Added: Steam Trading Cards. Includes 8 cards, 6 badges, 8 emoticons and 4 profile backgrounds.
Added: The build objects UI now includes a search bar to quickly find or filter objects.
Added: New mechanic where characters are slowed when walking through crowded areas. This is especially punitive on pedestrian chokepoints (single doors, narrow corridors).
Added: New 'Import Mask' developer tool (press F1 to access). Imports walls and foundations work orders from a 512x288 mask.png file (located in the Steam game folder). White pixels are foundations, black pixels are walls, transparent pixels are ignored.
Fixed: A crash when assigning giant zones.
Fixed: A glitch with zone panels in ultrawide mode.
Added: The research screen now uses a diagram structure.
Added: Customers will now be visibly angry for a few seconds whenever their satisfaction is dropping.
Changed: The 'Research basics' project has been removed.
Fixed: Tooltips' alpha is now properly tied to framerate and slightly faster.
Added: Category and Specialty stores now have specific name rather than just 'store' (eg: Grocery store, Newsagent, Butcher shop, Bakery, etc...).
Added: An icon and tooltips for specialty stores on the demand screen.
Added: Product mods can now optionally provide a name for a specialty store. Look for <specialty_name> in the Modding guide.
Added: A 'Word of mouth' notification that pops every day at midnight to highlight the unbuilt category store, specialty store and non-retail business with the most demand. It also reminds players to research the 'Sales monitoring' project until they have done so.
Added: A warning/tooltip when checkout/order counters have an obstructed queue.
Added: A warning/tooltip when a storage is too small to have any capacity.
Added: A tooltip when underground parkings are under construction.
Fixed: Projects with missing prerequisites showing as completed in the tooltip.
Fixed: Shelves with a 2 products capacity (50 depletion rate) not showing the half-empty state.
Fixed: Localized modded product names not working.
Fixed: A bug where when building an underground parking, right-clicking would remove roadwork and withdraw the parking cost.
If all goes well, 0.23 with achievements will be out before the end of the month!
Pushing this hotfix as it fixes a major flaw that caused a plethora of bugs and glitches. A big thank you to everyone who reported this and sent their savefiles, it helps a lot to debug such problems. Please allow a minimum of 24 in-game hours for problems to resolve completely.
Fixed: A major bug causing problems with cashiers, cooks and waiters at fine dining restaurants, bars and coffee shops, such as counters getting corrupted, customers not getting served, cashiers stacking on top of each other and other random problems and corruptions.
New mod features didn't make it in time for this update, but the extended tutorial will hopefully improve the experience for new players. As always, your feedback and suggestions are much appreciated. Happy Holidays everyone!
Added: Modding system. Foundations for a sustainable modding system with localization and dependencies. (You can manage your mods from the new game menu).
Added: Graphical mods. Patch existing art (sprites, tiles and UI) with custom art.
Added: New product sub-categories to accomodate future product mods.
Added: Interface to set a business' opening hours from the shift planning menu.
Changed: Moved the event timeline.
Changed: Mipmap settings to avoid tiles flickering.
Changed: Doubled the size of the sprites texture atlas to accomodate future content mods while maintaining performance.
Fixed: Faulty workforce graph.
Fixed: Some employees immediately going home in specific circumstances, making it look like they never showed up to work.
Added: Product mods. Let you add custom products to game's economy.
Added: Ability to delete and unsubscribe workshop items (malls, scenarios and mods) from the game.
Added: The game will now prompt you to subscribe to missing required mods when loading a game/scenario.
Added: Various tooltips on the manage mods menu.
Fixed: Scenario mods' preview images being dispatched incorrectly.
Fixed: Faulty tree shadows when zoomed out on high shadow settings.
Changed: Updated to latest Steam SDK.
Added: Mod dependencies are now displayed on the workshop page for uploaded malls.
Added: There is now a waiting message when uploading an item to the workshop.
Added: Various error messages for workshop related errors.
Fixed: Mods showing error strings when using a modded language.
Added: You can now enable mods in existing game saves. (F1 -> Manage Mods in-game) Please note that you cannot disable or reorder mods in-game. It is also advised to save your game before enabling content mods in case your game gets corrupted.
Fixed: Updated mods' settings are now correctly applied when loading a game.
Changed: The <Product> node has a new <codename> node to improve long-term compatibility (see Modding guide).
Fixed: Mod products' demand and price being set to zero.
Added: The 'Abandoned Mall' scenario is now integrated into the base game.
Added: An error message when attempting to share a game/scenario that references local mods.
Fixed: A crash when deleting a mod from the manage mod menu.
Fixed: Scenarios setting mod dependencies on the workshop.
Fixed: Improper line breaks for various scenario texts (you should reimport your texts in the scenario editor in case your scenario has that problem).