Constructor - Constructor_Plus
Thank you for your all your support. This event has now concluded.




Dear Constructor Fans,

As a certain foreman once said, all good things must come to an end eventually. Of course, that was shortly before he gave his demolition plunger the ol’ plunge, as it were, and sent the Major’s house tumbling down into rubble and ruin.

Therefore we thought it only right let you know in advance that next Friday the loyalty bundle pack will be ending. As many of you may recall, the loyalty bundle was our way of giving existing owners of Constructor HD, a way to purchase Constructor Plus at a reduced price. In short, it was our way of thanking our loyal fans for their ongoing support. Originally we said this bundle would only run for one month, but we decided to give fans additional time to make the decision and hence it has been live since the release of Constructor Plus back in May.

As we move forward with our plans for Constructor Plus we have evaluated the necessity of the bundle and believe that previous owners who wanted to upgrade to Constructor Plus have long since done so. Therefore, we have decided to discontinue the bundle. Of course, we understand that there may be fans who originally never received the news, and we wouldn’t want them to miss out. Therefore, we are extending the offer for one final week until next Friday.

If you've not already heard the word and don't know where to go, we've included a handy link direct to the bundle down below. Please note that this bundle is only for existing owners of Constructor HD who have not yet purchased Constructor Plus.

We would like to extend our greatest thanks to the fans who have continued to support our work and we wish you a happy weekend.

-System 3
Constructor - Constructor_Plus


Dear Constructor fans,

We are pleased to announce that Constructor Plus, the sequel to the 2017 version of Constructor, will be releasing at midday on the 27th of May on Steam (PDT timezone).

Please visit the store page via this link, or click the widget below to add the game to your wish list if you have not already done so.

https://store.steampowered.com/app/898800/

We would like to thank all the loyal fans for their support over the last two years, and as part of this we will have a special bundle that provides a 50% discount on Constructor Plus. We want to make clear that this bundle is intended for existing owners of Constructor (2017). If you do not own Constructor (2017), please instead purchase Constructor Plus on its own as you will otherwise end up paying slightly more for Constructor Plus. Constructor Plus does not require a copy of Constructor (2017) to run on your system

To show off the full extent of Constructor Plus’ content, we have a fact sheet that goes into detail on all the new offerings that you can get your mitts on!

We hope that fans are as excited for the release as we are, and we cannot wait for everyone to enjoy the game.

Thank you,

System 3
Constructor - 💝 Bright 💝


Hello everyone! How are we all?

Before we dive into the rest of the update, we would like to welcome any new fans who have recently joined us due to the Autumn sale - Welcome!!! :)

If you are interested in Constructor and still have not bought the game, why not hop, skip, and jump (or just click the links below) over to the Store Page?

Do not forget to pick up the second building pack absolutely free, because both the Statute of Liberty and Washington Monument now provide a trickle of income based on visitors! :)

https://store.steampowered.com/app/579020/Constructor/

https://store.steampowered.com/app/616150/Constructor_Building_Pack_1__World_Tenant_Buildings/

https://store.steampowered.com/app/616901/Constructor_Building_Pack_2_Made_in_America/

Down With That Sort Of Thing!

But wait, that is not all!

After careful consideration we have decided to remove Denuvo from Constructor at this stage, in order that fans who previously objected to Denuvo no longer have a reason to resist getting their foot in the door. If you have previously held off buying the game then why not hop over to the store page and give it a whirl?

Coupled with the Autumn sale deals and a lovely weekend ahead. Well, a game or two of Constructor sounds pretty good to us!

With that out of the way, there are a few key changes that we would like to discuss in a little more detail below. However, we know your time is precious and with the Autumn sale in full swing who has time to read?! Therefore, as always you may skip straight to the end and peruse the change log at your leisure. :)



Well... that can only mean one thing... the Proper Planning! Update is now live! We previously switched on Cloud Saving earlier due to needing to delay the update. If you do not wish to use it you may opt-out by doing the following:

1. Right-click Constructor in your Steam Library and click "Properties"
2. Click the "Updates" tab
3. Look for the Steam Cloud section at the bottom of the window and click to disable the check-box if it is already checked by default.
4. You may now close the window and Constructor will not back up your saves to the cloud.

Giving More Control, More Of The Time

In this update our main focus was to provide more quality of life improvements so that fans may play the game at their own pace. Critical to this goal was finding a way to give back some of the control of the game to player, especially in cases where people may find that the game gets ahead of them very quickly. Therefore, our biggest change was to completely overhaul how the pause system worked.



If you recall the previous pause system, we allowed for some but not all actions. Unfortunately, this had the potential issue of overloading the buffer and so we had considered removing the ability to give orders in pause completely. However, doing this would only further overwhelm people who might have previously relied on the ability to pause, and that would not make for proper planning!

We are very happy with how it works now, and we hope that anyone who might have found the game overwhelming at points will feel a little more in control of their game. Do not forget that if you wish to do so, you may rebind the pause button in the options menu to something more comfortable like the space bar. It is almost like tap 'n' go!

Smart Decisions

Obviously, quality of life would not be complete without a few changes to how work teams function. Whilst we do not want to automate every function in the game, we can understand that some of the clicking becomes tedious. In this case, our decision was to automate how the work teams move between the inside and outside of a building depending on the work required.

Previously, you would be required to call them inside a building to upgrade the rooms and either wait around whilst they're working or potentially lose precious time whilst they're waiting around inside for you to return. Not anymore. Once a house has been built you can schedule room upgrades, fence work, and have peace of mind knowing that when you return to them they will have completed both jobs without intervention.



Additionally, if you have built a Gadget Factory you can queue up production and if there is a team available on the site they will move into the factory on their own, allowing you to get back to what matters most - sipping tea or your beverage of choice whilst your master plan comes together... something like that.

AI Wanted More Help

Due to a change we made earlier this year, the Hippy's Street Party became quite effective against the AI such that all you needed was to have one Hippy and a moderately equipped Gangster and you'd be able to take out their HQ with minimal resistance.

We liked how this felt on lower difficulties because it helps to ease players into the game a little more, but on higher difficulties it did not make very much sense. Therefore, the AI will be much more likely to respond to their HQ's SOS calls.



Hand-in-hand with this change was also the decision to add a modifier for the HQ which reduces the damage that Gangsters deal against it by a moderate amount. This is an area that may be revisited periodically, but we do not want to make too drastic a change in just one update.

We have also made a few more changes to its repair logic in order that it can better handle the rapid expansion that higher AI build speeds will bring. Do not worry, you can still change the AI's build speed in Gameplay Options, but we have also now raised the cap to 600%!

Finally, blocking the AI's construction sites, especially of buildings it considers high-priority, will not be as effective as before. The AI will now attack and then attempt to chase intruders off the site, and for a small duration after that. This also includes attacking undesirables who, previously, could have just stood around the site and blocked it permanently. This is, of course, going to scale depending on the difficulty.

But We Also Give The Player A Hand

Whilst the AI received a little help to enable it to adjust to some of the changes we had made to it, we are also extending that help to the players. We have added many new hints throughout the game that will provide advice on how to deal with certain situations such as Mr Fixit's flood, a property taken over by Ghosts, but also the functions of certain buildings themselves.

There are quite a lot of them, but we have made sure that if you are a veteran of the game that you can disable them by toggling off hints in the Message Options menu. On the other hand, if you wish to see the hints after they have triggered for the third and final time, you may reset the hints in the same screen.

Additionally, we have heard your feedback about easier difficulties not being quite so easy and our first pass to address this is to make a lot of hard-coded functions difficulty specific, and give you, the junior builder, a fighting chance. Combined with the new help messages and pause changes you should be well on your way to becoming a successful firm!

You can find a full-list of what has been newly made difficulty specific below in the changelog.

Overhauling Stress/Happiness Caused By Buildings
One effect in the game that we had not really used was the passive stress or happiness granting effect that buildings have on each other. In this update, whenever you place buildings that would affect the stress of tenants on that estate, you will see a floating happy face or sad face over each affected home. This also means factories now passively stress out tenants but, to off-set this in the early game, the HQ will provide happiness to houses on the estate.



Additionally, lower levels of house will stress out higher levels of house by a small amount. This means that you can still place houses wherever you like, but the tenants next door may not appreciate living next to a shed. These effects will apply to rival tenants as well.

That's A Wrap...

Well that about wraps things up for the most important changes in this update, but as always you may find the full list of changes below. Please note that the list includes a few additions from the notes we posted on Friday!

Enjoy your week! :)

WHAT'S IN THIS UPDATE?
QUALITY OF LIFE CHANGES/NEW FEATURES
• Implemented option to restart the current game. • Implemented ability to change HUD animation speed. • Allow for continuous placement of the same property whilst shift is held allowing you to place multiple buildings of the same type without needing to go through the estate manager multiple times. • Workteams are now smarter and will automatically go between the inside and outside of a home to finish any room upgrades/fence that is in progress. • Workteams will now automatically enter a Gadget Factory if standing in the grounds, and there are currently gadgets waiting to be manufactured. • Added alert sound for "last conflict" notification. • Allow stepping through building lists using < and > keys. Useful to progress through tenant properties by one level at a time. • Players may now change the fences on Undesirable abodes depending on the type of undesirable. This will only be available if you have at least two choices of fence. The default fence will always be available regardless of whether you have unlocked it via the resources. • Players may now change the fence for their Headquarters. • Sheds placed in the grounds of a Gadget Factory provide additional storage for Gadgets (caps at four Sheds). • Sheds placed in the grounds of a Resource Yard provide additional storage for that particular resource (caps at four Sheds). • Added strength factor to fence display in UI - each star represents the number of hits one panel may take before being pulled down. • Save games can be confirmed using the mouse/controller on PC as opposed to just the keyboard. • Added toggle to invert mouse-wheel scrolling of the map. • New hint messages have been added to various areas of the game, and will trigger up to three times (not in the same game) after certain events. You may disable these by toggling "Hide Hints" in the Message Options. • Added View Previous Messages button to mission briefing display on subsequent visits. • Right-click on the time will now revert the game speed to normal speed if it was running at a faster speed. • Monuments such as the Liberty Statue, Washington Monument, and the System 3 Statue will provide a trickle of income based on how many tenants visit them. • Allow full control of game functions in pause mode. • Enable cloud synchronisation of saved games so that settings and saves are accessible across all user's machines.
FIXES
• Implemented relinking of opponent lists when loading a game if any were corrupted, to resolve certain crashes. • Fixed instance where messages for overcrowded prisons would be displayed if prisoners were dropped off at the Housing Authority building. • Fixed memory leak caused by continuous loading of SFX that were not loaded at boot, as a result of changes to the SFX routine for the Switch. • Fixed logic for repeating messages within 30 days so that it works as expected. • Fixed wrong image capture being used if save was cancelled the next time you try to save, or visit a screen which uses the last image taken as a background. • Corrected RMB functionality where it no longer allowed right-clicking the resource icons on the left-hand side to zoom to the relevant building. • Corrected RMB functionality which stopped right-click cancelling out of placing external gadgets. • Fixed characters remaining in frozen state if hypnotised by Clown whilst Clown's Arcade was destroyed. • Fixed instance where Mr Fixit being arrested as his ladder deployed conflicted with his arrested status. • Fixed Council Workers sometimes paving the wrong tile if they were interrupted during the tiling animation. • Fixed recoil animation for laser weapon not correctly resetting to character's default animation in certain situations. • Corrected character videos playing more than once for newly created characters when video mode "Once" was selected.
AI CHANGES
• AI will now reassign repairmen shortly after they are removed from an estate as a result of being knocked out - a companion change to go with the previous changes in this area. • Decreased delay of AI assignment routine for repairmen to 4 months down from 8. • AI no longer immediately build/rebuild their Police Station. It is instead put on a timer that scales inversely with the difficulty. • AI must have a resource of the correct type built in order to build more buildings. • AI will protect high priority building sites such as the now required resource yards more effectively. • AI defenders on building sites/completed sites will chase intruders a short distance. • AI must now have a functioning resource yard before they can continue building structures that require that resource. • Take-over hits for AI fences reduced by 1-2 depending on the fence type. • Made adjustments to SOS logic so that the Street Party + Gangster combination is not quite so effective, but is still a valid strategy against the AI. • AI repair logic now runs in two stages, and AI frequency for creating repairmen is dictated by difficulty. Easy - 120 days/repairman Normal - 120 days/repairman Hard - 60 days/repairman Original - 90 days/repairman
MISCELLANEOUS CHANGES
• Auto-Save now runs in a separate thread and will no longer cause the game to hitch. • Spooky The Ghost is no longer able to block work sites. • Unlinked Police Station so that it no longer only unlocks when one of the original three level two houses is built to resolve an issue where only building DLC level two homes did not unlock it, and later caused it to disappear from the list until one of the original level two homes were built. • Removed Denuvo Anti-tamper. • New option menu "Config" for certain configuration options. • Cockroaches now have names. • Increased favours per gangster converted at HQ to 3 on Hard Difficulty. • Increased Prison capacity to 5 prisoners. • HQ button changed to display the colour of the team you are playing. • Adjusted font for character names to compensate for longer names. • Additional door-knock voices added for the following tenants (triggered by clicking on rival homes): * Slob * Greaser * Major • Clown molotov explosion now much more spectacular. • Improved flooded building destruction sequence. • Repair Kit no longer expires. • Added new particles for Psycho Chainsaw attack, and Foreman takeover. • Gangsters no longer target tenants that enter the grounds of Parks. • Ordering multiple internal gadgets no longer allows creation of multiple tenants to collect the gadgets. Instead, any internal gadgets beyond the first two ordered will be picked up in subsequent trips. • All buildings affect tenant stress. A green, happy face, will show above houses when the effect is positive (Parks, Schools etc). A red, unhappy face, will show above houses when the effect is negative (Prisons, Undesirables etc). • Lower level houses negatively impact the happiness of tenants in higher level houses. This is only a minor effect of -5 happiness per level of difference. • Added faint black outline to all characters to reduce blending in large groups. • Rebalanced Lounge effect so that positive stress modifiers are a little more pronounced. • Removed requirement of Deluxe Rooms in Beach House for final stage of Basic Job. • Story missions will unlock sequentially (if you have not previously completed them) but you need only attempt a mission to unlock the next one. • Story missions will now display the number of times the mission was attempted. • Emergency fence repair of undesirable abodes will only restore the original fence if it has not been completely replaced with either the destroyed fence panels or the takeover barriers. • Gangster weapons deal slightly reduced damage against HQs. • Added currently selected estate highlight when purchasing/viewing estates. • Added floating icon above buildings that are being picketed by a Hippy. • Various balancing functions added to make certain aspects of the AI/game relate to difficulty better. This includes:
• Frequency of response to intruders on AI building sites
• Earliest time the AI can build its Police Station
• Earliest time it can rebuild its Police Station after it is destroyed
• How likely it is to build on another team's estate if "Build On
Enemy Estates" is on
• How often it will send its undesirables to harass another team
• How often it builds undesirable abodes
• How effectively it responds to a player's Street Party when
attempting to defend its HQ
• How strong a player's own characters are against other teams
(only applies to easy(100% bonus dmg) and normal(50% bonus
damage) which is intended to make things a tad easier for new
fans.
• How many buildings a player can take over without the AI
retaliating (only applies to easy(2)/normal(1))
• How often the AI attempts to take over another team's properties
• How often the AI creates its own repairmen
• Improved Wood Yard's Tin Roof. • Dog Kennel no longer requires Brick Factory.

Special thanks to Areinha for providing a translation of the notes for our PT-BR fans! :)

PT-BR
Novas funcionalidades/Mudanças de qualidades
• Implementada a opção de recomeçar o jogo atual. • Implementada a habilidade de mudar a velocidade de animação da HUD. • Agora é possível colocar a mesma propriedade novamente enquanto a tecla SHIFT estiver pressionada, evitando ter que abrir a tela de construções múltiplas vezes para selecionar a mesma propriedade para colocar e construir. • Times de trabalho são mais inteligentes e irão para dentro das propriedades ou mudar para o lado de fora, caso exista algum trabalho interno na casa para ser feito ou alguma construção de cerca a ser realizada. • Times de trabalho irão entrar numa fábrica de dispositivos automaticamente caso: estejam do lado de fora dela e existam dispositivos esperando para serem construídos. • Adicionado um alerta sonoro para a notificação de "último conflito". • Agora é possível circular pela lista de construções usando as teclas “<” e “>”. Útil para progredir através das casas em um nível por vez. • Os jogadores podem mudar a cerca das casas dos indesejáveis, dependendo do tipo de indesejável. Esta opção apenas será disponibilizada caso mais de um tipo de cerca esteja disponível. A cerca padrão estará sempre disponível independentemente do que o jogador liberou via recursos. • Os jogadores podem mudar a cerca de seu Quartel General. • Galpões pequenos colocados nos jardins de uma fábrica de dispositivos irão providenciar espaço extra para armazenamento de dispositivos (máximo de 4 galpões). • Galpões pequenos colocados nos jardins de um depósito de recursos irão providenciar espaço extra para armazenagem do recurso específico (máximo de 4 galpões). • Adicionado o fator de força para as cercas mostradas no UI - cada estrela representa o número de acertos que um painel precisa levar antes de cair. • Jogos salvos podem ser confirmados usando o mouse/controle no PC, ao contrário de apenas com o teclado. • Adicionada a opção para inverter o scroll da roda do mouse quando usada no mapa. • Novas mensagens com dicas foram adicionadas em diversas áreas do jogo, e irão se ativar até 3 vezes (não na mesma partida) depois de certos eventos. Você pode desabilitar estas mensagens na opção "Esconder Dicas" no menu de Mensagens. • Adicionado o botão de “Ver Mensagens Anteriores” nas instruções da missão em visitas subsequentes. • Clicar com o botão direito no tempo irá reverter a velocidade do jogo para o normal, caso o mesmo esteja em uma velocidade maior. • Monumentos, tais como a Estátua da Liberdade, Monumento de Washington e a Estátua da System 3 irão providenciar uma pequena renda baseada no número de visitas dos inquilinos. • Permitido o controle total das funções do jogo enquanto o mesmo estiver pausado. • Habilitada a sincronização na nuvem dos jogos salvos, desta forma todos os jogos salvos e opções do jogo serão acessíveis em todos os computadores dos usuários.
Consertos
• Implementada o religamento das listas dos oponentes quando um jogo for carregado caso alguma esteja corrompida, para resolver certos crashes. • Consertada a instância onde as mensagens de uma prisão cheia seriam mostradas caso um preso fosse solto na construção da Autoridade Habitacional. • Consertado o vazamento de memória causada pelo constante recarregamento de uma SFX que não foi carregada de forma correta durante o boot, como resultado das mudanças das rotinas do SFX para o Switch. • Consertada a lógica para repetição de mensagens de 30 em 30 dias, para que assim ela funcione de forma correta. • Consertada a falha na captura de imagens sendo usada caso um salvamento de jogo fosse cancelado, ou uma tela fosse visitada que use a última imagem salva como plano de fundo. • Corrigida a funcionalidade RMB onde não se permitia mais clicar com o botão direito do mouse nos ícones de recursos no lado esquerdo para dar zoom na estrutura referente. • Corrigida a funcionalidade RMB que fazia parar a opção de cancelar a opção de colocar um dispositivo. • Consertada a instância onde os personagens ficavam congelados caso estivessem sob a hipnose do palhaço e o Fliperama do palhaço fosse destruído. • Consertada a referência dos trabalhadores do Conselho que pavimentavam um espaço errado caso sua animação de pavimentação fosse interrompida. • Consertado o recuo nas animações da arma Lazer não sendo propriamente resetadas para o padrão do personagem em certas situações. • Reparada a instância onde o Mr Fixit, caso fosse preso com sua escada sendo colocada, geraria um conflito com o seu estado de preso. • Corrigido o problema que fazia o video dos personagens recém-criados serem ativados mais de uma vez mesmo quando a opção de vídeo estivesse em "apenas uma vez".
Mudanças na IA
• A IA irá redesignar os reparadores depois de um tempo para o lote do qual eles foram removidos por resultado de serem nocauteados - uma mudança companheira feita para seguir com as outras mudanças nesta área. • Diminuída a espera da IA na rotina de designação de reparadores para 4 meses ao invés de 8. • A IA não constrói/reconstrói imediatamente a sua Delegacia de Polícia. A prioridade é colocada sob um timer que escala inversamente com a dificuldade. • A IA deve possuir o recurso correto para poder construir mais estruturas. • A IA irá proteger suas estruturas de alta prioridade de forma mais eficiente, tais como as estruturas de recursos. • As unidades que estiverem protegendo um sítio de construção/sítios completos irão perseguir os intrusos por uma pequena distância. • A IA deve agora possuir um depósito de recursos funcional para que possa continuar construindo a estrutura que precise deste determinado recurso. • Os acertos por uma tomada hostil na IA foram reduzidas em 1-2 dependendo do tipo de cerca. • Feito alguns ajustes para a lógica SOS a fim de que a combinação de uma festa de rua + Gangsters não seja mais tão eficiente contra a IA, porém para que seja ainda uma estratégia válida. • A lógica de reparo da IA agora roda em dois estágios e a frequência com a qual a IA cria novos reparadores funciona de forma relacionada a dificuldade. Fácil - 150 dias/reparadores Médio - 120 dias/reparadores Difícil - 60 dias/reparadores Original - 90 dias/reparadores
Mudanças Variadas/Miscelânea
• Salvamentos automáticos são feitos em um bloco separado e não irão mais fazer com que haja pequenas pausas no jogo. • Spooky O Fantasma não consegue mais bloquear os sítios de construção. • Desvinculada a Delegacia de Polícia para que agora ela não seja desbloqueada quando uma das casas do nível 2 seja construída a fim de eliminar um problema onde as casas das DLC's não estavam liberando a construção da Delegacia de Polícia, e posteriormente fazendo com que sumisse da lista até que uma das casas originais do nível 2 fossem construídas. • Novo menu de opção "Config" para certas configurações de opções. • Baratas possuem nomes agora. • Aumentado o número de favores adquiridos em uma conversão para gangster no QG para 3 na dificuldade Difícil. • Aumentado o limite das prisões para 5 prisioneiros cada. • O botão do QG foi alterado para que agora mostre a cor do time que você esteja jogando. • Ajustada a fonte para o nome dos personagens para compensar nomes muito grandes. • Vozes adicionais para quando uma casa inimiga for clicada, para os seguintes inquilinos: * Desleixados * Latinos * Militares • O Molotov dos Palhaços causa uma explosão ainda mais espetacular agora. • Melhorada a sequência de destruição de uma estrutura inundada. • Os Kits de Reparo não expiram mais. • Adicionada novas partículas aos ataques de serra elétrica do Psicopata e das tomadas hostis do Mestre de Obras. • Gangsters não atacam mais os inquilinos que entram dentro da área de um parque. • Encomendar múltiplos dispositivos internos não causa mais a criação de múltiplos inquilinos para coleta-los. Ao invés disso, qualquer dispositivo requisitado depois dos dois primeiros serão coletados na ordem do pedido, em viagens subsequentes. • Todas as estruturas afetam o estresse dos inquilinos. Uma carinha feliz da cor verde será mostrada sob as casas quando o efeito for positivo (Escolas, Parques e etc). Uma carinha triste da cor vermelha será mostrada quando o efeito for negativo (Prisões, Indesejáveis etc). • Casas de níveis inferiores irão ter um impacto negativo nos inquilinos em casas de níveis superiores. Este efeito é pequeno, no valor de -5 de felicidade por nível de diferença. • Adicionado um pequeno contorno preto para todos os personagens a fim de reduzir o misto visual em grandes grupos. • O efeito do descanso foi refeito a fim de mostrar valores mais significantes e positivos para o estresse do inquilino. • Foi removido o requerimento de "Cômodos Luxuosos" na Casa De Praia no estágio final da missão Trabalho Básico. • Missões de história serão desbloqueadas de forma subsequente (caso você não as tenha terminado antes) mas você precisa apenas tentar a missão para desbloquear a próxima. • Missões de história irão mostrar agora quantas vezes a mesma foi tentada. • O reparo de emergência nas cercas das estruturas dos Indesejáveis irá apenas restaurar a cerca original caso a mesma não tenha sido completamente substituída pela cerca destruída ou pelos painéis de tomada hostil. • As armas dos Gangsters agora dão um pouco menos de dano aos QG's. • Foi adicionado um pequeno brilho ao Lote selecionado no modo de planejamento/compra de lotes. • Adicionado um pequeno contorno preto para todos os personagens a fim de reduzir o misto visual em grandes grupos. • O efeito do descanso foi refeito a fim de mostrar valores mais significantes e positivos para o estresse do inquilino. • Foi removido o requerimento de "Cômodos Luxuosos" na Casa De Praia no estágio final da missão Trabalho Básico. • Missões de história serão desbloqueadas de forma subsequente (caso você não as tenha terminado previamente) mas você precisa apenas tentar a missão para desbloquear a próxima. • Missões de história irão mostrar agora quantas vezes a mesma foi tentada. • O reparo de emergência nas cercas das estruturas dos Indesejáveis irá apenas restaurar a cerca original, caso a mesma não tenha sido completamente substituída pela cerca destruída ou pelos painéis de tomada hostil. • As armas dos Gangsters agora dão um pouco menos de dano aos QG's. • Foi adicionado um pequeno brilho ao Lote selecionado no modo de planejamento/compra de lotes. • Adicionado um ícone flutuante para as estruturas que estiverem sob efeito de piquete de um hippy. • Vários balanceamentos nas funções para tornar certos aspectos da IA/jogo relacionado a dificuldade mais eficientes. Isto inclui: • Frequência de resposta a intrusos nos sítios de construção da IA. • A IA pode construir uma Delegacia de Polícia mais cedo. • Menos tempo para que a IA possa reconstruir sua Delegacia de Polícia caso seja destruída. • A probabilidade que a IA pode construir em lotes de outros times caso a opção "Construir em lotes inimigos" esteja ativada. • A frequência que a IA irá mandar seus indesejáveis para incomodar os outros times. • Quão frequente a IA irá construir as estruturas dos indesejáveis. • Quão efetiva ela irá responder a uma Festa de Rua caso o jogador tente usá-la para atacar o QG das IA's. • Quão forte as unidades do jogador são contra os outros times(apenas se aplica às dificuldades Fácil(100% de bônus de dano) e Normal(50% de bônus de dano)) o que é intencional para que o jogo se torne mais fácil para novos jogadores. • Quantas estruturas o jogador pode tomar via tomada hostil sem que a IA aja em retaliação (apenas se aplica às dificuldades Fácil (2) e Normal (1)) • Quão frequente a IA irá tentar efetuar uma tomada hostil nas estruturas do jogador. • Quão frequente a IA irá criar seus próprios reparadores. • O telhado da fábrica de madeira foi melhorado, chega de telhado de latão

- System 3
Constructor - 💝 Bright 💝


Please note that the Proper Planning! Update went live on November 23. You may view the announcement here. :)

Hello everyone! How was your weekend?

We know that today was meant to be when we updated everyone with the new Proper Planning! Update, but over the weekend we encountered a few critical bugs which we need to resolve. We've called in Mr Fixit and his crack team of fumigators who can surely only make things better... so fingers crossed.

Humour aside, we expect the delay to be for a short while, but hopefully not too long as we know that some of the new quality of life changes to be introduced in this update will be quite helpful to those who wish to play the game at their own pace.

As promised, however, we will still be switching on Cloud Saving for Windows. If you do not wish to use it then you may opt-out by doing the following:

1. Right-click Constructor in your Steam Library and click "Properties"
2. Click the "Updates" tab
3. Look for the Steam Cloud section at the bottom of the window and click to disable the check-box if it is already checked by default.
4. You may now close the window and Constructor will not back up your saves to the cloud.

We apologise for the delay, but we hope that you will understand why it was necessary to do so. As soon as we are satisfied that it is in good order again we will make it live for everyone! :)

Kindly,

System 3
Constructor - 💝 Bright 💝


Hello everyone! How are we all? :)

Firstly, it goes without saying that the update does not go live just yet - a little more time. However, we thought as the update is not too far off, Monday to be specific, that we let you in on the secret of what will be changing.

Some of the recurring feedback that we receive is that the game simply gets ahead of the average fan, and as such becomes very difficult to manage multiple tasks without feeling overwhelmed. We considered how best to handle this and, whilst it did require a lot of changes, we have settled on what is essentially a real-time with pause system. What does this mean for you? If ever you feel swamped, or just want to feel like you're in control more so than usual, simply press the P key or the key to which you have mapped pause. Whilst paused you will be able perform every action you'd normally perform, but in your own time! Now that makes for some proper planning.

In addition, we wanted to look at how we could cut down on some of the additional management. It's never fun when you're in the zone, you've got all these wonderful buildings going up, and then you're needing to manually send work teams between the inside and outside of a property multiple times. Therefore, whenever work is in progress and a work team is standing in the grounds of a building, they will complete all work on that house without requiring you to babysit them. This will allow you to queue up multiple houses, send the work teams over, and then go off and do something else without worrying that they're just standing around instead of going inside and finishing off the rest of the work!

We have also added many new hint messages that will appear throughout the game to point you in the correct direction during some of the more confusing moments, or as a way of just giving you a quick tip. For example, if a house has been visited by Mr Fixit a message will appear (after a delay) explaining how to fix whatever issue it is that he has caused. We appreciate that these messages may not be very useful for veterans of the game, and as such they will trigger after a momentary delay such that if you know how to solve the problem you will not need to ever see the message.

A full announcement covering everything else is to go live Monday.

Enjoy your weekend! :)

QUALITY OF LIFE CHANGES/NEW FEATURES
• Allow full control of game functions in pause mode. • Implemented option to restart the current game. • Implemented ability to change HUD animation speed. • Allow for continuous placement of the same property whilst shift is held allowing you to place multiple buildings of the same type without needing to go through the estate manager multiple times. • Workteams are now smarter and will automatically go between the inside and outside of a home to finish any room upgrades/fence that is in progress. • Workteams will now automatically enter a Gadget Factory if standing in the grounds, and there are currently gadgets waiting to be manufactured. • Added alert sound for "last conflict" notification. • Allow stepping through building lists using < and > keys. Useful to progress through tenant properties by one level at a time. • Players may now change the fences on Undesirable abodes depending on the type of undesirable. This will only be available if you have at least two choices of fence. The default fence will always be available regardless of whether you have unlocked it via the resources. • Players may now change the fence for their Headquarters. • Sheds placed in the grounds of a Gadget Factory provide additional storage for Gadgets (caps at four Sheds). • Sheds placed in the grounds of a Resource Yard provide additional storage for that particular resource (caps at four Sheds). • Added strength factor to fence display in UI - each star represents the number of hits one panel may take before being pulled down. • Save games can be confirmed using the mouse/controller on PC as opposed to just the keyboard. • Added toggle to invert mouse-wheel scrolling of the map. • New hint messages have been added to various areas of the game, and will trigger up to three times (not in the same game) after certain events. You may disable these by toggling "Hide Hints" in the Message Options. • Added View Previous Messages button to mission briefing display on subsequent visits. • Right-click on the time will now revert the game speed to normal speed if it was running at a faster speed. • Monuments such as the Liberty Statue, Washington Monument, and the System 3 Statue will provide a trickle of income based on how many tenants visit them. • Enable cloud synchronisation of saved games so that settings and saves are accessible across all user's machines.
FIXES
• Implemented relinking of opponent lists when loading a game if any were corrupted, to resolve certain crashes. • Fixed instance where messages for overcrowded prisons would be displayed if prisoners were dropped off at the Housing Authority building. • Fixed memory leak caused by continuous loading of SFX that were not loaded at boot, as a result of changes to the SFX routine for the Switch. • Fixed logic for repeating messages within 30 days so that it works as expected. • Fixed wrong image capture being used if save was cancelled the next time you try to save, or visit a screen which uses the last image taken as a background. • Corrected RMB functionality where it no longer allowed right-clicking the resource icons on the left-hand side to zoom to the relevant building. • Corrected RMB functionality which stopped right-click cancelling out of placing external gadgets. • Fixed characters remaining in frozen state if hypnotised by Clown whilst Clown's Arcade was destroyed. • Fixed Council Workers sometimes paving the wrong tile if they were interrupted during the tiling animation. • Fixed recoil animation for laser weapon not correctly resetting to character's default animation in certain situations.
AI CHANGES
• AI will now reassign repairmen shortly after they are removed from an estate as a result of being knocked out - a companion change to go with the previous changes in this area. • Decreased delay of AI assignment routine for repairmen to 4 months down from 8. • AI no longer immediately build/rebuild their Police Station. It is instead put on a timer that scales inversely with the difficulty. • AI must have a resource of the correct type built in order to build more buildings. • AI will protect high priority building sites such as the now required resource yards more effectively. • AI defenders on building sites/completed sites will chase intruders a short distance. • AI must now have a functioning resource yard before they can continue building structures that require that resource. • Take-over hits for AI fences reduced by 1-2 depending on the fence type. • Made adjustments to SOS logic so that the Street Party + Gangster combination is not quite so effective, but is still a valid strategy against the AI.
MISCELLANEOUS CHANGES
• Auto-Save now runs in a separate thread and will no longer cause the game to hitch. • Spooky The Ghost is no longer able to block work sites. • Unlinked Police Station so that it no longer only unlocks when one of the original three level two houses is built to resolve an issue where only building DLC level two homes did not unlock it, and later caused it to disappear from the list until one of the original level two homes were built. • New option menu "Config" for certain configuration options. • Cockroaches now have names. • Increased favours per gangster converted at HQ to 3 on Hard Difficulty. • Increased Prison capacity to 5 prisoners. • HQ button changed to display the colour of the team you are playing. • Adjusted font for character names to compensate for longer names. • Additional door-knock voices added for the following tenants (triggered by clicking on rival homes): * Slob * Greaser * Major • Clown molotov explosion now much more spectacular. • Improved flooded building destruction sequence. • Repair Kit no longer expires. • Added new particles for Psycho Chainsaw attack, and Foreman takeover. • Gangsters no longer target tenants that enter the grounds of Parks. • Ordering multiple internal gadgets no longer allows creation of multiple tenants to collect the gadgets. Instead, any internal gadgets beyond the first two ordered will be picked up in subsequent trips. • All buildings affect tenant stress. A green, happy face, will show above houses when the effect is positive (Parks, Schools etc). A red, unhappy face, will show above houses when the effect is negative (Prisons, Undesirables etc). • Lower level houses negatively impact the happiness of tenants in higher level houses. This is only a minor effect of -5 happiness per level of difference.

- System 3
Constructor - 💝 Bright 💝


Hello everyone. How are we all today?

We have pushed a quick update to supplement the main Handing You The Keys! Update. If you have not yet read the previous announcement you may find it via this handy link:

https://steamcommunity.com/games/579020/announcements/detail/1687044125592587447

As this is a companion patch, its purpose is to supplement the changes that went live with the most recent update. This will generally range from fixing any issues that did not have time to be addressed, or pushing certain changes now rather than waiting for the next major update.

Supplementary Changes
• Added RMB functionality to all screens to allow easy exiting. Certain screens already have RMB functionality for moving characters in the world which means RMB will not exit the screen. • Added RMB to step backwards through certain lists such as Scenario/Map. • Tenants will now fetch gadgets when only one use left rather than waiting until they run out completely. • Fixed a conflict between tutorial and previous change which stopped missions overwriting current game settings. • Cooldown for undesirable abilities now has a maximum cap of 300 days. • Cooldown for undesirable abilities now increases at a rate of 50 days per use, down from 100 days per use. The first instance of the cooldown is still 100 days.

We hope you enjoy the rest of your week! :)

:lovekami_heart: System 3
Constructor - 💝 Bright 💝


Hello once more, wonderful fans of Constructor. BrightPaw here with another announcement. That's right, in approximately... now your game should be handily updating itself to the new Handing You The Keys! Update.

Oh, and how could I forget... How is everyone on this fine day?

As most of the update is self-explanatory, a lot of the information presented below will be in what I am hoping will be considered 'bite-sized' pieces. However, if any part is unclear please feel free to ask about whatever might be confusing you because as usual we're here to build walls of text. Literary!

Seriously, though, there is a lot of information to cover so strap yourselves in... and do not feed the tenants.


As with the last few patches we are continuing to add more quality of life improvements with how certain information is presented within the boundaries of the current systems.

This is currently an ongoing area of improvement. Three key changes to make it a little easier to keep track of a few things at a glance are highlighted in the three GIFs below.

Additional Summary Information (Remember that right-clicking buildings will bring up this information panel.)

The ability to right-click on a building and view more information about it is something that we like, and we believe that more people should use it if they aren't already! To improve this we have added the ability to see at a glance several more key bits of information:

  • If the Tenant is a Super Tenant.
  • The Profit (or Loss) made from selling the property in its current state.
  • The %Rent that you, as the player, force on your tenant.



Tweaks to Residential Manager

The purpose of the Residential Manager has always been to view your properties at a glance and, if you so desire, immediately jump inside them wherever you might be on the map.

The tweaks here add the %Rent as well as showing a handy icon if the property is automatically replacing tenants.



Auto-replacement of Internal Gadgets

Don't like micromanaging the replacement of internal gadgets? We have heard you loud and clear. As part of this update we are also introducing the newly implemented Internal Gadget Autoreplacer 3000™ available at your nearest Constructor update.

Be aware that as with Autoreplacement of tenants, this feature has its own associated cost. In this case, you will first need to install a computer into the home so that the tenants inside can keep track of their own gadget orders. Just be sure that once you have installed the computer that you mark each gadget you want to be automatically replaced! Each gadget replaced in this manner will also incur a small fee - tenants are a bit fussy about having to take care of themselves, you see...

The general purpose of this feature is to allow you to continue to micro-manage things early in the game when finances are an issue, but as you begin to build up a sizeable portfolio you will be able to automate the replacement of gadgets. Combined with the automatic replacement of tenants released last update, it should cut down on a lot of the late game micromanagement if you so desire.

Below is another handy little GIF that will walk you through some of the essential things to know about the feature. This also includes a look at the new stacking icons which will always be a constant reminder at a glance. Nifty!




As you have no doubt established from the title, and the pre-patch announcement that was posted previously, we are now happy to say that you can set up the shortcuts to keys that suit you. Want WASD camera control? You got it. Want to pause when you press space bar? Go ahead. Want to have absolutely no keybindings at all? Well, it is certainly not advised! Of course, such a configuration is possible.

To ensure that you memorise each button we have created a handy dummy UI that displays the UI as you would see it in the game. This enables a simple interface where you can click the icon and rebind it - knowing full well what you have bound is always handy!

For certain functions not normally visible during gameplay we have placed those buttons in the middle of the screen so that you can rebind them.

Each button has a handy tool-tip to explain the purpose of the icon your cursor might currently be over.

It is important to note that when rebinding command card shortcuts, that each of those are universally used regardless of the character or building you might have selected.

Still confused? Here is a handy GIF.




The update also includes the most recent localisations for all of the text that has been put into the game over the last few updates. This, of course, includes the mission translations for each language in the game. We want to thank everyone for their patience whilst the translations were being worked on, and we hope that the game has become just that little bit more comfortable for you to play.

However, please be aware that text associated with this particular update for features such as the gadget auto-replacement have not yet been translated. Czech translations for key remapping are also not complete and will need to be added in at a later date.


As part of the latest update we have also improved the display scaling utilised by the game. The intended function is that regardless of your desktop's resolution, the game should now scale to it properly and look as good as it would if you viewed it at its native 1920x1080.

Part of this also includes a fix to the game sometimes failing to ALT + TAB back in which we know will be a welcome fix for those who love to charge high rent, terrorise estates, and watch a show or two in the background. :fhappy:


To all Constructor fans,

We have had enough of you blocking our construction sites, and we will begin to fight back against you if your men are detected blocking our construction sites.

We have also improved our efficiency routines and will no longer process one action per production cycle when multiple AIs are present in a single game. We are faster. We are [redacted]. We are AI.

What did the human say to the AI? Please do not destroy me!


Right, well that was a bit uncalled for... It's right, though. We have adjusted the routines for AIs so that when multiple AIs are present in a game they will process more actions per production cycle. This should lead to more consistent performance from multiple AIs. Previously, they might buy land, and then wait a very long time before placing a building on it. However, now when an AI buys land it will attempt to place a property on it shortly after.

Of course, the biggest impact on the speed of the AI setting up its towns will always be linked to the Build Speed located in Gameplay Options. Experiment a little and step outside of your comfort zone.

Okay, Blah Blah BrightPaw. Cut To The Change!
Certainly.

Magical Changelog of Change.
New Features and Quality of Life Changes
• Players may now remap the various shortcuts to a key of their choice. • Implementation of localised text for various tooltips and options. • The volume of various annoying sound effects has been rebalanced. • Certain sound effects of the same type will play each subsequent one at a quieter volume if they occur simultaneously. • Conversion numbers are also displayed within the HQ datascreen rather than as part of a tool-tip. If not enough men exist for a conversion, the number will flash. • You can now flag gadgets to be automatically replaced by the tenant if they run out but this will cost you more. A computer will also need to be installed in the home. • Icons above houses now stack so that you can see complaints, room upgrades in progress, gadgets on backorder as well as the production type of the house. • The gadget factory now also indicates if there is a backorder on gadgets which tenants want to auto collect. • House info display now shows a Profit/Loss summary based on how the amount of profit you would make from selling the home, or the loss you incur as a result of the sale. • House info display now includes (if relevant) information on the type of super tenant inside the property. • House info display includes the %rent uplift so that you can see at a glance how much additional rent is being paid. • Tenant summary screen now displays the %rent uplift. • Tenant summary screen now displays whether or not the home has auto-replacement of tenants enabled. • Leaderboard can now be toggled between All and Friends. • All voiceovers are now linked to the Voices master volume. • You now receive between $50 and $100 for each Zombie or Cockroach that you kill. These are rounded to the nearest whole $10. Thrifty!
AI Changes
• Multiple AI teams can carry out multiple actions in a given production cycle. Previously, they would wait until the new cycle which slowed them down a lot. • AI teams now attack, after a duration, intruders that are blocking their building sites. This is linked to difficulty, so easier difficulties will require more of their men to be present on-site before they will attack. • Corrected AI routine causing knocked out/dead repairmen to be reassigned to a new estate if the estate they were on had none left.
Fixes and Improvements
• Improved display scaling so that the game should now correctly scale to your display resolution. • AI route finding has been improved and characters should no longer get stuck, especially noticeable for the jungle levels. • Fixed an issue with auto-replacement of tenants where the birth rate was not resetting. • Fixed an issue where a rampaging Psycho that shut down a building site would disrupt knocked out/dead characters on the site, causing them to walk on the spot. • Gangsters are no longer released early and able to be controlled if you run out of Mob favours. • Gangsters that are released from Prison whilst you are out of favours with the Mob will no longer allow you to control them until you have regained favour. • Fixed a crash related to Thug Street Fight ability targeting Thugs which were either arrested, or in the process of being arrested. • Fixed an issue with Mr Fixit being arrested just as his ladder deployed causing him to become unresponsive. • Corrected Radar not reappearing if leaving an enemy building site with your last character. • Leaderboards can now be navigated with the cursor keys or page up/page down. • Loading missions no longer changes classic mode settings. • Allow resetting of DirectX if screen is reset to correct instances where the game would no longer display when alt-tabbed.
Miscellaneous Changes
• The maximum Mob Loan has been adjusted for each difficulty. - Easy = $200,000 (up from $50,000) - Normal = $160,000 (down from $200,000) - Difficult = $120,000 (down from $200,000) - Original = $80,000 (up from $50,000) • Cows, sheep, and even spooky ghosts have been added to every level similar to Greenfields. This does not affect saves. • Background music will fade out if Movie volume slider is set to 0. Handy if you prefer to just listen to the music, and do not care for the audio that plays inside buildings. • Corrected missing road tile on Riverside. • Zombies have been switched to use player colours, and have been given their own names. Bow down to Nom Nom Nom the Zombie.
Mission Changes
• Localised text for each mission has now been implemented. • Drowning In Debt Stage 4 now only checks for the absence of yellow team buildings on the assigned estates to better match the text. • Added flavour audio which sometimes plays when revisiting the briefing of a mission.

Russian Changelog - Thanks to the wonderful Setverg!

Новые фишки и изменение старых Новые фишки и изменение старых • Игроки теперь могут переназначать горячие клавиши. • Наконец-то перевели различные подсказки и опции. • Разобрались с бардаком в звуковых эффектах. • Ввели систему затухания звуковых эффектов, если они происходят одновременно и одинаковы. • Соотношения конвертации жителей, рабочих и прочих также отображаются в Основном окне Штаба, а не как часть подсказки. Если для конвертации недостаточно людей, число будет мигать. • Теперь Вы можете пометить гаджеты, которые будут автоматически заменены арендатору, если они закончатся, но это будет дороже, и в доме должен быть уже установлен компьютер. • Иконки над домами теперь складываются в стопку (как я понял - прим. стврг), что Вы можете видеть жалобы, модернизации комнат, гаджеты в ожидании, а также что производит дом - людей, рабочих и т.п. • Теперь фабрика гаджетов также указывает, есть ли оборудование в ожидании, которое арендаторы хотят автоматически установить себе в дом. • Отображение информации о доме теперь так же содержит соотношение прибыли / убытка, основанную на том, какую сумму прибыли или убытка вы получите продав этот дом. • Отображение информации о доме теперь включает (если необходимо) информацию о типе супер арендатора внутри дома • В информации дома так же показывается текущий процент арендной платы. • Сводный экран арендатора теперь отображает % арендной платы. • Сводный экран арендатора теперь показывает, включена ли в доме автоматическая замена арендаторов. • Теперь Leaderboard можно переключать между «Все» и «Друзья». • Все озвучки теперь связаны с показателем громкости Голоса. • Теперь вы получаете от 50 до 100 долларов за каждого зомби или таракана, которых вы убиваете. Они округлены до ближайшей 10ки баксов. "Передергивая винчестер" - Экономика должна быть экономной. Изменения AI • Несколько команд AI могут выполнять несколько действий в данном производственном цикле. Раньше они ждали нового цикла, который их сильно замедлял. (Походу ИИ теперь стал еще жестче - прим.стврг) • Команды ИИ теперь атакуют, по прошествии времени, злоумышленников, которые блокируют их стройки. Это зависит от выставленной сложности игры, поэтому на легкой сложности нужно будет загнать больше народу на участок перед тем как компьютер начнет атаку. • Исправлен ​​баг с нокаутированным/мертвым ремонтником, ИИ пытался назначить такого ремонтника на обслуживание дома, что приводило к отсутствию ремонтника на участке. Исправления и улучшения • Улучшено масштабирование дисплея, чтобы игра теперь корректно масштабировалась до текущего разрешения экрана. • Поиск маршрута AI улучшен, и персонажи больше не должны застревать, особенно заметно для уровней джунглей. • Исправлена ​​проблема с автоматической заменой арендаторов, где рождаемость не была сброшена. • Исправлена ​​проблема, когда Psycho, который нападал на строительную площадку, если на площадке есть нокаутированные\мертвые люди, и это заставляло Психо ходить на месте. • Гангстеры больше не освобождаются раньше и могут контролироваться, если у вас заканчивается поддержка Mob. • Гангстеры, которые освобождаются из тюрьмы, пока вы не в ладах с Mob, больше не позволят вам контролировать их, пока вы не обрели эту поддержку вновь. • Исправлен ​​краш, связанный со способностью Thug Street Fight, нацеленный на другогих Thugs, которые были либо арестованы, либо в процессе ареста. • Исправлена ​​проблема с арестом мистера Фиксита, если у него развернута лестница, стопорило персонажа. • Исправленный радар не появляется снова, если вы покинете участок противника со своим последним персонажем. • Лидерские панели теперь можно перемещать с помощью клавиш управления курсором или PgUp\PgDwn. • Загрузка задач больше не изменяет настройки классического режима. • Исправили глюк DirectX когда игра не загружалась и зависала на первом экране. Разное • Максимальный Mob кредит был скорректирован для каждой сложности. - Easy = 200 000 долларов США (по сравнению с 50 000 долларов США) - Нормальный = 160 000 долларов США (по сравнению с 200 000 долларов США) - Трудно = 120 000 долларов США (по сравнению с 200 000 долларов США) - Оригинал = 80 000 долларов США (по сравнению с 50 000 долларов США) • Коровы, овцы и даже призраки добавлены к каждому уровню, подобному Зеленополье. Это не влияет на сохранение. • Фоновая музыка будет исчезать, если ползунок уровня громкости фильма установлен на 0. Удобно, если вы предпочитаете просто слушать музыку и не заботитесь о звуке, который воспроизводится внутри зданий. • Исправлена ​​пропущенная дорожная плитка на Риверсайд. • Зомби были переключены на использование цветов игроков и получили собственные имена. Изменения миссии • Локализация для каждой миссии. (аллилуйя) • Drowning In Debt Stage 4 исправили цель миссии. Теперь нужно уничтожить только желтую команду противника • Добавлено звуковое сопровождение, которое иногда воспроизводится при переходе на брифинг миссии.

We hope that you enjoy the latest update. Thank you for your continued support!

Enjoy your weekend, everyone!

:lovekami_heart: System 3
Constructor - 💝 Bright 💝


Hello everyone! How are we doing today? :)

Another wonderful month has passed, and that can only mean one thing... A new update for you, the wonderful fans of Constructor. Continuing with the last few month's theme of improving on the quality of life for everyone we will be handing you the keys - figuratively. You know, because you can... remap your keys? Hello?



We have also improved the display scaling offered by the game so that it should now properly cater to all resolutions both big and small without skipping a beat. What does this mean? If you're running at a lower resolution, or even a much higher one such as 32K (is that even a thing?) the game will not look as jagged, especially when you decide to open the Steam Overlay which looked absolutely horrendous at lower resolutions. Sorry about that! :(

For those who might also be new around here, why not visit our F.A.Q Section?

It is worth mentioning that whilst we had planned for the release of multiplayer auto-saving with this update, the feature itself still requires a little more work before it is ready for a full release. Therefore, we are very unlikely to be able to ship it with this update without first resolving the issues at hand.

We were hoping to get this ready in time for this update but as it will likely draw out the release time of the update we prefer not to keep you waiting too long for the other things this update does offer. Especially as it has been a rather long period of time since the missions went live, and everyone has just been so wonderfully patient whilst we get those ready. Therefore, we want to first get the localised versions of them into the game so that we can go back into our cave for another month and tinker with things. This also includes getting the PS4 and Xbox One updates released for the wonderful fans on those platforms.

Right, enough blathering because there's a sale about and I don't really want to keep everyone busy reading this dribble for too much longer! Therefore, please direct your attention immediately below this sentence for a full list of the upcoming changes. Note: Final changelog that goes live with the full announcement may have additional changes.

Changelog of Changing Logs. Change.
New Features and Quality of Life Changes
• Players may now remap the various shortcuts to a key of their choice. • Implementation of localised text for various tooltips and options. • The volume of various annoying sound effects has been rebalanced. • Certain sound effects of the same type will play each subsequent one at a quieter volume if they occur simultaneously. • House info display now shows a Profit/Loss summary based on how the amount of profit you would make from selling the home, or the loss you incur as a result of the sale. • House info display now includes (if relevant) information on the type of super tenant inside the property. • House info display includes the %rent uplift so that you can see at a glance how much additional rent is being paid. • Tenant summary screen now displays the %rent uplift. • Tenant summary screen now displays whether or not the home has auto-replacement of tenants enabled. • Leaderboard can now be toggled between All and Friends. • All voiceovers are now linked to the Voices master volume.
AI Changes
• Multiple AI teams can carry out multiple actions in a given production cycle. Previously, they would wait until the new cycle which slowed them down a lot. • AI teams now attack, after a duration, intruders that are blocking their building sites. This is linked to difficulty, so easier difficulties will require more of their men to be present on-site before they will attack. • Corrected AI routine causing knocked out/dead repairmen to be reassigned to a new estate if the estate they were on had no valid properties left. This is to avoid interrupting, and hence breaking, the revival/removal routine.
Fixes and Improvements
• Improved display scaling so that the game should now correctly scale to your display resolution. • AI route finding has been improved and characters should no longer get stuck, especially noticeable for the jungle levels. • Fixed an issue with auto-replacement of tenants where the birth rate was not resetting. • Fixed an issue where a rampaging Psycho that shut down a building site would disrupt knocked out/dead characters on the site, causing them to walk on the spot. • Gangsters are no longer released early and able to be controlled if you run out of Mob favours. • Gangsters that are released from Prison whilst you are out of favours with the Mob will no longer allow you to control them until you have regained favour. • Fixed an issue with Mr Fixit being arrested just as his ladder deployed causing him to become unresponsive. • Corrected Radar not reappearing if leaving an enemy building site with your last character. • Leaderboards can now be navigated with the cursor keys or page up/page down. • Loading missions no longer changes classic mode settings. • Allow resetting of DirectX if screen is reset to correct instances where the game would no longer display when alt-tabbed.
Miscellaneous Changes
• Cows, sheep, and even spooky ghosts have been added to every level similar to Greenfields. This does not affect saves. • Corrected missing road tile on Riverside. • Zombies have been switched to use player colours, and have been given their own names. Bow down to Nom Nom Nom the Zombie.
Mission Changes
• Localised text for each mission has now been implemented. • Drowning In Debt Stage 4 now only checks for the absence of yellow team buildings on the assigned estates to better match the text.

We will be aiming to release this patch very soon, but we thought it best to give you a head start on some of the new things that will be coming. Stay tuned for the full announcement coming to an announcement section near you.

Please enjoy your weekend, and may the sale be kind on your wallets! :fhappy:

Oh and...

What else, BrightPaw? I just want to go on a shopping spree!
Certainly, but there is just a teensy-tiny little more for you to read before you ca- hey, don't click away from here!

:lovekami_heart: System 3
Constructor - 💝 Bright 💝


https://www.youtube.com/watch?v=d6vU5V1zPvA

Hello wonderful fans of Constructor. It is I, BrightPaw, with another announcement for the latest update that should be reaching your screens right… about… now!

Let me welcome you to the Spare Parts And Servicing! Update. *Welcomes*

What an almost month it has been since the last update that saw Nigel Plasterboard working with some of the best Constructors this side of Steam. Oh, and let’s not forget the heated leaderboard struggle between the wonderful Ashfall, and Dmitry – well done to the two of you for breaking the leaderboard! Yes, we've also slipped in a quick adjustment for the bank balance since yesterday so that you can continue to keep track of your money on the main screen even when it's worth at least... carry the four, subtract the square of a... a lot of money!



Well, enough stalling for time…

Firstly, thank you to everyone who provided feedback on the missions – it is wonderful to see everyone enjoying them and we’re happy to say that you’ve exceeded the expectations of the ever-unhelpful foreman, Nigel Plasterboard. This patch will add a few changes to the text based on the feedback received, as well as hopefully sealing any of the remaining methods for creating impossible to pass stages… we hope.

As always, if you have questions about the missions and require assistance please don’t hesitate to open a thread in this subforum.

We would also like to thank the Non-English fans for their patience and understanding whilst we are waiting for the final versions of the translations. It is no doubt very frustrating to not always understand something immediately, but we believe in your ability. 😊 We are hoping that the translations will reach us within the next few weeks so stay tuned for a follow-up patch.

So What's New?

In addition to the usual fixes, we have made corrections to the missions as well as a few other changes such as allowing you to set your rent using the mouse-wheel. Snappy! However, there is one change I would really like to talk about which is the automatic replacement of tenants.

Constructor is, and always has been, a game of micromanagement. Keeping track of tenants, replacing them, reassigning their production/rental payments, making sure that the Major has the right type of tree, replacing that tree because it was the wrong type of tree, are all part of the process. Therefore, we have been averse to completely automating the process in the past. However, it is a new year (well, if five months can be considered new…) which means looking back at some of the other things which can be toned down a little. We are happy to say that it is now possible to automatically replace tenants provided you have spare ones available!

But what is the catch? Surely it must degrade them in some way – there is no way you’d add this without making it worthless or annoying to use. Well, if upgrading to Deluxe Kitchens is annoying then you’ve got us! Based on feedback, we understand that later in the game things become very tedious when it comes to replacing the moaning Majors or Smelly Slobs every other year. If you missed the announcement yesterday, here is a quick demonstration of how it works!

https://www.youtube.com/watch?v=PzOGvLTRamw

We therefore feel that targeting this feature towards the mid to late game stages with the pre-requisite of a Deluxe Kitchen tones down the amount of micro-management late game, whilst also allowing some of the early game concerns such as squatting hippies to remain relevant during the time’s you might often see them.

Understandably, this may not be to everyone’s taste, but the principle is very simple: it rewards you for doing well and charging tenants through the nose to live in your up-market properties! Of course, it is important to remember that this functionality only extends so far as replacing tenants who die of old age. Therefore, if they are killed by other means they will not be replaced automatically so that some amount of decision making is still involved once things heat up.

Of course, this adds yet another use for the loveable hoodlums… the erm… Thugs! Want to disable this against a rival? Simply send your Thugs to throw a party the likes of which would make even the Hippy blush. Once the Deluxe Kitchen is ripped out it will need to be replaced before replacement will take effect once again.

Another difficulty with the auto-replacement of tenants is making sure enough information is conveyed to players so that whilst they are focused on other things, they can always know that the game has got their back. Therefore, we have created a set of new notifications which convey the following information:

  • When you are running low on tenants of a specific level.
  • When your tenant could not be replaced due to a lack of available tenants.
  • When a tenant becomes a Super Tenant as part of the auto-replacement.

Each notification has a handy Go-To button that takes you to the affected property, too!

Okay, What's The Plan Going Forward?

Good question!

First, a tea break. That’s a given.

After? Well, it’s not so simple. The short of it is that we have many more things that we will adding to the game throughout the year based on feedback from fans, as well as various additional quality of life improvements because, well, the quality of life can never be too high, right?

The key changes and additions still to come are:
  • Mission localisations
  • Remapping keys
  • Video mode improvements
  • Learning Missions
  • Even more quality of life changes
  • Miscellaneous UI improvements
  • Multiplayer saves
  • Constructor Plus

Once again, thank you all for your support and patience! Oh, and for those who might have missed yesterday’s announcement… here are those blasted patch notes again.

BrightPaw’s Recovered Patch Notes
New Features And Quality Of Life Additions
  • Added timer countdown for missions which have time limits.
  • Multiple instances of the same message will not spam the screen if they occur within 30 seconds of each other.
  • Swapped Total Rent Leaderboard to a new one that can hold much larger numbers.
  • Halved volume of crying sound effect that plays when one of your tenants die.
  • Rent increase/decrease button now accepts mouse-wheel input for quicker rent-setting.
  • Rent can be increased/decreased by mousing over the rent value in the data screen and using the mouse-wheel.
  • Tenants can now be automatically replaced at a per-home level. This functionality requires a deluxe kitchen at all times and only applies to tenants that die of old age.
  • Borderless video mode added – Play Constructor and stream the latest episode of your favourite series on Netflix. Netflix and build, anyone?
  • Achievement pop-ups can be disabled in the Message Options.
  • Adding -Q to launch options not only skips the introduction, but also speeds up the loading sequence where previously it would wait for the audio to finish playing.
  • Added a digit and removed spacers once the bank balance exceeds 9,999,999.
Missions
  • Corrected wrong audio for Basic Job in stage 5 and stage 6 briefing.
  • Implemented additional logic checks to ensure certain things cannot be done out of order to prevent impossible to pass stages in the following missions:
    • Basic Job
    • Salvage Operation
    • Managing Expectations
    • Full Circle
  • Mission text that was previously ambiguous such as “Carbuncles”, “Solid Brick Housing” now have bracketed identifiers. Example: ”Build Carbuncles (Tenement Blocks) of your own…”
General Fixes
  • Guard dogs will no longer attempt to bite policemen or tenants from other teams.
  • Fixed a crash which could occur due to player-controlled policemen being bitten, and the player then trying to interact with them.
  • Fixed an issue where council workers lured to the Arcade by the Killer Clown would leave the building and become permanently stuck.
  • Fixed an issue with the classic building placement method and pause mode.
  • Fixed an interaction between Street Parties and Police Helicopters trying to get their groove on.
  • Fixed a crash that would sometimes occur when loading saved games.
  • Fixed an issue where Supertenants stopped being triggered when more than 128 of a tenant type were already on the map.
  • Fixed animation when changing gangster weapon repeatedly.
Right, well, that’s a wrap. Now, where are those biscuits…

Have a wonderful weekend, everyone!

:lovekami_heart: System 3
Constructor - 💝 Bright 💝


Hello wonderful fans of Constructor. How are we all doing today? As always, it is I, BrightPaw, with another announcement for you.

Let me first begin by saying this is not a patch release for today! This is simply to give you a chance to review what the next patch will have in store for you so that you can plan accordingly. :fhappy:

What Will The Patch Do For Me?

Glad you asked! The patch aims to address a few key concerns regarding the missions that were released last month as well as fixing a couple of other annoying issues such as the changes to the guard dog routine which made it continuously bite certain characters. As the Major says...



We will also be adding in a few more quality of life changes as well as enabling the -Q option to skip most loading sequences in the game. To utilise this simply add -Q to your launch options. :fhappy:

Of course, the big change in this patch is the debut of the auto-replacement functionality. However, unlike some of the other 'gameplay' options this one is not a simple toggle. To unlock auto-replacement of tenants your home must have a Deluxe Kitchen.

Here is a very quick demonstration of how it all works:

https://www.youtube.com/watch?v=PzOGvLTRamw&feature=youtu.be

Beware of partying Thugs - if they rip out the Deluxe Kitchen then that particular home will lose the auto-replacement ability until the Deluxe Kitchen is once again installed. A little gameplay interaction never hurt... :fhappy:

Now, if you'll excuse me I need to go find where in blazes those blasted patch notes are... I could've sworn I kept them in my safe. Stay tuned for the full announcement very soon.

Have a wonderful day/night everyone and we hope that you like these new changes!




Shifty Old Guy's Pilfered Patch Notes
New Features And Quality Of Life Additions
  • Added timer countdown for missions which have time limits.
  • Multiple instances of the same message will not spam the screen if they occur within 30 seconds of each other.
  • Swapped Total Rent Leaderboard to a new one that can hold much larger numbers.
  • Halved volume of crying sound effect that plays when one of your tenants die.
  • Rent increase/decrease button now accepts mouse-wheel input for quicker rent-setting.
  • Rent can be increased/decreased by mousing over the rent value in the data screen and using the mouse-wheel.
  • Tenants can now be automatically replaced at a per-home level. This functionality requires a deluxe kitchen at all times and only applies to tenants that die of old age.
  • Borderless video mode added – Play Constructor and stream the latest episode of your favourite series on Netflix. Netflix and build, anyone?
  • Achievement pop-ups can be disabled in the Message Options.
  • Adding -Q to launch options not only skips the introduction, but also speeds up the loading sequence where previously it would wait for the audio to finish playing.
Missions
  • Corrected wrong audio for Basic Job in stage 5 and stage 6 briefing.
  • Implemented additional logic checks to ensure certain things cannot be done out of order to prevent impossible to pass stages in the following missions:
    • Basic Job
    • Salvage Operation
    • Managing Expectations
    • Full Circle
  • Mission text that was previously ambiguous such as “Carbuncles”, “Solid Brick Housing” now have bracketed identifiers. Example: ”Build Carbuncles (Tenement Blocks) of your own…”
General Fixes
  • Guard dogs will no longer attempt to bite policemen or tenants from other teams.
  • Fixed a crash which could occur due to player-controlled policemen being bitten, and the player then trying to interact with them.
  • Fixed an issue where council workers lured to the Arcade by the Killer Clown would leave the building and become permanently stuck.
  • Fixed an issue with the classic building placement method and pause mode.
  • Fixed an interaction between Street Parties and Police Helicopters trying to get their groove on.
  • Fixed a crash that would sometimes occur when loading saved games.
  • Fixed an issue where Supertenants stopped being triggered when more than 128 of a tenant type were already on the map.
  • Fixed animation when changing gangster weapon repeatedly.
...

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