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This update features the following changes:
This update features the following changes:
This major update includes changes, optimizations, bug fixes and massive update to the endgame content. The following is a summary of the update's contents, without giving away spoilers.
Massive change to how the end-game gameplay works including new objectives, resources, functionality, game modes and challenges. These are spoilers, so no details will be provided.
5 new Steam achievements to unlock
Added dropdown setting for choosing framerate limit (applied when v-sync is not enabled)
Added shortcut for holding Ctrl + clicking (or equivalent for gamepad) to repair failed asset
Termite mission will better randomise which pole is chosen
Adjustments to volumes of some sounds, particularly if played in UI rather than normal gameplay
Optimization for the procedural generation code related to the environment/map
Optimization in star movement code
Optimization improved for loads switching between peak and off-peak current draw. Transition occurs for every load connected to a substation at the one time with substations timing staggered, rather than staggering every load individually.
Optimization in path calculation when adding/removing new assets. Also a once-off popup tip that having many loops in a network slows performance which will popup if the user has a significant performance stutter.
Adjusted cost of research for solar, wind and batteries research. Solar now costs 1SP, wind costs 2SP and batteries costs 3SP plus $10K. Previously these three didn't cost science points (SP).
Optimizations for when large numbers of Loads are connected
Rubble on placement, previously only used for roads and buildings is now shown for placement of all assets. Buildings also now rise out of the ground with more interesting animations.
Added new "Next" and "Previous" button to the EPR/GRP panel as an alternative to clicking the asset on the map (e.g. the next substation). This is important for gamepad users who won't have a mouse given the maps assets aren't UI buttons.
Fix to camera movement where it would jump view slightly if you pressed Q or E (pan left or right) after having zoomed out or in.
Fixed bug where you could start a mission requiring solar panels before you had researched them.
Fixed bug where a star can get in the way of the preview of an asset (shown as a white box)
Fixed bug where synchronization of generators UI could show for generators on a secondary network (but wouldn't work as only one network is allowed).
Fixed bug where the bottom UI bar in the Final Map Audit would not fill up (visually) when the full required amount was obtained. Text also now changes to green to clearly show map is complete.
Fixes to how maximum renewables penetration is calculated relative load sharing on the network
Fixed bug when moving from an all renewables network to a network with power generators, where the generator would think it's on a secondary network.
Fixes to show localization not showing for certain UI panels (e.g. the 'Are You Sure You Want To ...' Restart, Quit, Naming the island etc)
Mouse-over of an Energy Hub Substation while building conductors will now tell you how many free connection points are left.
Fixes to button navigation using gamepad on for some UI.
Fixed bug that had potential to not show earthing visuals on Energy Hub Substation.
Fixed bug where if user is using gamepad, then alt-tabs to another program or uses the Steam overlay, the mouse will be locked to the center screen.
Optimizations with how reliability and status of assets is calculated.
Fixed 'install angle relative to wind' value for conductors which was showing at 0. Used as part of conductor thermals calculation.
Fixed localization issues, such as for "On Strike!" button
Fixed EPR/GPR UI glitch which would briefly play ambience sound after pressing save or changing assets.
Fixed bug where the protection panel would not detect conductors on one side of a substation so could not give a recommended overcurrent protection setting. Also fixed the recommended overcurrent value choosing the highest current carrying capacity rather than the lowest.
Other minor tweaks and bug fixes
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
This update features the following changes:
Phase 2: Early Access Update Over the past few weeks since our last major update, we've been working with players to address key areas to improve gameplay including the following:
This update includes the following changes:
This update includes the following changes:
This update includes the following changes:
This update includes the following changes:
This update includes changes to the following:
This update includes changes to the following:
This update includes changes to the following:
Hey everyone, Over the past few weeks since launching on early access, we've been working with players to address key areas to improve gameplay. Below are a few of the signficant changes since first release.
- Added support for more than one generator inclusive of mesh network calculation improvements - Improvements in multithread calculations to improve performance - Stringing of conductors will de-select itself if tried to setup connection incorrectly 2 consective time, in case player wasn't aware it was selected - Fixes to resolution and windowed mode selection in settings menu, confusing screen resolution with windowed game window resolution - Scroll bars scroll much faster for menus - 'Funds' visibility added to EPR/GPR menu - UI button 'press' now makes buttons red and 'selected' makes them green. Also now clearer for unselected buttons. - Improved grid snap of power generators - Watching the tutorial video hides a few tutorial popups from showing - Added tips and shortcuts tutorial video (https://youtu.be/ohD43edcAHU) - Holding Ctrl or left trigger (gamepad) while string conductors allows for placing a rank 1 pole at the same time - Penalties don't occur if less than $2M GDP on the map - Full refund on assets sold at the start of the game - Added mouse hover tip for 'stats' on load colour definitions - Fix to procedurally generated map preview showing old map under certain senarios - Improvements with German localization - Other minor bug fixes [previewyoutube=ohD43edcAHU;leftthumb][/previewyoutube][previewyoutube=P2Lp9QToGQ0;rightthumb][/previewyoutube]
- Map 1 water level is now higher with related map changes (looks better for small map sizes) - Added stats tracking, showing inital gameplay achievements on the home screen - Other minor bug fixes - Added support for Mac OS and Linux
- Improved end game framerate, where many calculations occur at in parallel - Fix to repair button within Power Study - Minor change to variation of building loads at end game, adding lower wealth loads and neighbourhoods based on building wealth - Loading screen now shows up (and main menu hides) before loading starts for improved UI experience - Minor change to main menu German translations - Other minor fixes
Power Network Tycoon is Now Out on Early Access after 2 years of development! Jump into the ultimate city-building and power engineering simulation today. Ready to shape the future of energy management? Create. Simulate. Empower.
Welcome to the official Steam Next Fest live stream event for Power Network Tycoon, a groundbreaking simulation game that combines the complexity of power engineering with the immersive world of city building. Developed by a professional power engineer turned solo game developer, this game brings to life the challenges and rewards of designing and managing a power network using real-world IEEE engineering standards.
Welcome to the official Steam Next Fest live stream event for Power Network Tycoon, a groundbreaking simulation game that combines the complexity of power engineering with the immersive world of city building. Developed by a professional power engineer turned solo game developer, this game brings to life the challenges and rewards of designing and managing a power network using real-world IEEE engineering standards.
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