Sep 27, 2022
Good Company - aayph
Hello Everyone!

The last time we wrote, we expected our next update to already contain modding support.. This is still in the works and we are preparing to make it fully compatible with each supported platform. But before that we have to introduce some important changes to the current 1.0 version.

These changes pertain to how the multiplayer API handles the authentication between the cross-platform support with steam. We changed the way the system communicates to make the connections more stable and safer in general.

We also fixed a bug that prevented bigger save files from being loaded.
Since those changes have been thoroughly tested, we will directly publish the changes without a Beta prior to it.

More bug fixes, content, and modding support will hopefully follow soon when everything is sorted out.
We appreciate your support.

Cheers
Chasing Carrots~
Aug 16, 2022
Good Company - Chasing Carrots
Hello Everyone!

Today we have a small update for you that fixes several problems which came in via Discord and the Steam forums. Other than that, we are currently working on the modding update. We’re planning to showcase some modding functionality and first example mods in the future. Until then we hope you enjoy your time in Good Company!

Cheers
Chasing Carrots~


Patch Notes 1.0.13
Beta Date: 16th August 2022
Release Date: 18th August 2022

To join the beta branch simply open the properties of the game and select the branch named ‘_latest_beta’. You can do that by right-clicking the game from your library -> properties -> betas

Bug Fixes
  • Freeplay milestones achievements are now awarded at the correct times, each achievement was awarded two milestones earlier than it should have been.
  • Company Goal where the employees should transport modules and components between zones now properly counts items. It accidentally counted stacks instead.
  • Company Goal selling calculators for a certain total revenue rewarded too few Success Points.
  • Company Goal to analyze modules of certain tiers accepted modules of too low tiers (one tier lower).
  • Company Goals: Fixed a bug where every single created product would reward Discovery Points instead of the target amount.
  • Challenges: Fixed a bug where the progress was not properly saved at the end of challenges, and when inspecting challenges on the world map the bars of the task were not shown as completed.
  • Mayor Trouble: Two Business Development nodes were missing. New games will now include both nodes.
  • Several text fixes with wrong variables and names.
Good Company - aayph
Hello Tycoons!

In the previous couple of updates, we’ve taken care of several issues, plus some small QoL features. Over the course of the past weeks, we’ve been continuing to observe and listen about how you perceive the game. We've evaluated your feedback and our possibilities to see what the next bigger updates may contain.

Rather than having huge updates that could take us 6 months or longer to complete, we’d like to focus on releasing more regular, smaller changes that allow us to be more flexible when we receive new feedback. We’re planning to run early beta updates with longer beta phases of 2-4 weeks before pushing them live.

We are planning to focus on two key areas in the next months are two major points: Modding & Quality of Life

We’ll start with a modding update that will introduce basic Steam Workshop support and modding interfaces. While it is already possible to mod the game to some extent, mods cannot currently be managed within the game. In the future, we would like to gradually increase the mod support in Good Company.


For the first update, this will include:
  • A Mod Manager
  • Backend (Game-Logic) mods for the Freeplay
  • Frontend mods (e.g. smaller UI changes)
  • Custom Scenarios

What will not be supported at this time:
  • Changing the game data (like materials, modules)
  • New Assets (like for new tables and products)
  • Adding custom translations
  • Custom Maps

Some examples of game elements that would become moddable with these changes are:
  • custom data displays
  • additional quick buttons
  • changing markets
  • adding policies and skills

Over the next weeks, we intend to add documentation for modders to the official Good Company Wiki (https://wiki.goodcompanygame.com). Additionally, the development team will be available to support modding on our official Discord Server: https://discord.gg/goodcompany


Our next plans for Quality of Life features are not set in stone, yet. One of the biggest requests we would currently like to work on is how conveyor belts are handled. There are certain constraints to what extent we can change the conveyor belt system due to its architecture and the data structures behind it. For example, we won’t be able to provide entirely tile based editing (i.e. piece-by-piece) of conveyor belts. But we can introduce tile based deletion, or replacing parts of conveyor belts with mergers and other segments.
That aside, we'd like to improve the handling of many other parts of the game and make some parts less tedious wherever we can. For example, making it possible that you can teach skills to multiple employees at once.


Alongside these changes, we intend to use the modding system to also introduce additional pieces of content, such as custom scenarios and smaller ‘modded’ features that can be turned on/off. (like the activity list in Freeplay)

Many Thanks for your support!
Chasing Carrots~
Aug 2, 2022
Good Company - aayph
Hello Tycoons!

Over the past few weeks we’ve gathered a lot of feedback from you. Currently we are figuring out which items we should work on next. We’ve done a couple of technical estimations and most of the requested QoL features will require more time to be brought into the game properly.

We’ll talk more about upcoming features within the next week. Until then, we are delivering some bug fixes and smaller changes. The release as usual first on the beta branch and later this week going live for everyone.

To join the beta branch simply open the properties of the game and select the branch named ‘_latest_beta’. You can do that by right-clicking the game from your library -> properties -> betas

Enjoy your weekend!


Patch Notes 1.0.12
Beta Date: 02nd August 2022
Release Date: 04th August 2022


Changes
  • UI/UX: Option to search / filter courier routes
  • UI/UX: Clicking on an employee in the courier routes panel closes the panel and selected the employee
  • A Happy Workforce: Milestone 3 reworked - reduce required Happiness and target decorations
  • A Happy Workforce: Disable optional task in milestone 3 to reduce zone sizes
  • A Happy Workforce: Reduce the required different decorations for interior design achievement from 20 to 10
  • A Happy Workforce: Reduce the wait time for the overtime achievement from 30 days to 7 days.

Bug Fixes
  • General: Plastic, Metal and Wood assembler skills were corrected
  • UI/UX: Calculator does not longer permanently locking the keyboard
  • Campaign: Fixed the situation where milestones were skipped and levels behaved unexpected likely suddenly completed themself
  • Campaign: Achievement for completing 7 challenges did not trigger
  • Topple the Top: Corrected description from 1000 to 500 required bots for the last milestone
  • Heating Up: Correcting the equipment reset function, it actually deleted all equipment now
  • Heating Up: Removing false positive warnings from special pallets
  • Heating Up: Fixing the Triple Ace achievement
  • Eyes in the Sky: Correcting discrepancy between description and target amount for milestones
  • Money Rush: When loading a save game the challenge could not be completed anymore
  • Localization: Competitors now know what a medium contract case contract is called
  • Localization: Correcting names and descriptions of several achievements on steam
Jul 22, 2022
Good Company - aayph
Good Morning Tycoons!

With the help of our active and helpful community we could find another issue with the conveyor belts and decided to update the beta branch before the weekend. When there are no further problems with this update we will put it live after the weekend.

If you are really keen to get the fixes mentioned below, please join the beta branch. As usual nothing should break, but before the patch is not thoroughly tested staging through that branch is necessary, especially shortly before the weekend.

To join the beta branch, simply open the properties of the game and select the branch named ‘_latest_beta’. You can do that by right-clicking the game from your library -> properties -> betas

Enjoy your weekend!


Patch Notes 1.0.11
Beta Date: 22nd July 2022
Release Date: 26th July 2022


Major Bug Fixes
  • Logistics: Splitters handled priorities wrong leading to undersupplying certain materials and even causing production stops
  • Zones: When painting over tables with the zone expansion or adding new zones this way, tables and employees kept data/information from their old zone, potentially leading to major problems.


Changes
  • Decoration Unlock: Added an info when starting & loading a challenge if there is still an unlock left
  • Decoration Unlock: Changed that levels don’t need to be mastered anymore, one trophy will be enough for each decoration
  • Decoration Unlock: Added more unlocks to the Freeplay that were previously unlocked by certain achievements or seasonal events


Bug Fixes
  • Decoration: Many levels either had wrong or missing decoration unlock information
  • General: Machine Overcharge policy had a broken effect description
  • General: Case Synergy had broken icons in several localisations
  • Returning Home: Fixed missing text on first trophy milestone
  • Returning Home: Kerry had a text with a wrong icon for the construction hotkey
  • Returning Home: Fixed a wrong counter on the task to sell plastic cases
  • Returning Home: Updated the Staff Automation instruction to display correct information for 1.0
  • Merry-Go-Around: Removed dialog triggers for removed text explaining roller bands
  • Merry-Go-Around: Fixed titles of business development nodes
  • Merry-Go-Around: Updated the instruction on how to remove conveyor belts, wrong icons were used
  • Old Rivalry: Fixed an issue where the feature requirements to design a product were displayed multiplied by 10
  • Eyes in the Sky: Added Success Points display
  • Heating-Up: Assembly Speed skill unlock had a broken string displayed
Jul 19, 2022
Good Company - aayph
Hello CEOs!

We have another batch of bug fixes for you. We’re aiming for more QoL features over the next months, but most of the requested features take longer than just a few days to implement.
In the meantime we will continue to fix as many bugs as we can, especially if they are game breaking and blocking the progress.

Cheers~


Patch Notes 1.0.10
Beta Date: 19th July 2022
Release Date: 21st July 2022


Changes
  • Tool: Adding an ingame calculator that can be accessed by pressing numpad-enter
  • Logistics: Adding warnings to crafter and assembler if there is no inventory connected to it
  • Balancing: Machines can now hold items for up to 20 crafting batches
    > only applies for new machines built
  • UI/UX: Added the case module to product tooltips

Bug Fixes
  • Logistics: Machines do not spam belts with items anymore
  • Logistics: In some cases splitter and merger could not be configured anymore
  • General: Careful Handling policy now adds the luck bonus properly
  • General: Centralized Logistics policy was deactivated with researchers in the zone
  • General: Case Synergy policy is now updated whenever crafting recipes are changed from and to cases
  • General: Specialized Team policy now cannot be copied to other zones by moving affected tables

  • Campaign: Removed all remarks and usages of the outdated qualification skills
    > may require a new session, employees might have broken skills in old sessions
  • A Happy Taskforce: Module and components focus policies were available twice in business development
    > only affects new sessions
  • A Happy Taskforce: Policies affecting happiness are now available
    > only affects new sessions
  • A Happy Taskforce: Pipe bot market now requires mobility and can’t be built with negative mobility anymore
    > only affects new sessions / new market phases
  • Sandbox Level: All buildings now have ‘entrances’ for employees to leave and find paths to exists
    > only affects new sessions
Jul 12, 2022
Good Company - aayph
Hello CEOs!

We used the past days to add some minor QoL features. Our stack of suggestions grows and we are keen to get some items checked off. There are no huge changes but rather changes that we could implement quickly. To that we also deliver some bug fixes.

Please look through our community suggestions and bugs:
https://open.codecks.io/goodcompany

Especially thanks to the active Discord community helping us finding and solving problems.
As usual the patch will be first set on the Beta branch and a few days later set live for everyone.

Cheers~


Patch Notes 1.0.9
Beta Date: 12th July 2022
Release Date: 14th July 2022

QoL Updates
  • UI/UX: It’s now possible to pin blueprints directly from the blueprint designer.
  • UI/UX: Quickhire can now be set to a hotkey. (default: Q)
  • UI/UX: Analysis table settings can now also be copied.
  • UI/UX: “No Recipe” can now be copy & pasted between tables.
  • UI/UX: Players can now see in the market overview which markets contain player items.

Changes
  • UI: The tooltip of crafters was changed to ensure that all items fit the tooltip.
  • UI: In Courier settings the pallet icons now scale with the zoom factor.

Bug Fixes
  • General: Mergers could get blocked when the same item type was fed through multiple inputs.
  • General: Case Synergy has not given 20% assembly speed boost.
  • General: Specialized Teams policy got additional description in case there is no specialized employee.
  • General: The happiness score on various difficulty settings in the campaign was acting out.
  • Money Rush: The challenge would not set the score properly and thus the challenge could not be won.
Jul 5, 2022
Good Company - aayph
Hello CEOs!

We have some more bug fixes prepared for you. We’ll release them first on the latest_beta branches via Steam and then prepare to set them live two days later for everyone on 7th July.
You can join the beta branch by opening the properties of your Steam game from the library by right-clicking and selecting beta on there.

This staged approach will be the standard so we can figure out with the closer community if any follow-up problems are happening or if any bug fix does not work as intended.
If you want to participate in this, please visit the Steam Forums, Reddit or Discord.

Have a nice week!


Patch Notes 1.0.8
Beta Date: 5th July 2022
Release Date: 7th July 2022

  • General: There was a problem with Assembly and Research policies that resulted in effects and buffs sometimes not being applied. This caused many follow up issues resulting in differences of assembly and research speed.
    Unfortunately this issue can’t be fixed retroactively for employees in save games, but new employees won’t have that problem
  • General: Manipulating the Logistics Connections in the Zone View is no longer possible when the zone is in Automatic Logistics mode. That should have only been possible in Manual Logistics mode and could have broken the logistics in subtle ways when fiddled with.
  • General: Upkeep for tables and machines was not listed in the money flow; this has been fixed.
  • General: There was too much deduction for upkeep of tables and machines.
  • General: Could not change the colour of the Unbreakable form factor. (computer)
  • General: Brightness Sensor was incorrectly available on the Advanced Electronics table instead of the Electronics Tables.
  • General: It was possible that shelves could have a mismatch in reservations and logistic rules leading to employees being confused and destroying items, standing around passively and not being productive.
  • General: Traits did not increase their effect with higher employee levels, this has been fixed for all traits including the CEO abilities.
  • General: Logistic workers now generate more Skill Points.
  • General: Copy Machine was using Medium Polished Chassis instead of Medium Polished Case.
  • General: Fixed an issue with splitters where splitters sometimes pushed items on a belt they shouldn’t, sometimes resulting in blocked belts.
  • General: Fixed an issue with conveyor belts where deconstructing them back to 1 tile could in special circumstances break conveyor connections (logic wise) resulting in items not being transferred between belts anymore.
    Unfortunately this issue can’t be fixed retroactively in save games, so when you have belts that stopped transferring items, the only way to fix that is to remove that belt completely and rebuild it

  • UI: A rounding issue in the market panel resulted in market ratings and appeal sometimes being displayed slightly higher than the actual value, making it unclear that requirements for tasks had not been fulfilled.
  • UI: Happiness values were displayed wrongly in the summary tooltip for employees. Those values are actually capped but the cap was not used.
  • UI: Skill categories when training skills to employees are now correct.
  • UI: When loading a game, the values for map size and player amount were switched.
  • UI: Research desks displayed the wrong data icon and not the one they were currently using.
  • UI: Manager skills did not have proper texts in effect tooltips
.
  • Machinery: The construction UI was in some cases heavily blinking and only clickable when the game was paused.
  • Bet on Bots: Fixed an issue where it was possible to skip the last three milestones.
  • A Happy Workforce: Fixed that employees didn’t have a negative trending happiness bar when the tutorial wanted to show you exactly that.
  • Merry-Go-Around: Removed references to Roller Bands.
  • A Happy Workforce: Employees with 100% happiness were not accounted for tasks to get employees above 80% happiness.
  • Rising Markets: First trophy tasks to build 15 Cassette Players was set to reset every week while it should be a tracker for total built products.
Jun 28, 2022
Good Company - aayph 🏳️‍⚧
Hello Assistant!



[Anishka, Chief Engineer of Robotics]

We got another update and this time I have a full list of changes prepared.
As requested by the community on [[url=https://discord.gg/goodcompany]Discord[/url]], we added all tracking numbers that were used by our automatic tracking system. Wonderful little helper I must say, almost on par with Lumo!

We send out the next Patch on a special Beta-Branch that can be accessed through some Beta settings on Steam. To access it open the properties of the game and select the menu point Betas. Here select _latest_beta.
If the first testing round works out we will advance the stage of our product for public release the following day.

You have my gratitude.



Beta Notes 1.0.7

  • Crash: When save games got too big, they were crashing on loading.
  • Save games should now work again without any progress loss
  • Logistics: Changed the default behaviour for items that are produced into and consumed from the same inventory: Logistics are now allowed to take these items if they are needed elsewhere
  • Logistics: Fixed an issue where shelves could have logistics connections/rules for non-reserved items blocking reservations that were actually used
  • Logistics: Splitters were not splitting evenly when using all 3 outputs or only single items had to be split

  • UI Bug: The research screen bugged out after a while resulting in incorrect states. All recent reports that were made had the same initial bug as the source
  • UI Bug: It happened in the logistics view that after closing, lines remained on the screen
  • UI Bug: Assembly icons remain on screen when moving the camera around
  • Text Bug: Tooltip when players had not enough money to buy equipment contained a broken text

  • Returning Home: The last milestone to craft weekly products the counter wrongly expected 8 products
  • Charlie’s Circuits: Not all pallets in zone C were checked for setting up transportation
  • Merry-Go-Around: Achievement “Self-Made” was not triggering.
    > Requires restart of the level
  • Pocket Conquest: Progressing markets were not unlocking new modules as described
    > Requires restart of the challenge
  • Pocket Conquest: While the challenge was tracking the score, the victory condition was not updated and thus always resulted in a loss
  • Heating-Up: The 5th milestone to get luck or efficiency craft to 20% was not properly tracking
  • Heating-Up: The 8th milestone was not recognizing happy employees
Good Company - aayph
Hello fellow CEO!


[Z3U5, Better Tomorrow]

Do you like Good Company? If you do like Good Company you should join the community of CEOs.
If you would like to join the group of CEOs, then please follow these links:

Discord: https://discord.gg/goodcompany
Reddit: https://www.reddit.com/r/GoodCompany/

For that platform called Reddit I also have an announcement to make! It appears that during the cooldown period until the next working unit, the responsible administrators overseeing the Good Company project will be available for question. The correct term for such an event is “Ask Me Anything”.

If you would like to ask just anything, then please follow this link:
https://www.reddit.com/r/goodcompany/comments/vkbtjl/ask_me_anything_release_version/

Oh boy, I like to ask questions about anything! And there will be a human being answering them! I should prepare important questions such as: “How do I apply sunscreen just as humans do!”

On a different note, the Reddit CEO community is still looking for individuals to maintain the Reddit page outside of the original administration.
If you would like to become a moderative unit for the Reddit community, then please follow this contact:
https://www.reddit.com/user/Aayph

And if this isn’t enough, how would you feel about contributing to the Good Company Wiki? This is a good place to read about how to become a great CEO.
If you would like to learn from or contribute information to this knowledge base, then please follow this link:
https://wiki.goodcompanygame.com/

I hope you feel as excited as I do, because feeling excited is something I enjoy!
We will see each other again, fellow human CEO!
...

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