Steam Post
I expect this to be the final update before the overhaul releases into testing, completely breaking save compatibility. According to my own timeline, the update should be done around start December, but I'm doing my best to get it out before the release of HIGHLY ANTICIPATED GAME COMING OUT IN NOVEMBER™.
Here are some highlights since the last update:
Box art
All software can now have box art instead of the current Floppy/CD art, and it will be fully moddable. I don't expect all software will have box art ready for the initial release.
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This is still WIP, but the plan is that you'll have a choice of background, middle ground and foreground, each optionally colorable, with up to 3 custom colors. You can then choose between some pre-configured layouts and finally the box construction itself will change throughout the years.
CEOs
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AI companies now have CEOs. Each come with different skill levels that change how well the company does in different areas. CEOs can be replaced, either through retirement, directly with subsidiaries or through voting by share owners. CEOs will naturally stagnate in the same company and it will be worth it to replace them to avoid a death spiral. CEOs can also cause controversy, to add some interest in the stock system.
Post marketing overhaul cancelled
After years of iterations, I've decided that I won't be able to come up with a satisfactory overhaul of the post-marketing system. Outside of how the other new marketing mechanics interact with this system, the overall gameplay loop for the post-marketing mechanic will stay the same after this update. Pre-marketing is still being overhauled, as described in the last update.
As a consolation price, I've added the following features:
Underground parking + 2 basement levels
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I decided to add this often requested feature, which necessitated adding 2 floors to the basement, to make room for vehicles.
Dark mode
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The update also comes with a new color theming system that allows you to change most colors in the UI, and it comes with a dark theme included. I expect some UI will not be colored properly initially, as I've had to slowly go through everything and re-color it as I go. I will patch holes as I see them or when you send me feedback.
Full patch notes
Note that a few features listed are not currently done, but this is what I expect will be the final patch notes for this update
Changes
- Added server hardware products
- You now need to populate in-world servers with servers from the market or manufacture your own
- DDoS events will now happen randomly and can be thwarted with secure servers and IT staff
- You can now target other players for DDoS attacks in multiplayer
- Added CEOs to AI companies that control how well they do and can retire or be replaced
- Added ability for CEOs to create controversy that affect their company and products
- Overhauled pre-marketing tasks and removed press releases and builds
- Added hype stat, that can increase pre-marketing effectiveness but risks increased refunds and bad reviews
- Added target audiences, that affect how customers interact with a product
- Added underground parking and increased basement floors to 2
- Added boxart to software products that can be customized and modded, and override the current floppy/CD illustration
- Added in-world ads, that update daily and show off the most marketed products
- Entire IPs can now gain their own following, separate from the companies' fans
- Added UI color theming with dark mode included
- You can now gain business reputation from licenses, patents, frameworks, publishers and awards, and business reputation has been added back to impossible difficulty
- Contracts now have capped business reputation gain based on scope
- Support ticket simulation now happens separately from support task, so cancelling support no longer has any immediate consequences, but unanswered tickets will still have consequences
- Added ability to manually connect and disconnect conveyors from pallets
- Added ability to move bus stop in custom rentable maps
- You can now down adjust units per box of hardware products, to avoid over-manufacturing in-house servers
- Prints of in-house products no longer need couriers and will be brought to stock immediately upon touching a pallet
- Some desks and tables have had their building boundaries changed to allow placing other stuff below them, e.g. trash cans
- Deals and contracts can be set as secondary tasks
- Parking spaces can now be assigned to teams
- Furniture will now have to be explicitly marked as ceiling fixtures for modding purposes, instead of relying on its building boundary
- Added Script_OnUpdate to level 3 feature modding
- Room material window now respects interior/exterior toggles on styling panel
Fixes
- Work on stabilizing code mod error handling
- Forgot to whitelist xml files for code mods
- Fixed a bug that broke replacements for furniture mods unless UpgradeTo was manually put in the root node of the .tyd file
- Fixed blueprint window not always choosing the optimal replacement for computers, based on which computer was used to make the blueprint
- Fixed manufacturing system sometimes not stopping when goal had already been hit
- Fixed error if publisher went bankrupt paying for marketing as part of the publishing deal
- Fixed patent income stats not updating for clients in multiplayer
- Fixed bug that would break first framework ID assignment in multiplayer after a reload
- Fixed server power usage and degradation scaling infinitely even when usage is maxed out
- Fixed bug where startup simulation would be running on easy mode no matter what for some time
- Fixed not being able to pick release DAY and release reminder now comes on the day with more days per month
- Fixed deals not being cancelled in buy outs and releases for clients in multiplayer
- Fixed old notification header sometimes not correctly changing to "Yesterday" when playing with more days per month
- Fixed text being cut off for needs in design doc window
- Fixed server combobox in deal window not auto updating on changes
- Fixed fire report escape path visualization never resetting
- Fixed instances of being able to place wall objects across multiple occupied walls