- [Gfx] Glossier rendering of cars.(optional)
This is the new shiny shader for final painted cars. I don’t think it has much of a performance hit but you can turn it off if it does on your particular setup.
- [Features] Added bullbars as a feature, and support for style-specific features.
- [Features] Added 4x4/AWD/Offroad body style.
- [Feature] Car body styles now each have their own variable market share, rather than being equal.
- [Bug] Fixed bug where you could place some office facilities so they stuck out of an office zone.
- [Performance] Boost for routefinding speeds on larger factories.
You may not notice as difference, but if you have big setups and a low-spec PC (CPU-=wise) it should be rather noticeable.
- [Balance] Sunroof & panoramic sunroof increased fitting/resource/production/feature costs.
- [GUI] New icons on research screen for in-car music, aluminium body and voice recognition.
- [Bug] Fixed a bug where the sales matrix and the charts reported wrong number of hourly sales for each model.
- [Feature] Aluminium bodies now require new aluminium resource, more time and more expensive upgrade cost.
- [Feature] In-car music now requires a speaker, and is worth more.
- [Feature] Voice recognition now requires a microphone and is worth more.
Basically a lot of balance stuff, and some new resource requirements to increase the variety and complexity of the production line.
- [Feature] Stockpiles now only remove old(unused) components now if room is needed, as they may be needed for the next car.
This fixes a long standing but quite obscure bug, and makes them work better when the car model going through the slot keeps changing.
- [Feature] Edge scrolling on map can now be turned off under options.
- [Bug] A bunch of bug fixes and improvements for the level editor.
- [Tutorial] Added a tutorial pop-up the first time you place an office in a non office location or vice versa.
- [Bug] Fixed bug where progress of individual slot tasks didn’t seem to pause correctly when the game was paused.
- [GUI] Improved the usefulness of the data shown in tooltips in the showroom screen.
I got rid of the thoughts of customers looking for a different budget range or body style, and added in data on the current number of that design in stock, and the current price markup for that design.
- [Feature] Supply stockpiles now have configurable imports.
This is a bit experimental. Its not locked, so you can use it immediately. I might lock it behind the same research for slots in the next patch. This lets you determine on a per-resource basis, where a supply stockpile tries to get its inputs from, and its handy if you want to combine local production with supply stockpiles.
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Hope you like the new update to the game. There are definitely some economics model and customer-modelling issues I need to work on to make the game more balanced and interesting. This was a bit of a ‘features’ update with a bunch of new stuff, but the next one will be balancing, probably some customer-related stuff, maybe new achievements. With any luck I didn’t break anything with this build, and the performance should definitely be getting better with each patch.