates to account for new research. Any manual change to the slot breaks the link.
  16. [GUI] You can now place down conveyor belts as blueprints.
  17. [GUI] The production schedules at the start of each line are now saved if you move that slot.

[version 1.69]

  1. [Bug] Fixed frankly amazingly dumb bug where buying a facility blueprint did not remove the blueprint!
  2. [GUI] Research screen now defaults to a more sensible tab if not launched from a specific research item.
  3. [Balance] Increased the play time from the start of a game before defects start to appear.
  4. [Balance] Reduced the research cost of rework (fixing defects) by 50%
  5. [Bug] Fixed advice so that there are not warnings about an overstocked showroom unless a car has some base level of production and stock.
  6. [Bug] fixed bug where both rotate buttons in vehicle design screen rotated the same way.

[version 1.70]

  1. [GUI] Word-wrapping works on the blueprint slot names now.
  2. [Bug] Fixed bug where it was possible in some circumstances to skip specific slots on the line.
  3. [Gfx] Tweaked the animation for polishing paintwork so its scales nicely with the progress of the slot.
  4. [Bug] Fixed crash bug when trying to toggle off the upgrade for the maintenance facilities.
  5. [GUI] You can now type non English (supported characterset) characters into text edit boxes like company/vehicle name.
  6. [GUI] Added an explicit fullscreen button to the resolution picking screen under options to reduce confusion on how to enable fullscreen.
  7. [Sounds] Reduced volume of slot placement sounds.
  8. [GUI] Added an extra line in the tooltips to show any applied discounts to the price on cars in the showroom.
  9. [GUI] New statistic displayed on vehicle design window: ‘in production’ to show partly assembled cars of that type.
  10. [Bug] Hopefully a fix for the rare ‘too many path objects’ crash.

[version 1.71]

  1. [GUI] Added sliders in options screen to adjust camera panning speed and autosave interval.
  2. [Bug] Fixed some issues that allowed nonsensical combinations of some features such as pollen filters without aircon, or large batteries with a hybrid powertrain.
  3. [Bug] Fixed crash bug when clicking on the notification message that a world event has recently ended.
  4. [Bug] You can now no longer place down cosmetic items on walls on locked areas or in facings that cannot be seen.
  5. [GUI] Changed the reporting of customers per hour on the market screen so it shows ‘average’ customers per hour, not the number for the previous hour.
  6. [GUI] Changed the ‘next slot not found’ error so it reports the next unlocked slot, not ideal slot. Also fixed word-wrapping on those messages & partial car rendering.
  7. [Bug] You can now move existing slots regardless of whether or not you could afford to buy a new slot of that type.
  8. {GUI] Fix for display problems when any financial figure exceeded roughly 2 billion.
  9. [Bug] Fixed crash when selecting the research button when clicking to see details of a rivals recent research.
    10)[Bug] Fixed bug relating to deleting resource importers with items bound for a supply stockpile in the queue which could lead to supply stockpile problems later.

[version 1.72]

  1. [Bug] Fixed crash when a supply stockpile window is open, and linked to a specific slot while research completes for an upgrade that would add new resources to that slot.
  2. [Performance] Sped up calculation of maintenance effect overlay which might fix a crash bug for the maintenance facility.
  3. [GUI] Added hotkeys for finance screen (‘f’), Vehicle design (‘v’),Research (‘t’), Sales (‘m’), Efficiency (‘e’). All are remappable.
  4. [Performance] Much faster route finding, which should boost performance during load and also when placing new slots or resource importers/conveyors.
  5. [Bug] Fixed error where the token “SHARE” was shown untranslated in one event pop-up window.
  6. [Feature] A new button at the bottom of any slots ‘imports’ tab gives you access to a screen which lets you change the global import setting for all current & future imports.
  7. [GUI] You can now move individual items up and down within a production schedule using new up and down buttons.
  8. [GUI] You can now click directly on those pop-up notices at the start of a production line to go directly to the production manager screen for that slot.
  9. [GUI] You can now click anywhere on a closed drop-down list to expand it.
  10. [Bug] Fixed bug where saving a game and then re-opening the save game list shows two copies of the same game.

[version 1.73]

  1. [GUI] The choose company logo window is now larger if space allows.
  2. [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly.
  3. [Bug] Fixed resource bug whereby with ‘prefer local’ setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile.
  4. [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out.
  5. [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades.
  6. [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera.
  7. [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction.
  8. [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now.
  9. [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.
  10. [GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen.
  11. [GUI] Mod browser now shows red/green for disdabled/enabled status on the left hand side.
  12. [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly.
  13. [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable.
  14. [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.
  15. [Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go.
  16. [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels.
  17. [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.
  18. [Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled.
  19. [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors.
  20. [Bug] Fixed bug with global local setting for resource imports.
  21. [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors.
  22. [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked).
  23. [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories.
  24. [GUI] Improved the design of the vehicle price slider.
  25. [GUI] Fixed UI issue where the width of the ‘defects’ tooltip for vehicles was too long in rare cases.

[version 1.74]

  1. [Bug] Fixed rare crash involving placing a blueprint for a slot on top of a starting-slot (like chassis assemble), then buying the blueprint.
  2. [Bug] Fixed crash when loading a game with vehicles at any very extreme edge tiles.
  3. [GUI] Improved usability of scroll wheel on car design price slider.
  4. [Balance] New car designs get a sensible starting price when created due to research to prevent accidentally having zero priced cars.
  5. [Balance] Increased purchase price of the shipping and paperwork slots by 30%
  6. [Balance] Increased purchase price of the fit computer and fit electrical components slots by 80%
  7. [Balance] Doubled the purchase price of the make electric powertrain and make electric motor slots.
  8. [Balance] Doubled the production cost of the make steel sheets slot.
  9. [Balance] Reduced the research cost of smart junctions by about 50%.
  10. [Balance] Increased the research time for some types of wheels and seats (design types).
  11. [Bug] Changed the export-rate for supply stockpiles so that they could not be overwhelmed, resulting in long invisible queues and an inability to send items out at a reasonable rate.
  12. [Bug] Fixed crash bug under certain circumstances when deleting very busy resource importers.

[version 1.75]

  1. [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now.
  2. [Bug] The ‘copy from slot’ feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched.
  3. [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature.
  4. [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.
  5. [GUI] The discounts for the showroom have been moved into a tab on the market screen.
  6. [Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game.
  7. [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and dont produce any standard seats.
  8. [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place.
  9. [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game.
  10. [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.
  11. [GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them.
    place down any blueprints ahead of researching them.
  12. [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds.
  13. [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot.
  14. [GUI] The pop-up label for the supply stockpiles now show the current linekd slot type in brackets underneath if linked.
  15. [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly.
  16. [GUI] Market value of each car now shown in the vehicle design screen.
  17. [GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list.
  18. [GUI] Renamed the ‘insufficient resources’ message, and also ‘wrong bodystyle’ and ‘predictive stock control’ so they all make more sense.
  19. [GUI] Fixed layout of market analysis screen at 2560x1440 res.
  20. [GUI] The ‘new’ text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds.
  21. [GUI] Fixed font problem with the X character in company name.
  22. [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion.
  23. [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed.
  24. [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically.
  25. [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.

[version 1.76]

  1. [Bug] Fixed crash bug when using B hotkey twice with task picker closed.
  2. [GUI] Improved component tab on efficiency screen shows more stats, in more sortable columns, with only one column now.
  3. [GUI] Improved pie charts on expenses chart now highlight the top few component costs as different shades of red.
  4. [Bug] Fixed missing LED headlights graphic for sports car.
  5. [Bug] Fixed bug where the player was not credited a refund when unused resources were automatically refunded by a slot due to not being used over a long period.
  6. [Bug] Fixed bug where the ‘prefer local’ option for resource importing seemed to work incorrectly.
  7. [Balance] Slowed down the rate at which the perceived value of vehicle features change over time in response to competition. This should reduce price micro-management.
  8. [Bug] Fixed bug where car designs that used white or red seats, but fewer of them due to body design were using too many and wrong seats.
  9. [Bug] Fixed issue where in certain combinations, resources might be ordered badly by slots, notably the air suspension upgrade on fit undercarriage.
  10. [GUI] Changed the vehicle design screen so that component cost was using the current purchase price of components, not just the games starting price for them.
  11. [GUI] Improvements to map editor to allow placement of import/export on edge tiles, also blocks out and shows the 2 adjacent tiles next to export slots.
  12. {Performance] Reduced lag on huge maps when placing new overhead conveyor routes.
  13. [Bug] Moving a task-linked supply stockpile now retains its task link.
  14. [Bug] The advice to research new body types now will not trigger if you are already researching your first body type.
  15. [GUI] When placing a conveyor or the overhead conveyor, ESC key now cancels, as does right-click.
  16. [GUI] When design is being researched (or along with normal research) an extra green progress bar appears by the research icon now.
  17. [Bug] Fixed zoom limit on map editor with really big maps.
  18. [GUI] Zoom in/out with the mouse wheel on the map editor now does zoom-to-cursor.
  19. [Bug] When moving an existing slot, disabled upgrades are no longer removed and need re-buying.
1 Like

[version 1.761]

  1. [GUI] Added text to the vehicle details screen which shows that specific cars powertrain (may differ from current powertrain for that cars design).
  2. [GUI] List of features on the car details screen is now sorted to show the most recently fitted feature at the top.
  3. [GUI] The vehicle design screen now correctly shows the effective component cost for all designs, based on both the current market price of imported components AND reflecting that you may be producing some or all of them yourself.
  4. [Bug] Fixed anomaly where some tech research items, like manufacture sensors had weird pre-requisites.

[version 1.77]

  1. [Bug] Fixed crash bug when deleting a smart junction with an open config window for that junction, then adjusting its settings.
  2. [Bug] Fixed misleading yellow warning for sunroof on some designs where panoramic sunroof was unlocked and common but not valid on that body style.
  3. [Bug] Fixed missing import config options on the fit seats slot for nappa, red and white leather seats.
  4. [GUI] Finance screen tabs now autosize where possible to save taking up too much space.
  5. [GUI] Expenses tab on finance screen now sortable up/down on each column. Pie charts now sorted by cost.
  6. [Bug] Fixed crash bug when marketing window is open at the point when a marketing campaign ends. Also the customer/revenue stats now update in real time.
  7. [Balance] Brand awareness from high sales (organic) now easier to achieve and has a bigger effect. This is now shown on the brand awareness box.
  8. [GUI] Options screen now includes the option to disable the red flashing and facility pop-ups when no research is currently taking place & facilities exist.
  9. [Bug] Fixed bug where you could still click on or right-click-delete a blueprint when those blueprints had been deliberately hidden.