Greetings Everyone, Yet another small bug fix update this time around. It contains fixes for a pair of exploits, edge cases, a medium-sized bug, and a few little bugs. Unless anything major pops up, I am taking a break from GearCity until sometime next year to focus 100% on my next game, AeroMogul. GearCity's Free DLC, GearCity: 2nd Gear, is approximately 50% complete. I have another round of work on that before the end of the year. When I complete that round, I'll pause work on the DLC for a few months to focus on getting AeroMogul to a testable game state. In short, work on GC related stuff will resume spring next year. v2.0.0.13 Change Log: -Bugfix: Fixed Stock window not showing contract and other secondary revenues streams. -Bugfix: Fixed autotools exploit that could cause fractional sales prices below $1, thus breaking AI. -GUI: Synced rating star values between rooms. -Bugfix: Fixed bug that did not transfer stocks when companies consolidate. -Bugfix: Fixed possible stuck RnD skills when skill level drops below 0.25. -Gameplay: Decreased Dealership subsidy amount after several uses. -Gameplay: AI now does dealership subsidy on normal, hard, and nightmare mode. -Bugfix: Fixed Global Fuel Price issue that causes the display of incorrect transportation costs values on the first turn. -Bugfix: Jitter Charts OSX 2.0.0.12 (City Sales, small window) -Media: Removed Classic Territory on OSX to prevent crash. -Bugfix: Fixed Gearbox Prototype Selection text not resetting after player clears it.
Greetings Everyone, GearCity is getting another bugfix update. It contains a few small bug fixes and two possible crash fixes. Work continues on our crowdfunded DLC, which will be released for free when it's complete. Currently, contributors are voting on the feature set for the 4th update. There was also a bugfix update for that DLC today too. V2.0.0.12 Change Log: -Bugfix: Fixed in-game borderless window button -Bugfix: Fixed incorrect year being shown on World Map Competition Graphs the first month of the year. -Bugfix: Fixed unlocked components disappearing after skill point drop from spinoffs. -GUI: Fixed Outsourcing/Licensing sorted list not displaying in user unit selection -GUI: Switched English translation of 'Ease' to smoothness to keep text same. -Bugfix: Fixed misaligned Branch Operations Report Tables -Bugfix: Removed Old School Territory Map From Linux Builds (Crash Prone) -Bugfix: Fixed Drag placement crash -ContentUpdated Translations
Greetings everyone! I have for you all another small bug-fix update. The 2nd Gear DLC also got an update. It is approximately 10% complete. You can find the changelog for v2.0.0.11 below. -Engine: Fixed possible double free issues that could cause crashing when changing rooms. -Engine: Fixed possible GUI Memory issue that could lead to crashing. -Bufix: Fixed mismatched type issue that prevented a performance optimization -Bugfix: Fixed typos in reviews files. -GUI: Taxes are now included as expenses in the revenues report. -Gameplay: Automatic deadbeat stock sales moved from turn 1 of negative funds to turn 5. -Bugfix: Fixed population issues in Medellin on the Base City Map. -Gameplay: Reduced dealership population effects on low popularity vehicles. -GUI: Game now allows returning to component selection from advanced designer when acccessing the designer via the vehicle modification window.
Greetings everyone, Just a small patch today fixing up the few issues reported to me since the last update.
- Fixed column shift issue in Individual City Sales Reports
- Fixed import taxes are charged on old sales when countries enter a war phase.
- Fixed issue causing non-manufacturing racing teams to order a vehicle for racing but not race them.
- Fixed possible exploit in the chassis licensing system.
- Adjusted the frequency of economic boom and bust random events when playing on Random History mode.
- Fixed possible issues with the office contract display windows that were not popping up when racing contracts were unfilled.
- Fixed possible green listing of unfilled contracts in the office contract display.
- Fixed decimal numbers appearing in the vehicle reports table columns.
Greetings Everyone! I have released GearCity version 2.0.0.9 for everyone and GearCity: 2nd Gear version 2.1.0.1 for FBS contributors. Version 2.0.0.9 has 11 bug fixes compiled over the last few months. I still have one or two things related to the mod tools that I will work on in the future. Work on my next game, AeroMogul is making steady progress, although work on the GearCity: 2nd Gear DLC for Feature Bounty Contributors has slowed progress somewhat since the last GearCity update. If you have any issues with the game, please don't hesitate to contact me. The next update to GearCity will come after enough bugs have been reported and fixed. Thank you again, and enjoy! Change Log: -Bugfix: Stop vehicle end production from centering the window when the window is open. -Bugfix: Prevent the modify Vehicle System from opening while assisted vehicle designer or vehicle body system is opened. -Bugfix: Improve estimated sales system for dead vehicle types. -Bugfix: Fixed text clipping issues for Japanese users. -Bugfix: Fixed racing cylinder restrictions being incorrectly read from xml. -Engine: Now shipping openal on Linux, since some Ubuntu based distros no longer include it and Steam's runtime isn't picking it up for some reason. -Bugfix: Made adjustments to stock IPOs and buyouts since it could be abused to exploit the game. -Bugfix: Fixed issues in Russian Translation that causes large magazine not to work. -Bugfix: Fixed issues in the AI racing system that prevented the replacement of old designs. -Engine: Prevent GearCity: Classic from loading GearCity: 2nd Gear save games. -Bugfix: Fixed possible issue with the auto production system and contracts when all factories are under limited production restrictions.
Hello!
Version 2.0.0.8 is now out. This update is another bug-fix patch of things submitted to me over the last few months. There is nothing too big in this update. But there are a few moderate and small bug fixes.
Depending on what FBS Contributors fund in our Feature Bounty System, the next update will be in conjunction with the FBS DLC release.
In other news,
The Feature Bounty System crowdfunding milestone is 74.4% funded, and we have four more months to go. We are highly likely to reach the first milestone goal! That means new features in GearCity for FBS contributors. (Eventually, those features will become free to everyone else.) If you want to know more about the FBS system, please view our stickies in the forums.
As some may know, I have spent the last 6 months working on our next game, AeroMogul. AeroMogul is an airline management business simulator. I'm pleased to report that progress is going very well. The graphical client, including airports, routes, and the first iteration of some of the UI, is complete. I would love to share an early teaser trailer, but the Russian invasion of Ukraine has hampered artwork production. So instead, you'll get a couple of screenshots.
I am now working on the economics engine for the game. It is called Beardgine III Economic Engine. It is the next iteration of the economics engine found in GearCity's Beardgine I and Beardgine II. However, it is just an economic engine, whereas Beardgine I and II were entire game engines specifically designed for GearCity. I am using Unity3D for AeroMogul's graphical client. Just a little tech talk for those who are interested.
Change Log:
-Bugfix: Fixed Districting Tutorial's title bar text.
-Bugfix: Fixed contract prices not updating when changing contracts.
-Bugfix: Fixed Redesign button issues in RnD->Modify->Components
-Engine: Help->Manual now directs to the Japanese Wiki when playing in Japanese
-Engine: Updated CEF on MacOS.
-Bugfix: Fixed issue that was causing incorrect new generation when using refit system.
-Bugfix: Fixed TV and Internet marketing date mismatches.
-Bugfix: Fixed massive dropdown box item issues when massive GUI scaling (above 100%/double) is used.
-Gameplay: Disable Static Vehicle Popularity no longer blocks Random Vehicle Popularity at game start.
-Bugfix: Fixed Memo warning moving when resizing memo window.
-Bugfix: Fixed list page reset when using Mega Menu End Production and Stop Selling tools.
-Bugfix: Fixed rare condition that allowed the player to build one extra branch when branch limits setting is enabled.
-Bugfix: Fixed small font in production lists when Auto Production is enabled. This might cause a regression.
-Bugfix: The game will now load the next memo after deleting a memo.
-GUI: The game will no longer recenter the Components Modification window after using end production.
-Bugfix: Removed broken predesigned vehicle.
-Bugfix: Fixed Branch Operations report breaking when city sales reports are disabled.
-Bugfix: Removed misleading window title for refit components popup.
-Gameplay: Player now receives a stock split memo for their own company.
-Gameplay: New component and vehicle type memos are now checked on the 12th month of the year instead of the 1st.
-Gameplay: New racing series memo now appears 13 months before start. Memo wording might cause issues in the future.
-Gameplay: Racing Series and Non-Manufacturer Racing contracts now generate their own memos.
Hello everyone! I have another bugfix update for you. This time we have ten bug fixes, one of which is an exploit fix. We also have two gameplay changes, one of which may harm your company if you solely rely on racing contracts. And two engine changes, one of which allows you to increase GUI scaling to triple the normal size. In other news, The first milestone in our crowdfunding efforts for additional GearCity content is now over 1/3rd of the way funded. We continue to need your support to reach our milestone goal. If you enjoy the game and would like to see more content for it, please consider contributing. You can find more information on our forums under the pinned Feature Bounty threads. Work continues on GearCity documentation, but my primary focus is on the next product, AeroMogul. It is progressing well, and we have already shown off a few sneak peeks to Feature Bounty contributors. Change Log: -Bugfix: Cyrillic font not displayed when using CJK language. -Gameplay: Reduction to racing contracts unit requests. -Bugfix: Fixed volume settings reset after updates. -Bugfix: Fixed Research Teams exploit that allowed the player to enter any value into the text boxes. -Bugfix: Fixed typo in English newspaper articles. -Gameplay: The "Enable All Vehicles At Start" option now removes year limits to premade designs. -Bugfix: Fixed unassigned contracts popup that would appear when you are not producing the monthly requirement, even if you are producing more than the remaining units needed. -Bugfix: Fixed Munitions Factory Destruction Memo from firing when you are not making munitions. -Bugfix: Added contract sales to Total Delivery Costs calculations -Bugfix: Fixed sorting issues with Datatables for numbers with '$' and ',' characters. -Engine: In-game settings now allows for a +200% increase in UI Scaling. This is up from our +100% scaling. -Bugfix: Fixed bug that prevented the components redesign button from showing if you clicked certain models in a certain order. -Engine: If you launch the game "offline," the game will now periodically check to see if you have connected to the game distribution client to log your achievements. -Bugfix: Fixed a problem with our internal scripting that was causing unnecessary files to be uploaded to distributors. Those extra files should be removed with this update.
Hotfix #1
-Bugfix: Fixed code point issues on Japanese and Chinese fonts, which caused text not to appear in the game when using either language.
Greetings everyone! I have for you all a small bug fix update. It's mostly tidying up a few things that were reported to me since the last update. -Engine: Added Additional Error Checking to Prevent Rare Vehicle Design Crash. -Bugfix: Fixed Borderless windows in-game setting in Windows. -Maps: Updated UA city names on Base City Map names to IATA standard. -GUI: Fixed some text alignment issues in the Japanese Language File -Web: News page is now separated based on which game distribution platform you are using. -Engine: Fixed issues with the Chat system that prevented it from working on 64-bit builds. -Engine: Fixed browser not redirecting to an internal error page when a report isn't found or when you're offline. -Engine: Created offline pages for news and manual. The latter will have a static manual once we complete the manual. -Translations: Updated Translations, added Ukrainian support. -Gameplay: Minor tweak to Morale increase when paying good wages. -Gameplay: The game will now only sell a fraction of shares when you run out of money instead of all your share of a single entity.
Greetings Everyone, I have released GearCity v2.0.0.5! This update fixes a few bugs in the game, mod tools, and settings editor. All our external programs are now running Qt5, which should help with HiDPI issues on all platforms. The Feature Bounty System has also launched. We're about halfway to our monthly goal to reach the first milestone before the deadline. You can find more details on the forums, the official websites, or our social media pages. Work will continue on documentation and fleshing out the FBS bounty lists. Changelog: -Engine: Some external websites in the game are now using HTTPS on 64-bit builds. -Bugfix: Fixed issue that could cause frequent engineering strikes when many designs are under research. -Bugfix: Fixed issue that prevented wage negotiations not being applied to all engineering employees if multiple designs are under research. -Bugfix: Fixed issue that caused the dealership subsidized frequency value to be incorrect. -GUI: When there are no longer any unlockable designs in the Research Teams window, we use a blank texture instead of an empty blueprint texture. -Engine: Fixed several issues with saving and loading volume settings and the settings editor. -Bugfix: Fixed money not being taken away when using the Anti-Trust Bribery option. -Bugfix: Fixed several issues when losing the Anti-Trust case when selecting the Bribery option. -Bugfix: Fixed a way for players to break the New Generation System by clicking the format button and changing the vehicle type and name. As a result, this fixes a couple of reports that players can't create new generations of certain vehicles. -Bugfix: Fixed issue that caused unused factory morale to show 100 when it could be less. -GUI: Player will no longer get a memo for unused factories with low morale. -Bugfix: Fixed incorrect country in McLaughlin achievement. -Bugfix: Fixed bug that could cause marketing efficiency to grow too fast at first. Made additional adjustments to marketing efficiency monthly growth values. Mod Tools: -Bugfix: I Added a MapFileLocalSave.xml that stores the local path for the exported map. "MapFileForModTools.xml" uses relative paths which may not load when exported. -GUI: Implemented Turn Events Editor buttons. -Bugfix: Increased all localization ID max values. -GUI: Added load, edit, and save music comments to music editor. I also fixed sizing issues. -Bugfix: Fixed AI Editor clustering value limits. -Bugfix: AI Editor can now accept -1 values. This value forces the game to generate a random value. -GUI: Tool clears racing restrictions when making a new series. -Bugfix: Fixed OSX drawn issues. -Tool: Upgraded to QT5. Settings Editor: -Bugfix: Fixed error prompts when downloading files from Steam Workshop. -GUI: Added missing music settings. -GUI: Removed full screen resolution lock. -Tool: Upgraded to QT5.
Greetings Everyone, I have released version 2.0.0.4. This update fixes a few minor bugs and exploits. You can expect the next patch once the community reports a work-week worth of issues. In the meantime, I will return to working on the Game Mechanics section of the manual. Work on the manual will last about a week. Then I will switch back to working on the Feature Bounty System items starting in the middle of this month. That brings me to the next bit of news. As you probably all have heard, Russia invaded Ukraine, and now the country is engulfed in war. Unfortunately, Serhiy, our contract artist who has done most of the quality artwork on the game, including the backdrops, logos, and 30-40% of the vehicles, lives in Ukraine. He is safe at this time, but nothing is predictable with the uncertainties of war. What does that mean with GearCity? One of the most important elements of the Feature Bounty System was adding new vehicle types and replacing the existing vehicle bodies with a more advanced body designer. In addition to many other artwork-related items, such as visible component designs, more logos, etc. The plan was to have each fundraising milestone require funding for an artwork bounty before the remaining funds were used on programming bounties. (I require capital to pay for artwork, whereas my time is the only programming expense.) However, because of the instability in Ukraine, we are uncertain if he'll be able to produce the artwork. So I will likely go ahead with the Feature Bounty System without any art-related bounties until the situation improves in Ukraine. When things have stabilized over there, we'll have a couple of art-only milestones to catch the artwork up with the software side if we get too far ahead. I planned on soft-launching the Feature Bounty System on our chat networks at the end of last month. However, because of the invasion, I pushed the soft launch to the end of this month. A broader launch will be middle of next month, keep an eye out on the forums and what have you, as I won't be making a Steam announcement when it launches. Let's all hope and pray for a speedy and favorable conclusion to the war in Ukraine. Not only for a return to normalcy but for all the lives involved. Speaking of the chat networks, we have added a Discord if that is your thing: https://discord.gg/xyxDvWPX8X And it is bridged to our IRC channels: irc.esper.net #vent and #gearcity. So feel free to come and join us! Change Log: -Bugfix: Assisted contract designer component selection breaks when running out of options. -Gameplay: Improved assisted contract designer to cycle through component options. The tradeoff is that it will test fewer slider positions, but the assistant should be more successful now. -Gameplay: Assisted Engine Designer will now use maximum length and width of a contract if you load the assisted engine designer via the Assisted Contract Designer. This means you can make adjustments to your sliders and it assistant will keep the dimensions within the contract. -Gameplay: AI manufacturer and non-manufacturing race teams are now more likely to join first year of racing events and single year series. Non-manufacturing racing contracts now start an extra year in advance before a season starts. -Gameplay: AI manufacturers are now more likely to join in racing in the early years and replace models a little more frequently. -GUI: Mega Menu End Production racing/contract warning now only displays when the selected model is used in racing or a contract. This is to make the feature work the same as RnD End Production. -Bugfix: End Production does not remove model from contract bid, resulting in blue selections in contract window. -GUI: Zoom in and zoom out button for 64-bit reports windows. The game will store the zoom level for the reports until you close the game. Note, a few reports will not use the stored zoom level, but you can still manually zoom in and out. -Bugfix: Estimated Design Requirement and Manufacturing Requirement ranges can break with certain numbers -Bugfix: Limit Define Benefits employee fees to no more than 100% of wages. -Gameplay: Adjusted union negotiations demands so that fees greatly increases benefits demand. Unless you have very high admin skills, you're unlikely to be able to demand more than 50% fees now. -Bugfix: Disabled WW2, WW1, and Great Depression achievements in Random History mode -Bugfix: Refit new trim allows unlimited characters -Bugfix: Premade designs have availability years that don't match base model body's years. So they're not usable in those years. -Bugfix: Stock window drop down not resetting when clicking some buttons in the stock window. -Bugfix: Gearbox racing contract weight values incorrectly displayed -Bugfix: Lack of rounding in the Purchase More Components memo. -Bugfix: Refit system creating new generations of vehicle when using the trim system. -Bugfix: Price Gouging Penalty sticking in the Buyer Rating Table until you hit apply to the price. -Bugfix: Spin-off stock resell exploit, adjustments made to cash value in stock eval, past stock history for spun off company is now deleted. -Bugfix: Reports when Auto-save GUI in enabled do not center.
Greetings everyone, I have just another minor update this time. It fixes several smaller and medium-sized bugs with the game. This update superseded work on the manual, so I am a little behind on the Game Mechanics portion. I do not plan on delaying work on the Feature Bounty system because of it. So I will begin setting everything up for that starting tomorrow. I hope to get it ready to go by the end of the month. Change Log: -Engine: Rebuilt Freetype on 64-bit Windows to enable legacy scaling which will hopefully fix some font resizing issues. (I will post in the manual some optional libraries for Linux users to override their system's freetype libraries. Mac users probably won't get this change.) -GUI: Restricted warning message in Outsourced Contracts Management window when supplier's HQ nations are at war. -Gameplay: Fixed incorrect sign in chassis length slider that caused longer chassis to be weaker. -Gameplay: Now allowing restart production of licensed designs. -GUI: Added fuel type to showroom Marque Catalog and Model Compare fuel consumption information. -Gameplay: Fixed Hybrid fuel type end date. -GUI: Fixed chassis name not appearing in Refit information window. -Gameplay: Fixed possible condition that could cause double taxation in Q4. The IRS isn't too happy to close this loophole. -GUI: Displayed additional tax rebate info next to Monthly Expenses in the reports when you get a rebate. -GUI: Fixed typos in the supplemental texts (newspapers, map events, reviews) -Engine: Enabling borderless window with the In-game settings will toggle off fullscreen. And enabling fullscreen will toggle off borderless window. -Translations: Updated translations from the website.
Hello Everyone, Another bug-fix update for GearCity. With the release hype dying down some, the next bug fix will be in a couple of weeks unless someone comes across a major issue. -Media: Normalize tutorial audio speaking, sound fx, and music. -Bugfix: Changing sound effects vol from off to on doesn't change tutorial audio volume. -Bugfix: Fixed auto-production not producing enough components for contracts when multiple contracts use the same engine for different types of contracts. -Bugfix: Apply to all not working when merge trims is enabled. -Bugfix: Merge Trim not showing all models on the world map. -Bugfix: Non-English language causes a innocent sqlite error on player creation table. -Bugfix: Fixed possible issues in the reviews system that could cause no reviews for a design. This issue is probably impossible to duplicate playing the game. -Gameplay: Reduced wage demand/strikes during economic downturns. -GUI: Fixed some GUI scaling issues. (Some more work needs to be done here.) -GUI: Added commas to Breached Contract memos. -Bugfix: Fixed possible exploit that allows for loans to be taken twice in a month by reloading a save game. -Bugfix: Fixed inversed engine manufacturer requirement stars and stuck chassis manufacturer requirement stars in the Licensing window. -Bugfix: Fixed issue with custom district factory upgrades that could result in a free, small upgrade to your factory. -Bugfix: Fixed issue in the standalone car designer that duplicated accessory buttons. -Bugfix: Monthly report page will now scroll back to the top after you end a turn in 64-bit builds. -Bugfix: Fixed HiDPI Auto-Scaling issues on Apple. -Translations: Updated to latest translation files and fixed some translated tutorial audio.
Hello everyone, A small bug-fix patch this week. I wanted to get it to you all yesterday, but my week was very heavy with greater than expected release traffic and some offline headaches. Then I was going to release the update Saturday morning, but at the last minute caught some vandalism in our translation system. So an evening update, which I hate doing. With that said, the translation system is locked down. You need to email me to register an account and tell me what language you want to work on. I will also be locking translators to a single language. This is for damage limitation in case anyone goes rouge again. In advance, I'd like to apologize for the inconvenience. I think it's better to inconvenience a handful of people than to break the game for a few hundred to a couple of thousand people. I will be working on another bug-fix patch. I'm aiming for next weekend, but it might be a little longer if I deem nothing large enough to build a patch. I'll also start work on the manual again starting tomorrow. -Bugfix: Fixed issue causing orphaned save games from not being deleted when exiting the game on the Select HQ Location screen. -Bugfix: Fixed Research Teams RnD window not showing gain amount when skills are over 99. -Engine: Initial support for the Korean language. If you're interested in translating to Korean, please let us know. -Bugfix: Fixed several off screening and off window issues when users are running low resolutions (1080p and less) with high GUI scaling. -Engine: Updated software OpenAL implementation for improved support of newer sound cards. Knock on wood, it doesn't cause issues for anyone running the game fine before. -Bugfix: Fixed side panel disappearing when another window overlaps the panel and the player hits escape. -Engine: Reports should work when characters that require URI encoding are in the file path. -Bugfix: Fixed chassis size requirements for contracts having badly rounded data with SAE when referring to minimum requirements. -Media: Added some Italian tutorial audio, added all missing Portuguese tutorial audio, and added all German and Japanese tutorial audio. -Bugfix: Fixed issue causing memos not to pop up when priorities are hit. -Gameplay: Reduced negotiation times for critical strike events from 3-6 months to 1-2 months. -Bugfix: Possible fix to a crash issue on Linux that involved decal placement, body resize, decal placement again, and a dangling pointer.
It is my pleasure to announce the completion of GearCity.
I welcome everyone stepping into the game for the first time. I hope you have an enjoyable and profitable experience. Be sure to do the tutorials, and feel free to ask if you have any questions. For everyone that has been with me for some time, I would like to say thank you. When I started making this game twelve years ago, I had limited expectations that anyone would play it. I thought it was bound to be an unfinished open source game rotting in a repo somewhere, but the game did find a small but dedicated audience. Through your feedback and suggestions, GearCity's development continued well past its anticipated expiration date. During 12 years of evolution together, we handwrote 431,941 lines of code, 416,733 lines of GUI script, and 225,771 words of content (a 650-page paperback book). Many of you helped translate that into several languages. We also recorded 2.5 hours of interactive audio tutorials and 4.5 hours of video tutorials that have been watched and listened to by countless people over the years. The user manual is about 100,000 words and still growing. The community has posted 1,689 threads and made 7,193 posts on the official forums. On Steam, you all made 3680 threads. Sadly, Steam's forum system is very limited, so I can't pull up the post numbers. However, I can say that I have replied to you all 13,587 times via both forums. You all sent me 13,874 emails, but by keeping my email account public and clickable, I got 57,533 spam emails. Even with all that typing, I continue to look forward to communications with you all. The game has seen 186 updates: 6 in Alpha, 15 in Open Beta, and 165 in Early Access. While I can't guarantee future updates, I imagine that number will grow, although more slowly, post-release.
That brings me to our future plans.
While GearCity has reached an important milestone that markets the end of continuous development, computer software is rarely ever truly completed. I will continue to provide customer support and bug fixes for as long as I am humanly (or contractually) able. I also plan on launching a Development as a Service system to raise funds for additional features in the game. It is called the "Feature Bounty" program. There will be no Steam Announcement when I launch this system, so please follow us on other platforms. I will reopen the official forums with the launch of the Feature Bounty system. I hope that many of you will join us there.
So, what am I doing next?
After I get the user manual completed, I'm taking a few days off. I haven't had a good vacation in a few decades. After that, as you may have seen in GearCity's magazine, the next game is called AeroMogul. It is an airline business simulator, that should have as much depth, if not more, than GearCity. If everything works out as planned, it could revolutionize the spreadsheet tycoon genre. I anticipate development to speed up substantially by retiring Beardgine (our engine) as a front-end engine. However, it will still power the backend of the new game. Please join the community for this game on our official forums when it reopens in the coming months. I'll be sure to make an announcement here when the Steam store page is ready in a few years.
Finally
There are so many people I want to thank for helping me make this game. The list is way too numerous to publish. Thank you to the people who worked on the game, whose names are in the About window. Thank you to the folks who worked endlessly to translate the game. I did not give you as much love and appreciation as you deserve for your hard work. (If I didn't have to change the translation system so many times, I would enter your names into the game.) Thank you to everyone who showed friends and peers the game. And thank you to those who bought the game as gifts for other people. Thank you to those that posted the game in various forums and communities for discussion. And thank you to everyone who chatted about our game on our forums. My heart-filled thanks to everyone who offered suggestions and gave bug reports. Without you, the game wouldn't be anywhere near as good as it is today. A tiny thanks to everyone who has pirated the game. And a pat on the back to those that bought it after pirating it. I thank everyone who has bought the game and enjoyed it. And my apologies to those who hated the game after they purchased it. And last but not least, thank you to everyone that has had to put up with me non-professionally in the real world and the virtual one. In short, thank you. Good luck and enjoy the game! EricB
Hello Everyone, The full release of the game is about one week away. I've spent quite a bit of time playtesting the game and knocking out issues that you all have reported over the last few weeks. I also did some static and dynamic code analysis and made changes based on those results. In short, I'm running out of obvious things to fix. So I thought it would be a good time to release version 2.0.0.0, the full release build, to Early Access. Unless a major issue pops up in the next few days, this will be the build the "Full Release" goes live with on the 14th. (I will probably update translation files and other text files at that time as well.) Any minor issues I'll work into the next minor update or hotfix. In the meantime, I've got a few more loose odds and ends to clean up, particularly with the manual. So that's what I will be doing this week. I'd like to thank everyone who has played the game, reported issues, debugged the game, offered suggestions, and created content over these last 12 years. I'll have a more fitting thank you with the full release announcement. But I can never say thank you enough. So thanks. Change log: -Bugfix: District Factory production panel blank during wars in mega menu. -GUI: Fixed English font sizing in several locations. (Purple text.) -Bugfix: Fixed Nations trying to buy factories while they're under construction. -Bugfix: Fixed 'All Companies' selection not working in Platform Sharing window. -Translations: Fixed several spelling issues with English map news. -Bugfix: Fixed issue Idle Factories auto command tool not removing components from production. -Bugfix: Fixed spec display issues related to clone engine and bore/stroke sliders when the original design has a greater maximum bore and stroke value than current engines can support. -Bugfix: Fixed bug causing a fine if you did not supply your own racing teams with components or vehicles. -GUI: The Character typed will now appear in text boxes after you highlight the text. -GUI: Combo drop-down boxes will no longer disappear when you drag the scroll button away from the drop-down menu. -Bugfix: Fixed issues with IPO share counts of nearly bankrupt companies. -Bugfix: Fixed buffer overflow possibility in displayed design costs for designs. -Bugfix: Fixed issue causing incorrect dealership subsidization costs to be displayed. -GUI: Reduced the likelihood of horizontal scroll boxes appearing in some places. -Gameplay: Removed production expenses from the City Expense Report. This will give you a better indication of a city's profitability, sans, production costs. -GUI: Fixed wrong font being used in the Sell Shares, "Top Three Holders" panel. -Bugfix: Fixed issue causing the world map, map legend to appear when it shouldn't. -Engine: Fixed Linux and OSX showroom shadows and shaders issues. The game should look a little better in there now. -Bugfix: Fixed possible crash when clicking load design, then body design, without selecting a vehicle in the Stand Alone Car Designer. -Gameplay: Initial enabling of Auto Sell will no longer overwrite your sales prices. Use Idle Branch and then Auto Sell if you want the AI to overwrite your prices. -Bugfix: Fixed crash in Linux when the newest file in the load directory ends in .db.* and the player hits the Load Save game button. -Bugfix: Fixed GUI selection error when ending the production of a design in RnD that triggers a crash in Linux, but just an error in other OS's. -GUI: Adjusted the size of small report windows for when players have really short windows and high scale values. -Translations: Updated Japanese Map News text. -Bugfix: Possible bug fix that could cause Contract Request tutorial not to trigger. -Bugfix: Several possible small bugs fixes via static analysis. -Bugfix: Fixed several invalid read issues via Valgrind, which might lead to improved stability in Dx9 (hopefully). -Bugfix: Fixed possible Japanese Magazine crashes. (Will require starting a new save game to fully fix.) -Bugfix: Fixed issue that prevented the "View Prototype" window from not closing when it should. -Bugfix: Fixed 64-bit OSX crash when certain joysticks are plugged in. -Translation: Turkish GUI translation added. -Translations: German translation reached 100% complete on GUI translation. -Translations: Portuguese translation reached 100% complete on GUI translation.
Upon looking into some user-reported bugs, I noticed that I left some map testing debug code in the game. This error resulted in the Autosave function not working properly. Since this is a big enough issue, I decided to release this RC5 update. This update fixes that issue and a couple of other bugs. Work on the manual continues, and I hope to reach the formula/mechanics sections by the end of the month. -Bugfix Fixed company acquisition cooldown times not being saved to the save game file in certain situtations. -Bugfix AutoSave saving every decade to a new file instead of indicated time. -Bugfix Fixed Autosell not selling licensed or outsourced designs automatically. -Gameplay Tweaked AI and Autosell initial pricing system. -Media Increase max values for top reviews clips because of chance of falling outside that range. -Media Added additional predesigned cars submissions. -Bugfix Fixed Gearbox weight in contracts window displaying incorrect values. -Media Increased racing series end dates for any series that reached end game for current maps.
Greetings everyone, The fourth full release candidate is now available. With this update, all first-party game-related items are considered complete. I have finished the maps that will ship with the game and fixed several bugs in this release candidate. With the fulfillment of the map data, the game is complete! We're ready to remove the Early Access tag from GearCity and step forward into the post-release phase of the game. But there is a problem. It's a matter of timing. Q4 is probably the worst time to release a non AA game. This time of the year, major studios are releasing their big-budget games for the holidays. Most games will have weeks of discounts for Halloween, Thanksgiving, Christmas, and New Years' sales. In short, it's difficult to gain sales and attention when you have to compete with 90% discounts on past blockbusters. With that in mind, even though I'm ready to remove the Early Access tag from GearCity, I won't be doing it this quarter. However, I am willing to confirm a release date! Assuming it does not conflict with a Lunar Sale, GearCity will be officially out of Early Access on January 14th, 2022. This is a fitting date, as official work began on GearCity around mid-January 2010. (Work on the engine predates even the idea of making a GearCity.) I won't be spending the time idle. I plan on continuing to fix bugs as you report them to me. I've also been working on the manual http://wiki.gearcity.info, and it will give me time to work on business, marketing, and community-related tasks that I have put on the backburner. Such as reopening our official forums, setting up an IRC-Discord-Matrix bridge, etc. Then there is the matter of the planned post-release feature bounty system that I need to set up. The small delay will also give time for any remaining translations to finish. The journey is almost at an end. You can find the full changelog here.
Quick hotfix today fixing two typos of mine that prevented the player from buying stock shares if they already owned shares of a company. And another that kept tutorial videos playing after you closed the window in the Office. Easy fixes, so I thought I'd slip them in a hotfix before moving on to more complex stuff.
The third full release candidate is now available. This update fixes several bugs the community and I have found, and it includes a bit of text content that I put off for several years. Looking forward, we're going to have a Release Candidate 4 to finish the Base Territories, Europe Test Map (name will change to Europe Map), and the Old School Territory map. I hoped to get these done for RC3 but ran into time constraints. In addition to that, work has begun on updating the game manual. After RC4 is released, I will finalize a release date and begin marketing efforts. I'll address any bugs that pop up after RC4 with a just before-release patch. Some RC3 highlights: -160% increase in the review text system. -200% increase in filler newspaper articles -A few additional news articles for Base City Map and Classic Map. -33 Japanese subtitled Tutorial Videos are available here or by clicking "Help, Video Tutorials" in the game. -30+ bug fixes are minor game tweaks. You can find the full changelog here.
A save game corruption issue has forced Release Candidate 2 out a couple of weeks sooner than planned. But that is the purpose of Release Candidates. So we're likely to have 4 RC's now unless more major issues pop up. If you have a save game that was corrupted in RC1, it should work in RC2. I also worked on a few other items users reported to me over the last few days. I did not update translations, edits, or the new data that I planned on. I'm saving those for the next update. -GUI: Show all player vehicles in the magazine class challenge. -Bugfix: Fixed bug that prevented AI companies from getting factories and branches in some cases, if the player did not start on the old starting years. -Bugfix: Fixed digit rounding issues with bored, stroke, and research team skill values. Digits should round to 2 decimal places instead of 2 integers. -Data: Changed some reviews from untranslatable to translateable. -Bugfix: Fixed error checking issue with AI contract production system that could cause AI not to produce anything if the player has contracts but isn't using the autoproduction system and is using other autosystems. -Bugfix: Fixed issue that could prevent sqlite from moving some databases (save games) to memory, because the optimize system did not fully complete its run previously. This typically happens when the player exited the game. -Bugfix: The game will repair any save files corrupted by the above bug when you select a save game from the load list.
It's been a long time since there was an update. And for good reason! With the game nearing completion, much work went into creating the in-game video tutorials, playtesting, and cleaning up more text files. With the additional amount of playtesting over the last few months, I am more confident that the game is at the stage where I can release it as a final product. So we have entered the release candidate phase of development. Or "going Silver," as some call it. This phrase means that the game is "code complete" and nearly ready for release. I won't be touching any part of the program except to fix bugs or gameplay issues. My entire focus now is playtesting and finalizing English edits, documentation, and a map or two. That's not much different than the state of the game for the last several versions. The big difference with Release Candidates is that it is a candidate for release. Any one of these updates could be the version we use as "Full Release" or "Gold," as some call it. "Full Release" will mark the end of guaranteed development of the game. The keyword there is "guaranteed." I plan on providing support and bug fixes for the game for the foreseeable future. But with life, one never knows what can happen. Being a good steward of my software, I'll probably Open Source the game if I am no longer able to provide continued support. I also hope to continue feature development for the game well after release in what I call the "Feature Bounty System." Some of you may have already read about that some on our forums when requests pop up. I'll release more details on that after Full Release. The current plans are to have at least 3 Release Candidates, but it may go higher depending on if any unacceptable bugs appear in the software. Roughly around RC2, I will begin PR efforts and set a release date for the game. In the meantime, I am continuing my third round of English edits, which will extend to news articles this time. I'll be adding more data to the magazine, news, and DYK articles. And of course, more playtesting. The changelog is too long to attach to the announcement. You can find a copy of it here.
Greetings everyone, I spent the last several months creating the final video tutorials for the game. I am pleased to announce that all of the main video tutorials for the game are now available for download or streaming. Here is where you can find them: Steam Guide Youtube Official Website You can also find some of the tutorials embedded into the game via the top-right Help menu. The missing ones will come with the next update. In total, there are 46 videos and 4.65 hours of content. I've tried to break things down so that you can easily find information on specific topics. I do have plans on creating some additional videos covering smaller items in the game. I also need to cut the videos on specific topics for the user manual. I may also re-dub and subtitle the mod tool videos and possibly create a couple of play through videos. I might do a live play through or two. Perhaps in a Q&A or Interactive Commentary setting, but I'm not too sure about that. I'm not telegenic.
1.25.0.12 Update
Most of the regular followers of the game already know about the video tutorials. So let's move on to what everyone wants to know about, updates. I've started work on v1.25.0.12, which will also serve as Final Release Candidate 1 (RC1). As of this writing, I've knocked out 30 issues so far. I will continue to do extensive play through testing to find and fix everything I run across. My goal was to have this completed by the end of March. Sadly, with everything going on in the world, I am late as always. Beyond that, I still have a manual to rewrite. I wrote the last version of the in 2013 for version 1.11. I plan on finalizing the European Map, adding more newspaper clips, magazine reviews, and some more editing. I hope to create the North American map and map tool tutorial videos, but this might come post-release. After all that, there will be additional RC's as needed, marketing the game, releasing the game, heart attacks, and then the post-release feature bounty system. Anyway, that's where we are.
Greetings everyone! It's time for another hotfix, as a possible crash with outsourced component production was reported to me. I also went ahead and fixed several pending issues, and included the latest video tutorial. On the topic of video tutorials, I am nearly finished, but I have been slowed down recently because of the length of the videos I'm currently working on. Anyway, enjoy! -Bugfix: Fixed crash in would map when opening production of a vehicle design that uses outsourced components. -Bugfix: Fixed issue causing AI companies to own a model name when player outsources a vehicle to them. This bug prevented players from being able to make new generations of these vehicles. -Gameplay: Adjustments have been made to the component age penalties. -GUI: GUI load optimizations to the Office Contract window. -GUI: Horizontal scroll bar returns to the Office Contract Window parts secletion. -Bugfix: Fixes applied to several achievements that had database counting issues. -Media: Main Tutorial video added to the game. (Will eventually integrate a link into the in-game tutorials themselves.)
Greetings everyone, Another hotfix for 1.25.0.11. This one fixes a crash issue with loading .car files on non-standard encoded copies of Windows, primarily Swift-JIS. I also threw in a few bug fixes listed below. Video tutorials are going well. I am about 60% complete. At this pace, I should finish them by the end of the year, and then I can start working on full release candidates and completing the manual. This hotfix includes all video tutorials to date. You can also find them on our youtube: https://www.youtube.com/playlist?list=PL1Qy-Pj_RIRvRkajKTI9bsut_ZXJ6eqWn or the tutorial page on our website: www.gearcity.info/tutorials Hotfix includes: GUI: Length about text in main menu. GUI: Fixed city hover popup cutting off text. Gameplay: Enabling autoproduction now enables auto-hire and auto-wage automatically. This is done to prevent player logic issues that can cause bad gameplay. GUI: Enabling autoproduction hides auto-hire and auto-wage checkboxes. Gameplay: Autoproduction will now try to avoid using factories with low morale. Gameplay: Purchasing a company with low morale will improve those employee's morale somewhat. Bugfix: Fixed bankruptcy flag not resetting when a player buys a bankrupt company. Situtations where this would be an issue is if the player spun off the company, and then tried to rebuy them. GUI: Yearly Sales memo now uses base vehicle name rather than the latest vehicle model's name. GUI: Fixed Mega Menu's Autoproduction vehicle restriction page flippers not hiding when marque restriction is enabled. Bugfix: fixed missing demands text when Administration union wants more. Bugfix: Fixed .car file crashes on non-unicode, non-US-compatible encoded Windows. Bugfix: Fixed .car file loading on non-unicode, non-US-compatible encoded Windows. Bugfix: Fixed .car file loading on non-unicode OSX. Bugfix: Fixed component slider save/load system on non-unicode, non-US-compatible encoded Windows. Media: Added more video tutorials. Media: Improvements to in-game video tutorial landing page.
This should be the final hot fix for v1.25.0.11, but don't hold me to that. I've also worked in a couple bug fixes in this one as well. Hotfix #7: -Bugfix: Fixed possible crash issue with German translated save games. -Bugfix: Fixed Autoproduction issue which ignored home country contracts during war time if the player has neutral country contract and no peaceful or limited factories. -Bugfix: Fixed several issues with the duplicate name checker for vehicle designs. -Bugfix: Fixed trim finish dates when the player makes multiple trims. -Bugfix: Fixed mouse wheel scrolling on Load Game lists for Unix OS's. -Bugfix: Fixed Branch Distribution window vehicle list alignment. -Bugfix: Additional fixes to the save game updater and mods. -Media: Several new tutorial videos added. -Media: Unfinished redesign of the video tutorial page. (Might slip in an update for this in a day or two.) There might be one or two things I forgot to add to this list.
Greetings everyone, I have released the 6th hotfix for version 1.25.0.11 . This hotfix includes: -Media: 6 New Video Tutorials. -Bugfix: EPS Growth Rate issue in the Stock Report -Bugfix: Revenue Growth Rate issue in the Stock Report. -Bugfix: Operational Margin issue in the Stock Report. -Bugfix: Fixed issue with recent changes to contract bids that could cause vehicle contracts not to being assigned. -Bugfix: Fixed possible crash in the custom district branch pricing system on the world map. -Bugfix: Fixed incorrect value in the Buyer Rating Table explination. -Bugfix: Fixed incorrect text in the subsidize dealerships system. -Bugfix: Fixed typo in the news paper articles -GUI: Added global fuel rate to the Fuel Popularity Report and the newspaper. -Engine: Added a warning message if you run the game at lower than 720p resolution. (Typically only happens with Windows 10 users playing in window mode with 720p monitors.) About 40 more video tutorials to go. I'll work in some bug fixes if any major ones popup. Enjoy!
Greetings everyone, Two more hotfixes for version 1.25.0.11. Hotfix #4: -Bugfix: Fixed a critical issue which wouldn't allow you to select a vehicle body. Hotfix #5 -Bugfix: Tweaked city manufacturing growth for random history mode to prevent city's manufacturing ratings from hitting zero. The fix isn't perfect, and will be further tweaked for v1.25.0.12. -Gameplay: Minor adjustment to racing funding's effect on over experienced teams. -Bugfix: Fixed duplicate stock bankrupt memos. -Media: Added three new tutorial videos.
Greetings everyone, Since Sunday I've released 3 hotfixes targeting crash related issues. The latest issue has to do with save game corruption if you're using modded components files. If you get an error message about lost data, save the game, and reload it to get rid of the message. If you have an old copy of the save game, and the new copy, feel free to email both of them to me and I will be happy to recover most of your data. Here is what was in each fix: Hotfix 1: -Bugfix:Fixed an end turn crash when Random History was enabled. Hotfix 2: -Bugfix: Fixed crash in Advanced Vehicle Designer tutorial. -Bugfix: Fixed duplicate gear combinations for gearbox component because of issues in the components name updater system. -Bugfix: Fixed scroll bar issues in Main Menu New Game options. -Media: Added 10th video tutorial on Sales Reports. Hotfix 3: -Bugfix: Fixed possible save game corruption when using modded components files. -Engine: If the save game is corrupted, fill the corrupted data with valid data to prevent crashes. -GUI: Added an error message to office letting you know if the save game was corrupted. There is a known bug with this. The error message does not disappear unless you save the game and then reload it.
Greetings everyone! Were a couple of weeks late, but version 1.25.0.11 is ready to go. As mentioned in the last update, this build would take a while to create because of the time it takes to make video tutorials and all the little tedious translation text work that I had to do. I completed most of the later, but I still have some work to do with the former. The next build update, version 1.25.0.12, will also take a while to make, so dont panic if there isnt an update for 2-3 months again. This update contains 8 Video Tutorials and the basic infrastructure to deliver them. Weve also added full tutorial audio for French, as the translations are practically 100% finished. Ive also included partial tutorial audio for Italian, Portuguese, and Spanish. I will refine the tutorial audio as the translations improve. The update also has over 30 bug fixes, including fixes to 4 different crash conditions. Unicode issues in Windows 10 caused most of these crash issues. Speaking of Unicode, I fixed Unicode columns alignment issues in lists. Ive also gone through the trouble of dynamically calculating how wide the columns should be. I hope this will reduce miss-aligned columns. Some work also went into getting the French translation text to fit in the GUI. This action means that I have rearranged some GUI to increase the amount of space for text. Version 1.25.0.12 will continue down the same path as v1.25.0.11. I will focus on finishing video tutorials. I may also slip these tutorials into small updates for v1.25.0.11 since I dont have to alter any game code to include them. Following that, I will finish some map content and do extensive play through testing on multiple systems to find and fix issues. One thing to note, I will not be rushing v1.25.0.12, or the full release build, 2.0.0.0. Sadly delays this year, mostly because of COVID, have pushed full release timing into Q4, which is the absolute worst time for Indies to release games. The full release will be in Q1, even if the game I finish within the next three months. All of this is just the semantics of removing the Early Access tag. Change log: -Media: 8 Video Tutorials completed out of approximately 50. -GUI: Video tutorial player included in the game. Located in the upper right help button. -Media: Partial Tutorial Audio added for Spanish, Portuguese, and Italian. -Media: Full Tutorial Audio added for French. -Media: Completed editing and re-recording of English Tutorials. -Bugfix: Vehicle comfortability design slider positively effected vehicle handling too much. -Bugfix: Fixed Import Tax and Total Expenses values in the wrong spot in the Branch Operations report. -Engine: Included VC++ Redistributable dll's in separate folder for people who have trouble properly installing the ones from Microsoft. -Bugfix: Fixed 1HP rounding error bug in Advanced Engine Designer. -Gameplay: Increased bailout funds. -Gameplay: Lowered E85 design requirements -Engine: Removed text scaling for English language file. -Bugfix: Adjusted AI behavior so they won't open branches in war zones when their HQ is not at war. -GUI: Strikes Memos are more noticeable now. -GUI: Advanced Designer Warning message for old components. -GUI: Advanced Designer Warning message for low smoothness. -GUI: Removed count limit for Advanced Designer Warning system so all warning messages are displayed. -Bugfix: Fixed possible crash in the Assisted Contract Engine Designer -Websites: Added a "@" button to the translation login in page for players that have keyboard layouts that are not supported by our CEF/Berkelium builds. -Bugfix: Removed possibility to have Unicode characters in report file names, in order to prevent crashes using non-ascii languages in Windows 10. -Gameplay: Improvements to per capita, manufacturing, and population growth rates in random history games. Some more work needs to be done here. -GUI: Switched location of Total Marketing and Furlough Costs in the Monthly Report. -Gameplay: Increased the frequency subsidiaries use platform sharing. -Bugfix: Fixed issue that prevented "No Economic Fluctuation" start game option from over-riding historical consumer vehicle buying rates. -Bugfix: Adjusted translation website to automatically convert smart quotes to dumb quotes so we don't break the in game font. -Bugfix: Fixed issue causing electric engines to show up in the magazine's largest displacement superlative. -Bugfix: Changed Cu L text to L. -Bugfix: Fixed production amount issues with components manufacturing requirements -Bugfix: Fixed overlapping text when using the Replace Model Auto Tool. -Bugfix: Fixed contract bid not being removed when spinning off a marque that owns the component/vehicle that is offered. -Bugfix: Unchecking the Auto Play checkbox during tutorials now shuts off the tutorial audio if it is playing. -Bugfix: Fixed bug that caused Main Tutorial Slide #6 to play audio even if "Auto Play" is disabled. -Gameplay: We now warn players if they're using an unpopular fuel type when designing an engine. -Bugfix: Fixed issue which could cause vehicle name not to save when you click a whole bunch of things in some odd orders. -Bugfix: Fixed Warning button overlapping text in the Assisted Engine Designer -Media: Removed "4-Stroke" text from Gasoline image. -Media: Added 60 or so missing predesigned vehicles. Each vehicle type should have at least 1 for all years. -Gameplay: Morale will reset after waiting out a strike. -Gameplay: Made some tweaks to winning contract selection when few or one contract bid was submitted. -Engine: When we update builds now, we will parse the components.xml file and update component names in the save game in case there were changes in the translation. This might cause unforeseen issues, so keep an eye out. -Bugfix: Fixed a couple instances where Age Demographics and Wealth Demographics could be incorrectly copied to new vehicles designs. -Bugfix: Fixed possible crash when making a new generation or trim of a vehicle with an out of bounds Age Demographic because of the copying values bug. -Bugfix: Fixed bug with incorrect initial loan payments. -Bugfix: Fixed New Generation system not selecting the parent model's marque. -Bugfix: Fixed scaling issues with New Game Map's legend headers. -Bugfix: Fixed scaling issues with License Vehicle Design -Bugfix: Fixed scaling issues with Mega Menu < and > buttons -Bugfix: Fixed scaling issues with New Generation Vehicle, Select Component Lists after a component was selected. -Bugfix: Fixed scaling issues with Action Memos. -Bugfix: Fixed scaling issues with header overlapping in Advanced Designer bottom panel. -Bugfix: Fixed scaling issues with Showroom Model Comparison and Marque Catalogs. -Bugfix: Fixed World Map District Branch Distribution Merge Trims overlapping when scaled. -Bugfix: Fixed scaling issues with branch Add Dealerships button. -GUI: Tweaked many GUI elements to fit French translation text, which will result in better used space in English and other language files. -Bugfix: Fixed Unicode (particularly Japanese) alignment issues in lists. (And learned something I never knew in 15 years of C/C++ programming...) -Engine: We now parse lists before filling them to dynamically adjust column sizes. This reduces the chance of unaligned columns, particularly in non-english translations.
Greetings everyone! I released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/ You may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes. Finally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and well be able to include audio tutorials for it. So whats next? Were getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials youd like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/ Beyond that, its the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release. Back to v1.25.0.10, here is the change log: -GUI: Changing a district on the world map now closes any opened district windows. -Bugfix: Fixed bottom list cut off in the World Map's Branch Distribution Window. -Bugfix: Fixed Union benefits negiations saying "Marketing Fees" above the Administrative benefits payout slider. Fixed several other labeling issues there. -Bugfix: Refixed engineering union benefits demand action memo. -GUI: Added pages to autoproduction restriction lists. -GUI: Added pages to Component Selection in Contract Windows (RnD & Office). -Bugfix: Fixed issues with engine contract designer not selecting proper fuel types. -Gameplay: Improved engine contract designer to use more induction systems. -Bugfix: Fixed possible negative RnD Research Estimation ratings. -Bugfix: Fixed missing Compact Van Predesign for 1950s -GUI: Added column in Contract report showing customer name. -Bugfix: Fixed incorrect PE calculations in Stock Report. -Bugfix: Fixed construction and transport costs not being reported in reports. -Bugfix: Fixed possible crash after spinning off company -Bugfix: Fixed AI vehicle designs possibly being smaller than chassis -Bugfix: Fixed auto-sell overriding district locks when initially turning it on. -Bugfix: Fixed player getting fined by their own team when ending production of a vehicle. -Bugfix: Added more names to noun list to prevent the game from running out of names in long gameplays. -Bugfix: Fixed crash when opening a chart with no vehicles. -Bugfix: Added additional check to hashes to catch any unexpected crashes in the hashing function. -Bugfix: Fixed buyer rating breakdown table not having the correct value for marketing in the numbers side. -GUI: Fixed possible new game custom funds causing a decimal value in the bottom menu cash on hands value. -Gameplay: Tweaked AI Company Takeover offer amount, AI will now only make offers to companies 10 years old or older. -Gameplay: You can no longer sell shares of a company if you get a bid on bankruptcy action memo. -Bugfix: Fixed possible negative stock price of bankrupting companies. -Bugfix: Fixed buyer rating table being empty when checking a not for sale vehicle. -GUI: Added page flipper to World Map Competition Windows. -Gameplay: Adjust car price rates down for several mid game decades. AI better matches real world values. -Bugfix: Fixed contracts not being spun off with spin off company, thus creating models with the name "0" in reports. -Bugfix: Fixed Modify Component's New Generation and Replace not ending production of old model... -Bugfix: Purged Empty Space at end of automatically generated car and component names. -GUI: Remove space between acceleration value and seconds unit. -Bugfix: Replaced "Top 30 Company Sales in Selected District" header for charts since we show all companies now. -Bugfix: Fixed player not showing up in the "All Time Market Share" chart. -Bugfix: Fixed possible vehicle sales chart not generating properly if you have a few models. -GUI: Added commas to the bar chart overlays in the networth chart. -Bugfix: Removed html for missing 10/1920 depression image. -GUI: Disabled Modify Design Window from recentering after hitting "End Production" -Bugfix: Fixed Marque tutorial window from getting stuck open in some conditions. -GUI: Component selection windows now default to in order of preselected dropdown. -GUI: Design year ordering drop downs are now descending order, thus newest on top. -Gameplay: Reduce Board of Director's tollerance for failure. -Gameplay: Slightly faster depression recovery time Base City Map. -Bugfix:Fixed issue with Darracq achievement -Bugfix: Fixed possible over production by autoproduction system when entering limited conflicts. -Gameplay: Base City Map Balancing -Gameplay: Base Territory Map balancing -Gameplay: Decreased licensing wins, Large AI companies are less interested in licensing designs. -Gameplay: Tweaked licensing selection code to consider royality rates less, and signing fees much less. -Gameplay: Increased licensing and outsourced royality rates. -Gameplay: AI now produces trims on Hard and Nightmare mode. -Gameplay: Increased fuel costs effect on sales of fuel efficent vehicles. -Gameplay: Fixed Achiements on 64-bit OSX. -GUI: Finished English Editing for main UI. A few more tweaks to come. -Gameplay: Adjustments made to AI sliders selection for AI vehicle designs. -GUI: Removed reference to "Profits" in the reports and replaced it with "Cash Flow" after a couple complaints by accountants. (It will probably go back after a I get complaints from laymen asking for the cash flow to be labeled profits! Such is life.) -GUI: Right aligned category headers in Monthly Financial Report. -Bugfix: Fixed historical sales data not being stored properly if certain conditions are met. This should fix achievement requirements for several achievements.
Greetings everyone, I released version 1.25.0.9 today. This update includes bug fixes and UI tweaks. It also includes balancing of the base maps and some additional improvements to the English file. However, I still have work to do on all three systems. The Spanish and Italian language files have come along nicely thanks to the dedicated people working on them. Version 1.25.0.10 will be a continuation of my bug fixing and minor UI improvements efforts. I hope to go through a few rounds of gameplay to get a comprehensive list of text that is too big for the UI widgets, so that I may turn off the pink color in the font resizing system. And I hope to finish my balancing efforts with Base Territory Map and finish editing the English translation. Version 1.25.0.10 should be another month-long effort. There are three more updates, including v1.25.0.10, before the game is fully released. I hope to jam as many fixes in as I can before then. [strike]I have reverted default build to Version 1.25.0.8 because of random crashing issues. It seems some folks have problems and some do not. And I am in the do not camp, making it very difficult for me to debug. Version 1.25.0.9 is available in the Test Build branch located in the Steam Beta Tab. Directions on how to switch to it are here: http://wiki.gearcity.info/doku.php?id=gamemanual:switching_steam_builds I'll bounce it over to default branch as soon as I find the source of the issue.[/strike] Fixed Change Log: -GUI: Moved web-browser window down 50px on 1050px Resolutions. -Gameplay: Reworked the credit rating system so there are less chances of not generating a bond or a loan. Some balancing might be needed for this rework, as bonds might become too easy to get. -GUI: If a player clicks "No" to a tutorial three times, we automatically click the "Do Not Display Again In This Save Game" button. Pro-tip, you can do this yourself, it's the button right next to "No". -GUI: Fixed Scrap "Yes" Button size. -Gameplay: Tweaks to AutoProduction, should utilize player's factories better. -GUI: Stopped mod window from opening when the player has never made a component. -GUI: Fixed overlapping text when the player can not increase credit limit. -GUI: Fixed Modify Component from automatically selecting "Significant" modification when changing selection in the list. -GUI: When the player has renewed or declined all contracts, the window automatically closes in the office. -Gameplay: Reworked required administration employee calculation to use physical location count instead of labor costs. This fixes possible issues in the benefits system. This new formula may require more balancing. -Bugfix: Fixed incorrect weight comparison in the UI for Gearbox contracts. -Bugfix: Fixed incorrect header text in engineering strike demand action memo. -Gameplay: Disabled production line replacement when using the replace system while auto production is enabled. This prevents a possible over production by the auto production system. -Bugfix: Fixed data not updating in the assisted designers after changing a sub-component selection. -GUI: Fixed newspaper images appearing too small. -Bugfix: Fixed dollar sign issue in contract headers using the Edited English translation file. -Bugfix: Fixed issues causing the last entry in lists not to be visible. -GUI: Fixed issue with magazine when using scale GUI on monitors the player shouldn't be using scale GUI on. -GUI: Reverted changes to the decimal point used in specs. Converted requirement specs instead and then added an additional integer. -Bugfix: Fixed some issues with quarterly numbers in the stock broker window. -GUI: Converted ft-lb to lb-ft in Edited English translation for all them pedantic engineering types. -Translations: Added additional Spanish translated text to the game. Almost 99% translated! Special thanks to Heewet! Feedback on translation welcomed. -Bugfix: Fixed Windows 10 Save As crash when the player has non-ASCII report names. -Gameplay Removed T-Head end year. -Bugfix: Fixed manual HQ country production lines incorrectly telling the player they can't produce units there during war. -Bugfix: Fixed a possibility of a duplicate AI model name. -GUI: Some additional Superlatives use player chosen unit type. -Bugfix: Fixed issue which can cause multiple triggers of modify component due to refitting old vehicle designs. -Gameplay: Destruction of factory during war now causes inventory to be destroyed as well. -Bugfix: Fixed possible issue where strike wages are not met by auto-hire system. -GUI: Web-browser system now properly zooms based on player scale GUI settings on 64-bit OSs. -Bugfix: Fixed unpopular fuel type window from screwing up "Quick Trim" system. -Bugfix: Fixed issue with Henry Royce achievement. -Bugfix: Fixed issue with Austin's achievement. -GUI: Removed multi-click protection on contract submit bid. As it could cause cancel bid button to be clicked. -Gameplay: Base City map balances, increased early year European and Asian sales. Decreased late game European and Asian sales. Increased late game North American sales. -Gameplay: Base Territory map balances with the aim to reduce profits. (More to do here). -Gameplay: Reduced maximum dealerships for larger population maps. -Gameplay: Added a per turn growth limit for dealerships.
Greetings, Version 1.25.0.8 is out. This build includes several serious and minor bug fixes. The primary focus of this build was to edit the English game text. Unfortunately, this took more time than expected, and I did not complete it by release time. I finished a good amount, and I will finish the rest in v1.25.0.9. Speaking of v1.25.0.9, besides completing the English Edits, Ill start the balancing process for territory maps, and knock out any bugs I have queued. ETA for v1.25.0.9 is the end of the month. As for full release, with the delays in getting the English text edited, well be pushing back a couple more months. My target is a release for v1.25.0.12. That will allow me to complete the video tutorials (v1.25.0.10) and give me 2 releases to fix any issues that arise. Here is an incomplete change log for v1.25.0.8: -Bugfix: Fixed newspaper images not loading in some instances. -Bugfix: Fixed newspaper fluff text not working with non-english languages. -GUI: Added decimal value to some specs in the game to prevent unit conversation causing values to look like they work, but they don't actually. -Bugfix: Fixed issue with Italian Stallion achievement. -Gameplay: Tweaked quality to price penalty to be less drastic. -Bugfix: Fixed crashing issue in some non-english language localization files. -Bugfix: Fixed crashing issue when lists hide horizontal scroll bars. -Bugfix: Fixed crashing issue with vehicle types graphs. -GUI: Quick Trim refreshes vehicle list now. -Gameplay Adjusted AI's sub-component selection system. Should produce more I4's and less V4's now. -Bugfix: Fixed exploit which could allow you to create new generation of a discontinued in research model. -Bugfix: Fixed exploit which could allow you to make new generation or trims of vehicles you shouldn't be able to. -Bugfix: Fixed mouse courser moving when clicking button in software-mouse mode. -Bugfix: Fixed World Map Zoom system. -GUI: Added multi-click functionality to prototype design refresh button and web browser forward and back buttons. Localizations: Spanish translation has reached 90%+ level. (Thanks Heewet.) Localizations: Over 1000 English entries edited.
Greetings everyone! I just released version 1.25.0.7. As mentioned previously, this was a quick and short release. Just a few bug fixes and what have you. Version 1.25.0.8 will be a long release. So don't expect another update for a few weeks unless there are major issues with 1.25.0.7. Enjoy! -GUI: Added multiple pages to some graphs to reduce lines on charts. -Bugfix: Fixed strike news article being published at end of strike instead of the start. -Bugfix: Fixed Bond Issue slider not matching issued bond value. -Bugfix: Fixed Henry Leland achievement triggering when it shouldn't. -Gameplay: Reduced racing ambient sound. -Bugfix: Disabled buffer click protection on all buttons with red-ish backgrounds. -Mod Tools Added components.xml selector to racing editor. -Mod Tools Fixed bug in Video Settings Editor which automatically enables dynamic reports. -GUI: Fixed GUI Scaling issue with Data Map selection panel on World Map. -GUI: Fixed GUI Scaling issue with Mega Menu drop down boxes. -GUI: Fixed GUI Scaling issue with web browser windows. -GUI: Fixed GUI Scaling issue with horizontal scroll bars. -GUI: Disabled GUI Scaling with any widget that has negative position values. -GUI: Fixed GUI Scaling issue with side panel location. -GUI: Fixed GUI Scaling issue with "You're already in room" text. -GUI: Fixed GUI Scaling issue with Newspaper when using the middle sized web browser window. -Bugfix: Fixed bad encoding on filler newspaper article. -Gameplay: World Map and New Game Map will no longer move when mouse is over most parts of the GUI. -Bugfix: Fixed issue with assisted engine designer not properly resizing electrics to fit specific chassis.
Greetings everyone! We have released version 1.25.0.6. This build features 9 bug fixes, 8 gameplay adjustments, 7 moderate GUI adjustments, some tweaks to the main tutorial, and an improvement to the mouse-clicking system. Heavy work continues with editing the games English files and working with the resizing system to fit translations into the GUI. Our awesome community has made some progress in the translations, although theyre far from done. I am running behind schedule for retail release. I was hoping to have most of these tickets cleared out before New Year so I can work on the wiki and video tutorials. As it is, I am about a month behind. The more I work on the game, the less bug-free (assuming I dont make more bugs) the game is. So that is a positive at least. Version 1.25.0.7 will be a short release. I hope to have it ready to go by next week unless many issues pop up with v1.25.0.6. Change Log: -Bugfix: Fixed bug where employee-less department can strike. -Bugfix: Fixed bug which displayed incorrect $1 current wages in strike action memo. -Gameplay: Slight bump to Gearbox max torque values when modifying the design. -GUI: Warn player of price gouging in buyer rating table. -GUI: Added missing help button text for "Contract Unit Prices" new game option. -GUI: Made build/rebuild factory production line scroll buttons more sensitive when larger amounts of lines can be built. -Bugfix: Fixed issue with wholly owned subsidiaries not being purchasable. -Gameplay: Additional balancing of AI vehicle design type selection -Bugfix: Fixed issues with can cause Auto-production to over produce vehicles. -Bugfix: Fixed lobbying efficiency rate being displayed as a decimal instead of a percentage. -Tutorials: Additional fool proofing of the main tutorial. -GUI: Hid component selection advice. Some folks read it as the gospel, so it's gone for now until I can tweak it. -Bugfix: Fixed issue with $250 Billion dollar company achievement triggering at $25B. -Gameplay: Prototype designs now use a static pre-designed body instead of picking one at random every refresh. -GUI: Relabled "Edit" buttons to "Save". -Gameplay: Fixed issue with racing contracts being filled when Auto Production is enabled, and vehicle production has stopped. -Gameplay: End production of a design will automatically end racing teams using that design. -Bugfix: Fixed offset contracting years (again...) -Bugfix: Fixed issue that wasn't allowing contract factory assignment from world map if there was more than one useable factory. -Gameplay: Some additional tweaks to racing image. -Bugfix: Fixed issue causing racing teams not to use contracted player designs. -GUI: Memos window will no longer popup if unread message is no longer in the list. -Gameplay: Improved Manual Production entry calculation speed for districts. Please note, values might be off by a few units if there are a number of factories. -Engine: Forced GUI mouse to move after clicking a UI button, thus avoiding any multiple clicks of buttons. -Gameplay: Made adjustments to the sales price effect on buyer rating. -GUI: Resized UI in several places to fit translated text.
Greetings everyone! Im releasing version 1.25.0.5 this morning. This release is early because of the multiple hot patches I had to release for v1.25.0.4. Organizationally, this will allow me to get all 9 builds back on the same code base. Version 1.25.0.5 does not have everything I wanted to include in it. Most of the work I have slated for this update will go into v1.25.0.6. I expect that build to be ready mid to late January unless problems arise in v1.25.0.5... So whats in this update? Of note, I have restricted the creation of New Generations to one new generation per model. So, for example, if you create a new generation of one vehicle, to make a third generation, you create a new generation using the second-generation vehicle. I mainly did this to fix a couple of issues where players were creating multiple new generations of vehicles with the Refit Modified Component system. In addition to that, the game will no longer allow you to replace a design that is already being replaced by an in-development vehicle. We restricted the main tutorial with a lot more safety checks. We want people to follow along and click the red glowing things. In the past, I did not restrict the players to this because there were no other tutorials. But now that there are multiple tutorials in the game, we want the player to have tunnel vision on the basic game concepts, then allow them to explore. Well see how that works. I am sure someone will break it somehow. Change Log: -Bugfix: Fixed Henry Royce achievement triggering before making a v12 engine. -GUI: Added Parts Inflation settings information to the Load Game screen. -GUI: Removed white back arrow from all reports, and replaced it with an ascii arrow for only reports that allow viewing previous months. -Gameplay: You can now only create a new generation of vehicle design once. To create a third generation, you must create a new generation on the second generation vehicle. This is to prevent user from accidentally creating multiple new generations when refitting modify components. -Gameplay: You can no longer do model replacements if the replaced model already have active replacements scheduled. This is to prevent user errors asking for a model to be replaced multiple times when refitting multiple vehicle components. -Bugfix: Disabled premade select button if no vehicle design is selected. -GUI: Disabled the ability to unselect items in lists. -Main Tutorial: Player can no longer click "Advanced Designer" when "Assisted Designers" are glowing. -Main Tutorial: Tutorials are reset if player exits out of designer windows prematurely. -Bug Fix: Fixed select button not glowing when selecting premade designs. -Main Tutorial: Premade vehicle selection list now glows. -Main Tutorial: First premade automatically selected. -Main Tutorial: Player can no longer use custom body designs while in the main tutorial. Audio and text will be moved to a new tutorial. -Main Tutorial: If the player creates an unuseable design, we reset the tutorial. -Main Tutorial: Door, clock, and globe now blink. -Main Tutorial: Fixed some overlapping blinking lights. -Main Tutorial: No longer allow the player to advance in the tutorial if they do not assign production lines or vehicle price. We now give them a popup warning to read what it says to do. -Main Tutorial: Fixed bug allowing audio playback when player is loading a different state. -Main Tutorial: Fixed blinking lights continuing to flash when certain windows are prematurely closed.
Third, and hopefully last hotfix for v1.25.0.4 has been released. This fixes another text resizer crash on Unix systems when using modify engine. It should also fix a crash when using premade 1940 USMC Compact SUV designs. The premade fix may cause a crash in showroom/NewTrim/NewGeneration when loading a design that used the unfixed base body. I should have this issue resolved in v1.25.0.5, which I will release a week ahead of schedule. Probably early Saturday morning, my time. Alternatively, the issue is fixed if you start a new save game.
Another small hotfix this evening addressing marketing windows not opening from the world map, which could lead to crashing issues on Unix systems. This issue was due to the new text resizing systems.
Greetings everyone! I just released a hotfix for v1.25.0.4 that fixes crashes when playing the game in a non-english language. Currently this hotfix is only for the Full 64-bit builds. Demos will receive the update in a few hours, and 32 builds sometime in the afternoon, my time. Sorry for the inconvenience.
Hello everyone! I have updated the game and demo to version 1.25.0.4. This minor update includes 23 bug fixes. It also includes a couple of gameplay changes, such as increasing the penalty for old designs and disabling the AI and player's ability to license vehicles with outsourced components. In this build, I have also implemented an automatic text shrinking system for non-English languages. If the translated text does not fit in the GUI text area, the game will try to automatically resize it up to three times to get it to fit. Each time it logs the adjustments. By the third try, if it is unable to fit the words in the text area, it will turn the text purple. This serves three purposes. It gives some wiggle room to translators. Also, it logs what doesn't fit so that I can either make more space, or we can have the text cut down. And finally, it allows the player to see the cut off text while they wait for us to resolve the issue. Currently, the system is disabled for English text. However, we will enable it for v1.25.0.5. So what's next for v1.25.0.5? I will mostly be using the text shrinking system to look for common places where the text doesn't fit. And try to fix those areas. I've also got some bugs to look into, and some more foolproofing to do to the tutorial system. I should have the next update out before the new year. Until then, enjoy! Changelog: -Bugfix: Fixed HR engineering and admin wage exploit. -Bugfix: Fixed incorrect data in the Image report. -Bugfix: Fixed factory reconditioning breaking Factory Operations report when auto production is enabled. -Gameplay: Disabled AI and Player's ability to license vehicle designs with outsourced components. -Save Update:Due to the above gameplay changes, we have converted any non-player outsourced components that AI have, which are used in licensed vehicles, to licensed components. -Bugfix: Fixed sell marque to AI system not deleting marketing budgets when branches are included with the sale. -Bugfix: Fixed texture issue on the USMC CSUV. -Bugfix: Fixed tutorial height issues when scaled GUI is enabled. -Bugfix: Fixed small IPO/Issue button text when scaled GUI is enabled. -GUI: Back and Forward button are hidden if you can not go back or forward in the office web browser. -Bugfix: Possibly fixed modify component tutorial from starting on its own. -Bugfix: Fixed the ability to resize the load game window too small. -GUI: Added an HiDPI warning message to language selector and settings windows. Hopefully this will direct the handful of people who can't read the font to the "Scale GUI" setting. So they can fix their problem... -Bugfix: Erased last save game character if it is a space. This is to prevent undeletable folders in Windows. -Bugfix: Fixed Advanced Components and Advanced Vehicle designer text overflow in the tutorial popups. -Gameplay: Increase the effect of the old age penalty on older designs. In the hopes to deter people even more from using the same design for 40 years... -Gameplay: If a game is started with Translation ID's enabled, it will automatically re-enable translation ID's on load. -Gameplay: You can now view previous months "Monthly Sales Report". -GUI: Game will now automatically reduce text size if translated text does not fit in the text area. This is currently enabled for non-english languages. Any reduction in text size is logged so that I can either try to increase the amount of area, or notify translators to reduce the text. Any unacceptable amount of reduction is colored purple. -Bugfix: Fixed issue when calculating Racing Image, which caused the number of races to increase exponentially based on how many months series are run. -Gameplay: Added engine torque checker to Advance Gearbox designer. -Bugfix: Fixed some issue with loading save games with unfinished main tutorials causing hotkeys not to work, and not retriggering the tutorial. in the office. -Gameplay: You now receive a high priority memo if you run out of outsourced components and autoproduction is enabled. -Bugfix: Fixed issue causing "Production Halted" memos being triggered when Auto Production is enabled. -Bugfix: Fixed some instances where game text was hardcoded. Thus making them translatable. -Bugfix: Fixed blinking lights being on the incorrect list in Components Tutorial Panel #3. -Bugfix: Fixed issue with low smoothness warning button not being in the correct location. -Bugfix: Fixed regression causing 7 cylinder about text to be the same as 9 cylinder. -Bugfix: Fixed empty popup when doing advanced engine designer and not selecting any components. -Bugfix: Fixed yearly sales memo showing old models. -Bugfix: Fixed issue where awards can have wrong regional names. -Bugfix: Fixed exploit where player can get full employees at $1/month. -Bugfix: Fixed crash that occured when player clicks "Select" in the premade body designer without clicking a design from the list.
Hello again, We have another small update for you this week. The next update should be around December 11th. Unless I run into a big enough issue to waste a day putting together an update. Here is what's in Version 1.25.0.3: -Bugfix: Fixed disappearing Auto Production Restriction List -GUI: Tutorial windows should no longer overlap the subject window on large resolution screens. -GUI: Automatically close tutorial popup if the subject window is closed. -Gameplay: Rebalanced AI production to more heavily favor popular vehicle types. May need to rework low end however, to make sure monopolies are rare in unpopular vehicle types. -Engine: Disabled Windows "Not Responding" Ghosting. Added many more message pumps. I will revisit this decision after some testing/feedback. -Bugfix: Fixed missing vehicle name in the smallest engine superlatives. -Bugfix: Fixed several possible issues with the component selection system in R&D. -Bugfix: Fixed contract issues with racing, which causes race teams not to be supplied. -Bugfix: Fixed year values for Design Skills calculations. It was using 8 instead of 5. -Bugfix: Hopefully fixed racing contract date deadlines... again... third try is a charm? -Gameplay: Selling assets or your own shares will no longer grant you revenue achievements. -Bugfix: Fixed issue with pre-designed vehicles surface area calculations causing incorrect data. Probably a few more things I missed.
Evening everyone. As mentioned with the version 1.25 release, updates are coming more frequently in the form of minor patches. These mainly focus on polishing up the game for release and fixing any bugs that I find or you report. Tonight's v1.25.0.2 update has 21 documented fixes, most of which are GUI related. I have also changed up some compiler optimization flags, hopefully, this will solve some stability issues a handful of people have reported. The Demo will be updated shortly. Changelog: -GUI: Fixed issue which lets the factory panel appear in the Mega Menu when a selected branch has no factory. -GUI: Removed horizontal scroll bars from several lists. (Most of these were individual tickets, I merged them into one for this log.) -GUI: Fixed Lobbying window UI overlap on Linux. -GUI: Fixed issue with HR Window Wage panel size not covering stuff underneath. -GUI: Help buttons should scroll back to the top. -GUI: Fixed possible overflow text in contract requirements panel. -GUI: Speed up tutorial highlights blinking on Linux and OSX. -GUI: Fixed text being cut off in the Advanced Car Designer Warnings. -GUI: Production Assign button now automatically clicks "Calculate" on the world map if text box values are not close to being correct. -GUI: Disable tutorial popups after the player clicks "no", if they haven't left the room yet. -Engine: Added Linux and OSX icons. -GUI: World Map Autoproduction Restrictions moved to their own windows for more horizontal space. -GUI: Fixed text cut off issue in District Autoproduction Restrictions. -Bug Fix Fixed crash when using drag placement to place decals on vehicles. -GUI: Fixed incorrect report values in the Factory Expense and Operational Expense reports. -GUI: Fixed incorrect text in Branch Operations and Marketing Reports tables. -Bug Fix: Fixed sell price text box values being overridden when changing cities in the mega menu. -Gameplay: AI will no longer be allowed to sell vehicles for outsourcing when they contain outsourced components. -Save Update: Due to the above gameplay changes, we have converted any non-player outsourced components that AI have, which are used in contracted vehicles, to licenses. This is a one time update to your save games if you started before v1.25.0.2. Player's are not affected. -Bug Fix: Fixed first-time language selection not refreshing the reviews, newspaper articles, etc to the newly selected language. -Engine: Experimental demo to full save game converter.
GearCity was not designed for a broad audience. We pride ourselves for targeting an often neglected niche of gamers. The game is complex, has a steep learning curve, poor graphics, and cumbersome UI. There is an attempt to warn folks on the store page about this, but still, some people slip through thinking that the game is a simple clicker tycoon. It's also a little known fact that a demo of the game is on the official website. Now that we have a more robust tutorial system, the demo has been uploaded to Steam. You can find the demo links on the right hand column, under the "Is This Game Relevant to You" panel. I will try to keep the demo patched with the main versions. Although I may skip a patch or two now and then.
Greetings Everyone, We have released Version 1.25 to Default build users. If you would like to continue your v1.24 SP9 save games, please switch to the 1.24 build in the Steam Beta's tab. Click here for instructions.
What is in this update?
This update has 280 completed tickets. These include 86 bug fixes, 82 gameplay changes, 52 GUI tweaks, and 21 additional tutorials added to the game. We have completed all achievements, all in-game artwork, and all interactive in-game tutorials. The game text is almost finished, which means we can start with both editing the English files and completing translations. More details on this in the next couple of weeks. For a complete listing of changes, visit the change log.
What's next?
Save games will not break for the foreseeable future! (Excluding any possible post-release expansions.) Version 1.25 is the last major Early Access build of GearCity. However, work will continue. The primary focus will be fixing bugs, making minor tweaks to GUI, and balancing territory maps and gameplay. I will also be creating a series of video tutorials covering advanced topics such as supply and demand, reports data, designing good vehicles, etc. Finally, I will complete the Gameplay Manual and the In-Depth Formula sheets. We're aiming for a February or March release, but for all intents and purposes, Version 1.25 is close to the final product.
Beyond Release!
As mentioned several times on the forums, both you and I would love new features and content in GearCity. So, I plan on launching a "Feature Bounty" system. This will hopefully allow us to expand GearCity well after release. We will announce details on this system in the next couple of months. Other than that, you'll have to wait and see.
Greetings everyone!
1.24 SP9 Save Games
With version 1.25 coming out on November 8th, 2019, if you wish to continue to play your version 1.24 SP9 save games, you'll need to switch to "1.24" in the Steam Beta's tab. Directions on how to do this are here: GearCity Wiki. Be sure to switch back to "Default" Build for the latest version after you complete your save game.
Legacy and Stable Build Users
We recommend switching to Default build to play the latest version of the game. But if you wish to continue these old saves, you'll need to switch builds in the Beta's tab again. As both Legacy and Stable build will be deleted on November 8th. Legacy Build users need to switch to "1.22" to continue your save games. Stable build users, need to switch to "1.23" to continue your save games.
Steam Builds Shakeup
I have switched "Legacy" and "Stable" Steam Beta builds to just their version names. This is primarily to avoid confusion from people who think "Stable" is more stable than the latest build. Any future save breaking major builds, such as 1.24, will get their own build inside of Steam Beta. With version 1.25 release, both Default and Testing build will be on equal footing again. With no planned save game changes in the future, these two builds will merge back together. If any save game changes occur in the future, such as a crowd-funded expansion, the Testing Build will be relaunched to harbor those changes until v1.26 is released.
New Versioning Scheme
Sometime around 1.21, I started releasing Supplemental Patches to major builds to fix bugs before I break save games. This versioning scheme confused some people when the supplemental patch number was higher than the minor build number. For example, several people assumed v1.24 SP9 was a newer build than v1.24.3... Since v1.25 should be the last major build, there are going to be a lot of supplemental patches. To avoid any confusion, I am switching the version scheme to Status.Major.Minor.Patch. This means that a number change after the third dot does not require save game changes. So the next update after v1.25 will be v1.25.0.1, and so forth.
Greetings Everyone, Default Build will be updating to version 1.25 on November 8th. This update will require players to start a new save game. You can still access older versions of the game using the Steam Beta's tab. Testing Build will also receive this update, but users will not be required to start a new save game. Version 1.25 marks the end of major development on GearCity. We are now going into the full release polish phase. This includes fixing bugs, balancing gameplay, editing english files, completing translations, writing the manual, shooting a few video tutorials, etc. More news to come over the next few days on the run up to the update.
Version 1.25 RC2 has been released to Testing Build. This update is for Testing Build users only. If you would like to try Testing Build, you can find instructions on how to switch builds here: http://wiki.gearcity.info/doku.php?id=gamemanual:switching_steam_builds The main focus of this update was to add more tutorials. There were also several bug fixes in this build. Some important notes, "Font Size" option was removed. If you require larger font, please use the "Scale GUI" option. Also the chat system is working again for 64-bit users. The system is new an improved. You can try out chat by clicking "Help" in the upper right hand corner, then "Chat". The next update is version 1.25. That update will be for all users and will contain the remaining in-game text tutorials. Change Log: -Bugfix: Fixed backspace not working in several locations on OSX. -GUI: Fixed transparent background issues with small magazine on 64-bit builds. -GUI: Added language selector for first time run. -GUI: Removed "Font Size" option. Please use "Scale GUI" instead. -Bugfix: Racing contract teams now affect player image. -Gameplay: Shares available notification memo for stocks. -GUI: Unread memos that no longer appear in the memo list will no longer cause memo popups. -GUI: Added warning message telling you how many unread memos are causing the memo window to popup. -Gameplay: Increased Limited War Memo priority so that the player knows when they'll be hit with limited war status in their operations. -Bugfix: Fixed "Fill Employees" autocommand not using union agreed wages. -Bugfix: Fixed racing contract exploit. -Gameplay: Finished adding the remaining achievements. -Bugfix: Fixed incorrect data in side panel after issuing a bond. -Bugfix: Fixed CEF issue causing iframes to not properly display all vehicle review content. -Gameplay: Game will now automatically "Stop Sales" of a vehicle when player "Ends Production" of a vehicle with zero inventory. -Gameplay: Increased aircraft engine contract weight restriction. -Bugfix: Fixed Engine Modification torque values being incorrect. -Bugfix: Fixed regression causing Brussels and Roterdamn to lose war status during WW2. -Bugfix: Fixed missing data in the "Nation At War" action memo. -Bugfix: Fixed outsourced units inventory always zero in mega menu and RnD outsourced management windows. -Bugfix: Fixed outsource unit inventory being -1 at start of the contract. And some incorrect values in section. -Engine: Engine now checks to see if the player has right access to all needed folders. This will reduce returns from folks who don't know that they are running the game in a restricted environment. -GUI: Fixed several text overflows in the District lock systems. -Bugfix: Locking district now sets shipping distance to global. Shipping is still restricted to the locked area. -GUI: Locking a district now refreshes the window. -GUI: Fixed showroom page flipping issues. -GUI: Loaded mod is now displayed in the Main Menu. -Gameplay: Boosted marketing effect significantly. -Gameplay: Reissued hard/nightmare buyer rating penalty of 10%. -Bugfix: Fixed slider loading with electric engines. -Gameplay: New save games will now save after the AI is established instead of before. -Bugfix: Fixed issuing causing negative available stock shares. -Bugfix: Fixed autoproduction disregarding scrap prices. -Bugfix: Fixed Main Tutorial from triggering in RnD. -Bugfix: Fixed secondary tutorials not triggering. -Tutorial: Added Racing Setup Tutorial. -Tutorial: Added Showroom Tutorial. -Tutorial: Added Banking Tutorial. -Tutorial: Added IPO Tutorial. -Tutorial: Added Stock Broker GUI Tutorial.
Version 1.25 RC1 has been released to Testing Build. This update is for Testing Build users only. If you would like to try Testing Build, you can find instructions on how to switch builds here: http://wiki.gearcity.info/doku.php?id=gamemanual:switching_steam_builds The main focus of this update was to finish Tutorials and Achievements. Unfortunately, due to unforeseen circumstances, I could not complete all of the tutorials or achievements in a timely fashion. It has been a while since the last update. And because I have been getting complaints, I decided to split this update into two pieces. Sadly, because of this, version 1.25 RC2 will most likely require a save game change as well. At that point, hopefully, we can freeze the save game format, and start finalizing the in-game text. But we'll see. Version 1.25 RC1 Change Log: -GUI: Fixed several window and text cuttoff issues. -GUI: Added build date to factory construction estimated production information. -Bugfix: Fixed Wall Street Raider Achievement triggers. -Bugfix: Fixed Auto Production not producing contracted designs first. -Bugfix: Fixed Auto Production not producing enough vehicles in limited conflict cities. -Bugfix: Fixed Auto Production producing in cities that are producing munitions. -Bugfix: Fixed possible reaching of Advanced Designer without a selection of all three components. Also changed the error message. -GUI: Increased Web Browser Reports window size to avoid texture skewing on some machines. -Gameplay: Auto design for engine contract moved to RnD contract window. -Bugfix: Fixed Auto design for engine contract system. (Should produce working engines now.) -Gameplay: Implemented an advance game setting which limits the amount of acquitiions or merging you can do, based on the size of the companies you acquire. The larger the company, the longer you will have to wait before you can buy another company. -GUI: You can now preview game information in the Load Game window. -Community: Webchat re-enabled for 64-bit builds. IRC channel has been moved back to Esper.net. -GUI: IRC window is now persistent in every part of the game, sound notifications play when someone writes. (You can disable this in the webchat settings.) -Bugfix: AI dividends are now automatically set to a locked rate. To reduce the amount of lawsuits. -Gameplay: You can now exit out of a Stock Takeover Approval action memo to view the companies before making your choice. -Gameplay: Removed chassis weight's effect chassis length sliders. -Bugfix: Fixed several instances where the RnD/Showroom floor does not reposition it self inline with the vehicle. -GUI: Fixed several issues with the assign contracts window lists. Including vehicles with enough reserves but no production causing the window to popup. -GUI: Newly funded racing teams will now turn green immediately in the series list. -Bugfix: Fixed several issues with the racing results charts and reports. -Bugfix: Fixed delayed issue with factory costs in the reports. -Bugfix: Fixed percentage issues with Quarterly and Annual Operations reports. -Bug Fix: Fixed Gearbox pricing in later game years. -Bug Fix: Fixed exploit which allowed loan premiums to be written of taxes. -Bug Fix: Fixed issue with saving loaded vehicle in the stand alone car designer. -Bug Fix: Fixed additional issues with the racing revenues report. -Bug Fix: Fixed some licensing royalties and signing fee payment issues. -Gameplay: Increased factory workers per line in late game years. -Gameplay: Reduced the number of top end buyers. -Gameplay: Narrowed high end demographics economics band. -Gameplay: Increased low end demographics economics band. -Web: Added some more stuff to the wiki manual. -Bug Fix: Fixed racing series yearly profit overview issues. -Bug Fix: Fixed racing series contract submission month being displayed as zero when it should be 1. -Bug Fix: Fixed Vehicle Image buyer rating bug. Buyer Rating Table reported it as *30, game used *150. I have reduced it to *50. -Bug Fix: Fixed Buyer Rating Table using old difficulty adjustment values. -Gameplay: Added some difficulty adjustments to AI vehicle design, which results in about 5-10% better vehicle designs than what the player can produce with the exact same setup. Removed a buyer rating difficulty adjustment. -Bug Fix: Fixed an issue with vehicle image growth which caused to quickly grow. -Gameplay: Tweaked Vehicle Image growth rates to make it a little more difficult to grow it as it goes up. -Tutorial: Implemented interactive tutorial for Mega Menu. -Tutorial: Implemented interactive tutorial for Factories. -Tutorial: Implemented interactive tutorial for Branches. -Tutorial: Implemented interactive tutorial for Marketing. -Tutorial: Implemented interactive tutorial for Districting. -Translations: 30% reduction in translatable words and 30% reduction in translation entries. (Before new tutorials were added. Word count is slowly growing with the new tutorials.) -GUI: Fixed tutorial panel location when GUI is scaled. -Bug Fix: Fixed tutorial text when GUI is scaled. -Bug Fix: Fixed Adjust AI Vehicles Design Amount help button.
Greetings everyone, Testing build will be updated to version 1.25 RC1 on August 1st. This update will require save game changes. If you are not on Testing Build, disregard this message. Unfortunately, not everything planned for v1.25 has been implemented. Thus another save game change might be possible for v1.25 RC2. In any case, finish up your v1.24.3 games while you can.
Hello everyone, I released a second hotfix clearing up a few breaking issues for 64-bit Testing Build. The hotfix addresses these issues: -Fixed factory assigned components from showing up in Mega Menu Branch Distribution lists. Thus fixing the ability for the user to try to sell them as vehicles and crashing the game. -Removed Save-GUI functionality on Scaled GUI, to prevent runaway GUI size. -Fixed linking issues for OSX mod/settings tools. v1.25 RC1 is going to be released prematurely, as I will be missing some work time this month. So instead of delaying the build, I will split what I wanted to do into two parts. v1.25 RC1 will be released between July 31st and August 3rd. And anything I haven't finished will be rolled over to v1.25 RC2. A more definitive date will be given a week in advance as normal.
Hello everyone, A day after our 5th year anniversary on Steam, Version 1.24.3 is ready for Testing Build users! This update is for Testing Build users. If you would like to join Testing Build, you can find instructions on how to switch here: http://www.ventdev.com/forums/showthread.php?tid=2594 This marks the final planned Testing Build minor release. I will now start working on v1.25. There will be a few Release Candidates before v1.25 ships to Default Build users. After that point, save games will no longer be changed. In addition to that, there will be a few supplemental patches as I continue Q/A testing and as text content in the game gets added. Full release is dependent on how soon we get everything polished and translations done. As well as timing. I do not wish to do a full release during Q4 when all the AAA games are getting released and go on sale. But that's then, what about now? Version 1.24.3 was mostly focused on cleaning up bugs, fixing up obscure issues, and squeezing a little more performance out of turn times. Change Log: -Gameplay: Adjusted starting loan, interest rates, and funding amounts for nightmare mode. -Gameplay: Disable platform sharing option now located in the Autocommands panel of the Mega Menu. -Bugfix: Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict -Bugfix: Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees. -Bugfix: Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window. -Gameplay: Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market. -GUI: Purchased Assets expense item added to monthly and expense reports. -Gameplay: Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner. -GUI: Added vehicle type to Monthly Sales report and Individual vehicle reports. -Gameplay: Fixed issue and tweaked the formula for RnD Researching Team's employee requirements. -Bugfix: Fixed bug when enabling auto-sale while a vehicle is in development. -Bugfix: Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories. -Gameplay: If a stock you own is no longer publicly traded, you will get a memo. -Bugfix: Fixed issue with HR system, that prevented you from managing employees if you had auto hire OR auto wage enabled, but not both at the same time. -Bugfix: Fixed issue causing the memo system to popup as soon as you start the game in later years. GUI: Magazine system has been greatly simplified for anyone playing with a "small" reports window. This is mainly to get rid of the complaints about two vertical scroll bars on a report... -Gameplay: Vehicles using a component is now displayed in the showroom components report. -Gameplay: The game will now automatically withdraw from player's LOC if cash funds go negative. -Bugfix: Fixed incorrect flag for Taipei post 1920s. -Bugfix: Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer. -GUI: Several minor GUI adjustments. -Bugfix: Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values. -Gameplay: Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.) -Engine: The engine will now disregard and reset your video settings if you have the horizontal and/or vertical resolutions greater than supported resolutions provided by your video card. This is to prevent user-generated crashing on some laptops. -Gameplay: Discontinuing an outsourced vehicle will now automatically cancel the contract. -Bugfix: Fixed issue with new generation of vehicle costing a little more than a new model. -Gameplay: Strikes and benefit demands have been reduced somewhat. -Bugfix: Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system. -Gameplay: Used vehicle is now prepopulated with the established AI option enabled. -Gameplay: Admin employee requirements have increased based on revenues and number of licensed or outsourced designs. -Bugfix: Fixed issue with doubling furloughed employees. -Bugfix: Fixed issue with AI not paying dividends -Bugfix: Fixed issue with electric fuel types not sharing popularity -Mod Tools: Added the missing popularity link for fuel types. -Bugfix: Fixed issue causing some fuel types to increase in popularity when they should be decreasing. -Bugfix: Fixed issue with frame limiter system not working properly on Windows. -Engine: Disabled smooth scrolling for reports webbrowser on 64-bit builds. -Engine: Hardware mouse mode enabled on 64-Bit OSX. -GUI: Improved performance of the "Calculate" production sliders in District mode. -Engine: 10-20% AI turn time performance improvements. -Bugfix: Fixed bore and stroke data not being correct when loading from a file. -Media: Added a few dozen more premade car designs. -Mod Tools: Fixed mod loading issues in the OSX mod tools. -Bugfix: Fixed duplicate named vehicle designs in predesigner system. -Bugfix: Fixed issues with the year vehicle sales memo. -Bugfix: Fixed chassis and gearbox production assignment issues on the World Map. -Bugfix: Fixed wording issues for contract production assignment.
Hello everyone! Testing Build will be updated to v1.24.3 on May 31st. This update requires save game changes. If you are subscribed to Testing Build, please finish up your save games. Thanks.
Hello everyone, Testing Build is now on Version 1.24.2. If you would like to switch to Testing Build or back to Default Build, you can find directions here. So what's new in this build? The biggest change was the internal workings of the Review system. Reviews are now only generated the first time you open the magazine after designing a vehicle. Review weightings have also been adjusted and AI built racing vehicles no longer affect the results. Beyond that, I mostly focused on clearing out remaining tickets in the tracker system. This has resulted in several small new features in the game, a couple of GUI tweaks, and some bug fixes. We've got one minor build left before work on v1.25 begins. V1.24.3 will focus on remaining tickets. Most of these tickets are small feature requests or recently discovered bugs and issues. When I complete this build, I will shift gears and focus finishing up text content (reviews, DYKs, Tutorials, Editing, Translations) for v1.25. And of course, continued bug and issue squashing. Looking further ahead, v1.25 should be a fairly long-lived build. I have no plans on breaking save games between v1.25 and full release. I'll give more details on that build when the time comes. v1.24.2 Change Log: ----------------------------------- -Engine: Added Japanese language support. -Engine: fixed issues with dynamically generated html pages and Japanese fonts. -GUI: Fixed incorrect header text for District Competition graphs. -GUI: Added introduction and information on which vehicles are eligible for GCM awards. -GUI: Fixed display issues with Chassis and Gearbox design/manufacturing requirements ratings when designing components. -GUI: Added missing city status' to the City Government help button. -Engine: Enabled ray casting (clicking cities/territories) while reports are opened on the World Map. -Gameplay: Engine length and width sliders no longer have an effect on a stroke calculation which is used to generate RPMs. Therefore, these sliders no longer affect performance specs outside of weight. -Gameplay: Factory construction is now slowed if the city is at war. -Gameplay: Players can now issues grant funds for new dealerships. This system can be found by clicking the + button next to dealerships in the Branch View Details window on the World Map. -Engine: Added support for multi-banked radial and rotary engines. -GUI: Changed "Shipping Distance" terminology to "Sourcing Distance" to better reflect what is happening. (Shipping Distance was used originally because shipping was assigned at the factory level.) -Gameplay: Reduces luxury requirements for the Hyper Luxury achievement. -GUI: Reorginized Racing Setup GUI. -GUI: Embedded Racing Team/Series Focus with the Racing Setup window. -Engine: Due to popular demand, Main Menu theme song has been replaced with Four Seasons (Trailer music). KB's GearCity remains in the main music rotation. -GUI: Mega Menu Window will now open to the last selected Factory. -GUI: Fixed issue with view competition lists which showed vehicles with $0 sale prices. -Bugfix Fixed issue with random history and city growth when player continues the game after it officially ends. -GUI: Added "World" district to the District Sales Report -GUI: Added player vehicle sales, production, and inventory by type into the Vehicle Type Market Share Report. -GUI: Right aligned numbers in report tables. -Bugfix Fixed issue with miss matched data in the Quarterly and Annual reports. -Bugfix Fixed issues that caused the borderless windows setting not to show up on the Windows 64 build. -Engine Fixed and enabled shader generation for the 64-bit builds. -GUI: Company Directory Report now lists subsidiaries directly under the parent company's listing. -Bugfix: Fixed issue causing the AI not to race in series with non-popular vehicle type restrictions. -Gameplay: AI race vehicles no longer affect review scores. -Gameplay: Review scores are now weighted down so the player gets a better review. -Gameplay: Vehicle reviews are only generated once when the magazine is first opened after a vehicle design is finished. This review will be used as long as the vehicle is active. -Gameplay: Newest 50 player vehicles reviews are readable in the magazine. -Engine: Review text can now be assigned to a specific vehicle type. -Mod Tools: Magazine Review editor now supports creating reviews for specific vehicle types. -Gameplay: Fixed issues preventing contract renewals in many conditions. -GUI: Replaced some red text with our existing pink text. -GUI: Rewrote unibody's description, as it had some false information in it. -Gameplay: Research delays to parent designs now effect vehicle trims. -GUI: Vehicle or Component name is now displayed in the contract completed memo. -Gameplay: 29 new predesigned vehicles thanks to TheBear and Xylon -Gameplay: Several new review clips added. -Bugfix: Fixed issue with parts shortage breaking auto productionf or a turn. -Bugfix: Fixed insanely high bond coupon rates. -GUI: Fixed clipping issue in the New Game Window. -Gameplay: Removed 6 and 10 cylinder's from H-layouts and added 16 cylinder.
Hello everyone! Testing Build will be updated to v1.24.2 on April 27th. This update requires save game changes. So if you are subscribed to Testing Build, please finish up your save games. Thanks.
Greetings everyone, Version 1.24.1 has been released to Testing Build. This update requires save game changes. Instructions on how to change builds can be found here. Remember, you can always return to Default build to continue your v1.24 save games. I would like to apologize for the Save Game Change notice not appearing in the in-game news. Testing build and Default build were merged into a single build for the v1.24 release, and thus they shared the same news feed. I assume most folks on Testing Build are capable of returning to Default build to continue their save games if they wish. So what about v1.24.1? This update focused on clearing up the remaining tickets from our ticketing system. Several small new features added to the game. This includes a "quick trim" system which skips the vehicle designer part of making trims. Auto-Sale, which automatically assigns vehicles for sale using the default recommended price. And an expanded striking system. In addition to this, a number of balancing changes was made to the stock market system, contract payments, contract unit numbers, contract renewals, and labor costs. Please provide feedback on these changes to the forums. I would like to get these systems finalized before v1.24.3 is completed. On the mod tools side of things. A contract editor has been implemented. We also included 2 new variables for contracts which allow you to adjust contract prices and number of units. Half of v1.24.1 tickets were pushed back to v1.24.2, and v1.24.2 tickets are now assigned to v1.24.3. That should allow me to wrap up the remaining features in preparation to finalizing tutorials and magazine reviews for editing and translation.
Version 1.24.1 Change Log
-64-bit Engine: Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9). -Gameplay: Contract Component Production amounts reduced per production line. -Mod Tools: Fixed list duplication issues when opening a second racing series in the Racing Editor. -Gameplay: Implemented a "Quick Trim" system, which allows you to by-pass the vehicle designer tools when wanting to make vehicle trims with just different components. (Should save several clicks). -Gameplay: Auto-Sale system implemented. This will automatically assign new vehicles for sale at all branches at recommended prices. It will also automatically start selling all vehicles at any new branch using the recommended pricing. The system will not adjust pricing, however the player can still manually control pricing. Including via the auto-commands system. Manually set prices are deleted if the player purchases an AI company or an AI marque. -Gameplay: Additional forced body scale adjustments for vehicle bodies based on track width vs body width. -Gameplay: Additional bonus applied for automatic transmissions on high luxury vehicles. -Gameplay: Hard and Nightmare mode sliders are now checked for achievements. -Gameplay: AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection code has been rewritten to allow more diversified actions. -Gameplay: Increased the amount of designs the AI is willing to license. -Bugfix: Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI. -GUI: Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors. -Artwork: Changed the viewport background from grey to black. Sadly there won't be any fixes for the office art on UWHD (21:9) monitors. The resolution doesn't allow me to scale the main picture without distortion. But the black looks better, and you never know. You might get as Easter present someday. -Gameplay: The game will no longer allow you to open a report if it were generated on a future turn. (Normally due to playing ahead, exiting the game without saving, and then reloading the old save game.) -Gameplay: Adjusted employee wages based on historical labor rates for specific job markets. -Gameplay: Dynamic changes to wages based on macro economics events. -Gameplay: Changed wage strokes into wage demands. Added an Ignore option. -Gameplay: Implemented a large scale strike system which disables a department until the situation is rectified. -Gameplay: Added a Random large scale strike event. -Gameplay: Adjustments to marketing effect on buyer rating and generating new customers. -Gameplay: Changed how a company's evaluation is calculated. -Gameplay: Implemented a pure minimum market cap of a company based on equity. -Bugfix: Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late. -GUI: Institutional shares are now shown on share holders lists. -Gameplay: Increased the amount of Institutional share holders and adjusted when they buy and sell. -Bugfix: Fixed sell marque double payout. -GUI: Warning button added when player increases dividends high enough that a lawsuit is possible. -Gameplay: Players are no longer allowed to buy shares of their company within 7 months of an IPO. -Gameplay: Stock market cap table added to the reports. -GUI: Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window. -Gameplay: Large changes in macro economics now throw a high priority memo. -Gameplay: Reduced cargo space requirements so that predesigned vehicles can qualify for them. -Gameplay: Removed the possibility of large single cylinder and large steam engine contracts. -Gameplay: Increased contract unit prices for most contracts. -Gameplay: Decreased possibility for contract renewals. -Gameplay: Contracts and renewals now factor in the age of the component or vehicle design. -GUI: Reworded contract renewal wording to make it more clear the amount of units the new contract needs. -Bugfix: Fixed some incorrect unit type wording when renewing contracts. -Engine: Implemented contract unit payment and unit numbers in the enginecontracts.xml file. -GUI: Contract unit payment advance game setting. -Gameplay: Decreased contract renewal amount of units. -Mod Tools: Removed 2020 upper year restrictions in some tools. -Mod Tools: Contract Editor Tool -Mod Tools: Included missing mod tools' 32-bit lib for 64-bit Linux installs. -Bugfix: Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed. -Gameplay: Reworked secondary market processing. Missed sales/Customers who do not find what they want are now recycled into other vehicle's sales the next turn. This should improve turn times and robustness compared to the old secondary sales system. -Gameplay: Implemented a minimal customer pool for large cities. Which should increase sales slightly. -Gameplay: Decreased prices effect more on high wealth indexed vehicle types. -Maps: Increased City Buyer Rating in late game years on Base City Map. With the main focus of increasing sales outside of NA/EU. It is now closer to real world sales figures, even though we have fewer AI in the game than in the real world. -GUI: Reduced speed of map movement for both keys and mouse movement. -Gameplay: Outsourced components costs are now factored into vehicle unit costs in key places such as the Showroom. But not in places where you make manufacturing decisions. Such as the factory. (Because you already paid for the outsourced components.) -Gameplay: Additional tweaks to the AI in order to reduce extremely high market values. -Gameplay: AI pays out more dividends. -Gameplay: Tweaks to the growth rates of both Research and Administration skills. -Bugfix: Fixed "Full Sized Van" and "Van" naming miss matches. -Engine: GUI now auto scales for Apple users if the game detects an HiDPI monitor. This will hopefully reduce the amount of OSX returns I get from people who can't find the settings button. -Gameplay: Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%. -Gameplay: Increased the penalty for too strong of an engine paired with a weak gearbox. -Gameplay: Increased dependability and quality's affect on vehicle image. -Gameplay: Increased the effect of vehicle image on buyer ratings. -Engine: Japanese font support.
Greetings everyone! Testing Build will be updated to version 1.24.1 on Saturday March 30th. This update requires save game changes. If have no idea what Testing Build is, you are not affected. If you are subscribed to Default Build you are not affected. Currently Testing Build does not identify as Testing Build inside the game. So if you don't remember if you switched to Testing Build, you should check. To check which version of the game you are subscribed to, or to switch builds, follow these instructions: http://www.ventdev.com/forums/showthread.php?tid=2594 And remember, you can switch between builds at any time using the instructions above if you wish to continue your old save games.
Hello Everyone! Default and Testing build is now on v1.24 SP9. This builds adds a number of improvements to the 64-bit engine as well as several bug fixes to game play. Of major note, I have implemented a "Dynamic Reports Size" setting, which can be found in the Main Menu of the 64-bit engine. This will allow the web browser (reports windows) to automatically scale closer to your resolution instead of the predefined 1024x512 or 1024x1024 windows. I have also added a "Scale GUI" setting which increases the size of the in game GUI. This should help out HiDPI (Retina Display) users. There may be a few issues with dynamic sizing and reports windows with scaled up GUI. I am currently working on that. I will spend the next week doing any clean up fixes necessary to this build. I'll also finish up some of the external documentation while I wait for any major issues to be reported. I plan on starting v1.24.1 by Friday. Changelog: -Engine Scale GUI Setting. This setting allows you to increase the size of the GUI. This is particularly helpful for HiDPI monitors. -64-Bit Engine: Dynamic Report Size setting. This causes the reports windows size to be closer your vertical resolution. However, this requires a little more performance for 2k+ resolutions. -64-Bit Engine: Removed unsupported resolutions from the in game settings drop down. -64-Bit Engine: Fixed incorrect resolution being displayed in the in game settings with fullscreen enabled. -64-Bit MacOS Engine: Implemented Fullscreen mode. -Engine: Hard frame limiter can now be adjusted via settings.xml file. -64-Bit Windows Engine: Which Monitor the game will open on can now be set in the settings.xml file via an index number. This is only supported in Windows. (Can also set via the External Settings Editor as well, however it will not poll how many monitors you have. You'll have to enter the proper index number yourself.) -GUI: Resize scaling to center implemented for side by side lists. -Tutorials: Fixed some issues with the tutorial which allowed the player to return to RnD or did not popup a message when components designs were not finished. -Tutorials: Disabled normal to nightmare modes for tutorial plays initiated from the Main Menu. -Gameplay: Increased spec effects on racing and contract wins. -Bugfix: Fixed the game not rewarding revenues for the last month of a contract in some cases. -Engine Added weight and size modifiers to Car Type in the components.xml file. Both default to a normal value of 1. Currently size has no effect on anything in game. Variables have been added to the mod tools -Gameplay Added weight values for all vehicle types in the game. -Gameplay: Car Type's weight now effects the weight of the vehicle. -Gameplay: Tweaks to vehicle's weight effect on fuel economy and maximum fuel economy achievable by an engine design in a vehicle. -64-Bit Engine: Fixed javascript error popup when viewing reports. -64-Bit Engine: Automatic reports page zooming based on GUI scaling. -Gameplay: Ordering more outsourced units will replace the previous order. -GUI: Contracted outsourced units are now sorted by name. -Gameplay: Vehicle Image growth rates have been increased by about 20%. -Bugfix: Fixed a couple issues with new trim design times. -Bugfix: Fixed issues with competition charts. -Bugfix: Fixed issues with Factory Expense table. -Gameplay: Minor tweaks to credit rating score calculation -Bugfix: Fixed issue with component amounts not being shown in stock window. -Bugfix: Fixed contract renewals having incorrect amounts in memos. -Gameplay: Adjustments have been made to the bulk production discount values.
Hello Potential Customers, The price of GearCity will be increasing to $19.99 USD (~17.6% increase) in March. The current Lunar New Year sale and an upcoming week long deal will be your last chance to lock in GearCity at current prices for the foreseeable future. Thank you for your time.
Released a hotfix to patch heap corruption crashing for competition charts on the Windows 64-Bit build. The fix has slightly messed up the x-axis for these charts, but it's better than crashing the game. The x-axis issue will be fixed in the next update. Enjoy!
Hello everyone! Over the last month and a half, I have made upgrades to our engine. The updates include 64-bit support, a more modern web browser (for reports), Cocoa API on OSX, and DirectX9Ex for Windows 7 and newer. In addition to this, there is around 8 years of bug and performance fixes to third party code. Feedback from testing seems positive, and it seems fairly stable compared to the old build. The SP7 release was supposed to be the last release for the v1.24 line. However, there were several major issues with the build. As such, I have decided to fix these issues and release the engine upgrades in one supplemental patch. There will probably be an additional supplemental patch in the coming weeks to finish up the missing features of the new engine. If you are on a 64-bit OS. The new engine is used default. However, if you have problems with it, or wish to use the old engine, you can still use it by selecting "32-Bit Build" in your Steam Beta's tabs. For directions, see here: http://www.ventdev.com/forums/showthread.php?tid=2594
Windows
Windows XP64 and Vista 64-Bit users should use the 32-Bit Build, as the minimum requirements for the 64-Bit engine is unfortunately Windows 7 and newer. We recommend Windows users to use the updated DirectX9 renderer unless you know what you're doing. We will have a warning popup message for the next couple of months for people who don't read the announcements.
Mac OS X
With the depreciation of OpenGL in Mojave and beyond, I can't fully guarantee stability on newer versions of OSX. The 64-bit engine fixes many issues folks have had with the old engine, but there may still be issues with the game on Mojave with AMD gpus. (It all works fine on my Mac Mini...) Feedback from OSX users on the new engine is greatly appreciated. Please let me know if it works or doesn't for you!
Linux
It just works. If not, you can probably figure out how to fix it. And if you can't, feel free to post a thread, email me, whatever. :)
What's in SP8?
-Bugfix: Fixed top speeds of finished vehicles not matching top speed in ratings windows. -Bugfix: Fixed possible negative weight modifiers if weight to hp ratio was rounded to 15 or 38 kg per hp. -Bugfix: Fixed global demand randomization values not being tied to administration skills. Now missed demand for global shipping should be the same as shipping range demand estimations. -Bugfix: Changed ambiguous wording in "contracts can't be bid on" memos. -Bugfix: FIxed several issues with awards and race championships in the Showroom vehicle report. -Bugfix: Fixed marketing funds not being cleared when spinning off or selling a marque and including branches. -Gameplay: Now generating first turn contracts. -Bugfix: Fixed issues with Auto-production restriction lists which was causing the lists not to refresh. -Bugfix: Fixed issue causing discontinued parts which were being licensed to AI companies not to clear out their licensing revenues during the end turn phase. This fixed an issue with the licensing revenues report having more income than listed in other reports. -Gameplay: Increased image growth rates dynamically if the target skill is much higher than the current skill. -Gameplay: Linked marque's researching skills with parent companies'. -Bugfix: Fixed possible negative loan situations. -Bugfix: Fixed issue with branch wear reports not having the correct wear amounts for every branch. -Bugfix: Fixed issue with Chassis RnD View name sort. -Bugfix: Fixed issue with holdings list not showing after taking your own company private. -Bugfix: Fixed late game possibility to go bankrupt if playing on infinite cash mode. -Bugfix: Fixed issue with year interpolation system that caused nation and flag changes not to register if starting in a later game year. -Engine: Merged GearCity Beardgine 1 and Beardgine 2 code bases together. -Bugfix: Fixed contract crashes in respect to not having a component selected in the contracting lists whilst bidding or canceling a submission. -Bugfix Fixed sliders loading crash in 64-bit build due to VS2013 code optimization system. -Bugfix: Fixed crash related to hitting + or - while RnD is loading or doesn't have keyboard focus. -Bugfix: Fixed crash in tutorials on Linux 32-bit build, 64-bit build, and possibly other systems. -X64 Engine Implemented a popup warning for OpenGL players on 64-Bit windows build, letting them know that the DirectX9 system is probably better now. -X64 Engine Implemented non-character keys for web browser Linux and Mac 64-bit builds. -Bugfix: Fixed HR help button not having proper text. -Bugfix: Fixed WW1 and WW2 achievements triggering a year too late.
Greetings Everyone, I have spent the last month or so working on upgrades to our home made engine, Beardgine. Version 2 of this engine has reached parity with the old version. The original Beardgine has over 9 years of testing behind it. To make sure Beardgine v2 is as stable (if not more stable) I am using all of you on the Testing Build as beta testers. (That's what the purpose of Testing Build is.) So if you are on a 64-bit computer and are subscribed to Testing Build, you are using the new engine. In the upper left hand corner of the Main Menu it should say "x64 BG2". If not, you do not have the new engine yet.
If you have any problems with the new engine, please report them here. If you are unability to play the game, please switch to the None/Default build in the Steam Beta tabs. Currently there is no difference in gameplay between the two builds.
So what's new in this engine?
We have mostly upgraded various libraries to the latest version. We also replaced several discontinued libraries and APIs with alternatives. The most noticeable change for all users is the replacement of Berkelium (Chromium 12) with CEF (Chromium 70). This should give us a more stable reports system, however it is slower than the old browser in some respects, especially on Windows OpenGL2. The engine is also 64-bit for all operating systems. OpenAL has been switched from the Creative version to OpenAL-Soft on Linux and Windows. Which will hopefully fix the rare audio issues we have with usb-headphones. For OSX users, we have done a major overhaul of the backend. We have replaced Carbon with Cocoa, and all that entails. Sadly, this has caused us to lose the "Hardware Mouse" feature, but the game is significantly more stable and faster on modern versions of OSX.
- All OSs: Ogre3D 1.7.1 and 1.8.1 (OSX) -> Ogre3D 1.10.12.
- All OSs: Berkelium (Chromium 12) -> CEF 3538 (Chromium 70).
- Linux & Windows: OpenAL 1.1 -> OpenAL-soft.
- All OSs: OgreOggSound 1.21 -> 1.27
- Windows & OSX: Ogg and Vorbis latest builds
- Windows & OSX: OIS latest builds
- All OSs: Latest Freetype.
- All OSs: Removed Freeimage.
- All OSs: Removed CG shaders system.
- OSX: Replaced Carbon with Cocoa API.
- OSX: Replaced windowing system with GLFW.
- Linux: SDL 2.0.2 -> SDL 2.0.9.
- Linux: glibc requirement increased to 2.19
Upcoming plans for the engine?
- Attempt to implement OpenGL3 renderer. (Depends on shader hang ups and the need to replace the OpenGL2 renderer in Windows.)
- Attempt to implement resizeable reports/webrowser windows. (Early testing of this feature is looking good so far.)
- Attempt DPI scaling for people running 4k resolution on 13 inch screens....
- Attempt to implement DirectX9ex for Windows 7 users and newer.
Known Issues:
- OSX: Terminal pops up when you run the game.
- OSX: Hardware mouse mode does not work. (May not be fixed.)
- OSX: Backspace does not work. (Use Delete key)
- All OSs: Webpage buffer is not cleared with blank pixels before loading a new page.
- All OSs: Showroom lighting still poor.
- Windows: Shaders do not work in DirectX.
- Windows: OpenGL performance is slow.
- Windows: Enabling Shadows Crashes the game in DirectX
The seventh and final supplemental patch for version 1.24 has been released. This update focused on cleaning up some minor issues with the GUI. It also fixed several reported bugs over the last month, and a couple minor gameplay tweaks and features. I will now transition to updating the game engine. There has been some confusion in the community over this. We are not changing engines. I am merely updating some of the third party programs that make up the engine. Similar to you updating your web-browser, updating Steam, or updating the game. Many parts of GearCity's engine (Beardgine) are over 10 years old. I will be updating components of the engine, and replacing parts to allow for better long term support of the game on OSX and Linux. If all goes as planned, we'll be getting an OpenGL 3 renderer, an updated web browser, 64-bit support. Etc. The bare minimum goal is to get the OSX build up to Apple current standards. Otherwise, the OSX build will be dropped when Apple drops Carbon and 32 bit support. My goal is not to change the minimum requirements. We should still be able to support XP and up. 32 bit OSX and up, and Linux 32bit systems. Speaking of which. January 1st Steam will stop supporting XP, Vista, and OSX 10.10 and older. I would like to remind users of these operating systems that GearCity is DRM-free. While you may lose the ability to update the game from these operating system, you will still have the ability to play the game after Steam drops your support. I highly recommend users of these operating systems to switch to Linux if you are unable to upgrade. But either way, you'll still be able to play GearCity. So here is the change log: -GUI: Fixed text overlapping issues in several locations. -GUI: Fixed resize issues in several locations. -Artwork: Added more user made predesigns! Thanks everyone who submitted! -GUI: If music player is open and the song changes, the new song will be selected in the list. -Gameplay: Buying AI companies with outsourced components will now discontinue any designs with bending outsourced contracts. This will prevent orphaned designs. -Engine: Added placeholders for SaveGames and SavedCars folders so Steam will make sure you have them if you verify files. -GUI: Components now have a total production report located in the Showroom. In the future I may break this down into vehicles. -GUI: Up and Down Arrow Keys will now select the next item in lists if the list was the last item clicked. -GUI: List should no longer return to the top after doing an action on a selected item. -Bugfix: Fixed issue that was allowing players to license in development components. -Gameplay: Increased the frequency of a dividend stripping lawsuit. -Gameplay: Reduced the maximum amount of dividends to prevent financing the dividend. -GUI: Adjust dividend based on EPS is checked by default now. -GUI: Bottom bar now refreshes after purchasing a company. -GUI: Fixed a place or two where vehicle names were missing the year. -Engine: Updated OpenAL in Linux. Sound should now be working on Pulse Audio distros. -Bugfix: Fixed issue which was causing militaries to use city names. -Bugfix: Fixed taxes being off set by a month in the Expense Reports. -GUI: Fixed Gearbox Overall rating being miss labeled as Performance. -Bugfix: Fixed possible crash when resizing some windows too small. -Bugfix: Project Profits values always positive. -Gameplay: Adjusted AI's build branch behavior for when the company is not making money, has a less than 7% of the world map in branches, and has a boat load of cash. -Bugfix: Fixed issue with the component modification system that caused the new price not to be displayed. -Bugfix: Fixed issue with several predesigned vehicles with negative aerodynamic drag calculations. Thus causing bad data in the prototyping system. -Bugfix: Fixed issue with factory upgrades that caused the player not to be charged for a month. -Bugfix: Fixed factory workers striking during the middle of major wars when they're no longer producing anything.
Version 1.24 SP6 has been released. This is the 6th supplemental patch for v1.24. Supplemental patches do not require save game changes, thus both Default and Testing build users get to enjoy them. This SP has a good amount of bug fixes and optimizations to the reports system. For SP7 I will focus primarily on little GUI issues, fixing one or two achievements that are not triggering, and a couple other little issues here and there. We're nearing the end of the SP's. I switch to engine updates for modern Operating Systems after SP7 is completed. Once that is finished, I'll jump back to gameplay, knock out any remaining "features", and then finish up the polish and bug fixing that popup. So what's in SP6? -Bugfix: Fixed development pace slider disappearing when designing a new generation vehicle. -Gameplay: Adjustments to new trim and new generation development time when not changing components. -GUI: Disabled zoom hot keys when text box has keyboard focus. -Gameplay: New Marques now inherit 75% of parent company's image and skill ratings. -Gameplay: Expanded marque's image and skill growth to include component designs. -Bugfix: Fixed "Low Morale" display when contracts are assigned to a factory. -Gameplay: AI now purges high end vehicles from sale in small cities if they don't sell any units over a period of time. This should speed up turn times slightly. -Gameplay: Chassis weights have been increased slightly. -Gameplay: Increased frame's and drivetrain's effect on chassis weights. Minor reduction for other sub components. -Bugfix: Fixed issue with Buyer Ratings Table that showed all vehicles of a type instead of just the vehicles for sale in the selected city or district. -Gameplay: Designer paint color will no longer reset after you paint something. -GUI: Click the GUI will no longer cause an error sound when paint or accessory tools are enabled. -Gameplay: Marketing Budgets have been added to Stock Reports. -Gameplay: Reports header has been reorganized. Hopefully it is easier for players to find things instead of just throwing the miscellaneous reports into Reports 1 and Reports 2... -Gameplay: Branch Reports now has wear information. -Gameplay: Added Monthly Report to the reports header. -Gameplay: Additional revenues information added to Quarterly and Annual Reports. -GUI: RnD rating numbers are now displayed all the time instead of requiring the player to hover over the stars. This has required us to spread out the bottom panel more. -GUI: Added Project Profits to RnD->View Vehicle. -GUI: Assisted designer initial sliders positions have been corrected. -Gameplay: AI production frequency has been replaced with AI Vehicle Design Frequency. This adjusts how many vehicle designs the AI will create. -GUI: Last year race winnings for series is now displayed in the race series detail's panel on the Racing Budget window. -Gameplay: Fixed issues with the AI that caused them not to discontinue designs that are listed in Licensing and Outsourcing systems. -Gameplay: AI high performance cars should be more high performance now. -Bugfix: Fixed crash when tabbing to name a vehicle trim's after already designing a trim. -Gameplay: Adjustments to minimum vehicle fuel economy based on the engine design. -Gameplay: 12 Additional Achievements -Bugfix: Fixed some lawsuits turning negative due to high vehicle sales revenues. -Gameplay: Merged CarReports and CityReports into 40 or so files, thus reducing the amount of reports the game generates in large save games. -Gameplay: Removed historical Car Reports and City Reports. You only have the latest month now. -Gameplay: Optimized car reports generation, thus reducing turn times significantly on large save games. -Engine: Moved some historical vehicle data to the vehicle data table, thus allowing the engine to purge historical records and reduce save game size significantly for large save games. -Bugfix: Fixed issue causing matured bonds not to clear out of company's meta information. -Bugfix: Fixed mega menu crash when clicking arrows with no factories/branches.
A quick overnight hotfix to repair an issue with the Factory Update system. This should fix the extreme costs issues that were discovered with the SP5 update. Some more additional work to fix the balancing between update and redesign will be addressed in SP6 as well as the initial slider positions in the redesign panel. These are all caused by the same issue that fixed the update system.
Version 1.24 SP5 has been released. This is our 5th supplemental patch to the v1.24 build. It's mostly minor stuff as I continue to work on non-save game changing tickets, and a few minor save game changing tickets that can be mitigated with our save game converter system. There are still about 2-3 more supplemental patches to go. After that I will be upgrading various components of the engine for better long term support and stability. (Specifically for OS X, but everyone will benefit.) Following the completion of that, there will be roughly 2 more builds with possible save game changes and continued GUI clean up (it's an indefinite process). In that time period the remaining text content of the game will be finished and edited. And the last couple missing art pieces will also be done. And we could be starting paid translations. Sometime in this time period I will improve our marketing materials, finish the mod tool tutorial videos (they're almost done just have to combine the audio with the video), finish editing what we have in the wiki, add to the missing parts of the wiki, and finally make some additional game tutorials (possibly some in game video tutorials). In that order. Anyway, what's in SP5? Here's the change log: -Gameplay: City specific buy ratings now interpolate between the city.xml files. -Maps: Increased small city and low percapita city specific buy rate in early game years on all city-based maps. Also made some adjustments to European city specific buy rates in early game years to increase sales. -Maps: Added missing infrastructure and fuel data to all maps. -Gameplay: Dividends now split when the stock splits. -Bugfix: Fixed development pace slider exploit when designing a new trim. -Bugfix: Fixed month delay in the End, Scrap, and Replace old model system. -Gameplay: Total Unit Costs and Manufacturing Costs located on the branch distribution side panels now uses previous turn data instead of estimating future data. This should make it more static, but will not reflect changes in costs until the next turn. -Gameplay: I finally caved and made factory production lines slider only effect the number of factory lines and the tech slider effect everything else when designing a factory. -Gameplay: Price and size adjustments when building a factory. -Bugfix: Fixed issue with build factory production line slider adjusting the price and number of vehicles that can be built, even though the production lines do not increase. -Bugfix: Fixed issue with low level conflict not effecting demand enough. -GUI: Price Change Auto Commands now work on a district level if you have a district selected. -GUI: Adjusting shipping distance on the world map will now show you the maximum transportation costs per vehicle. -GUI: Added Units Shipped to Contract Revenues report. -GUI: Color coded war status on New Game Map. -GUI: Added a breakdown of a vehicle's buyer rating to the Wealth Distribution Chart. Click the Line Graph button next to where you enter the price of a vehicle to see it. -GUI: Enabled previous/next arrow buttons for Mega Menu Districts. -Artwork: Added more player designed pre-made vehicles! If you have any to submit, feel free to do so! https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108 -Bugfix: Fixed issue with AI engine designs that could cause bad data in save games. -Bugfix: Small bug fix for vehicle fuel economy specs which could cause the design to run at optimal economy all the time.
There were some reports of crashing over the weekend when starting a new game. These were caused by a corrupted tutorial file if your tutorials were enabled. This should be fixed with this hotfix. Restart Steam and download the update if you have had this issue. Also as a reminder, we're still accepting your in-game vehicle designs to be used as pre-designed vehicles. For more details see below: https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108
Good Morning Everyone, Version 1.24 has been updated to Supplemental Patch 4. This update includes many bug fixes and tweaks to the game and does not require any save game changes. Work will now move on to SP5, which will be more of the same. Here is what was done: -Mod Tools: Fixed removal of sub-components that are no longer in the Components.xml file that are AI Components Popularity File. -Translations: Translation system is now available in game, Click the Help Button then Translate. -GUI: Attempted to make Drop Down Box mouse wheel scrolling faster. Still needs some testing. -Gameplay: Increased marketing and racing's effect on consumer population specific to vehicle models. I.E. customers not in a pool for all models, but just for the specific vehicle. -Gameplay: Racing series will now show up one year before they start in the racing series lists. You are not able to start a team in this planning stage, but you are able to view the series restrictions in case you want to produce a design for the series. -GUI: Clone sliders systems now works with in-development vehicles or components. -Bugfix: Fixed Engine Saved Sliders not loading proper Bore and Stroke. -Bugfix: Fixed Bore and Stroke range checks for saved engine sliders. -Bugfix: Fixed issue with Modify engine which could cause power rating to decline. -GUI: Fixed issue with the Auto-Save GUI checkbox which caused it not to be checked when system is enabled. -Bugfix: Fixed destroyed factories events not canceling upgrades or rebuilds. -Artwork: Added some player created designs! Remember, you can still submit your designs. For more information: https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108 -Gameplay: Reduced AI's margin selling outsourced vehicles. Also tweaked branch prices. -GUI: Added GUI final submission date to the contract side panel. -GUI: HR wages now show a range of wages instead of an average for job positions that have multiple employees (manufacturing and engineering). -GUI: HR will now hide if you have auto-production and auto-wage enabled. -GUI: Branch and Factory Mega Menu's will now hide if you have no vehicles designed. -Gameplay: Dealership growth and effects have been overhauled. -Gameplay: Reduced the AI vehicle design time by approximately half. -Gameplay: Temporary balancing change for City Maps, early year of sales in some high buyer rate countries such as Italy have been increased. This code will be removed when I implement interpolation of city buyer ratings for SP5. -GUI: A bunch of minor GUI fixes such as over lapping text, cut off widgets, etc. I didn't keep a list as it was a fix while playing sort of session. -Gameplay: Tweaked low funded racing team's results, which was causing horse power to be slightly more powerful than it should be. More tweaks may be coming.
Good Morning Everyone, It's time for the third Supplemental Patch of many for v1.24. This update includes many bug fixes and tweaks to the game and does not require any save game changes. Work will now move on to SP4. Here is what was done: -Bugfix: Fixed possible crash when outsourced AI vehicles are discontinued through mass means. -Bugfix: AI Gearbox manufacturing requirements ratings were too high. -Bugfix: Fixed incorrect fuel economy values in ratings window. -Gameplay: MPG can now be a decimal value. -GUI: "Save" and "Save As" now displays a message when saving is in progress. -GUI: Clicking "New Game" on the Main Menu resets the new game options. -GUI: Fixed skill adjustment achievement covering scroll bars. -GUI: Auto Production Model Restriction lists now shows "All Vehicles" if no models are being restricted. -GUI: Fixed double digit completion dates in advance designer panels a second time. -GUI: Some fixes to the new defined font size system. (Specifically the New Game Options Windows.) -Gameplay: 12 new achievements. -Gameplay: Additional tweaks on the AI component selection system to reduce Single Cylinder and Two-Stroke from being paired together. -Gameplay: Minimum Bond Amount removed. -Bugfix: Fixed Bond rounding issues. -Gameplay: Lowered Bond and Loan interest rates -Gameplay: Improvements to the Credit Ratings system. -Bugfix: Fixed possible random events that could cause departments to strike even if there were no employees in the department. -GUI: Assisted designer now has warnings if the vehicle is too slow, and if an engine has less than 5 smoothness/comfort rating. -Gameplay: Heavy balancing done to the Base Territory Map to reduce sales in late game. -Gameplay: Additional tweaks done to the AI for Base Territory Maps and other small "territory" maps. -Mod Tools: Fixed several selection issues with the Components AI Pop Table. -Engine Removed Shader cache. Shaders will now be generated at run time, which will slow down initial loading, but hopefully reduce crashes caused by bad updates. -GUI: Fixed wrapping issue with large fonts in Advance Car Designer Vehicle Popularity panel. -Engine: Implemented system to prevent RnD License GUI (and others) from getting corrupted due to save gui and game updates. -Mod Tools: Fixed stuck engine layout end year spinner box.
Hello everyone! I am reaching out to everyone to help fill the Predesigned Vehicle system with your designs! Originally I planned on running a contest or a sweepstakes, but the legal requirements for my state is too much. It would cost more in legal expenses than the prizes offered. So sadly I had to cancel that idea. But if you still want to help out, you can! If you want your designs in the game as premades, simply gather up your car files from the GearCity/SavedCars folder. (How To Get to Main Folder). Compress them in a zip file or any other compression type. And email them to submissions@ventdev.com. Please include the "GearCity Car Submissions" in the subject line. Also include the name you wish to be credited, and license your work as CC0 “No Rights Reserved” so that I may reuse your work with the game. If you do not include the license, I will not add your vehicles to the game. You may also make special names for your vehicles, however this is not required. If no vehicle names are included, I will use the filename or randomly create one. Please note, I reserve the right to not use your car files and to rename any files, vehicles, or author names for the designs as I see fit. So:
- Navigate to the GearCity/SavedCars folder: http://wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder
- Compress the .car files you wish to submit
- Email them to me: submissions@ventdev.com
- Subject line: "GearCity Car Submissions"
- Include a notification that you are licensing these files as CC0 "No Rights Reserved". An easy way to do that is to put: "I am licensing these files as CC0 No Rights Reserved https://creativecommons.org/share-your-work/public-domain/cc0/" into the body of the email.
- Please include the name you wish to appear in the game. If you do not wish to use a name, your submissions will be under 'Anonymous CEO'. Please remember, this game is distributed to tens of thousands of people. So if you don't want to use your real name, don't.
- If you wish to include different vehicle names from .car filenames, please let me know.
Hello everyone. It's time for another Supplemental Patch for Default and Testing build users. As with all SP's, SP2 focused on minor issues and features that did not require save game changes. There are still at least 4 more SP's planned for v1.24. So I will continue to work on these little issues for the next few weeks. Here is what's in the SP2 update: -Bugfix: Fixed issue with Auto Production system when player disables AP, sets district limitations on branches, and then reenables Auto Production. (Enabling AP will now automatically clear out all Districting limitation settings). -GUI: Fixed display of player outstanding shares in broker view when AI companies hold shares and are not willing to sell. -Gameplay: Reduced the effects of modifications and increased costs more. -Bugfix: Fixed modification exploit allowing the player to do more than 1 modification if they wait longer than 2 years. -GUI: Fixed Saved/Custom GUI overwriting the reports window size. -Bugfix: Fixed issue in racing where two series shared the same ID causing naming confusing. -Gameplay: Reduced random lawsuit settlement and lost cases costs. -Gameplay: Put in time limitations for random lawsuits based on player demand. -Modtools: Fixed a couple of issues with the Gearbox/Gears components editor. -Settings Editor: Fixed issues music/sound fx volumes -Settings Editor: Fixed issues with a few unit types. -GUI: Fixed word wrap with Author's name in Map Selection. -GUI: Dynamically change font size of End Turn company info based on length of the data. -GUI: Fixed some list over wrap due to engine layout name length. -GUI: Fixed alignment of Used Cars in World Map view competition lists. -GUI: Added commas to the City Information popup. -GUI: Fixed some word wrapping with the scrap checkbox for New Generation vehicles on Linux. -GUI: Fixed several word wrapping issues with large font in the Components Refit window. -GUI: Fixed GUI widgets becoming misplaced when resizing Mega Menu window. -Engine: Made the Purge Data system more aggressive. In a 1.1GB test save game, I was able to reduce it to 350MB. This also double reports generation speed. However at the cost of only having 5 years of historical production data. (Some additional optimizations are possibly coming to this system.) -GUI: Fixed chassis selection using incorrect player units. -GUI: Fixed several wrapping issues in Vehicle Prototyping with large font. -GUI: Added lobbying effectiveness percentage to lobbying screen. -GUI: Added MIssed Sales to various reports. -GUI: Fixed several large font wrapping issues with renew contracts window. -GUI: Adjusted the banking overview panel so that scroll bar would take up less space. -GUI: Fixed several large font wrapping issues in Banking Overview. -GUI: Fixed Banking window resizing restrictions -GUI: Moved line of credit application button to the static side panel. Button also now disappears after you sign up for a line of credit. -GUI: Fixed issues with raycasting in the world map. -GUI: Adjusted World Map Marketing summary font size to prevent possible wrapping. -GUI: Fixed World Map Marketing resizing issues. -GUI: Fixed Marketing manual entry wrapping issues. -GUI: Fixed spelling mistake in Lobbying Header Image -Gameplay Fixed possible overflow issue with credit fees. -GUI Increased rounding amount for Banking Interest rates. -GUI Changed default font in GUI sheet files. This may cause wrapping issues throughout the game, but also fixes some wrapping issues.
Evening everyone. I have released a hotfix to Default and Testing build users. Unfortunately, mod users were experiencing crashing at the start of new games. This wasn't brought to my attention early enough, so some SP2 tickets have worked their way into this hotfix. Some of these things are not heavily tested (primary the optimizations) but I can quickly revert if need be. Hotfix #1 --------------------------------------------------- -Bugfix: Fixed crash when player uses modded AI files. -Bugfix: Displayed RPMs being higher than they should be. -Bugfix: Fixed Autoproduction producing too many vehicles if the player messes with the branch district locking system before enabling Auto Production. -Gameplay: Significant optimization to player production end turn processing speed. This should help players with large save files greatly.
I have released the first Supplemental Patch for version 1.24. This update contains several bug fixes, additional achievements, and GUI cleanups. Next week we'll be starting a submit your pre-designs contest. So stay tuned for that. I will continue to work on supplemental patches for v1.24 for the foreseeable future. The next one should be in 10 to 14 days. V1.24 SP1 Change Log: -Steam Stuff: Implemented 12 new achievements. -Steam Stuff: Fixed additional issues causing some achievements not to be triggered. -Bugfix Fixed issue with unfunded research teams effecting average engineer salaries in HR. -GUI: Changed AI starting amount selection ordering from Alphanumeric to map/mod maker order. -GUI: Mouse wheel should scroll game GUI at one half a button click. Webbrowser scroll has been reduce by half. -Bugfix Fix newspaper display bug that could show insanely high values for winning contracts. -Gameplay: Adjustments done to vehicle top speed to return more effect to Gearboxes. -Bugfix: Fixed Main Tutorial window continuously popping up even if you disabled tutorials. -Bugfix: Fixed chassis prototyping bug that could cause the estimated finish date to be 32 months when it is actually much less. -GUI: Added remaining help buttons to Main Menu. -Artwork: Grey paints are more black. -GUI: Fixed Linux Text Above sub-component buttons in assisted designer wraps. -GUI: Assisted Designer, moved categories in Quick Details panels to the right.. -GUI: Components modification window will close if you end production of your only component. -GUI: Increased spaces between end turn arrows. -GUI: Fixed Advanced vehicle designer, selecting a chassis does not fill the info for the chassis unless the player clicks the chassis. -GUI: Fixed Stock broker, Bottom of the company details cuts off the marque amount when playing with large text. -GUI: Fixed competition date wrapping with large font. -GUI: Fixed bore and stroke wrapping with large font. -GUI: Fixed racing limitations wrapping with large font. -GUI: Fixed racing setup wrapping with large font. -GUI: Fixed Racing series filters having entries such as 0 and en -GUI: Fixed fixed gearbox contracts requirements wrapping -GUI: Fixed fixed R&D contract filter drop down widths. -GUI: Fixed licensing engine text wrapping with large font. -GUI: Dynamic font resizing for Factory/Branch/District drop downs in Mega Menu. -GUI: Fixed fixed factory view details wrapping with large font. -GUI: Fixed incorrect units being used for acceleration and braking. -GUI: Benefits disabled message in HR when benefits are disabled. -GUI: Fixed capitalization of dynamic text in some memos. -Gameplay: Fixed incorrect dates on some memos. -GUI: Fixed Auto Production restriction text cutoffs with large font. -GUI Fixed induction systems overlapping in several places with longer induction types.
Version 1.24 is now available to Default and Testing build users. If you would like to continue your v1.23 SP4 save games, please switch to Stable Build: http://ventdev.com/forums/showthread.php?tid=2594 Be sure to switch back to Default Build when you start a new game, for all the latest features and bug fixes! This is the second to last major build before Full Release. As such, the game is entering "Feature Freeze". No new features will be added to the game unless they're already in the ticketing system or they are critically necessary. Unfortunately, some planned features will either be cut or pushed back to the possible future expansion. The road to v1.25 and Full Release might be slightly longer than the past Major Builds. For the development of this build, I will focus heavily cleaning up issues in the GUI, fixing any bugs we run across, and finalizing the remaining text based content. Both Default build and Testing build users will receive these updates before the official v1.25 roll out. This is because I need as many users playing the most current version of the game possible, to catch any issues that may arise. We will keep save game changes to a minimum for Default Build users. Most likely you will receive one final save game change before 1.25 unless there are critical bugs in the save game system. After that, v1.25 may not require a save game change if everything goes as planned. In the coming weeks we will be hosting a predesign vehicle submission contests. So stay tuned to the announcements for that! If you would like to help translate GearCity into your native tongue? Please try out our new translation program! http://translator.ventdev.com/ Anyway, enough about the future, what about the present? Version 1.24 has too many features to list off in one paragraph. Some key points are: - Predesigned Car Bodies (Old .car design files will be deleted) - Audio narration for tutorials - Custom selectable unit types (choose them in the settings) - Steam Workshop support - Modding tutorial videos - Achievements - Many balancing and GUI fixes - Base City Map completed. In total, v1.24 contains approximately 242 entries in the change log, and an unknown amount of undocumented fixes, features, and stuff. There were: 87 Gameplay Changing Entries 49 GUI Tweaks 48 Bug Fixes And the rest pertained to maps, mods, documents, Steam, tutorials, and artwork. Since it's so difficult to choose what's important, why don't you read through the changes yourself: https://steamcommunity.com/app/285110/discussions/0/3377008022026772938/
I have updated Testing Build to version 1.24 RC2. This build includes several bugs fixes, minor gameplay adjustments/balancing, and 6 more achievements. I will now have to switch over to help finish up the base premades. Friday version 1.24 comes out to Default build users. So the premades have to be finished on our end. Most of the tickets remaining for RC2 and v1.24 will be pushed back to 1.24 SP1. Here is what was done: v1.24 RC2 Changelog ------------------------------------------------------------------ -GUI: AI vehicle length, width, and height now displayed in Showroom Marque Catalog and Marque Compare. -GUI: Fixed several rounding and missing unit conversions in the Marque Catalog and Marque Compare systems. -Gameplay: Reduced first time factory upgrade costs. Increased costs of additional upgrades. -Bugfix: Fixed bug that could cause discontinued vehicle to not be displayed in the Mega Menu Branch even if it was still for sale. -Gameplay: Removed the ability to use an in-development engine or vehicle for racing. -Gameplay: Additional reduction to racing revenues. -Gameplay: If you have a factory in a war zone, a high priority memo will be displayed when the war is over. -GUI: Adjusted vehicle popularity "words" in the report. -Gameplay: Adjustments to vehicle rating decline rates. -Bugfix: Possible bug fix for a crash caused if the player discontinues a vehicle that is being outsourced to AI companies. -Bugfix: Fixed bug in the vehicles sold for the year memo. -Bugfix: Fixed bug in the Paid Back Loan achievement. -Achievements: 6 more achievements. -GUI Added help buttons to Main Menu New Game. (Still need to do the Settings help buttons.)
Default Build will be upgraded to v1.24 on August 3rd. This update requires save game changes and you will have to start a new game. If you wish to continue your v1.23 save games, you should switch to Stable Build after August 1st.
We are releasing v1.24 to the Default build soon. As such, Stable and Legacy builds will be updated to v1.23 and v1.22 respectively on August 1st. If you wish to continue your v1.23 (Default Build) save games, please switch Stable build on this date. For version 1.22 (Stable Build) users, if you wish to continue your save games, switch to Legacy build on the 1st. Finally, if you are currently using version 1.21 (Legacy Build), please finish your game plays or take the game offline. We recommend you switch to Default build once you are finished with your save games.
We have released v1.24 RC1 to Testing Build. Your 1.23.4 save games will work fine on this update. The primary focus for this update was to implement Steam specific features. GearCity now has 34 achievements with more coming soon. We also implemented trading cards, and the Steam Workshop! I have made several tutorial videos for creating various mods using the mod tools. Unfortunately, several issues with the game on ArchLinux based distros caused editing to be delayed. 5 more videos are ready and just need editing. 3 more videos need to be filmed. This should be taken care of in the next day or two. You can find them here: https://steamcommunity.com/app/285110/discussions/14/1708438376920690173/ And also don't forget the wiki system: wiki.gearcity.info [strike]Back to the previous point. Several Arch Linux based distributions have experienced some issues with the SteamAPI in the game. Sadly, I have not been able to find the root cause as of yet. So I implemented a "Safe Mode" for Linux users which does not load the SteamAPI. You can still use workshop and collect cards, but achievements are disabled in this version.[/strike] I fixed it! Beyond this I made several bugfixes to the Mod Tools and to the game. Over the weekend I attend to knockout the editing/recording of the remaining mod tools tutorial videos. Implement and publish a Minimalist Mod to the Workshop. And throw in a couple more achievements. RC2 with a few bugfixes and cleanups should be ready roughly Monday the 30th, with v1.24 coming out on August 3rd. Assuming no major hiccups. Change Log: --------------------------------------------- -Bugfix: Fixed crash caused by French Did You Know file. -Bugfix: Fixed Q4 taxes not being charged and incorrect amount being reported in reports. -Maps: Completed Base City Map's City Events. -Maps: Finished computer assisted grammar and spell check of Base City Map's Newspaper Items. -Maps: Ported Base City Map's City Events and Newspaper articles to Base Territory Map and Classic Territory Map. -Steam Stuff: Finished creation of trading card rewards. (The trading cards are being worked on now, but they are subject to Steam's approval.) -Steam Stuff: Implemented Steam Workshop Uploader in the mod tools. -Steam Stuff: Trading Cards Implemented -Steam Stuff: Workshop Downloader Implemented in Settings Editor -Steam Stuff: Implemented 34 achievements. -Bugfix: Fixed incorrect war status in the United States in Base Territory Map -Tutorials: Recorded 6 video tutorials for Mod Tools. -Bugfix: Fixed post 2020 crash. -Bugfix: Fixed Localized and Unlocalized component name parsing.
We have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594 We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com
So what’s new?
v1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game. Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.
What’s Next?
GearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users. RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications. RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades. v1.24 will be a clean up of all of the above. After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing. It’s been a long journey, but we’re almost there!
Complete Change Log:
-Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled. -Bugfix: Fixed Limited Branches exploit when using Build Branches in District. -Gameplay: Many older established AI no longer immediately go bankrupt. -Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled. -Gameplay: Created a setting for Auto-GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and does not want the game to automatically remember the locations and never automatically center the windows. -GUI: User selected units and measurements. -GUI: Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see. -Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options. -GUI: The City Information Window displays the Import Tax rates if the feature is enabled. -Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity. -Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit. -Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares. -Gameplay: Player can now cancel component selection when using the prototyping system. -Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! ;) -Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating. -Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists. -Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed. -Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to. -GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50. -Mod Tools: Implemented Regional Names to the Map Data Tool. -Settings Editor: Added Autosave GUI and Unit Types. -Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash. -Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity. -GUI: Rename component textbox will have the old component's name automatically entered. -GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) . -GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains. -Bugfix Fixed chassis outsourcing filtering. -Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches. -Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. :) ) -GUI: Fixed inconsistent close button sizes. -GUI: All windows should have titles in the title bar. -GUI: Fixed Mega Menu Clipping of really long names -GUI: Added horizontal scrolls to several lists, including the side panel. -GUI: Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.) -GUI: Newspaper stocks now show 2 decimal places. -GUI: Added fuel type information to several view engine and view vehicle windows that were missing it. -GUI: Added some missing information from the Auto Commands Mega Menu Help Buttons. -GUI: Licensing List show now refresh after you make changes. -GUI: Fixed World Map/Mega Menu charts that were showing revenues instead of units sold. -GUI: Fixed several graphs and buttons in the showroom. -GUI: Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.) -GUI: Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release. -GUI: Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release. -GUI: Fixed several overlapping text issues when playing the game with large font. -Bugfix: Fixed bug in racing competition view, that did not show player's race team if they were not using default team name. -Gameplay: Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates. -Gameplay: Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time. -Gameplay: TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added. -Maps: Added Static Vehicle Popularity growth rates for all vehicle types. -Mod Tools: Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor. -Gameplay: Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file. -Gameplay: Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types. -Gameplay: Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types. -Bugfix: Fixed exploit that allowed a player to use in construction factories to produce war munitions. -Bugfix: Possible fix for low definition textures and showroom crashing for extremely low powered GPUs. -Bugfix: Fixed buffer overflow when purchasing a company with over 4billion shares issued. -Bugfix: Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned. -Bugfix: Fixed late game bug that was causing R&D estimated GearBox unit costs to be higher than the designed price. -Bugfix: Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!) -Bugfix: Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle. -Bugfix: Fixed bug causing Auto Production not to update production quantity after factory reconditioning. -Gameplay: RnD->Mod->Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message. -GUI: Added growth trends arrows to Body and Fuel demand charts. -Maps: Ported Newspaper articles to all maps except Classic Map. -Media: 1970 Premades
Hotfix #1:
-Bugfix: Fixed unable to start a new game with German Translation file.
Hotfix #2:
-Bugfix: Fixed issue with Random History growth rates. -Bugfix: Possible bug fix to manually controlled production lines being cleared when player wins a contract.
Hotfix #3:
-Bugfix: Fixed unicode support in translation program. -Bugfix: Fixed issues with unicode in several translations.
Testing Build will be updated to v1.23.4 on June 20th. This update requires save game changes and only effects users subscribed to testing build. So if you're on Testing Build, please finish up your current games. :) With any luck, v1.23.4 save games should work on v1.24 RC, v1.24, and any v1.24 supplemental patches. Cross your fingers. :)
Good morning, Version 1.23.3 has been released to Testing Build. If you would like to try out Testing build, but don’t know how, you can find directions here: http://ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You can return to Default build at any time. So what’s new? Our sub-contractor finished writing the new translation website/program. If you want to help out the translations, you can do so here: http://translator.ventdev.com . If you do not receive an email confirmation or want to add a new language to the game, let me know on here. In conjunction with this, I cleaned up the English localization. This resulted in 15,000 fewer words in the game and 1200 less entities. Translators can eliminate another 20,000 words by not translating “fluff” text such as car reviews. The sub-contractor for the tutorial audio also finished her work. We now have approximately 20 minutes worth of tutorial narration in the game (for people who hate reading). Unfortunately, we lost access to the recording space (which was on the lower end of the quality scale anyway). So there are one or two minor errors in narration. But it’s good enough for government work. (And better than me doing it.) There is no real killer-feature in v1.23.3. Most of the changes to the core game were bug fixes and balancing adjustments. Some notable things include six new types of lawsuits that can damage your company. Monopoly lawsuits if your company becomes too big. A system to save your slider positions for future use (does not save sub-component selection however). And a limit to the number of branches you can build per year on Hard and Ultra modes (this can be disabled in advance game settings). What’s next? V1.23.4 looks to have mostly minor bugfixes, a couple of exploit fixes, and some balancing. You can view the roadmap here: https://bitbucket.org/EricBJones/gearcity/issues?page=1&milestone=1.23.4 . The major new game play feature will be import taxes (tariffs). This will be a pseudo-system. I will not be implementing a historical accurate tariffs into the game due to data and research limitations. Instead it will be a formula that spits out the tariffs between your HQ and branches. (Ideally, it would be between factory and branch, but there are too many GUI limitations in the game to feed players those rates.) This will be an optional gameplay mechanic. Other than that, there will be considerable amount of effort put into cleaning up minor GUI issues and finishing the maps. I may not be able to get all the maps completed, but I will have Base City Map finished and a considerable amount of work put into Base Territory map. Change Log:
v1.23.3
-GamePlay: 5-10% improvements to turn time due to optimizations. -GamePlay: Replaced "Driveability" rating with a "Handling". Placed Gearbox effects on Driveability rating into luxury ratings. Boosted remaining specs and sliders effects on the Handling rating. -GamePlay: Consolidation will now automatically create a new marques with your former company name and logo. For example if Foo merged with Bar you will now have FooBar, Foo, and Bar marques. -GamePlay: You can now save component and vehicle slider positions to a file for use in other save games. This only does sliders and not sub-component selection. -GUI: Fixed unpopular fuel type confirmation not clearing out advanced engine designer windows. -Bugfix: Fixed crash when using view prototype system in early game years due to 0hp engines. -Bugfix: Fixed issue with overtime (past 2020) gameplay values not resetting when returning to main menu. -Bugfix: Reserved units not being calculated properly in the Average Transpiration costs for districts. -Tutorials: Audio for all 44 Main Tutorial windows have been added. (Still a little post-processing work to be done, but still better than my "saliva" filled voice :D ) -Tutorials: Auto Tutorial Audio Play Checkbox fully implemented. -Tutorials: Tutorial Audio volume dynamically adjusted with sound effects volume slider. -Tutorials: Tutorial "Continue" button stops tutorial audio. -Tutorials: Disabled Stand Alone Car Designer when Main Tutorial is enabled. -Tutorials: Background Music is paused when Tutorial Audio is playing -Tutorials: Fixed World Map Cities not being selectable when world map Main Tutorial is running. -Tutorials: Fixed several missing glow effects and tutorial text issues. -Tutorials: Added more tutorial checkpoints to the game so if the player stops in the middle of the tutorial, they can resume more closely to where they were. -Tutorials: Fixed End Turn repeating some parts of the tutorial audio over and over again. -Translations: Preliminary testing of the user side of the new translation system has been completed. Export and user functions have also been implemented. Hopefully the full system will be out by next weekend. -Gameplay: Renamed Monthly Revenues, Expenses, and Profit Chart to Monthly Revenues, Expenses, and Cash Flow. Added Taxes to this chart and included interest income into income. -Gameplay: Towing calculations have been adjusted to minimize hitting the minimum tow weights. -Gameplay: Reduced engine power ratings quarter decline values. -Gameplay: Adjusted the player/ai influence on smaller city growth. Separate bonus values are now used for economic and population growths -Gameplay: If manufacturer employment in a city is close to a city's population, the city will have an automatic boost in population. -Gameplay: Increased factory idle costs by 10% of full production costs. -Gameplay: Branch costs have been increased on hard and ultra hard difficulties base on the population and income of cities. This can be toggled in the new game options. -Gameplay: Limited the number of branches that can be built per year on Hard and Ultra modes. Only 3% + 1 cities or territories can be built on if this option is enabled. This can be toggled in the new game options. -Gameplay: Monopoly lawsuits if your company gains over 75% market share for an extended period of time. This may cause fines or your marques be stripped away. Above 90% market share has stiffer fines and the possibility to completely break up your company into multiple companies. This can be toggled in the new game options. -Gameplay: Increased the effect of costs that sub-components have on components. -Gameplay: Decreased the costs effect of some sliders. -Gameplay: Some adjustments to component pricing. This may need some more testing however. -Bugfix: Fixed hitbox bugs in 2010 winter office and 2010 safe. (Might not be the correct years.) -Translations: All single quotes ( ' ) are now escaped in the database side. No more need to double the single quotes in the localization/translation files. Some more testing may be required in case I missed places. -Gameplay: Six additional lawsuits against your company have been added. -Engine: In game chat has been moved to Quakenet due to incompatible upgrades to Esper Net's web client. We will eventually host our own ircd (and upgrade our browser) at some point. -Gameplay: Lobbying protests have been added to the game. -Gameplay: Some minor adjustments to slider effects on torque and rpm. -Gameplay: Various rates and inflation are now capped when playing with random history enabled. -Gameplay: Mass production discounts only have a static effect instead of an accumulative effect on production costs. -Gameplay: Mass production discounts now takes into account the factory lines amount settings for the map. -Bugfix: Fixed Monthly Sales Amount Achievement Memo firing every time it is reached. -Gameplay: Estimated lost sales random values are now calculated at the end of the turn instead of every time a factory line is selected. -Bugfix: Fixed a couple of New Marque Spin off Exploits. -GUI: List pages for view competition in Branch Distribution Windows. -Translations: Hitting Alt-T in the main menu will now display word ID numbers before text. Do this before starting a new game and also before loading a game started with this feature enabled. -Translations: Approximately 15,000 duplicate or unneeded words removed from the game text. This is a 15% reduction in non-news related text. 18% reduction in the number of entities needed to be translated. -Gameplay: Inherit Branch Shipping Distances now works for districts locks and district selections. -Gameplay: Reduced Brake Specific Fuel Consumption for engines. After a certain amount of fuel economy (based on the fuel type's fuel rating) it becomes exponentially harder to increase fuel economy. -Gameplay: Switched "hp to weight ratio" to "torque to weight ratio" in the vehicle fuel consumption calculations. (Still working on the balance for this one.) -Bugfix: Fixed bug in AI gearboxes that could cause high fuel economy in finished vehicles. -Gameplay: Reduced small volume contract per unit payment amounts. -Maps and Mods: Finished National Independence news articles for Base City Map. -Maps and Mods: Added major historical news events between 1900 to 1993 to Base City Map. -Artwork: Premades for 40s, 50s, and 60s added.
Hotfix #1
-Gameplay: Reduced the quality of AI branches to prevent them from going bankrupt due to higher branch costs. Some more adjustments will be made in v1.23.4. -Maps and Mods:Added major historical news events between 1993 to 2001 to Base City Map.
Hotfix #2
-Bugfix: Fixed issue with player fuel consumption.
Hotfix #3
-Bugfix: Fixed Rare Autoproduction bug that could drop material costs to $0. -Bugfix: Fixed French Africa City crash if player started a game in 1950 and clicked a city before their 1960s independence. -Gameplay: Minor weight reduction for engines. -Maps and Mods: Added major newspaper events up to 2010 for Base City Map.
Hello Again Everyone, Testing Build will be updated to v1.23.3 on May 9th. This update will require save game changes. These changes are only for Testing Build users. You can check which version of the game you are using in the upper left hand corner of the Main Menu.
Good Morning Everyone! We have released v1.23.2 to Testing Build. If you would like to try out Testing build but don’t know how, you can find instructions on how to switch builds here: http://ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 The release comes a couple hours early because I will be unable to do any hotfixes over the weekend. If you run across any major issues, please try to report it to me on Friday (today). So what’s new? The major feature in this build is the Continental Auto Production Shipping Restrictions. You can find this feature in the Production Window when Auto Production is enabled. Continental Restrictions limit shipping of vehicles to the Continent/RegionID that the city/territory is in. Besides that, the patch is mostly smaller features, balancing, and bug fixes. v1.23.3 will take a bit longer than this update as I want to finish what remains of the maps. The new translation software should finally be in place (7 months late…) So I will be reducing the workload for translators/editors as well. (Removing redundant text, removing stuff that is not in the game, etc.) The audio narration of the tutorial will be finished too. So I have to put that together as well. Until then… enjoy! Change Logs:
v1.23.2
-GUI: Disabled hotkeys when tutorials are active. -GUI: Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely. -GUI: Clock, door, and globe will continue glowing until clicked for the tutorial. -GUI: Disable reports popups until end of the tutorial. -GUI: Did You Know is now read in order at a random starting position. -Content: Fixed some spelling and grammar issues in the Did You Knows. -Content: Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps). -GUI: Cities listed in Human Resources are now in alphabetical order. Starting with country then city name. -GUI: Cities in the Mega Menu are now in alphabetical order. Starting with country then city name. -GUI: Assign Contract lists are now in alphabetical order. -GUI: Contract bid components and vehicles are now in alphabetical order. -Gameplay: Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.) -Gameplay: Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down. -Gameplay: Increased components effect on vehicle manufacturing requirements. -Gameplay: Some minor adjustments to sub component manufacturing requirements effect on components. -Gameplay: Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period. -Gameplay: Increased Research team's effect on skill rating growth. -Bugfix Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases. -GUI: List pages added to Outsourcing and View component and vehicle lists in RnD. -Gameplay/GUI: Replace old design checkbox added to "New Generation" vehicle. If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands. -Gameplay: Maximum Supported Torque effects for Gearboxes was reenabled. -Gameplay: If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance. -Gameplay: Increased price's effect on buyer rating. -Gameplay: Adjusted used car sales rate for lower cost vehicles. -Gameplay: Increased the amount of time you have to bid on a contract. -Gameplay: Furloughed employees are now cleared out when your country goes to war. -Gameplay: Adjusted furloughed employee's effect on morale and strikes. -Bugfix: Fixed bug in the start of war code that could clear out government contracts for your HQ nation. -Gameplay: 5-10% total turn time improvements. More to come. -Gameplay: Stock system evaluations is now more weighted toward revenues instead of book value/equity. -Gameplay: Changed global market economy's effect on stock values. -Gameplay: Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear. -Gameplay: AI will no longer be forced to sell to players when players try to buy shares. -Gameplay: Increased the frequency in which the AI sells more of their shares and shares of companies they own. -Gameplay: Removed vehicle and component designs from book value and net worth calculations. -Maps/Mods: Added major independence events up to 1933 into the news paper. More to come soon. -Gameplay:Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions). -Gameplay: Adjusted Top Speed calculations -Bugfix: Missing factories not in use from factory expense report. This is a regression caused by optimization. -Bugfix: Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations. -Artwork 50 additional premade designs.
Hello Everyone, Testing Build will be updated to v1.23.2 on March 30th. This build will require save game changes. If you are on v1.23 SP4 Default Build, this update will not effect you. Thanks and stay tuning!
We have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games. So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies. The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals. Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter. I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely). So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar. Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable. You can no longer bid on contracts with under development components/vehicles. The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files). A warning button now appears in the bottom bar if you’re about out of money. Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway. So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way. Change Log: -Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system. -Gameplay: Predesigned or Custom Design selector when player design a vehicle body. -Engine: Saved .Car files now included aerodynamic drag data for AI. -Gameplay: AI now selects a predesigned vehicle body to use for their models. -Engine: Implemented a predesigned vehicle mod loading system. -Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files. -Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection. -Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words. -Engine: Added a popularity link for fuels into components.xml files. -Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity. -Engine: Optimized Historical Player Date information. -GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses. -GUI: Bottom panel information is limited based on how much screen width the player has. -GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel. -GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues. -GUI: Added new expanded bottom panel to all "rooms" in the game. -GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows. -GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed. -Gameplay: Reduced munition's revenues during WW1. -Bugfix: Fix munitions manufacturing popup when countries that you only have branches in goes to war. -Gameplay: Modification system can only be done once every 2 years for components. -Gameplay: Increased Modification system's exponential costs. -Engine: Implemented a revision system into the .car loader system -Engine: Implemented a checker and delete system to purge un-useable user created .car files from the game. -Engine: Switched default renderer for new purchases to OpenGL. -Artwork: Improvements made to UV coords of many models. -Artwork: Additional paint ID's added to older vehicle models for slightly better player painting. -Artwork: Renamed morph animations for all models to better improve terminology and fix misspellings. -Bugfix: Fixed regression causing the game to not be able to load unicode save games. -Gameplay: Restrict saving .car files to Latin (ASCII) characters. -Bugfix: Fixed bug with Human Resources system not displaying proper data. -Gameplay: Reduced Steam Fuel's weight by 20%. -Engine: Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall. -Engine: First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design". -Gameplay: Removed the ability to bid on contracts with designs that are in development. -Bugfix: Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing. -GUI: Added list pages to R&D component selection, modify components, and modify vehicle lists. -Gameplay: 146 Predesigned Cars added. -Maps: Completed Military History. -Engine: Fixed line ending issue when moving .car files between Windows and Unix.
Testing Build will be upgraded to v1.23.1 on Saturday March 10th. This update will require you to start a new save game. If you are on Testing Build and wish to continue your v1.23 saves, please switch to Default build. This update will wipe out all old saved car files you have made. We have made changes to body animation names in preparation to the predesigned car body system. Sorry for the inconvenience. The Linux build may be delayed a couple of days. My Linux development machine has recently suffered hard drive failure. I did not lose any code, however I was unable to make an exact image of the drive. The replacement drive will not be in my hands until Thursday.
Hello Everyone, I have updated Default and Testing build with some additional accessories artwork. Hopefully we can add more in v1.23.1 as I find some of them are lackluster. Also I have included Base City Map military history up until 2005.
Demos
The Demos have been updated to v1.23, you can find links for them here: http://steamcommunity.com/app/285110/discussions/0/613939841571347735/
OS X WINE Build
An experimental WINE build is now available to OSX users. This should only be used if you have major issues with the native build of the game. To use it, switch your build to “wine-ports”. http://www.ventdev.com/forums/showthread.php?tid=2594 Open the folder containing the game files http://wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder Drag and drop GearCity_Wine.app to your applications folder. Launch the game from your applications folder. You will be prompted to install mono, you may skip this, but you will have to relaunch the program again. This version of the game can not launch from Steam. Thus why you will have to manually install it in your applications folder, or anywhere else you wish to put the game. Finally, the WINE build does have one major issue, it doesn’t exit out properly. To close the game completely, you will have to use Activity Monitor to Force Quit “wine-preloader” processes. (Start with the highest CPU time ones, should only take 1 or 2 of them to close all of them.) While the WINE build is better looking, faster, probably more stable, and does not have many of minor issues the OSX build has, I will continue to work on the native OSX build. My hopes is to rewrite roughly 1/3rd of the engine after v1.25 is complete. With luck, I will get the game up to Apple’s new standard policies (assuming they don’t change them again). The WINE layer is just a temporary hack if you have too many issues with the current native build.
We have released the final supplemental patch to Default and Testing build. This update does not require save game changes. An additional minor content update may happen next week. Demos for all operating systems and a WINE compatible build for OSX will also be released next week. SP4 has many bug fixes and minor features. Base City Map flag and nation histories have been included. A major note. I have disabled Native Full Screen for DirectX9 renderer. I have replaced Fullscreen with a borderless window the size of your monitor resolution. Many game crashes, bad reviews, bad playthrough videos, etc have come from people Alt-Tabbing out of fullscreen. DirectX9 is known to not play nicely with this. Rather than eat the returns and bad reviews I have finally decided to nip the problem in the bud by disabling it completely. If you need real low resolution full screen. Please switch to the OpenGL renderer. Work on v1.23.1 will start next week after any needed hotfixes. Version 1.23.1 will feature pre-designed vehicles, an improved bottom information bar in all “rooms”, and several other improvements. SP4 Change Log: -Bugfix: Fixed textbox not working on World Map Marketing -Bugfix: Fixed Horizontal slider bug in 1080 resolution web browser. -Bugfix: Fixed background image for reports that are wider than one page. -GUI: Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system. -GUI: Possible optimizations to the reports GUI which should speed up rendering. -Bugfix: Fixed some stock value issues in the Stock Value and Networth charts. -Bugfix: Fixed broken awards system. -Bugfix: Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines. -GUI: Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game. -Engine: Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen. If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.) -GUI: Fixed Outsourced Sales Help button not working. -Gameplay: Cancel Licensing/Outsource for sale button. -Engine: Engine backs up 5 log files, in case you crash the game but don't immediately email me. -Gameplay: Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models. -Gameplay: Fixed bug causing only water and electric military contracts. -Gameplay: Adjusted vehicle length values. -GUI: Converted lobbying image into text so I could fix spelling and grammar issues. -Bugfix: Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report. -GUI: Fixed list overflow issue in modify components lists. -GUI: Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders. -Gameplay: Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines. -Bugfix: Fixed district manual entry production slider adjustments to be more exact. -Engine: Updated SQLite to 3.22 -Gameplay: Turn time optimizations, approximately 8-10% improvements in turn times. -GUI: Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year. -GUI: Added missing year to vehicle names for Model Compare in Showroom. -GUI: Added pages for Auto Command lists. -Maps: Military War history now up to 1998. -Maps: Flag changes for all cities. -Maps: National name changes for Base City Map.
Hello everyone, I have released the third supplemental patch for v1.23. As with all supplemental patches, it does NOT require save game changes. The biggest change to your gameplay is the addition of “pages” to lists. Above select lists are two buttons and some text. Lists now have a finite limit. To see more items in the list, click the two buttons to change the “page”. New items will appear in the list. This should reduce the size of lists, especially in large save games. Currently this feature is implemented in Factory Production, Branch Distribution, and Showroom lists. I will implement other lists in the next couple of updates. I will now work on SP4, which is relatively small. After which v1.23 will be considered complete, and I will move on to v1.23.1. Changelog: -Bugfix: Fixed decal sliders changing position when selected. -Bugfix: Fixed View Part Window not resizing child widgets when resized. -Bugfix: Fixed bug preventing the vehicle year to be changed to the finished design year. -Gameplay: Disabled district locking on branches when auto production is enabled to prevent breaking the Auto Production system. -Bugfix: Fixed crash with the "View Vehicle" button in the World Map Branch Distribution Window. -Bugfix: Fixed bug with estimated vehicle development time when the player zeros out all sliders on a new vehicle design. -Bugfix: Fixed bug in the save game system that was causing the file not to be saved and several SQL errors. -GUI: Added "1/" in front of the year on the "All Time Sales" report to clarify that it is only updated once a year. -GUI: Added delete confirmation when deleting custom body designs. -GUI: Component Selectors when designing a new vehicle will now either select the currently selected component in the list. Or choose the first one. -GUI: Factory Rating is now shown in World Map Factory View Details. And an average of Ratings is shown in District Factory View Details. -GUI: Shipping Costs has been added to the Cities Sales reports. Report columns have been reorganized for better readability. -Gameplay: Dynamic City Growth Rates have been doubled for cities under world map average population or per capita. -Gameplay: Optimizations to the Dynamic City Growth Rate system. -Bugfix: Fixed bug allowing AI to make vehicles with the same base name as player, thus clogging up the "Used In" list. -Bugfix: Fixed random name generator to stop recommending names that are already used by other components or vehicles. -Gameplay: Added a generate new random name button (Dice right above the Text Box you enter names into). -GUI: Added Morale back to HR lists. -GUI: Added a "paging" system to Factory Production, Branch Distribution, and all Showroom lists. This should improve window loading times in large save games. More will be added in SP4 -Gameplay: Adjusted the quality of AI branches based on the size and wealth of the city compared to the global average. -Bugfix: Fixed development pace slider effecting estimated finish time incorrectly. -Gameplay: Increased AI's use of player components via platform sharing. -Gameplay: Increased AI's minimum ratings requirements to license/purchase components from other AI or players. -Bugfix: Fixed AI licensing signing fee exploit. -Bugfix: Fixed licensing fees being tax free. -GUI: Restart production system is now using the new component selection system. -GUI: Build Components/Vehicle marque selector now defaults to your parent company. -Bugfix: Fixed 7 appearing as 17 on non-English keyboards. -Gameplay: Excluding Outsourced and Licensed vehicles from yearly awards. -Gameplay: Excluding Outsourced and Licensed components/vehicles from company equity calculations, thus reducing stock price and bond evaluations due to outsourcing. -GUI: Added Year and Active status to Marque Catalog and Model Compare. -Bugfix: Fixed Model Compare's Bore/Stroke display -Bugfix: Fixed issue with Furloughed employees not being added to the system. -GUI: Added Monthly Idle costs to factory build screens. -Gameplay: Adjusted auto-marketing system for large companies. -Gameplay: Turn time optimizations. 20% gains for Windows, 5% gains for Linux and OSX (more gains coming to Unixes in a couple of weeks.) Hotfix #1: - Gameplay: 62 Newspaper images for various in game events. - Bugfix: Fixed possible crash when closing database in Linux or OSX. - Bugfix: Fixed Office Mega Menu district branch distribution list not refreshing.
Hello Everyone! SP2 has been released out in the wild. Quite a few bug fixes and minor features added in this one. I will start working on SP3 here shortly. I also added 1 more Supplemental Patch to v1.23 while I am at it. Might as well knock out non-save game changing tickets while I can and give it to everyone instead of just Testing users! If you recently heard of the Intel "Metaldown" bug, sadly the fix may have some performance effect on GearCity. I will do some testing once I receive the OS patches that address the issue. You can read about my concerns here: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/#c1620600279664512655 Here is what is included in SP2! -Gameplay: Rename Components from RnD Component Modification window. -Bugfix: Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers. -Bugfix: Fixed issue with AI company's IPO values being extremely high. -Bugfix: AI selling too many shares at IPO. -GUI: Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components. -GUI: Expanded Component List's data. Implemented a way to order the component selection lists. -Bugfix: Fixed issue causing factory costs to be too high during munitions production. -Gameplay: Increased Munitions Revenues per line. -Bugfix: Design Finish dates now show number of months and the finished date. -GUI: Removed day values from date stamps. -GUI: Several fixes to bad decimal information due to changes made in SP1. -Bugfix: Couple of bug fixes historical to data used in the reports due to optimizations made in SP1. Gameplay: Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.) -Bugfix: Fixed bug causing all chassis length and with to be high in game years before 1946. -Gameplay: Tweaked AI component design sliders for chassis', engines, and gearboxes. -Gameplay: Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds. -Gameplay: Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12. -Bugfix: Fixed some missing variables in recent player action text. -Bugfix: Fixed bug that caused other components to appear in "Used In" list in the View Parts window. -Bugfix: Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components. -Gameplay: Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists. -Engine: Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon. -Gameplay: Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug. -Bugfix: Fixed Outsourcing/Licensing hot keys in RnD -Gameplay: Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.) -GUI: Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.
Hotfix #1
-Bugfix: Fixed the Jams & Gap crash on some machines due to modulate scene blends in the texture.
Hello everyone! Version 1.23 has been updated with the first Supplemental Patch. Orginally I only planed two Supplemental Patches for this build, however we have gotten a lot of feedback the last week or so, which has filled my ticket tracker. As such, I am now planning on 3 Supplemental Patches for v1.23. These updates do not require save game changes. So what's in this one? -Bugfix: Fixed possible negative fuel popularity values. -Bugfix: Fixed platform sharing showing any company that you own stock of or owns stock of you. -Bugfix: Reduced City Destroyed memo priority if you do not have a factory or branch at that location. -Gameplay: Added a high priority memo specifically if the city your factory or branch in was destroyed. -Gameplay: Phase 1 of 4 optimization of turn times with new AI system. -Bugfix: Fixed a German character appearing in save game year when loading save games in Windows. -Bugfix: Fixed bug where loans were being paid off early. -Bugfix: Fixed bug in GUI that showed incorrect coupon rate for bonds. -Gameplay: Adjusted Bond and Loan interest rates. -Gameplay: Game will now warn players if they are designing an engine with an unpopular fuel type. -Gameplay: Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type. -Gameplay: You can disable the fuel type warning on a per game basis. -Bugfix: Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade. -Gameplay: Increased factory upgrade time requirements per each upgrade. -Bugfix: Fixed Benefits Rounding Errors in the display. -Gameplay: Information is now updated after agreeing to benefit changes. -Gameplay: Changed some charts to only show a maximum amount of data. To reduce chart clutter. -Gameplay: Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use. -Bugfix: Fixed missing data in Networth chart. Networth now matches stock report's book value. -Bugfix: Fixed memos glowing after memo popup. -Bugfix: Fixed File Cabinet not working after applying changes to in game settings. -Bugfix: Fixed Auto Wage Margin rounding issues. -Bugfix: Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed. -GUI: Fixed gearbox smoothness text overlap in View panel. -Bugfix: Fixed production unoptimized memo firing after recondition all, when the player has no factories. -Bugfix: Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system. -Bugfix: Fixed scientific notation appearing in Annual and Quarterly reports. -Bugfix: Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn. -Bugfix: Fixed bug displaying incorrect IPO information -Gameplay: Adjusted amount of shares sold during IPO. -Bugfix: Fixed bug with racing lock on race series that requires vehicles. -Bugfix: Fixed bug causing lobbying tax savings not to work. -Bugfix: Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development. -Maps: Base City Map War Newspaper articles up to 1995. There is probably a few more fixes that I did not document. Was a pretty hectic amount of reports I got since v1.23 launch. All is well though! I've got roughly 21 tickets planned for SP2. And anything reported to me in the next few days will go into SP3. :)
Hello Everyone! Version 1.23 is now available on Default and Testing Builds. If you want to continue v1.22 save games, you will have to switch to Stable Build. Directions for changing builds are here: http://www.ventdev.com/forums/showthread.php?tid=2594 . So what is new in v1.23? There has been 87 documented bug fixes and 52 gameplay changes. Altogether there are 153 entries in the changelog. V1.23 focused on a redesign of the contracting system. The system got a slight GUI makeover and the changes included some additional features such as racing contracts. This update also introduces two additional ways to share platforms with AI companies, the first is “Outsourcing” where you buy units manufactured units in bulk. And “Platform Sharing”, where you have access to any component a company you own a majority share in makes and they have access to your components. The update also includes some improvements to the Auto Production system, a new munitions production system during a war, some AI improvements, rebalanced contracts and racing revenues, a new tutorial framework (which will have more content soon), and many bug fixes. For a complete changelog for v1.23, see this thread: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/ So what’s next? I will continue to work on v1.23 in the form of 2 to 3 Supplemental Patches. These patches will include minor bugs reported recently and new features and improvements from v1.24 that do noneedre save game changes. Upon finishing the Supplemental Patches, I will update the Open Beta/Demos then move on to v1.24. The game is nearing completion. I consider v1.24 the beginning of the end of GearCity’s development. There are not many large features left. The only one that sticks out is pre-designed cars. Otherwise, there are some minor quality of life features (most micro improvements to the GUI), small optional gameplay mechanics, bug fixes, polish, and filling in the missing content. You can view what I am working on and the remaining tickets on our public ticket tracker: https://bitbucket.org/EricBJones/gearcity/issues?status=new&status=open
Legacy Build has been updated to v1.21. If you wish to continue your v1.21 save games, please switch this build. Stable build has been updated to v1.22. If you wish to continue your v1.22 save games, please switch to this build. For instructions on how to switch builds: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 As a reminder, Default Build will be updated to v1.23 on Friday December 15th. If you wish to continue your v1.22 save games, please switch to Stable build. Testing Build users will also receive an update to v1.23. No save game changes are required.
Hello Everyone! The main build of the game, Default Build, or "None" as Steam sets the name to, will be updated to v1.23 on December 15th. This update will require you to start a new save game. You may continue to play your older save games by switching the version of the game you are subscribed to. On December 12th we will update Stable build to v1.22, and legacy build to v1.21. On that date, or after, you would simply switch to Stable build to continue your v1.22 save games.
Test Build has been updated to v1.23 Release Candidate 1. If you would like to try out this build you can find instructions on how to do so here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 So what is new since v1.22.3? The minor upgrade from v1.22.3 mostly includes bug fixes, a rebalancing of the racing and contract revenues due to bugs, and a rewrite of the tutorial framework. The main tutorial has been rewritten to simplify the reading level, thus making it easier to understand. I've also changed the looks of the tutorial windows, implemented a highlighting system, and added an audio reading of the tutorials (currently incomplete, will hire someone to do better recordings). The new framework for tutorials will allow me to expand upon the tutorial system. It will allow me to create mini-tutorials for various features in the game as we near completion. Even if you know the game like the back of your hand, give the new tutorial a try. Let me know if there are any issues. I will be deeply grateful. Thanks
Change Log
[strike]--------------------------------------------------------------------------------------------[/strike] -Bugfix: Fixed crash regression when starting a game in 2020. (To whom ever reported this to me on IRC. You have to report bugs if you expect them to be fixed.) -Bugfix: Fixed issue with consumers not purchasing vehicles after 2022. -Bugfix: Fixed bug in racing revenues causing it to increase linearly every year. -Bugfix: Fixed bug in contract revenues causing it to increase linearly every year. -Gameplay: Racing and Contract revenues have been decreased based on difficulty level selected. -Gameplay: Increased AI outsourcing prices. -GUI: Civilian contract filter no longer shows racing contracts. -Artwork: Cleaned up Jams and Gaps blending -Bugfix: Fixed whiteout bug when flipping and mirror grills. -Gameplay: Rewrote tutorial framework. -GUI: Implemented Highlighting System for tutorials. -Content Rewrite of main tutorial. Reduced reading difficulty from 6th grade to 4th grade level without losing content. -Bugfix: Fixed issue with contract requests' fuel, cylinder, and engine layout restrictions -Bugfix: Fixed issue with pre-game AI starting up racing teams in early game years. -Bugfix: Fixed auto-marketing being available and marketing while marketing is turned off. -Bugfix: Fixed new components memo incorrect year.
If you are on Stable (v1.21) or Legacy (v1.20) build, we will be updating the game on December 12th. This will require save game changes. Stable Build will be updated to v1.22 which is the current Default build. If you wish to continue v1.22 save games, you need to switch to Stable Build on the 12th. Legacy Build will be updated to v1.21. To continue your Stable Build save games, you need to switch to Legacy Build on the 12th. Default Build does not have a set date for the upgrade to v1.23. The goal is for December 15th. An announcement confirming the update date will be released this weekend.
Testing Build will be updated to 1.23 RC 1 on December 8th. This build does not require save game changes, however, the racing revenues, contracts, and outsourced component code has been changed. If you are running a racing only company, you will take a drastic cut in revenues after this update. So this is just a little warning for those of you that are relying on these revenues. ːsteammockingː Also, I am based in the Eastern United States. This means that a morning release for me is an evening release in Europe. And an afternoon release for me is a late evening/next day release in Europe. I know you are all eagerly awaiting the updates, but it doesn't help to flood my inbox with "Where is the ♥♥♥♥ing update ♥♥♥ ♥♥♥♥ you ♥♥♥ of a ♥♥♥♥♥!" when it's only 11am my time... ːsteamfacepalmː Legacy and Stable builds will be updated on the 12th. I will make an announcement for it tomorrow. Default build is planned to be updated on the 15th assuming no major issues with RC1. I will make an announcement for that when the time comes as well.
Happy Thanksgiving everyone, Released the first and only supplemental patch for v1.22.3. If you are on default build and would like to try out the latest versions of the game, you can find instructions here: http://www.ventdev.com/forums/showthread.php?tid=2594 I would have gotten this out earlier today, but I had some issues with the Linux port again. The issue should be resolved now however. Here is what's in the SP: -Bugfix: Fixed crash when looking at company stock holdings after the game has made some dynamically generated AI. -Bugfix: Fixed bug where player did not received licensed engine revenues. -Bugfix: Fixed bug in auto-production system that did not stop producing contract units. -Bugfix: Fixed bug in auto-production system where the system would over produce contracted units for 1 turn. -Bugfix: Fixed bug in Monthly Report that showed double the amount of sales when a vehicle is contracted out. -Bugfix: Fixed bug in RnD vehicle painter that caused drop downs to not be properly labeled. -Maps And Mods Base City Map War History until 1990. I start full focus on v1.23 RC1 tonight. There shouldn't be any save game changes, and hopefully I can get it knocked out in a week or two! :)
Hello everyone, Testing build has been updated to v1.22.3. If you would like to try it out but are not on testing build, you can find the instructions here: http://www.ventdev.com/forums/showthread.php?tid=2594 So what's new in v1.22.3? v1.22.3 focused on three major things. First was implementing the platform sharing system. This allows you to use your subsidiary's designs and allows for subsidiaries to use your designs. The next focus was on the auto-production system. The auto production system has been improved to produce much more accurate amount of units to prevent inventory build up. The system also allows you restrict production at factories based on Marque or specific vehicle models. You can find this menu in the same place you would find the normal production sliders. Finally I worked on improving the AI's ability to run a profitable company. Improving the auto production system was a great help, but there were a number of other tweaks that could be made. In AI vs AI testing, nearly double the amount of AI stayed in business on Nightmare mode compared to v1.22.2. There were several other medium and minor feature additions. Off the top of my head the notable ones include a memo priority system, a memo pop up system, color coding contract builds, reduction in racing revenues, and many more. So what's next? v1.23 is next. There won't be much difference between v1.22.3 and v1.23. My goal is to clean up a couple of art transparency problems, finish the Base City Map's "War" data. Implement a new tutorial backend (for the new tutorial coming in v1.24) and get the backend to pre-made vehicles finished. We also will hopefully have some more art accessories for vehicles and a finish new translation program for the game. Sadly both of these require third party contractors so I can't guarantee they will be done on time. ETA for v1.23 is before the end of the year. v1.22.3 Change Log: -Gameplay Implemented Platform Sharing with companies you own more than 50% of or own 50% of you. Works like licensing system, but no royalties and automatic access to all parts/vehicles. You can find it in the Outsourcing portion of RnD. -Gameplay AI now takes advantage of platform sharing when possible. -Gameplay Tweaked Munitions production revenues, image, and destruction variables. -Bug Fix Fixed bug where player was not receiving munitions revenues. -Gameplay Increase Munitions production costs. -Gameplay Added a hard cap to auto production system so that it only produces an exact amount of vehicles needed. -GUI Replaced factory production window with auto production management panel when auto production is enabled. -Gameplay Added the ability to restrict factory to owner marque when under auto production. Only component contracts and vehicles using the owner's marque will use the factory while auto production is enabled. You can change owner in the "View Details" panel. -Gameplay Added the ability to restrict factory production to certain models while using the auto production system. -Gameplay AI will now discontinue vehicles if they are unable to purchase anymore outsourced components. -Gameplay Generic Manufacturer AI's vehicle type selection is now more random so that some vehicle segments will not remain empty of competition. I may implement something for the AI to check how many cars are in a segment and specifically target it. -Gameplay AI will now default to munitions production during war. -Gameplay Improved vehicle pricing so they are able to maintain margins. -Gameplay Improved AI's close factories and close branch systems so they can save money when needed. (Depressions and wars kill a lot of them.) -Gameplay Improved AI's fiscal longevity during a game when testing only against AI. -Gameplay: Disabled auto production of vehicles being sold under the material cost to manufacture them. -Bug Fix: Fixed AI adjusting dividend rates that player sets. -Bug Fix: Fixed bug that caused AI to increase dividend rates too high. -Gameplay: Implemented a Stock Stripping Lawsuit action memo. If the player increases the dividend of a company to the point where it kills the company, shareholders will launch a class action lawsuit for damages. -Bug Fix: Fixed munitions revenues, expenses, and other information not showing up in reports. -Bug Fix: Possibly fixed case where factory subsidiaries can cause a buffer overflow for factory build costs. -Bug Fix: Fixed possible issues caused by lobbying payments being higher than maximum lobby amount. -Bug Fix: Fixed bug in calculating the maximum lobbying amount based on the size of your company. -Gameplay: Increased the maximum lobbying amount. Decreased some effects. -Bug Fix: Fixed several places where manufacturers could use a larger engine than racing series permits. -Bug Fix: Fixed several places where manufacturers would use too weak of an engine in racing. -Bug Fix: Fixed weight issues with engine layouts that have more than 2 cylinder banks. -Gameplay: New AI companies will be generated if the game world becomes too empty. -Gameplay: Reduced price's effect on buyer rating by implementing a limit which scales based on the wealth value of the vehicle type. -GUI: Used vehicle sales now appear in the district and city "Competition" windows and in the Branch Distribution Competition panels. -Bug Fix: If a outsourced vehicle contract is not renewed, the AI will no longer automatically remove it from the player's branches. -Bug Fix: Fixed trim/new generation cost exploit. Ending production of a base model under development will now transfer to the development costs to any children models also under development. -Gameplay: Disabled new trim/new generation of licensed vehicles. -Gameplay: Changed AI factory build behavior to favor upgrading existing factories more than building newer, smaller factories. -GUI: Added a Racing and Awards panel to vehicle information in the showroom. This will now show players Racing Wins, Championships, and various awards. -GUI: Implemented an on demand report for the Racing and Awards panel in the showroom. This report will show more detailed information about the selected vehicle's racing results and awards. -Bug Fix: Fixed Problem with the Po to XML translation converter that caused issues with cylinderless engine. (Hopefully our new translation program will render this obsolete.) -Gameplay: Spinning off a wholly owned subsidiary now gives you the ability to select starting funds. -Bug Fix: Fixed several issues with the contract factory assignment window that could possibly allow you to assign a bank factory line. -Bug Fix: Fixed bug in the contract source location drop down that did not allow you to change where a contract was being pulled from. -Gameplay: Governments can now confiscate your factories during war time. You have the option to sell it to them at a premium or fight them in court. -Gameplay: You can now select which marque is designing a component. Design skill bonuses from this marque will be applied to the component and the marque will have "ownership" of the component in the event that the marque is spun off. -GUI: Memos are now color coded from Green to Red based on their importance. This priority rating will also cause the memo window to pop up. -GUI: Headlines to the memos you have already read are now in white text. -Gameplay: Memos can now pop up and cause game simulation to pause. You can control the memo "Priority" which causes these popups. -GUI: Contracts you have bid on are now marked with blue text. -Gameplay: You can now cancel contract bids (in the same place you bidded on the contract). -Gameplay: Vehicles that are designed with outsourced components now require fewer employees and produce more vehicles per line. -Gameplay: Fixed bugs in the manual production amount system. If you enter the number of models you want to build, it will now build that many units. -Gameplay: You can now name your race teams. If you do not provide a name, the game will use the assigned marque. -Gameplay: Fuel types can only decline down to 0.5% to prevent completely dead fuel types in the game. -Gameplay: Added additional cylinder, fuel type, and induction systems restrictions for racing series. These are available for modders, but won't be included in the core game. -GUI: Moved "Total Transportation Costs" in Monthly report under Distribution costs column. -Bugfix: Fixed several bugs and issues in the Branch Expenses report. -Mod Tools: Implemented a "Clear Cache" button in the external settings editor. This program should delete and reset all the files that Steam doesn't delete when you uninstall. (Useful if you change GPUs or OSs too!) -Mod Tools: Implemented additional Racing Restrictions to Race Editor. -Maps and Mods: Historical war data and news articles up to 1980 for Base City Map.
Testing Build will be updated to v1.22.3 on November 17th. This will require save game changes so please finish up your current save games if you are on Testing build.
Hello Everyone, Testing Build has been updated with the first and only Supplemental Patch for this build. This patch is several days late, but includes many bug fixes and a little bit of content. I will now switch focus to v1.22.3. Auto production improvements, hopefully some AI improvements, and platform sharing with subsidiaries. So what's in this patch?
1.22.2 SP1
-Maps And Mods: Added Base City Map war history and government/conflict status between 1963 to 1975. -Bug Fix: Fixed several math issues that could cause a problem in the optimized build of the game in Windows. -Bug Fix: Fixed racing series displacement checks for contracts. -GUI: Added race series maximum displacement information to the side panels of the contract window. -Bug Fix: Fixed incorrect data in the Contracts Granted memos. -Bug Fix: Fixed bug in Contracts Revenues report that did not show the last month of a completed contract. -Bug Fix: Fixed filled/unfilled contract coloring for components contracts. -Bug Fix: Fixed bug which did not automatically select contract in assignment lists. -Bug Fix: Fixed bug in the shipping extra vehicles to contracts system. -Bug Fix: Fixed bug in RnD and Office where gearbox contracted components lists were not cleared after use. -Mod Tools: Fixed Music Folder Copying and music.xml generation. -Mod Tools: Added a check to the Music Editor so that the moder does not add more than 1 song per state besides the "All" state. -Bug Fix: War production limitations not being applied to the Factory Production side panel, "Contract Demand" information. -GUI: GUI now unfocused keyboard when textboxes have focus anytime you click on visible GUI. -Bug Fix: Fixed incorrect contract information in newspaper when AI companies wins the contract. -Gameplay: Reduced amount of units a renewal contract will ask for. -Bug Fix: Fixed amount of units needed in renewal contract window. -Bug Fix: Fixed bug that was not counting contract revenues in branch distribution side panel "Projected Profits" information. -Bug Fix: Fixed bug in Wealth Distribution charts for districts that was not counting vehicle price properly. -Bug Fix: Fixed bug where Non-Manufacturer companies were not using the correct winning contract component/vehicle. -Bug Fix: Fixed bug where Non-Manufacturer company was ignoring displacement for no winner contract team selection. -GUI: Added scrap functionality to "Stop Selling" in the Autocommands portion of the Mega Menu. This is in case the player does not have a factory but needs to scrap vehicles. -GUI: Added Unit Costs side panel checks for Chassis and Gearbox components. -Gameplay: Added a small morale bonus when furloughed employees are put back to work. -GUI: Color coded contract lists so you know which contracts you have vehicles/components that meet requirements, and which you don't. No more flipping through dozens of them to find one that works. -Bug Fix: Fixed Factory Expense report being behind a month.
Hotfix #1
-Bug Fix: Estimated Factory Build Price were incorrect.
Testing Build has been updated to version 1.22.2. This update only effects users using the Testing Build of the game. If you would like to try the Testing Build, you can find directions on how to do so here: http://www.ventdev.com/forums/showthread.php?tid=2594 The main focus of v1.22.2 was to expand upon the licensing system. A new feature was added to this system that allows for you, or the AI, to purchase already made components or vehicles. A contract is then generated for the supplier of these models, and they have to produce them much like any other contract. If the purchased item is a component, production of any vehicles using that component will be limited to the number of components in stock. Some balancing to this system may need to be done, like expanding penalties, etc. Additional parts of this system have been added where needed in the game. Such as, an Outsourced Components Management system in Auto Tools. Licensing in RnD has been renamed to Outsourcing, it includes the licensing and outsourcing system as well a Management system to control the contracts. An additional report has been added to the sales book. As well as memos and pop up messages. The Licensing/Outsourcing system has one further expansion coming in v1.22.3 to include platform sharing between companies you own a majority share of. Outside the outsourcing system, v1.22.2 includes non-manufacturing racing companies which generate contract requests and populate racing series. Race winnings have been reduced and Racing series can now generate contracts for spec components. There were also several bug fixes to the v1.22.1 contracting system. So where do we go from here? As mentioned above, v1.22.3 will implement a platform sharing system where you can share components with other companies you own a majority share of. We will also be looking into improving the Auto-production system for players and AI. And we will get into making AI factory designer, with the goal of making the AI manage their companies a bit better. Finally, one last major feature on my v1.22.3 todo list is to have the memos popup on critical messages. And change the title colors based on read, unread, and priority. Hotfix #1 ----------------------------------------------------------------- -Fixed a bug that prevented "End Production" -Fixed a bug that would cause a crash when flipping any decals. v1.22.2 Change Log ----------------------------------------------------------------- - Gameplay: Non-manufacturer racing teams are now directly visible in racing series. - Gameplay: Non-manufacturer racing teams generate contracts for engines and vehicles that the player can bid on. - Gameplay: Player funded racing series now automatically generate contracts for selected engine or vehicles. This can be disabled in the Advanced Game Settings. - Bugfix: Fixed Incorrect starting popularity values for Fuel Types. - Bugfix: Fixed duplicate selection IDs for components/vehicles, which caused some minor AI selection issues. - Bugfix: Fixed possible text overflow when displaying how much it would cost to acquire a company. - Bugfix: Fixed Branch Expense report. Data was offset by one month. - Gameplay: Removed discount for bulk transportation of vehicles and changed transportation to a flat rate. This should resolve complaints about incorrect "Estimated Transportation Costs". - GUI: Made newspaper background a little more grey. - Gameplay: AI or Player can now put produced components and vehicles up for sale. - Gameplay: AI or Player can now purchase already produced components or vehicles. - Gameplay: Expanded contracting system to generate new contracts based on sold finished products to other manufacturers. - Gameplay: Implemented inventory system for purchased components. - Gameplay: Limited production of vehicles based on the number of purchased components. - Gameplay: Removed purchased components from the ability to be licensed, contract submitted, or raced. - Gameplay: Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime. - Gameplay: Reduced race winnings now that racing contracting is implemented. - Bug Fix: Fixed duplicate NOA/NAD AI company logos. - Artwork: Added "gap" decals used to make door jams, hoods, etc. - Bug Fix: Fixed several bugs not allowing players to submit contracts in the Office and RnD. - Bug Fix: Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement. - Bug Fix: Fixed bug where country limited contracts where not appearing when they should be. - Gameplay: Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve. - Gameplay: Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally. - Bug Fix: Fixed bug where vehicle licensing royalties and fees would display $0 in the licensing window. - Bug Fix: Fixed crash on regional maps when selecting regions that do not exist in the game. - GUI: Removed regions that do not have cities from the premade region lists. - GUI: Improved decal placement system, by fixing several annoying conditions and bugs. - Bug Fix: Calculated debts directly from the data for Bid on Bankruptcy action memo. - Gameplay: Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out. - GUI: Added missing smoothness ratings to gearbox and engine licensing windows. - GUI: Added help button to Min/Max Transportation Cost info in the branch distribution side panels. - GUI: Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well. - Gameplay: Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.
Testing build will be updated to v1.22.2 on September 29th. This update will require you to start a new save game. Also the web server and thus my email will be down between 5:30AM to 10:30AM Eastern Standard Time (-5 GMT) on Wednesday, September 27th due to data center electrical issues. The "News" page, "Wiki" page, and my email will be down at that time. Please use my gmail or post a thread on here if you have issues during that time period.
Minor Supplemental Patch for v1.22.1 today. This patch fixes a couple of minor bugs and adds additional global conflicts data for Base City Map up to 1963. I'll now start working on v1.22.2. - Bug Fix: Incorrect Min/Max Estimated Shipping Costs - Bug Fix: Missing Random Fluff News Articles - Bug Fix: Contracting Memo showing all contracts. - Content: War/Coup/Conflict news articles and government stability between 1945-1963 added to Base City Map.
Testing Build has been updated to v1.22.1. If you wish to try Testing Build, or if you're on Testing Build and want to return to v1.22, you can find instructions on how to do this here.
v1.22.1
So what's new with v1.22.1? The main focus of v1.22.1 was a redesign of the contracting system. We succeeded in this. The new design is a more flexible system internally. This will allow modders to alter more externally. Most of these changes will not be visiable to the user, but it allows us to implement additional features such as chassis, gearbox, and AI contracting easier. We can expect these new features in v1.22.2. And mod tools in v1.22.3. Besides a bunch of bug fixes and contract balancing, the other notable feature in v1.22.1 is the Assisted Contract Engine Designer. This was a heavily requested feature. It is an additional drop down box and two buttons in the Assisted Engine Designer, that attempts to automatically design an engine for a selected contract. This system may take a while to complete depending on your system's specs. It is not guaranteed to be able to design all contracts. But it can handle many of the mid/lower ones. We will expand this system to Chassis and Gearbox contracts in v1.22.2. And Vehicle contracts when we get pre-designed vehicles. For a complete list of changes for v1.22.1: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/
Other News
Several users of OS X 10.12 Sierra have reported an increase in crash problems. I believe most of these are related to video drivers. I have installed Sierra to see if I can duplicate the crashes, but have been unable to after a couple hours of play yesterday and the day before. The report system does have a little problem in Sierra, in that it will stay white for a while until Berkelium loads. Once loaded, reports should work normally. I am exploring using a windows compatibility layer (WINE) as an optional way to run the game if you are having trouble with the native port. Unfortunately, most of the technologies used in GearCity are close to a decade old, using older OSX APIs, and are completely abandoned by their developers. It would take a near rewrite of the game engine to improve the native OSX port. (And when Apple drops 32-bit support after High Sierra, the native port will stop working in OSX all together...) Currently the game runs much smoother in WINE, but more testing is needed. Pootle Translation Server has been shut down. We should have our own custom translation program soon. I have subcontracted this work out. So I can't guarantee the date. However it didn't make sense for me to renew the subscription to the Pootle server when the new translation program is coming soon, and will be ran on the main server. All translation data from Pootle has been saved.
Future
v1.22.2 will bring contracting options for chassis and gearboxes, mainly for racing contracts. Racing will be prepopulated with racing teams. These teams/series will create contracts for the player to fill. This may replace some forms of auto racing in the racing menus. We'll also be expanding the contract system to work between in game companies. You'll be able to create contracts which the AI can bid on. And you can bid on AI contracts. The AI (or you) will have to fill the contracts as you normally would. Sales, or total production will be limited to the amount of units you acquire. Well that's all. Enjoy v1.22.1!
Testing Build will be updated to v1.22.1 on April 4th. This update will require save game changes. If you are on Testing Build, please finish your save games as they will not be unplayable after this date. If you are not on Testing Build, then your save game will continue to work fine. v1.22.1 features a large rewrite of the contracting system and the contracting GUI. Additional features will be added to the contracting system in v1.22.2. Thank you.
Several folks have had issues with the game settings editor in Windows. It was recently reported to me how to duplicate this issue, so I have created a hotfix for it and released it to Default build. For Testing build users, you'll get this fix and the fix to the external settings editors in v1.22.1. If you are on Testing build and run into issues with the settings, please reset your settings using the external configuration editor. If you're on Default build and have any issues after this hotfix, please let me know, so I can fix them. Thanks and enjoy!
Hello everyone, The final Supplemental Patch for v1.22 has been released to both Default and Testing build users. I will now work on updating the demos located on our main webpage, then it's on to v1.22.1! v1.22.1 will focus on a complete redesign of the contracting system based on your feedback and my observations, there are several things we can improve there. Change Log For Default Users ---------------------------------------------------- -Fixed Model Comparison crash in the showroom when changing company if the bottom list is empty and top list is not. -Implemented safety check against negative shipping costs. -Implemented safety check against incorrect amount of public shares for a company. -Fixed bug in shipping system that caused incorrect branch infrastructure and gasoline ratings to be used. Thus reducing shipping costs. -Added an exponential increase to shipping costs of 1.2 based on the distance. (Previous system had linear costs. Now the further away something has to be shipped, the little more it will cost per mile.) -Increased the amount of Administrative, Marketing, and Branch employees. -Reactivate discontinued (End Production) vehicles. This includes canceled designs. -Create new generation or trims of discontinued vehicles. -Fixed Target Demographic and Gearbox Type help buttons. Rewrote Engine Power help button to be more accurate with changes for v1.22. -Canceling "Advanced" design of a vehicle or component will close the "Build It" window if it is open. -Player can now set starting funds when spinning off a Marque. -Can now set AI Behavior when spinning off Marque. -Some labels will now rescroll up when text in them have changed. (Did not do this to the contracting system since it is going to be rewritten. May be other places that I need to do this at.) -Mod Tools, Racing Editor Table sorting -Mod Tools, Racing Editor ID's are now automatically generated when saving file, to prevent errors. -Fixed very rare crash when adjusting the resolution settings in game. -Improved RnD load time by roughly 10-15% -Fixed bug that did not allow enabling/disabling tutorials in some rooms. -Fixed duplicate tutorial text bug. -Added a "maximum" transport costs to the estimated transport cost system. It now shows minimum and maximum transport costs. -Fixed bug in minimum transport costs that could possibly not give you the true minimum transport costs. -Fixed bug in district estimated average transport costs. -Boosted marketing effect on sales -Fixed Estimated Customers Chart numbers -Fixed possible divisions by zero in project profits system. -Fixed bug in racing selection that did not load the marque being used into the drop down boxes. -Fixed bug in racing system that did not automatically load the selected engine or vehicle for a racing series you're funding. No more need to select a engine/vehicle to make minor adjustments to your team. -Fixed bug in racing revenues that gave you income when the racing series was inactive. -Fixed bug in Racing Expense reports that shows yearly expense instead of per month expense. -Synced the dates for Racing Expense and the Main report. -Added Season column to Racing Expense report. -Fixed regression that caused Recondition Action Memos to show when Auto-Recondition is enabled. -Fixed bug in Stock Report Memo being off set by one month. -Fixed Issue with Engine Design Requirement Stars. -Added disclaimer text to Estimated Customers Chart. -Fixed bug in Networth Charts which did not calculate stocks properly. -Fixed couple bugs in Stock Holdings reports. Change Log for Testing and Default users ------------------------------------------------------------ -Fixed Total Gains column in Stock Holdings report. -Mod Tools - Fixed bug in Mod Data Export with wrong miscart zips. -Mod Tools - Fixed several bugs in the DYK Editor -Tweaked several chassis subcomponent effects. -Documentation - Added DYK Editor wiki page. -Maps - War news articles have been added up to 1940. So we now have 1940+WW2 on Base City Map.
v1.22 Supplemental Patch #2, Release Candidate #1 (whew, long name...) has been released to Testing Build users. I planned to release this update about 12 hours from this post, but accidentally clicked the wrong thing in Steam. My play tests in Windows have been stable, I will test in Linux and OSX overnight. If you run into any issues please let me know. Final SP2 patch will be released to Default and Testing build users on Saturday. Change Log: ----------------------------------------------------------- -Fixed Model Comparison crash in the showroom when changing company if the bottom list is empty and top list is not. -Implemented safety check against negative shipping costs. -Implemented safety check against incorrect amount of public shares for a company. -Fixed bug in shipping system that caused incorrect branch infrastructure and gasoline ratings to be used. Thus reducing shipping costs. -Added an exponential increase to shipping costs of 1.2 based on the distance. (Previous system had linear costs. Now the further away something has to be shipped, the little more it will cost per mile.) -Increased the amount of Administrative, Marketing, and Branch employees. -Reactivate discontinued (End Production) vehicles. This includes canceled designs. -Create new generation or trims of discontinued vehicles. -Fixed Target Demographic and Gearbox Type help buttons. Rewrote Engine Power help button to be more accurate with changes for v1.22. -Canceling "Advanced" design of a vehicle or component will close the "Build It" window if it is open. -Player can now set starting funds when spinning off a Marque. -Can now set AI Behavior when spinning off Marque. -Some labels will now rescroll up when text in them have changed. (Did not do this to the contracting system since it is going to be rewritten. May be other places that I need to do this at.) -Mod Tools, Racing Editor Table sorting -Mod Tools, Racing Editor ID's are now automatically generated when saving file, to prevent errors. -Fixed very rare crash when adjusting the resolution settings in game. -Improved RnD load time by roughly 10-15% -Fixed bug that did not allow enabling/disabling tutorials in some rooms. -Fixed duplicate tutorial text bug. -Added a "maximum" transport costs to the estimated transport cost system. It now shows minimum and maximum transport costs. -Fixed bug in minimum transport costs that could possibly not give you the true minimum transport costs. -Fixed bug in district estimated average transport costs. -Boosted marketing effect on sales -Fixed Estimated Customers Chart numbers -Fixed possible divisions by zero in project profits system. -Fixed bug in racing selection that did not load the marque being used into the drop down boxes. -Fixed bug in racing system that did not automatically load the selected engine or vehicle for a racing series you're funding. No more need to select a engine/vehicle to make minor adjustments to your team. -Fixed bug in racing revenues that gave you income when the racing series was inactive. -Fixed bug in Racing Expense reports that shows yearly expense instead of per month expense. -Synced the dates for Racing Expense and the Main report. -Added Season column to Racing Expense report. -Fixed regression that caused Recondition Action Memos to show when Auto-Recondition is enabled. -Fixed bug in Stock Report Memo being off set by one month. -Fixed Issue with Engine Design Requirement Stars. -Added disclaimer text to Estimated Customers Chart. -Fixed bug in Networth Charts which did not calculate stocks properly. -Fixed couple bugs in Stock Holdings reports.
The first Supplemental Patch for version 1.22 has just been released. This update features multiple bug fixes and minor features added to the game. It does not require save game changes, although game play might be slightly different than the initial v1.22 build. This build was released about 6 hours late due to some porting issues to Linux and OS X. These issues should be resolved now though. Work will now continue on to v1.22 SP2, I've got about 20 or so tickets saved up for SP2. Then I'll move on to v1.22.1. Change Log ---------------------------------------------------- -War Events up to 1932 in Base City Map -Mod Tools City Editor wiki entry -Fixed Base City Map tax rates for Miami, Dubai, and Naples. -Fixed bug in merger that causes some shares of merging company to disappear. -Added an error message and prevented user from being able to buy child marques if they do not have enough money. -Fixed bug which caused side panel to open below other windows -Fixed exploit for new generation which can be used to reduce how long a model is made for. -Fixed bug in Linux builds on new distros with libgcrypt2.0 requirements. -Fixed VSync issue on OS X -Fixed bug in Sales Reports that could cause some reports not to generate. -RnD Licensing Drop Down Filters now automatically trigger an update of the list. -Random History News paper articles now cause news paper to glow. -Fixed bug that caused all newspaper articles to appear if starting the game later than 1900. -Fixed bug in branch shipping sorting if prices are the same. -Design skill points now increase or decrease if you buy/merge/or spin off a company. -Added Revenue amounts to District Sales reports -Adjusted awards selection, reducing random values and making sure the best overall is selected from the best of class. -Adjusted auto-recondition frequency down to every 3 years from every year. -Fixed refit and replace exploit on vehicles already under development by removing vehicles under development from the refit list. -Fixed bug in modify vehicle list that caused them to only be sorted by model name. -Moved vehicle body selection and load vehicle body windows to the side.
Version 1.22 has been released! If you wish to continue your v1.21 save games, you must switch to Stable build. See the directions here: http://www.ventdev.com/forums/showthread.php?tid=2594 on how to do this.
So what's new in v1.22?
Testing Build
For those of you on Testing Build, we've added a few songs, changed some textures, added more news events, implemented some new features in the music player, and removed a Baku from the Base City Map. The last point is a special one to note. If you're on a save game from v1.22 RC1, the news events and war status will be offset by 1, due to the removal of Baku from the game. Which means Asia and Australia war events will be incorrect and some cities may be stuck in war if they are already at war in your save game. Other than that, your save games should work fine.
Default Build
If you're on Default Build, quite a lot has changed since the last update! Total Production Costs has been renamed Total Unit Costs, to better align with proper terminology. Several Advanced Game Settings have been added to the start of the game. Allowing you to adjust the start of the game to your liking. We've also included 4 additional maps to the game. These maps are not content complete, and more maps are to be added. Every Monday I will be working on completing the maps and adding new maps to the game. An in-game wiki has been implemented. You can access it from the "Help Button" in the upper right. Currently it only has some Mod Tool related information, however I will be working on documentation for the game every Saturday. I Should be able to fill it out with more game data in the coming months. You can find the external URL here: http://wiki.gearcity.info Mod Tools and Settings Editor has been implemented and included with the game. These are external tools are written in QT to help you (and me) alter the game's external .xml files. The Settings Editor allow you to change in game settings from outside of the game. If you're a programmer or you're curious, you can follow the code here: https://github.com/VisualEntertainmentAndTechnologies/ (Yes, it's a bit messy.) Mod support has been implemented, see the http://wiki.gearcity.info on how to implement mods and install them. (The content might not be completely filled out yet, but it should be in the coming weeks.) A number of bug fixes, gameplay balancing, and little features were added for v1.22. Finally around 53 songs were added from 3 new composers, Kevin MacLeod (incompetech.com), Christoph Willibald Gluck, and Juan Crisostomo Arriaga. I wanted to add some real, historical, 1920s Jazz/Rags, however finding truly public domain ones (free from state laws, like NY) is difficult . Thus More Classical may be added in the future to fill out the early game years. Music is now tied to the year, so the music style will change as the game progresses. You can also now disable RnD/Showroom music, with Continuous Play setting in the music player. The list can go on, but it's better to just link you the change log: http://steamcommunity.com/app/285110/discussions/0/152390014798714187/
What's Next?
I've accumulated several bugs in the last couple months that do not require save game changes. So I will start working on these bugs today and release them to everyone as a Supplemental Patches (SP) much like I have for the last two major builds. Following the SP's, I will move to work on the final major change in the game, rewriting the contracting system for v1.23. Other major tickets in this build will include improvements to the autoproduction system, improvements to spin off companies, and possibly the implementation of a new tutorial system. Of course, I'll be working on map data on Mondays, documentation on Saturdays, and most bugs you submit to me in between! GearCity is nearing the final stages of development. v1.25 is our planned release version of the game (possibly after several SPs, editing, and translation work). v1.24 and v1.25 will focus mostly on cleaning things up and implementing minor game play improvements. So If I can clear v1.23 in less time than v1.22, we'll be in good shape for a finished game soon. Until next time! Enjoy!
Stable and Legacy have been updated to v1.21 and v1.20 respectively. As a reminder to everyone playing Default Build (v1.21) the game will be updated to v1.22 on May 17th. This update will not work with v1.21 save games. If you wish to continue your v1.21 save game, you can switch to Stable build at anytime (but probably better to do it now.) Directions on how to switch Steam Builds is here: http://www.ventdev.com/forums/showthread.php?tid=2594
Testing build has been updated to v1.22 RC1. If you would like to try Testing Build, but don't know how, see our tutorial here: http://www.ventdev.com/forums/showthread.php?tid=2594 As a reminder, Stable and Legacy builds will be updated on the 12th. Default build will be updated on the 17th. This build is a Release Candidate for the Default build. (The one we send to lots of people.) I would be grateful if you report any issues you come across, big or small in the next few days. So that I can fix them for the release on the 17th and any future SP's we do for v1.22. Now for this update, from v1.21.4, you'll notice mostly balancing of subcomponents, adjusting the credit rating, and improvements to the AI component selection system. A new map has been added, the Base Territory Map. It's a 44 territory map, and is playable between 1900 and 2020. I've also started adding content to the maps. We have historical economic and energy events between 1900 to now. In the Base City Map, war event data and newspaper articles up till 1920, and WW2 war event data (and about half the newspaper articles). There is still some work to be done with both main maps. Namely flag changes and news articles. I focused most of the last week on these, and I will continue working on these every Monday after v1.22 is release. Between now and the 17th, I plan on adding a few more news articles to the maps, add new music to the game, (maybe) some new logos, and launch the wiki. (The wiki at launch will mostly be mod tool related stuff, I will continue working on the wiki every Saturday. It'll eventual host the game manual and in-depth data on the formulas in the game for min/maxers to use.) Change Log: -Increased Electric Engine weight. -Increased Electic Engine design and material costs. -Increased Electric Engine manufacturing and design complexity. -Increased Electric Engine Finish time. -Increased Electric Engine Torque. -Decreased Electric Engine RPMs -Adjusted Electric Engine Fuel Economy -Fixed bug in Components Mod Tool when exporting gearbox changes. -Fixed Advance Designer, layout, showing bore/strike text and help buttons for electric engines. -Fixed Advance Designer, layout, shows displacement slider for electric engines. -Fixed Advance Designer, Summary, showing bore and stoke text for electric engines. -Fixed Advance Designer, bottom panel, shows displacement help button for electric engines. -Fixed Advance Designer, bottom panel, Test Vehicle Rating Specs shows cc for electric engines. -Fixed Assisted Designer, showing displacement for electric engines. -Fixed View Engine showing Displacement, Bore, and Stroke for Electric Engines. -Added a 'None' induction system for designs, such as electrics, that do not have an air induction system. -Adjusted Bond Coupon Rates. -Adjusted Loan Interest Rates. -Implemented wiki system -Increased Diesel Torque and Fuel Economy. -Decreased Diesel RPMs -Increased Gasoline RPMs -Decreased Gasoline Torque -Decreased Natural Gas Torque and RPMs -Increased Natural Gas Fuel Economy -Decreased Hybrid Torque -Increased Hybrid Fuel Economy -Decreased Hydrogen Torque -Increased Hydrogen Fuel Economy. -Decreased Autogas's Torque and Fuel Economy -Increased E85's Torque and RPMs -Decreased E85's fuel economy -Increased Steam Torque and Weight -Decreased Steam's RPM and Fuel Economy -Increased 2-Stroke RPMs, Fuel Economy -Decreased 2-Stroke Reliability, Smoothness/Comfort, Weight, Torque -Implemented a hidden "Torque" value for valves, mainly to be used with 2 stroke. -Adjusted Star Display for SubComponents. -Allow for negative values for weight, smoothness, and reliability in valves mod tool. -Allow for negative values for smoothness in layouts and cylinders mod tool. -Increased Single Cylinder Power -Reduced Single Cylinder price and smoothness -Implemented direct effect of low engine 'smoothness' on consumer buyers rating for certain vehicle types (based on type's luxury ratings). This should prevent single cylinder/two stroke engines being used on certain vehicle types. -Fixed Crash in Mega Menu when using the Filters in the Districting System. -Adjusted V, Straight, 10 Cylinder, and 12 Cylinder Smoothness Balancing. -Added more 'layout arrangement' types to shorten VV, W, X, and H engines based on the number of cylinder banks they have. -Switched Fuel Rating and Power Ratings for Engines to directly use the Engine's Specs rather than cylinder count. -Ordering Subcomponents by Name -Adjusted fuel popularity growth system -Fixed some vehicle type popularity issues in some continents. -Nerfed Design/Testing sliders effects on ratings. -Rewrote used car sales system to have a more direct effect on lower end sales. -Removed drop down boxes with no items for Steam/Wankel engines. -Added "Turbined" flag for engine layouts that use "Dimension" rather than bore/stroke. This effects only Wankel engines in game. (Yes I know Wankels are not turbines, but Pistonless Rotary Engines are more similar to Turbines in this respect than real Rotary engines.) -Tweaked Credit Rating Formula -Credit Rating updates every 4 months rather than once a year now. -Fixed bug in the AI/Assisted Designer Components Selection system that was giving equal weight to all components (thus why It seemed random.) -Balanced AI subcomponent selection bias. -AI save/use previous game's player designs. -More City Data to Base City Maps -Adjusted various rates for Base City Maps -131 News articles and 800+ City events for Base City Map. -Added Base Territory Map.
Updates this month will break save games for all builds of the game as we roll out v1.22. If you are currently subscribed to Default Build (IE you haven't opted into any other builds and are currently using v1.21) we do have a downgrade path for you on the 12th if you want to continue your v1.21 save game. Versions and Dates are as follows: Testing Build- v1.22 RC1: May 9th. (Second update on the 17th, save games may work fine.) Default Build- v1.22: May 17th. Stable Build- v1.21: May 12th. Legacy Build- v1.20: May 12th. So if you're on a save game, please finish it up, or be prepared to downgrade to a different version this month.
Hello everyone, Testing build has been updated to v1.21.4, if you are not on testing build and want to try it out, you can find instructions on how to switch builds here: http://www.ventdev.com/forums/showthread.php?tid=2594 So what's new in v1.21.4? This build mostly focused on finishing features in the mod tools. I will be using these Mod Tools to complete both content and balancing in v1.22 and beyond. I will be implementing a wiki and filling it over the next several days with instructions on how to use these mod tools as I use them myself. Outside of Mod Tools, several bug fixes and minor adjustments have been made to the sales formula. There is a major change to note, "Unit Costs" have been renamed to "Material Costs" and "Total Production Costs" have been renamed to "Total Unit Costs" in order to remove ambiguity and closely match the proper definitions of these terms and what they represent. Positions in the GUI remain the same. So what's next? GearCity is starting the end of development. Not including v1.22, there are only 3 major builds left. As such the Mod Tools have been implemented for me to complete the content in the game. v1.22 will finish sub-component balancing, music content, and have the last bit of AI vehicle design improvements. The Mod Tools will then be used over the period of the next 3 major builds to finish game content (Magazine Reviews, Random News Articles, etc) and map content (Newspaper articles, Turn Events, Major Events, etc). There was some question on the forums as to why I'm implementing Mod Tools now instead of focusing on little features. The primary reason is this: fixing a small feature takes a day. Finishing content takes several months and may involve multiple people. I will be spreading content out over the next year, over multiple builds. Where as I will focus purely on little bugs and features in v1.24 and v1.25. Change Log: ------------------------------------------------------------------------ -Mod Editor -Mod Loading Format -Settings Editor Mod Selection -Game Read Mod File and Override Scripts -Name List Editor -Newspaper Editor -Fixed bug with stuck benefits flag due to negotiation. -Fixed typo causing factory worker morale not to reset after benefit negotiation. -Reduced benefit morale degrade -Reduced requirements before employees get upset due to low benefits. -Fixed UAE crash on base map. -Fixed 2020 crash on European Map. -Removed Testing Map from the game -Fixed several reports issues in District reports. -Fixed bug in coordinate system when getting distances between two cities. -Fixed list not rescrolling properly on district mega menus. -Fixed bug in competition map where HQ were red when cities were red. -Adjusted age penalty effect. -Changed all instances of "Unit Cost" to "Material Costs" -Changed all instances "Total Production Costs" to "Total Unit Costs" -Fixed bug which does not check "Auto Benefits" when loading the game. -Load custom player logos files -Load custom music files -Reviews Editor -Components/Models/Vehicle Types editor -Racing Series Editor -Player Logo Editor (Add your own Logos to the game.) -Music Playlist editor (add your own music to the game.) -Did you know editor
Testing build is ready to be updated to v1.21.4 on April 14th. This update will require save game changes. So please finish up your v1.21.3 games.
The first Hotfix for v1.21.3 Testing Build has been released. This fixes a crash when trying to start a year 2020 game with Base Map and the Europe Map. I also made some additional adjustments to the new Buyer purchasing power formula, tweaked dealership growth rates, adjusted AI marketing, and tweaked difficultly level's random bias. If you would like to try out Testing Build, here is a tutorial on how to switch versions: http://www.ventdev.com/forums/showthread.php?tid=2594 -Fixed 2020 Starting Year Crashes on two maps. -More Adjustments to Buyer Purchasing Power Formula -Increased Dealership growth rates and decreased Dealership death rates. -Adjusted AI Marketing triggers. -Reduced Difficulty Random Bias favor to AI.
If you're on v1.21 and would like to try Testing build, see our tutorial here: http://www.ventdev.com/forums/showthread.php?tid=2594 v1.21.3 is finally complete! There is just one more minor build and an RC before v1.22 is ready. Apart from what was added in v1.21.2's SP patches, v1.21.3 fixed several bugs in the racing system and mod tools. I was also able to implement random history (although it may need some more testing and more history...) and the regional mapping system. Finally I have made some adjustments to our buyer affordability calculations. I simplified a formula from a cubic function to a 1/x based function. This fixes an exploitable bug with high end vehicle sales. I may need to adjust the values some what (seems like mid end sales are a little bit too high now...) The preliminary work for our new default/base map has been implemented. Currently it is just 206 cities with 1900 and 2020 population figures, and a number of rate changes. I plan to expand the data in this map every Monday. I hope to get it as content finished as classic map by v1.22 release. I also included a test map for the regional city map system. This is a Europe only map with 68(?) cities that are in the new base map. I will expand the number of cities and content in this map as well over the next few months. -Fixed Bugs in AI Racing vehicle/engine designer -Improved AI Racing vehicle type selection for generic type events. -Adjusted Budget adjustments/program stoppage for AI racing. -Added automatic re-IDing of cities in the TurnEvents, AI, and City files using the City Editor Tools -Random History -City/Territory specific buyer rating. -Base files for "Base City Map" -Fixed bug with first earnings after IPO. -Display eps of a freshly IPO'd company. -Adjusted recent activity text to remove any confusion about your action to build a factory and the factory being actually built. -Fixed bugs in the "Will it Fit" system in advance chassis and engine designer if you create more than one engine or chassis per visit to RnD state. -Fixed bug which could cause reserved vehicles to become abandoned if you closed the factories. Game will now automatically scrap any vehicles in factories you close. -Added a few more peek messages to loading in Windows to prevent ghosting on weak win7+ machines. -Implemented Regional city maps, so you can change the map texture to any place in the world and have cities placed there using just gps coordinates. -Implemented a European Test map. -Changed buyer purchasing power formula to prevent exploitable sales and to simplify/speed up calculations. It may need some modifications over the next couple of patches.
Hello again everyone. Testing build is ready to be updated to v1.21.3 on Saturday March 18th. This update will require save game changes, so please finish up your v1.21.2 save games. If you are not on Testing build, you will not be effected.
Hello again everyone, Testing build has been updated for supplemental patch #2. This includes many bug fixes and is the final SP for v1.21.2. No save game changes are required, although some things might change some what in your gameplay experience (specially with pensions.) I will now move to finish v1.21.3 which will include random history and at least 1, possibly 2 new maps. Change log for v1.21.2 SP2: -Fixed bug that shows district shipping checkbox when autoproduction is enabled -Fixed bug in networth chart that included factory construction as well as unfinished vehicle and component designs. -Fixed bug in advance designer that caused warning messages to "stick" after multiple designs -Fixed bug in advance designer that caused optimal fuel messages to pop up when they shouldn't -Fixed incorrect prestige ratings in Marque' view in Finances. -Fixed incorrect weight unit in racing engine lists. -Fixed bug in racing budget lock due to bug fixes in lobbying and other lock systems. -Fixed bug in racing results memo that didn't show racing series. -Fixed multiple bugs where engine power rating and engine reliability ratings were getting mixed when pulling data from the DB. (This fixed two known bugs, one of which was the Engine Reliability Modification issue.) -Fixed bug in GearBox modification issue with smoothness rating. It was being applied twice. -Fixed a bug with factory/branch ownership when you spin off/sell a marque. -Assisted and Advance designer will no longer allow you to design 0hp engines. You'll get a popup message telling you that the engine was rejected and why. -Fixed possible negative RnD costs in expense reports (because budget locks were being processed before reports were being generated.) -Moved reports buttons in office to allow "web browser" window to be shorter. Thus hopefully giving most 1080 window mode players with 1080 monitors a full browser instead of the short version. -Pension payouts now occur immediately (the year after), as approximately 6-8% of the work force retires each year. -Pension liabilities are generated only for when workers retire, liabilities last 25 years now. And grow around 3% per year. (Less for factory workers, more for engineers/admins.) -Fixed bug in the pension payout report. -Changes to the pension system prevent excess pension liability costs and causes payouts to be immediate. -Fixed bug in marketing report text causing the wrong text to be displayed. -Fixed Autocommands replace model duplicate list bug. -Possible fixes to world map city selection bugs (let me know if you still have problems clicking cities!) -Fixed unclickable cities on "Classic Map" -Added more information to the City Info popup, including name of the city/territory, population, and percapita. -Fixed a couple of bugs in the German translation file that caused crashes. -Added more colors and broke population and percapita data down more when using the "Mapping" system to view the data. -Fixed regression bug that caused all modded engines to be transversed. -Fixed contract and factory shutdown memo bugs. -Reordered contract requirement units. This will become obsolete in v1.23 with new contracting system and (possibly) unit type selection. -Some Lists will now automatically scroll to the selected position rather than resetting to the top! -Fixed resizing bugs in mega menu and world map distribution. -Disabled auto center for some windows when something like "Apply" is clicked. If you notice any that do it, and they probably shouldn't, let me know. -Fixed debt's being transferred when making a wholly owned subsidiary.
Just release an update to testing build. This one is a little early as we still were having crash issues with the raycasting in the vehicle designer. SP2 will take a little longer as I'm not going to have access to my OSX machine for several days, thus I will be unable to build for all three supported operating systems. SP1 includes: -Possible fix to New Generation/Trims costing more time than new vehicles designs if no sliders are touched. -Fixed Tax expenses on Expense Report showing up one month late. -Fixed select chassis button not being enabled when you change sub components of a vehicle that is being new generated or trimmed after going to the advance designer. -Fixed LD texture crash on Oldschool Territories map. -Removed debt payments from being counted against your tax payment. -Fixed bug in Mega Menu Marketing when switching to district from individual branches -Fixed Bug broken clone system in Mega Menu Marketing -Fixed bug that allowed you to assign marketing dollars to cities with no branches on the world map. -Hopefully a fix to the car designer raycasting crash.
Hello everyone, On the 11th we did a silent hotfix #1 taking care of the following issues: -Custom District Creation not working -Crash when opening second report window. Today I'm releasing hotfix #2 possibly taking care of: -Random Crash when loading car designer (not sure if this is fixed, please let me know if you run into it again.) [strike]-Error in calculating branch employee numbers, which can cause a massive spike after selling many units. Please note, you need 1 employee per 100 vehicles sold.[/strike] Forgot to remove a line, now it's fixed, but not uploaded. -Russian Translation had the number 7 instead of ${0} anytime the dollar sign was needed... Hopefully this will take care of the immediate issues and I can start working on a Supplemental Patch. :)
Hello again everyone! Testing build has been updated to version 1.21.2. If you're interested in trying it out but don't know how to switch versions, you can view our tutorial here: http://www.ventdev.com/forums/showthread.php?tid=2594 So what's new? v1.21.2 features the new Map Loading System. This system allows you to select a map to play on. Each map has different cities or territories, turn events, data, etc. Currently this system only features 3 maps. The first being the "Classic Map" which most of you have played on. The second map is "Test Dot City" which is used to test our dynamically generated map system (more on that in a little bit.) And the final map is a territory based map from v0.1 of GearCity, named "Oldschool Territories". Both "Test Dot City" and "Oldschool Territories" maps are test maps for two new(and better) maps that will be implemented by v1.22. As such "Test Dot City" will eventually be replaced. "Oldschool Territories" will remain in the game, however a better, fancier looking territory map will also be added. Besides all the map loading stuff, we finished a video settings editor with GUI. This editor functions on all three supported OSs. And will be used to select mods in the near future. You can also fix/change video and in game settings with this tool. We also started working on the Mod Tools. Currently four of the 15 or so tools are completed. The City Editor, The Turn Events Editor, the AI editor, and the Map Editor. All four of these work in conjunction to make maps for the game. Including the ability to edit existing maps. For instance. You can load "Test Dot City" map and add a new city. It will automatically appear in the game (when you start a new game) without the need for any 3d modeling software. This is called the "Dynamically Generated" map. :) Currently there is no documentation for use of the mod tools. I will make a thread in the Mod section of the forums with a very quick overview. Detailed documentation will come after I implement the game Wiki sometime in March. v1.21.2 also has a number of bug fixes from v1.21.1 release. There is still more to do in this respect, so the old v1.21.3 has been pushed back to v1.21.4, and now v1.21.3 will be mostly bug fixes, 2 or 3 missing features, and maybe the new dot city map to replace the "Test Dot City." I'm hoping to push this out less than a month, however a few real life issues may keep me out of office more than normal, so I can't guarantee it. Change Log ------------------------------------------------- -Stand Alone Video Settings Editor -First Phase of Mod Tools -City Editor -AI Editor -Turn Events Editor -Fixed bug displaying administrative benefits demand amount in the action memo. -Fixed bug in vehicle manufacturing strike auto wages. -Possible fix to strikers demanding less wages than they make. -Fixed Sound Effects Volume Setting not being loaded. -Limited company's profitability's effect on preventing benefit negation values. -Added Administrative skill effect on benefits negotiation. -Fixed bug which did not reset morale when successfully negotiating benefits with a department. -Adjusted the time when we calculate demanded Benefits Rate. (At the same time fixed a bug in the old calculation that caused too many request every 3 years.) -Slowed the rate of morale decline if your benefits are too low -Fixed District Branch Filtering in Mega Menu -Fixed bug which causes factory lines to be applies to the wrong vehicle in Mega Menu -Fixed bug which gave marque's too much benefits on Image ratings from marketing compared to parent company -Fixed Auto-Marketing crashing when player has no branches -Possible crash fix with aerodynamic drag calculations when clicking the Ratings button on certain video drivers. -Fixed bug which caused HQ selection to break when you return to the main menu from one game to start a new game. -Fixed crash in shader system when going from stand alone car designer to in game car designer then exiting to Office. -Possible fix to Monthly Report and others missing some inventory vehicles in certain conditions. (Not sure if I found all possible conditions.) -Fixed bug with non-ascii characters in save games causing reports not to load. -Disabled key repeat for all characters except backspace, delete, and arrows keys in order to prevent gui character insert issues do to frame timing. IE repeat characters in a text box because you type too fast. -Fixed some bugs with escaping keying windows. -Fixed newspaper hot key crash -Fixed bug which caused the "please wait" popup to come up when starting a new game even if you forget to select a year or difficulty rating, or if your save name already exists. -Fixed bug which caused the contracts to awarded one month too soon. -Fixed bug in which created marques did not have AI Behaviors. (So when they were spun off they acted insane.) -Fixed bug that did not copy shipping distances when cloning a branch. -Adjusted shadow system to get rid of shadow type that causes vehicle paints to be black on some video cards. -Fixed two places that did not copy engine transversed check box when redesigning or copying engine sliders. -Fixed bug which caused reports and factory costs to be miss matched. -Changed "Base Costs" text to "Line Costs" and added a cost per line amount in World Map Factory View Details. -Fixed idle factories not showing up in factory expense report. -Made RnD->Modify->Component automatically open the restore production window if no components are active but discontinued components exist. -Fixed bug that sometimes caused OEM parts revenues to drop to $0 three years into the game. -Fixed missing overview text for two stroke value type. -Fixed crash in Portuguese language file when making a race team. -Fixed crash when deleting old reports in translation files that do not use ascii characters. -Map Loading System -Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22 -Added base map artwork for player created dot city maps. -Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity. -Fixed limited/war causing some companies to not function. -Implemented Factory/Branch size/costs/effects modifiers for maps. -Implemented system that allows you to make specific textures for territories/cities. -Map movement now dynamic valued based on size of the map. -Ported Videosettings/Modtools to Linux and OSX. -Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure. -A couple of minor bug fixes, most of them having to do with the new map system. -Updated translations.
Good Morning everyone, Testing Build will be updated to v1.21.2 on February 10th. As such, your save games will become obsolete. So please finish your old save games! Please note, this only effects you if you are on Testing Build. v1.21 users will not be effected.
Hello Everyone, Testing build has been updated to v1.21.1. If you have not opted into Testing build you will not receive this update. If you wish to switch to Testing build, or change back to v1.21, you can find our tutorial on how to do this here. So what's new in v1.21.1? We mostly focused on a number of game and engine settings as well as features that will be required for the up coming map/mod systems. There was also a number of bug fixes in v1.21.1 and some gameplay balancing to improve difficulty. Some major features include AI establishment (AI start with more factories/branches/IPO'd/etc depending on how old they are. This is disabled on easy mode.) Auto-Marketing, Clone a Branch when creating Branches, and "Unlimited" game time when you reach the end of the game. The only thing missing that was planned for v1.21.1 is a "Random History Setting" which can be used at the start of the game or once you hit the "Unlimited" period. This will be implemented in v1.21.2. Besides that, v1.21.2 we will be implementing the new map loading system, map/city tools, turn events tools, the AI editor, and video settings editor. As well any bug fixes that are needed between now and then. The new map system is a major overhaul of a bunch of hard coded data, and on top of this I will be teaching my self QT (I am formerly a GTK+ guy, but GTK+ is pretty much dead outside of Linux.) So with the combination of those two things v1.21.2 may take a little longer than normal to finish. v1.21.1 Change Log ------------------------------------------------- -Increased Factory Employee Numbers in Early game years to be more aligned with historical figures. -Decreased amount of wear required to pull up Retool Action Memo for Factories. Factory retool year effects number of factory employees! -Reduced base Research Team costs by a factor of 10. Increased Research Team costs growth rate from 2% to 5%. -Changed Vehicle Designer Selected Components font color from white to orange and moved the text to the top to make it more readable. -Implemented All Time Sales Report for each vehicle type. Access them from the All Time Sales Report. -Report zoom in and zoom out using ctrl+ and ctrl- respectively. -Fixed Assisted Chassis Designer Bug if player had many large engines it would not allow design of a smaller chassis. If you have 6 or more engines, the assisted chassis size system will only check against the smallest engine rather than the average of engine sizes. -AI will now occasionally mimic (not completely copy) successful vehicle and component designs. -Adjusted AI engine designer sliders in the hopes to reduce or eliminate 0hp designs for AI vehicles. -In game notepad for you to write down notes (accessible from side panel.) -Redesign of New Game Window that merges advance game settings and makes space for map/scenario loading systems. -Advance game setting to adjust randomness of total customers -Advance game setting causing a gap in estimated research values when designing components/vehicles based upon your design skills. Gap amount is adjustable in this setting. -Advance game setting already designed Component/Vehicle Costs increase with inflation. -Advance game settings change your skill, image, and design rating values. -Advance game settings No marketing. (Dunno why, but it was heavily requested in 2014...) -Commonly request cheats added to advance game settings: No tech years, Can't Lose (Unlimited Money.) -Nightmare! Difficulty Level. -Custom Starting Year, you can now slide a slider and select a year between 1900 and 2019 to start in. -Advance Game Setting: Establish AI Companies with premade factories, branches, vehicles, etc (defaulted on for Normal, Hard, and Nightmare modes.) -Adjusted AI vehicle pricing. -Adjustments to AI component selection system (for AI and player Assisted Designer) to take into account vehicle wealth class and price of components. With the hopes there will be less insanely expensive cars in cheap car classes. -Fixed bug in Engine and Gearbox Licensing system. -Fixed bug that caused a discontinued vehicle to replace an active vehicle after canceling new generation/trim vehicle that has a replace model modification assigned to it. (Typically via the modify components windows.) -Fixed bug with Factory workers striking code that made Benefits demands to go too high. -Fixed number of bugs in the striking system due to newer systems to manage manufacturing and marketing. -Implemented new turnevents.xml modifier for Pension Fund growth rates as the existing system tied to the stock rates in the turnevent.xml file were not properly working with the funds. -Implemented a window refreshing system for when the game is under heavy processing to prevent "Window Not Responding" ghosting in Windows. This still needs to be tested in Linux and OSX. Will also need to test on a modern Windows machine to see if I need it in any more places. -Implemented a popup in some places telling you that the game is processing data. Will need to test on a modern Windows machine to see if I need it in any more places. -AI Stock IPO's changed to 10 years after founding due to new established AI system. -Adjustments to AI sales figures in Hard and Nightmare game modes. -Implemented an In Game Settings system. Accessible in the office by hitting Escape or clicking the file cabinets. -Delete Old Reports In Game Setting (Default On) -Auto Save Period In Game Setting. (Default 1 Year. Choices are: Never, 3 Months, 6 Months, 1 Year.) -Lock Office To Spring In Game Setting (Default Off, Prevents the office artwork from getting dark with the change of seasons.) -Awards now show up in Corporate Time Line. -Created Award Plaques and Trophies (Spent a whole day making them, and found out I only have room for little 48x48 pictures...) -Auto Marketing System. (Enable it with other Auto systems in Mega Menu Autocommands.) -Clone existing branch's distribution and marketing settings when building a new branch. -Unlimited Play Time -In Game Setting: Disable Save on Exit -OSX: Removed Game from OS X Dock and adjust Steam launch to remove terminal window. The game window should be minimizable, you will no longer have 5 instances of the game open and the terminal window will be gone, however Alt-Tab will not be able to pull open the game. -Linux: Launching game from shell script now, thus fixing Locale issues in languages that use comma as a decimal notation. -Fixed bug that would discontinue your licensed components if the parent company went bankrupt. -Fixed bug in factory clean up that would not free up production lines of factories in some cases. -Fixed bug in Factory Districting system located in the Mega Menu. that would not show production system if the entire district was in Limited Conflict status. -Fixed possible division by zero bug in Cash to Debt ratio variable used in stock evaluations. (Thus making companies share prices grow so quickly.) -Fixed bug in "Recondition All" branches prices.
Hello everyone, Default Build has received a minor update tonight putting it on a different news page from Testing Build. Some AI names and logos have also been adjusted. If you have not opt-into Testing Build disregard the following message Testing Build is receiving save game changes December 20th! v1.21.1 is almost ready to go. If you want to continue your v1.21 save games past this date, switch over to Default Build: http://www.ventdev.com/forums/showthread.php?tid=2594 (Remember, you can do this at anytime, as v1.21 will be around for several months.)
Ran into a couple of delays today, but SP2 is finally released! SP2 fixes a number of issues with v1.21, and is the final Supplemental Patch for v1.21. I will be moving on to v1.21.1 for Testing Build users following the update to the demos on our website. So what's in SP2? -Fixed Incorrect information in Branch Expense Employees report -Fixed Incorrect months being used in Annual Report data. -Fixed Incorrect data in Vehicle Class Marketshare report. -Fixed Bug in Vehicle Sales Chart that causes new models to be released on the 0 x axis. -Fixed late game rounding error in Research Team Lock values. (May also fix Lobbying Lock for high amounts in late game.) -Stop Sales Auto-command (Directly and From End Production) will automatically scrap vehicles if the vehicle is no longer in production. -Adjusted Bond Rating Calculations to give less weight to current expenses. -Added a Pension Payment Schedule Report. -Enabled the Gun. -Fixed bug in Magazine Class Comparison Introduction. -Office Help Buttons. -Minor GUI corrections throughout the Office. -Adjusted Red Text slightly to help those playing on TVs.
Hello everyone, Much like v1.20, I plan on knocking out a few things that do not effect save games and releasing them as a supplemental patch to the default and testing branches of the game. This is the first SP, there should be at least one, possibly two more to follow. So what's new? -Fixed possible crash when consolidated company names are larger than 20 characters -Fixed possible malformed name when consolidated company name is larger than 20 characters and one of the company's name is larger than 15 characters. -Fixed a number of bugs in the Employee Breakdown Report and Charts. -Fixed incorrect values in the Pensions Funding Information part of Finacial Banking. -Implemented GUI sound effects! -Implemented Sound Effects volume sliders in Settings and in the Office Radio -Implemented Sound Effects for clickable items in office, safe, and world maps. -Implemented Ambient Sound Effects for RnD and Race Track (May not work on Linux and Mac. Need to do a little bit of testing with timers...) -Implemented Successful Action sound effects and failed action sound effects. Thus removing a number of popups. (Some additional Work may need to be done to this.) For SP2, I have a number of minor report bug fixes, two new reports, and maybe the office help buttons... I also need to update screenshots and a couple of other things. When I finish all the SP patches, I'll update the demos on the site.
Good Afternoon Everyone, After a slight delay this morning with Steamworks being down, version 1.21 has finally been updated! All builds of the game have moved up one major version. Legacy build is now v1.19 Stable build is now v1.20 Default and Testing build are now on v1.21. If you would like to play your old save games, you may switch to older builds of the game by using the Steam Beta tabs. A detailed tutorial on how to do this is here. So what's new with v1.21? A lot of things! Most noticeable is a replacement of the reports, charts, newspaper, and magazine system with a html based system. This allows me more flexibility in creating these things and displaying information in a much more readable format. We also have a number of other cool new features such as a side bar that tells you what's going on in the company. A Redesign of the Autocommands and memo system, and more professionally made AI logos (roughly 80% complete.) Also many bug have been fixed throughout the game. A complete change log can be found here: http://steamcommunity.com/app/285110/discussions/0/357287304424362926/ So what's next? In the short term we'll be implementing UI and ambient sound effects, as well office help buttons in an upcoming Supplemental Patch. This shouldn't take any longer than a week or so. After that for v1.22 we'll focus on finishing up many gameplay features that will be needed for the upcoming mod tools. Thing such a random historical events, pre-established AI, and extended gameplay time are slated to be implemented. As is redesigns of the New Games and Settings windows. These changes should come out as v1.20.1. Following that we will move to making mod tools. These tools will allow easy editing of the various .xml files that the game uses for nearly everything. With those mod tools we will finish up and balance various content in the game. We will also be releasing the mod tools as well a system in which you can create, share, and load mods into the game without effecting the base game. So keep on the lookout for these things! And enjoy the game! :)
Sadly Steamworks, what developers use to manage their games on Steam, is having issues. I've been waiting for about 3 hours to launch the updates but haven't even been able to make it to the login screen. As soon as I am able to log in, I will launch the updates live. https://partner.steamgames.com/
Hello again everyone, Version 1.21 will be ready for launch on 11/11! This update will require save game changes for anyone on Default(v1.20), Stable(v1.19), and Legacy (v1.18.4) builds. Testing build uses will also get the update, however it does not require save game changes. Please remember, you can switch versions of the game in Steam using the beta's tab. After the update, if you want to continue your v1.20 save games, you would simply switch to the "Stable build."
Hello again everyone, The webserver move has been completed. There should be no interruption of email service. You may continue to use admin@ventdev.com to directly contact me. The in game news page may still go down a couple more times over the next week as I tweak a few things here and there and restart a couple of services now and then. However for the most part, all major/important stuff has been completed.
Hello everyone, In run up to v1.22 mod tools (and some cost cutting) we have started moving to a new, better, dedicated server. Starting in approximately 24-48 hours the official forums and support email system will be moved to the new server. If everything goes well it should only take a couple of hours. During that period, both services will be down. When I start the move, I will supply a temporary support email address in a new steam announcement. The main page (www.gearcity.info) has already been moved. You may have noticed some in game news downtime if you tried to play the game today. Sorry for any inconvenience. (On another note, 1.21 should be ready between November 8th to 11th.)
Testing Build has been updated to v1.20.5. If you would like to try testing build out, but don't know how, follow the tutorials here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 v1.20.5 brings about a redesign of the Autocommands system in the Mega Menu. Some functionality was removed or placed in different parts of the game. While some additional features were added into the Autocommands system. We also did a complete redesign of the magazine system. We moved it into our web-browser system much like the reports were. This provides a better experience while using the magazine. The Marque Catalog and Model Comparison were moved to the showroom partly due to technical reasons, but also because it's a better fit for future expansion of these two systems. The new magazine system may be a little laggy on OSX. I will see if I can improve this, and if not I'll replace it with a flat page on OSX. There was also a couple of bug fixes along the way. v1.21 will come in about 2 weeks. I will mainly focus on bugs/minor features between now and then. We will also have a server move coming in the next few days. So our webpages/forums and my email may be down for a few days. I will keep you posted and provide an alternative email when the time comes. Enjoy! Change Log ------------------------------------ -Removed "Fill" and "Wage" commands from Mega Menu and into HR -Reduced Number of Popups in Mega Menu -Show Average Wage in Auto Wage Margin -Removed Vehicle Dropdown Boxes in favor of List boxes -Added Stop Selling Check box to Auto-Commands "End Production" -Combined Recondition Auto-commands and removed the slider. -Removed Sell Everywhere, Sell in Region, Stop in Region, Change Car Price. Modify Marketing, and Regional Marketing as redundant. Removed Renew Contract as useless. -Created Racing Budget Adjustment which allows you to increase or decrease all racing budgets. -Created Idle Racing which will end all racing programs -Change All Prices can now work on individual vehicles, has been renamed to Change Prices. -Change Prices can now work with flat changes rather than percentages. -Fixed possible duplication bug when using replace model. -Moved Magazine to Webbrowser -Implemented Turn.js -Moved some reviews from ratings based to spec based -Fixed review formatting -Fixed class challenge formatting -Tweaked overall best results for class challenge -Moved some class challenge results from ratings to specs. -Added wealth index effect to costs effects on yearly awards. (So cheap car types it's more important, expensive vehicle types, not at all.) -Improved random factor in yearly awards -Cleaned up yearly awards formatting -Lobbying effects increase/decrease slowly based on budget -Storage fee per vehicle for extra vehicles in inventory. -Fixed bug in End Production code accessed from Mega Menu. -Fixed possible crash issue in stand alone vehicle designer. -Fixed possible incorrect variable when AI designs a racing car. -Fixed a number of possible null results when adding data together in the save game tables. -Fixed a couple of formatting issues when pulling data from the save game files.
Hello again everyone. Testing build will be upgraded to v1.20.5 on Wednesday, October 26th. This should be the last Testing Build before v1.21 is released sometime in the first half of November. This update will require save game changes. So finish up your v1.20.4 games. :)
Evening everyone, Testing Build v1.20.4 has received its final supplemental patch which includes minor bug fixes and additional features that do not require save game changes. This should be the last patch for v1.20.4, as I will now start working on v1.20.5 features that break save games. If you're interested in trying the Testing Build (which has all our latest and greatest features and bug fixes) check out our tutorial here: http://www.ventdev.com/forums/showthread.php?tid=2594 -Fixed decimal formatting bug on Total Expenses in Revenue Summary Report. -Fixed Incorrect warning when using Assisted Engine Designer -Fixed Monthly Report Construction Table bug when doing a Factory Update or Redesign. -Fixed Incorrect Font usage in Help Buttons. -Implemented Pension Funding and Information from Financial Banking Window (Safe Room) -Implemented Networth Bar Chart (Wanted a stacking line chart, but this was undo-able with our libs.) -Added Low Morale warning message for Factory Production Screens. -Assign production will now reselect the previously selected vehicle when modifying production lines (Only works when not in district mode.)
Good evening everyone, A quick hotfix for 1.20.4 testing build users. This hotfix knocks out a couple of crashing bugs and two other minor issues. More supplemental/hotfix patches to come. -Fixed accessory deletion crash when player clicks the car body -Fixed accessory modification crash after player clicks the car body. -Fixed possible contract denied crash -Fixed clearing out "completion who opened a branch at location companies" list. -Manually copying Windows 8, 8.1, and 10 reports to new folder when using "Save As", to get around a Windows 10 issue/bug.
Good morning everyone, Testing Build has been updated to v1.20.4. If you would like to try Testing Build out, but don't know how, see our tutorial here. So what's new in this build? The major noticeable change is to the Newspaper system. The newspaper has been completely redesigned in the new web browser system. It now holds more information and looks more like a newspaper... On top of this, filler articles have been added to fill out each issue more when there is no news. In addition, the Memo system and HR systems have been simplified. In the case of the memo system, we removed the need to open a separate window to read the memos. As for HR. We have removed the need to select specific research or production lines, thus removing an entire list box. Another major change, which is not really viewable to you yet, is the addition of a system that saves the history of the actions you do. You can view a short term history on the bottom of the side panel. However, in the background a more detailed system is being logged. This will be used in the upcoming view your history system coming into the showroom. So while it's not useable for you yet, it's got most of the data I need for future builds. Finally there were a number of bug fixes throughout the game, and a couple of minor features were added. 1.20.5 should see a redesign of the magazine system and auto-commands systems and some more cleanup of reports and a couple of minor features that were pushed back. After that build, we'll work on a 1.21 RC in prep for a 1.21 release. 1.20.4 Change Log ----------------------------------------------------------- -Side Panel Recent Actions List -Saved Notable Historical Actions by your company -Simplified Memo System by merging memo content into the same window as the list of memos. -Fixed Dividend Revenues in OEM parts revenues -Fixed number of caster issues -Memo Notification when AI opens branch at your branch locations -Added X to close button. Fixed scaling issues with top menu buttons. -Fixed AI factory upgrade monthly costs buffer overflow causing broken late games in v1.20.3. -Fixed bug in multiple reports showing zero inventory for a vehicle when it is not in production but units are being stored in reserve. -Fixed bug which would not cancel a factory redesign -Improved side panel Factory Update and Factory Redesign information -Added Factory Update and Factory Redesign information to multiple reports that show construction times. -Fixed bug in Marketing Efficiency reports that gave too low of a "named value" to numeric efficiency rating. -Fixed refit modified components exploit that allowed for refitted models to be developed faster than base models if the base model was currently in research. -Fixed bug that may cause unassigned production lines to be unavailable to the player. -Fixed bug in AI/Auto production system that could possibly assign the player a vehicle that is not theirs. -Fixed bug in Simple Monthly Report that displayed incorrect results of everything after racing revenues. -Disabled Merchandising Revenues if your HQ nation is at war. -Racing is now shutdown (no results, expenses, or income) if the majority of cities are at war in the world. (IE World War 1 and World War 2) -Implemented a Marque selection for Licensed Vehicle Designs. -Fixed bug with trim name selection when developing a New Generation vehicle. -Removed Factory/Production expense costs from city reports. Leaving just Branch Expenses -Fixed some bad text formatting on Company Directories table. -Translatable newspaper articles -Random news article fillers (Will add more in the future.) -Complete Newspaper redesign using new web browser system -Simplified HR system and got rid one of the list boxes. Assigning employees for factories and research are now down as a whole for the city rather than individual projects. -Added top total summary for individual vehicle reports. -Created a vehicle sales, production, inventory, and missed demand report for districts. -Created individual district reports showing all vehicles sold in the district. -Possible fix to Windows 10 'Save As' reports folder copy bug. Seems like windows 10's SHFileOperations silent flag is broken... This has not been tested yet. -Updated translation files.
Hello again everyone, It's time to update Testing Build again. Version 1.20.4 will be ready on Friday, September 30th, Eastern USA time. This update will require save game changes. If you are not on Testing build, don't worry, your save games will not be effected. We'll have roughly 1 more Testing build release after v1.20.4, before we're ready to update Default build. So v1.21 is almost here!
Evening everyone, Just a minor hotpatch this evening for v1.20.3. This patch fixes a couple of minor bugs in our sales reports. It also includes a halfway finished Side Information Panel which will be fully finished for v1.20.4. Since I did fix a couple of bugs, and no save game changes were required, I thought I'd release this before I break save games again. ;) Enjoy. Change log -Fixed missing branch expenses when no vehicles were for sale. -Fixed bad insert commas in Employee Breakdown Report Header. -Fixed incorrect placement of Engineering and Administrative headers in Employee Breakdown list. -Added a 404 page for missing reports/charts/pages. (Will require starting a new game, but after which should work on all old save games.) -Fixed missing reserves in Monthly Report if no vehicles were being produced. -Fixed bug in Advance Game Settings: Start Game with Loan. -Increased report lists to 25 entries and removed the drop down box (since it did not work, and prospects of making it work is/was slim.) -Fixed Randomness calculations in the Wealth Distribution Charts. -Fixed bad insert commas in Marketing Expense Report Headers. -Reworded 'Cost of Delivery' to 'Total Delivery Cost' as that's the dictionary term. -Added a Auto-hiding Side Panel to all states in game. -Added listing of components/vehicles currently being researched to Side Panel. -Added Factories under construction to the Side Panel.
Testing build has been updated to v1.20.3. If you are not on Testing build and would like to try it, or if you want to return to v1.20, you can learn how to switch builds by following this tutorial: http://www.ventdev.com/forums/showthread.php?tid=2594 1.20.3 focused on finishing up the remaining reports. Adding additional reports to other parts of the game. Allowing the sales book/report system to be opened anywhere in the game, and also allowing you to decide which reports get automatically generated. A number of bug fixes, balancing, and minor features were taken care of as well. V1.20.4 will focus on a new side menu which will tell you design time/build time for your outstanding projects. We also should have a redesign of the newspaper. Hopefully this build will not take as long. v1.20.3 was delayed mainly due to the number of bug fixes required from v1.20 changes. You can find a changelog here: http://gearcity.info/InGame/changelogs/1.20.3.txt
1.20.3 Testing build will be ready to update on September 6th. This update will require new save games. If you are not on testing build, do not worry. 1.20 will remain your version until 1.21 is ready. 1.20.3 was delayed a week to take care of a backlog of reported bugs. As of this announcement a third of them are done. Any remaining ones will be pushed forward to 1.20.4. Thanks
Testing Build has been updated to version 1.20.2! If you're on not on Testing build, but would like to try it, see our tutorials on how to switch builds: http://www.ventdev.com/forums/showthread.php?tid=2594 You can at anytime switch back to previous versions of GearCity to play your old save games. So what's new in v1.20.2? First off there were some bug fixes as always. After that the major focus of 1.20.2 was to use the web browser implemented in v1.20.1 for a brand new salesbook/report/charting system. Most of the old sales book functionality has been replaced by web based reports. These new reports should display more information, have more charts, and run much more faster than the old reports. There is no need to create user generated reports. All reports are saved to your harddrive in HTML format, allowing you to view, share, and print them outside of the game. You can go back and view previous reports and information. The data is also interactive. Thus allowing you to sort columns by clicking on the headers, search data for specific keywords, remove or add information on the charts by clicking labels, and giving information when hovering over plot points. The new sales book is not without flaws. The animation and typing is slow on some machines, the drop down box for number of rows does not show, some of the final reports are not sortable, and it's missing all the pop culture reference and subtle mocking of corporate culture. In the mean time the old sales book is still available in the office by hitting CTRL-R 1.20.3 will bring new reports and charts to various places in the game. We'll also make the report system accessible anywhere in the game, allow you to filter what reports get generated and which don't (default on.) As well as bug fixes, some possible gameplay changes, and tweaks to the new report system based on your feedback. I think that covers it! Enjoy!
August 9th, Testing build will be upgraded to 1.20.2. This update requires save game changes. If you are not on Testing build, do not worry, you not be receiving this update and can continue playing 1.20 save games. If you'd like more information on how to switch builds of the game, we have a lovely tutorial for you: http://www.ventdev.com/forums/showthread.php?tid=2594
Testing build has been updated to v1.20.1. If you are not on Testing build, but would like to try it out, you can find instructions here: http://www.ventdev.com/forums/showthread.php?tid=2594 Please note, you can at any time switch builds of the game to play old save games. 1.20.1 focused primary on integrating a web browser into the game. Currently this is only used for news, chat, and the old 1.12 manual. However the plan for 1.20.2 is to expand the reports into the web browser system as well. As such please try out the news/chat/manual system and let me know if your computer has any issues with the browser. Outside of that, there were a number of bug fixes and minor feature adjustments. A full change log can be found here: http://gearcity.info/InGame/changelogs/1.20.1.txt
Good evening everyone, If you're on testing build, you will be receiving an update to version 1.20.1 on July 7th. This update will require save game changes. If you wish to remain on 1.20, simply switch to the None/Default branch. Your save games will still work. If you have no idea what I'm talking about, then don't worry. You will not be getting an update or save game changes as you're probably on the None/Default branch. If you wish to try out the new build, simply switch to the Testing build via Steam. Here are step by step directions: http://www.ventdev.com/forums/showthread.php?tid=2594
Good evening everyone, I made some adjustments to our texture codecs which may improve stability on some out of date video card drivers. Since this might fix some crashing issues (particularly new players) have with the game, I decided to slip this into the 1.20 build. Thanks and enjoy! PS. Recently every time I made an update to Steam, a few people have had some sort of crashing issues which file verification does not fix. If you previously played the game with no issues but now the game crashes every time at odd places (such as starting the game, the main menu, etc.) please uninstall and delete all game files from your computer. Then reinstall the game. Normally this resolves it.(Note the issue is with Steam and/or your internet connection to their servers... But sorry for inconvenience none the less.)
Hello everyone! 1.20 SP3 patch has been released. This should be the last patch for version 1.20 unless we come across the need for a hotpatch. I'll now switch over to some bug fixes that required save game changes as well start implementing our in game web browser which will be used for our new reports system. Here is the change log for 1.20 SP3: --------------------------------------------------------------- -Fixed crash in district marketing on world map. -Fixed crash in district view competition on world map. -Memo Scroll Bar Resets to top. -Fixed crash negotiating factory benefits. -Adjusted share price and Acquisitions costs somewhat -Fixed bug in scaled up surface area aerodynamic drag calculations -Fixed bug on world map that showed zero factory costs when a vehicle is not in production. -Fixed bug in chassis sub-component selection causing missing sub-components. This was due to a previous bug fix with duplicate drop down boxes. -RnD research teams window will now remain open after hitting "Apply" so you can see the new growth values -Possible fix to RnD Ratings growth display bug which shows you gaining skill points when you're really not (or are losing some.) -We now display current wages and city average wages in the information when employees are threatening to strike. -Help buttons for Banking and Stock system. -Financial State Hotkeys
Good Morning Everyone, 1.20 on Testing and Default (None) builds have been updated with a second Supplemental Patch which includes some new features and a few bug fixes. As mentioned previously, over the next couple of weeks I will be working on minor bug fixes and small features that do not require save game changes. I'll be releasing these over a series of (hopefully) weekly patches. This build does not require save game changes for v1.20 games. Although, if you are using an old save game, you may notice some drastic changes after you end the first turn on the new patch. Also bugged data from previous save game may still be in the save game, such as having more than 100% of share holders for a spin off company. This will be resolved when you decide to start a new game. Here is the Change Log for this patch: -------------------------------------------------------------------------------------- -Fixed bug in view competition that did not order results by units sold. -Fixed Crash when clicking Marketing on the world map. -Added duplicate name checker for player/AI marque names. -Added map city colors for per capita, population, etc to the Select HQ world map when you start a new game. -Added importance star ratings to "View Prototype" in the advance chassis/engine/gearbox designers. -AI will now reuse components more frequently (thus reducing the amount of new components they create.) -Cleaned up Random Event texts and adjusted random event frequency. -Replaced World Map Marketing Icons with their old icons. -Fixed OSX language file loading. -Fixed bug in "Switch to Advance" button in Assisted designer that caused duplicates in drop downs. -Balanced Branch Reconditioning costs so that it is cheaper to recondition instead of rebuild. -Components now have a 3 years buffer time before they decline in ratings. Vehicles now have a 2 year buffer time. -Adjustments to Racing Development effects on development skills. -Possible fix to "Price Dilution Lawsuit" memo when you are actually bankrupt. -Increased frequency of worker Benefits demands. -Increase value of worker Benefits demands. -Made a minimum Benefits demand amount based on the game year. -Minor patch to our DDS codec in Windows. -Fixed bug in Aerodynamic Drag calculations which did not take into account scaling body sizes up due to using a large chassis with a small body. -Fixed news article when you decline to purchase a bankrupt company -Fixed bug which bankrupted a bankrupt company when you declined to buy them when they have an AI offer for a buy out. -Buy Bankrupt Company offer will now popup if you own 50%+1 of a company (Even if you have it disabled.) -Buy Bankrupt Company will now take into consideration the number of shares you own when buying out the Company. So you only have to pay for the percentage of shares you don't own. -Fixed bug that would cause Advance Designer panels to disappear when "Returning" from body design window.
Good Morning Everyone, 1.20 on Testing and Default (None) builds have been updated with a Supplemental patch which includes some new features and a few bug fixes. As mentioned previously, over the next couple of weeks I will be working on minor bug fixes and small features that do not require save game changes. I'll be releasing these over a series of (hopefully) weekly patches. This build does not require save game changes for v1.20 games. Although, if you are using an old save game, you may notice some drastic changes after you end the first turn on the new patch. Also bugged data from previous save game may still be in the save game, such as having more than 100% of share holders for a spin off company. This will be resolved when you decide to start a new game. Finally this build includes a bunch of translation files. With the new xmlpo converter tool I wrote, we're now able to merge translations from the translation website to the English.xml file and produce a translated game file. If you'd like to help out our translations, join us: http://185.52.1.98/ You can change the language of the game using settings in the main menu. (Apple OS X may not be able to change language files at this time. Sorry.) Here is the Change Log for this patch: -------------------------------------------------------------------------------------- -Fixed crash when resizing decals after flipping them without moving them. -Fixed bug in marketing expense text in sales book -Fixed bug in spin-off system which allowed up twice as many shares to be purchased. -Reduced stock movement amount when purchasing shares. -Fixed bug in stock purchasing that increased/decreased price based on a percentage of shares you own instead of total number of shares. -Fixed bug in AI stock buying/selling which did not change prices -Fixed exploit in share purchasing which allow you to avoid share price cost increases. -Fixed bug when purchasing shares of a company that are already owned by an AI company. -Fixed shareholder's values to show commas between numbers and increased the label length as to allow all share holders to be viewed. -Capped racing revenues to maximum of 10 teams to prevent excess funds being generated from racing series. -Implemented a drop down box for stock selection (so you don't have to use the logos.) -Fixed a couple of bugs share availability bugs. -Marque Filters for Branch Distribution and Factory Production in world map and mega menu. -Fixed a bug where AI companies could buy player owned companies -Action memo when AI attempts to buy a company player controls with enough voting shares to make the decision wither or not to sell. -Possible fix to negative acquisition price. -Minor fixes to XMLPO tool. -Updated translations and uploaded them to steam, Repaired Russian and Portuguese translations, and sync'd our translation server with latest xml file. -Fixed minor GUI issues with body design/accessory sliders -Adjusted warranty expenses and parts revenues. Warranties minimums are now up 10% but maximums are down 50%.
Good evening everyone, GearCity has been officially updated to version 1.20 on the Default build. If you wish to continue your 1.19 save games, you will have to switch builds using Steam. For directions on how to do this, please click here. So what's new in 1.20? Quite a lot. For a detailed change log see the 1.20 progress thread here. Are you curious on what we're working on next? Check out the 1.21 Progress thread! You can find it here. Thanks a bunch and enjoy!
Good evening everyone, Just a reminder that default build will be updated to 1.20 on Friday, May 27th. If you wish to continue playing your 1.19 save games you should switch to Stable build now to avoid any interruptions. Or choose to start a new game and join us on the 1.20 build. For more information on how to switch build, see our little tutorial: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 Thanks again, Eric
Good morning everyone, Testing build has been updated to version 1.20. This is a testing build of what will be released to default build next week. So if your computer catches on fire or something, please let me know! (The fire thing is a joke.) Stable build has been updated to version 1.19. If you are currently playing version 1.19 save games, you will want to switch to Stable build to continue playing those save games. Legacy build has been updated to version 1.18.4. If you were previously on Stable build, you will want to switch to Legacy to continue your save games. How do you switch builds you ask? Well I have a nice little tutorial with pictures to show you: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 Enjoy!
Hello again everyone, 1.20 is almost ready. As such everyone is getting updates! If you're interested in playing your old save games, you will need to switch builds on the following dates: Date -- Build Old Version -> New Version
- May 20th -- Testing 1.19.3 -> 1.20 RC1
- May 20th -- Legacy 1.18 -> 1.18.4
- May 20th -- Stable 1.18.4 -> 1.19
- May 27th -- Default 1.19 -> 1.20
Good Morning Everyone, 1.19.3 has been released to testing build. If you're not on Testing build but would like to try it, you can find instructions here. 1.19.3 features a new financing system. We have removed "Banking" from the game and interest is now generated straight from your funds. We've introduced a Revolving Line of Credit system (Nearly the same thing as a Credit Card.) The Loan system was also reworked, possible exploits were removed and some bug fixes were implemented. You can now have multiple loans with multiple payout dates. Finally we implemented a Bond system which allows you to create callable bonds at various rates and maturity dates. This system allows you to build up capital quickly, but will hit you hard when you have to pay back the principal. All of these new features can be found in the Safe by clicking the pile of money or the "Banking" button. 1.19.3 also comes with the first half of our rewritten stock system. Stock valuations, IPO, AI buying, AI Selling, and AI acquisitions have been rewritten. The GUI has been improved, and a dividend system has been implemented. You can also now see who owns shares of what and who owns shares of you. The Takeover code has been changed to an Acquisition system. You will no longer need to submit a bid, instead a flat rate is given to you. You can also now spin off marques into "Wholly Owned Subsidiaries." When you do this, the marque will become the same as an AI company, however, it will pay the majority of profits to you. Any company you have control of (50%+1) you can now adjust dividend rates of. Every factory, branch, and component now has a "Creator" ID. This allows you to completely delete everything a made by a marque by "Discontinuing" the marque. Likewise, if you spin off a marque, it can take the stuff it "created" with it. Finally, we have released the full set of Grills and a few newly redesigned logos (more of these to come.) If you have not been following the progress thread. Since this release took longer than expected, all tickets have been pushed back a version or two. The final parts and features to the stock system will come out as 1.20. Bug fixes submitted to me in the last few months will be broken up in two parts, those that require save changes and those that don't. Fixes that don't require save game changes will come out in a series of hotfixes to 1.20. Fixes that require save game changes will be sent to testing build for 1.20.1. Thus first features planned for 1.21 will be pushed back to 1.20.2. Hopefully that makes sense. Change log: -Removed "Banked Funds" and attached features -Implemented interest income on "Cash Funds" -Implemented Revolving Line of Credit -Revised Loan Offer System -Allowing Multiple Loans -Adjustable Loan Request System -Revised Banking GUI -Revised Credit Rating system -AI debt financing improvements -Fixed bug in world map showing incorrect "Market Status" when flagged with '-2' at war with destroyable factories. -Bond System. -AI uses Bonds System. -Revised Stock System GUI -IPO Valuation adjustment. -Stock Dilution system -Stock Dilution Lawsuit Action Memo -Manual 2:1 and Reserve 1:2 split. -Increased Automatic 2:1 split price to $300. -Marque Management System -Creator/Marque Ownership of properties and designs -Assign marque ownership of property. -Display marque's assets -Display marque's image. -Improved, more realistic spinoff system. -Sell marque to competition. -Adjusted costs and sales prices to spinoff/sell marques. -Revised discontinue marque system that removes all designs and properties (if you choose to.) -Dividend Payment System. -AI dividends -Wholly Owned Subsidiary System -Revised Stock Buying -Revised Stock Selling -Share price moves based on how many shares you are buying/selling -Revised Stock Valuation system. -Implemented P/E stock price valuation system. -AI holdings -AI Holders -Player Holders -Player Holdings. -Adjust dividend rates of subsidiaries you control. -Improved Stock Overview gui -Fixed AI emerging from bankruptcy bug. -Stock Acquisition System -Improves AI Buying/Selling of shares -Improved AI takeover system -Grill Artwork
Testing build will be updated to 1.19.3 on May 3rd. This update will require save game changes. If you are not on Testing build, you will not have to worry about this update breaking your save. But don't fret, 1.20 is coming very soon! :)
I finally have internet again! And as promised a hotfix for 1.19.2 which includes a number of bug fixes. Progress on 1.19.3 continues steadily. We're roughly 30% finished with the upcoming build. I'll be making an update post on what I have worked on in the 1.20 progress thread sometime in the next few hours. (I have 17 days worth of internet withdraw to go through.) Here is an incomplete list of changes in this Hotfix. There are more bug fixes than listed in this build, however I did not have stable internet to document them and did not take good notes over that time. New save games are not required, but recommended. -Displaying incorrect monthly expense in sales book when updating factories. -Fixed crash when creating custom districts with no cities. -Fixed inactive model listing in RnD View Parts/Vehicles. -Fixed possibility to get negative points in racing. -Fixed bug in marketing which deletes all marketing in a city if you 0 out a single type -Fixed slider position issue in megamenu -Fixed bug in AI which caused vehicles to be sold at production costs when opening new branches. -Improved AI single cylinder designs to prevent 0hp cars. -Fixed view factory costs in world map view factory details -Fixed bug calculating factory labor. -Disabled charts for the first year of the game to prevent crashing (Charts are going to be redesigned in v1.21.) Enjoy!
Good Morning Everyone! Testing build has been updated to version 1.19.2. If you're not on testing build, but are interested in trying it out, you can find directions here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 Please note, you can not play old save games in the latest version, but you can always switch builds back to the previous versions you were on. So what's in 1.19.2? The AI has been significantly strengthened. Optimizations to the turn times have been done to minimize the processing impact of the improved AI. This also includes assisted systems. The assisted component/vehicle designers and the automatic production systems have been greatly improved. (I'm almost constantly playing with automatic production enabled now.) Large amounts of the code has been rewritten. As such there may be some bugs/issues. So if you run into any, please don't hesitate to send us the log file and the save game. We've also added new/updated artwork for all components and vehicle types in the game. There should be no more placeholders. Likewise some tweaks have been made to reduce image scaling and to add a transparent boarder around the images so you can see what you've selected. Finally we've added 4 new options to the Advance Game Settings when you start a new game. One allows you to adjust the number of potential customers in the game. Another to select how much money they have. The third one allows you to adjust how often the AI will adjust their production numbers (I recommend keeping it at "Every 1 Turn/s" unless you are on older hardware and the turn times run sluggish.) The final slider allow you to adjust the AI starting funds. So what about 1.19.3? 1.19.3 will focus on a rewrite to most parts of the Finance System (Safe in the Office.) This includes improvements and new features to the stock system, the banking system, the debt system, etc. On a final note, I will be taking a few days off starting this weekend to handle "real world" stuff. Downtime from programming will be minimal, however my internet access will be spotty for about a week. As such I won't be able to guarantee a quick response time between the 13th and the 21st, but I will try my best. Thanks again! And Enjoy! :)
Hello again everyone! 1.19.2 is nearing release and we'll be launching it to Testing Build on March 11th. As such save game changes will be coming to those of you who are playing on Testing Build. This update will not effect anyone on Default, Stable, or Legacy builds.
Hello again everyone. Today I've released the second hotfix for Testing Build. This hotfix addresses some issues with the marketing system in the Mega Menu. I've fixed the ever increasing costs and the inability to zero out costs. You may have to start a new game for this hotfix to work. There is still some issues with the Marketing system, but since I'll be changing some stuff in 1.19.2 I probably won't put anymore effort into hotfixing the old system. Thanks! And enjoy!
Evening everyone, A hotfix has been released for Windows, Linux, and OSX fixing a couple issues with vehicle type demand. [strike]An OS X hotfix will be coming out in about 4-6 hours, I'll post in the comments when it's ready.[/strike] (OSX patched as well) Thanks again, and have a nice weekend!
Hello everyone! Testing Build has been updated to 1.19.1. If you wish to try it out but are not on the Testing Build, directions to do so are here: http://www.ventdev.com/forums/showthread.php?tid=2594 Directions on how to switch back to 1.19 are located there as well. Sorry for the few hours delay in the release. We had heavy rains last night/this morning which caused stability issues with my internet connection. So what's in 1.19.1? First off there are possible fixes to the DirectX Alt-Tab crashing bug as well as a possible fix to the Shadows crashing bug. If you had trouble with either of these please switch them back on, try them out, and report to me if it has fixed the issue! Outside of that 1.19.1 focused mainly on adding more expenses and revenues to the game. Here is just a small list of changes, for the full list see: http://steamcommunity.com/app/285110/discussions/0/487877107150751365/ -Used vehicles are now generated from existing sold vehicles. -You now receive revenues from parts sales. As well expenses from warrantied parts. -Defined Benefits and Direct Contribution benefits systems added to the game. (Enable them in Advance game settings, or play on 'Hard') -Reworked Employee Moral and wage demand system. -Merchandising Revenues based on your image. -Revenues from racing. Improved racing results. -Monthly factory costs increase slightly for each different component manufactured at that location. -Tweaks to the costs/buying populations/etc. 1.19.2 will focus on Optimizing turn times. Improving AI, Optimizing turn times again, Improving AI.... You get the picture. ;) Also we have some new images that'll work their way into the game and a couple other goodies planned. Stay Tuning! And Enjoy! :)
Hello everyone! 1.19.1 is almost ready for Testing Build release. As such save games will be broken for anyone using Testing Build. Don't know what Testing build is? Don't worry! You have to opt-into the Testing Build. So you're probably not on it. If you'd like to switch to Testing Build visit: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 for directions. If you wish to continue your 1.19 save games and are on Testing Build, switch to the Default (none) build. It will remain on 1.19 for a couple more months. Directions are in the link above!
Hello everyone, Over the last few weeks we've had an issue with the Shadow system. If you are experiencing crashing issues in RnD PLEASE disable shadows. Due to changes in our build system, I can not release a hotfix. This issue has started to become major problem for us as 5 of the last 7 negative reviews have been due to this. (And to publicly shame them, they never respond when I tell them to disable shadows to fix the issue.) In any event a few weeks ago I defaulted the game to shadows off for new players. This didn't prevent them from turning shadows on. So I have removed the selections for very low to high shadows and replaced them with warnings. If you bought the game before today and have shadows enabled (You see it says "Warning! Buggy") please turn them off ("None") if you are have crashing issues. This issue has been resolved in v1.19.1 and v1.20 Thanks for reading, Eric.B
Good morning everyone, 1.19 and the OS X port has been released today. You will find that your old save games no longer work in the new build, but don't fret! You can manually switch builds of the game to continue your old saves: tutorial on switching builds. 1.19 was a long process, mainly focused on GUI tweaks, adjustments, and bug fixes. Most major features included focus on GUI related tasks, such as Hotkeys (F9 to view the list for the room you're in.) Resizable windows (hardware mouse users will not see a mouse icon change when mousing over a resizable window. The edge of most leather background windows are resizable. Just click and drag.) The ability to save resized GUI in a room so it loads this way every time. (F11 to save GUI.) A "Did you Know" splash screen while waiting on turns to process, and the ability to stop auto turns. And I'm running out of space, check out the change log for more! We also did some work with the car designer. More paints have been added as well as the ability to paint accessories. We also created a "Development Pace" slider for vehicles and components. This new slider will allow you to adjust the amount of time engineers have to work on the project. Rushing a project will cost you more money but you'll get the product faster. Where as taking your time will cost you less in development costs but longer amounts of time under development. Finally the game has been ported to OSX. It has been tested on a number of versions and works as far back as 10.7, however the game was officially developed on 10.10 and officially tested on 10.10. As such we recommend that you have a Yosemite 10.10 or newer version of OS X. If in doubt try our demo located on our main website: www.gearcity.info (Linux Demo will be added in ~4-6 hours.) For a change log of 1.19: http://steamcommunity.com/app/285110/discussions/0/520518053436639817/ So what's next? 1.20 will mainly focus on money. The build has been broken down into three major parts: [olist]
Morning everyone, Today is the second hotfix for 1.19 series in Testing. Just a few minor bugs and one that effects gameplay somewhat. Also a reminder for those of you on Default, Stable, and Legacy builds, save game changes will be happening on the 17th! -Fixed bug with London wages in 1980 -Fixed Steam Engine fuel bug again. -Fixed incorrect selected vehicle in mega menu factory panel when using arrows. -Rolled back same vehicle selection system in Mega Menu Branch, was causing incorrect data/vehicle selection. -Fixed missing district lock GUI information when opening district branch distribution system. I believe there was a couple other fixes, I just don't have them written down...
Just a reminder to everyone not on testing build. There are save game changes coming on December 17th. Default build will be updated to 1.19 Stable to 1.18.4 Legacy to 1.18 You can still play old save games as far back as 1.18 but you will have to manually switch builds to do so.
GearCity
Visual Entertainment And Technologies
KISS ltd
2014-05-30
Strategy Simulation Singleplayer EA
Game News Posts 165
🎹🖱️Keyboard + Mouse
Very Positive
(1265 reviews)
http://www.gearcity.info/
https://store.steampowered.com/app/285110 
The Game includes VR Support
GearCity Linux [1.25 G]GearCity 64-Bit Linux [3.26 G]
GearCity is an Automobile Manufacturing Business Simulator. Design chassis, engines, transmissions, and vehicles. Manage production lines, supplies, prices, and employees. Build factories and distribution branches. Set marketing and racing budgets, and most importantly stay profitable. All while hundreds of AI marques attempt to do the same thing.
GearCity offers a wide variety of design choices and near endless amounts of freedom when running your company. Do you want to make a pickup truck marque in Africa? A Russian supercar company? A German luxury brand? Maybe you want to be a generic marque in America? Or a budget car company in China? Let your imagination free and choose your own path.
Armed with a realistic economic simulator with historical purchasing power parity per capita, population, and economic data for over 250 cities, GearCity aims to be a hardcore realistic business simulator. This is not a typical casual tycoon game. Instead GearCity is a modern descendant of the classic 90s management games Detroit and MotorCity. Despite the fidelity of the simulation, once you get the hang of the game it is fairly simple and easy to play. You can choose a more abstract style, or dive deep and micromanage every detail.
GearCity currently offers:
120 Years (1440 Months/Turns) of gameplay.
274 Cities with historical economic and population data.
300 Marques inspired by real companies.
29 Vehicle types
200 Moddable vehicles
56 Vehicle Accessories
20 Basic Tutorial Videos
240 Historical Events
Dynamic consumer demands based on user input.
Realistic consumer AI.
Stock Market system.
Marque creation, spinoffs, and takeovers.
Race Funding system.
Marketing
Factory management.
Distribution management.
Transport management
Labor and Unions management.
Lobbying
Charts
Data Reports
And much much more.
- OS: 32-Bit with glibc 2.17 or higher
- Processor: 1.2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 128MB with OpenGL 1.2 Support
- Storage: 6 GB available spaceAdditional Notes: 32-Bit Version
- OS: 64-Bit with glibc 2.19 or higher
- Processor: 3 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB with OpenGL 2.0 Support
- Storage: 10 GB available spaceAdditional Notes: 64-Bit Version
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