パッチノート ver0.0061
『バグ修正・バランス調整』
:装備「ウォーターボトル」のデメリット効果のマイナス数がおかしかった不具合を修正
:テキストの誤字を修正
:つゆにうちゃ.が、純粋な雨水を2個落としてくれるようになりました
:隠しボスの装備ドロップ率が5分の1から2分の1に上がりました
:屋敷内で、騎士との手合わせをした時の報酬に、「雫のメガネ」が追加されました
:装備「夜闇の爪」が強くなりました
:屋敷の壁が少し明るくなりました
:ログインボーナスで純粋な雨水が10個手に入るはずが、実際には6個しか入手できていなかったミスを修正
:テキストの誤字を修正
:技「星崩し」の攻撃回数がテキスト通りになりました
:つゆにうちゃ.の声がねこにうちゃ.のままだったので、修正しました
Hello everyone!
Another update for Blacksmith Master is ready! I'm trying to address as much feedback and reviews as possible, so for the next few updates, expect new features, as well as reworked old features that are causing issues and confusion. :)
Also, if you’ve spent some time with the game and feel like leaving a review on Steam, that’d really help me out. I’ve been going through reviews constantly to figure out what’s working and what isn’t — a lot of the changes in this update came directly from stuff mentioned there. No need to write anything fancy or long, but even a few honest lines make a difference.
Thanks again for all the support and feedback — it makes a big difference.
Upgraded Smelters
The first thing I want to address is the issue where, in the mid-to-late game, you need too many assistants crafting ingots, and it becomes a bottleneck really fast. It was really obvious that, besides upgraded furnaces, I should also add upgraded smelters, which can produce 2 and 3 ingots simultaneously. You need to unlock these upgrades in the mastery tree. :)
Restock Resources Overhaul
One of the most frustrating things in managing the workshop was restocking ingots. You had to drag an assistant to the "Restocking ingots" column, then manually choose the source and destination for transferring. With many storage facilities, the number of assistants grew exponentially. It was also really illogical how restocking wood and ores worked one way, and ingots completely differently. That's why I decided to merge both duties into one, just called "Restock resources".
Now, besides selecting wood or ore, you can select any ingot, and the assistant will do all the work :)
For this to work, I was missing one piece, and that was a way to mark ingot storage as either "source" or "destination" for restock.
Obviously, you want ones close to smelters to be the source, and ones close to blacksmiths to be the destination.
I also read a lot of feedback on how you guys want certain storages to be used only for smelting, and others used only for crafting items, because blacksmiths were constantly coming to the smelting area to take ingots.
Taking all this into consideration, I added new settings for each ingot storage, allowing you to choose whether to allow or block certain actions.
Mastery Tree & Stronger Miners
For readability, I also added two new rows to the mastery tree, but that's just the first step. In the next update, I will introduce a completely reworked mastery tree that allows for much more control over what you want to unlock. :)
Finally, there was one more improvement that addressed a significant issue - the inability to produce enough ores in the mines. Upon analyzing the situation, it became evident that miners wasted a lot of time traveling back and forth to collect ore.
That's why I added a new upgrade to the mastery tree - stronger miners. When you unlock it, they will be able to carry 2 ores at once, improving their performance by a huge margin.
Bug Fixes
Certain elite traits will not appear in the pool if you have already hired workers who have them.
Alt-tabbing out of the game will not cause a lot of sounds to be played when you come back.
Continued improving performance for certain situations.
Thank you for taking the time to read this blog post. We look forward to seeing you in two weeks for the next update! ~Luka
Cold Bed on Route is updated into v3.08.
Fixed a bug where, upon starting a second or third playthrough after transferring items in and out of containers, the contents of the containers would incorrectly remain in the same state as the previous loop, disrupting gameplay.
This update focuses solely on addressing this relatively severe bug.
We apologize, but if your save data was created in v3.07 or earlier, the affected loop may still have corrupted item states—even if the default values have been reset.
To restore proper functionality, you can either delete the current playthrough from the start options or complete a loop (even if it results in a game over), which will reset the state correctly.
Since this update is brief, we’d like to take the opportunity to explain the bug in more detail:
Each item in the game (whether it’s a girl, a ship, or a metal box) is stored as a single unified data block. This includes data such as weight, durability, and status (e.g., acquired, not acquired, stored in a box, discarded, etc.).
Containers like a metal boxe have an additional structure: inventory data that holds information on what items are stored inside.
When beginning a new loop (either by clearing the game or deleting data from the title screen), these item data blocks are reset by copying values from a predefined set of "initial state data."
However, the issue in this update arose because the inventory data of container items was mistakenly copied using shallow copy instead of the intended deep copy.
To clarify:
A deep copy (the correct behavior) duplicates the initial state data into the container’s inventory data, creating an entirely separate instance—no problems here.
But with a shallow copy (the incorrect behavior), the container's inventory data ends up referencing the same object as the initial data. This means that any interaction—such as adding or removing items during gameplay—would also modify the supposedly immutable initial state data.
As a result, if you continue playing without restarting the game, changes to the container contents directly affect the initial state data. Then, if you begin another loop, the game copies this now-corrupted “initial” data back into the new playthrough—effectively carrying over container contents from the previous loop, which should not happen.
This issue was difficult to reproduce consistently because the likelihood of it occurring increased with each additional loop. Our initial assumption that it would trigger in the second loop caused us to overlook cases where it only appeared later.
Update 0.9.4 is here! This update brings two major improvements that will enhance both gameplay and visuals.
Transport systems have been overhauled — drones and vehicles are now much more efficient. Drones waste less time and prioritize unloading vehicles. Trucks have been significantly improved to remain useful longer.
Going green! Grass now spreads naturally from trees, covering large areas — including under roads, rails, and factories — giving your cities a more organic look. It will keep spreading as long as the soil retains enough humidity and the temperature is favorable. In drier or colder regions, it takes on a more yellowish hue. Trees have also been rebalanced, and cities will no longer require oxygen once there’s enough of it in the atmosphere!
This update also includes a variety of other tweaks and improvements — check out the full list below!
Major improvements:
Major rework of transports and drones behavior, to move containers faster and smarter. Trucks buffed a lot (cf. Balance changes).
Add grass and rebalance other plants (cf. Balance changes). Grass automatically spread (including below rails, roads and factories) when planting trees, and gives a bit of oxygen (20% of a forest hexagon)
Improvements:
Drones take off to unload stacks earlier, load and unload faster, give priority to transports, search for new task earlier, optimize performances
Drones movement smoothed, move at the exact position (no more drones & containers teleports).
Show actual vehicles stats (number of containers transported per year)
Trees replace more easily other types of trees, if they are better suited for the local conditions
Reduced O2 city need when enough of it
Add a history of camera positions (with mouse buttons 4/5)
Update localisation from/to Crowdin (help very appreciated! especially for Italian, Japanese, Ukrainian, Polish, Czech, Thai.
Added an option to pause music between each tracks
Balance:
Depots MK3 drones move 2 containers at once.
Trucks number of containers 1 => 2, speed 1 => 2
Trains speed 2 => 3, acceleration 0.3 => 0.16
Ship: speed 0.8 => 1.5, unlock level 20 => 19
Trains wait to be fully unloaded
Do not reroute vehicles if their path is flooded
Tropical trees give +50% oxygen
Palm trees are now the only trees growing on beaches
Cacti grow on no-water areas, are more distant to each others, give less oxygen (same quantity as visible cacti number)
Modify tree movements so they are more synchronised with the wind direction
Bugs fix:
Fixed bug with history not reset at reload
Fixed soft lock if we set mouse left button on cancel
Fixed bug if we close input window while waiting for input
Fixed selection error at north pole
Fixed wrong selection infos when selected item change by itself
Fixed rare case of depots that skip some neighbors
Fixed very bad estimation of containers transported by a line when saturated
Console does not block mouse clicks
Minor:
Allow landmarks to be placed underwater
When removing a vehicle, remove empty ones in priority
Use 2 containers stacks for spacelift build recipe (faster)
Info : farm image changed & text improved
Optimisation of vehicles CPU performances
Optimisation of dynamic items perfs
Do not display "city need changed" too often
Space elevator hidden from unlocked items
Detects if bepinex installed (displayed in home screen)
reverted rocks created by terrain tool & bombs to small rocks instead of normal big rocks (reverted to same as before v0.9.4)
fixed an issue when closing the selection panel with the button while duplicating an item
added grass under city lower tech districts
Fixed a bug that sometimes prevent city to grow when oxygen need is 100% reduced
Greetings, Commanders!
Are you enjoying the WWA Anniversary Celebration?
The latest bonus code is already live on WWA Game Hub, don't forget to use it before it expires!
We also have the latest Frontline Report to take a look at the latest WWA updates, shed some light on the future and ask for your thoughts and ideas!
Thank you for playing JR EAST Train Simulator!
Thank you for your patience, we have started to distribute the 24th DLC, “Senzan Line” today, Tuesday, June 24!
The Youtube live-streaming will be held one week later, on Tuesday, July 1, at 7:00 p.m Japan Standard Time (JST)).
The Senzan Line is a 58.0 km long line connecting Sendai Station in Sendai City, Miyagi Prefecture and Uzen Chitose Station in Yamagata City, Yamagata Prefecture. The line was named “Senzan Line” after the initials of the two cities, as it connects Sendai and Yamagata. At Uzen Chitose Station, the line connects to the Ōu Main Line, and trains on the Senzan Line also run directly to Yamagata Station. It is also known as the first AC electrified railroad line in Japan.
In addition to trains connecting Sendai Station and Yamagata Station, there are also many section trains that run from Sendai Station to Ayashi Station and Sakunami Station. There is also a rapid train that stops only at major stations from Ayashi Station to Yamagata Station.
After leaving Sendai Station, trains run through a residential area for a while, passing through Kitasendai Station with its many condominiums and Tohoku Fukushi Daigaku Mae Station, which is frequented by students, before heading to Ayashi Station, one of the main stations on the line. After leaving Ayashi Station, the train enters the mountainous area near Sakunami Station, famous for Sakunami Hot Springs and the “Cradle of Exchange Electrification” monument, and heads for Uzen Chitose Station via Yamadera Station, which attracts many tourists. In the mountainous area, there are many tunnels, railway bridges, and curves, and you can feel the ruggedness of the Ōu Mountains.
From Uzen Chitose Station, the train transfers to the Ōu Main Line, running parallel to the Yamagata Shinkansen, which has tracks of different widths, and arrives at its final destination, Yamagata Station.
We hope you will enjoy the scenery as it transitions from residential areas to the suburbs and mountains.
Section: Senzan Line Down Sendai ⇒ Yamagata
Total length: 62.8 km
Number of stations: 20
Security equipment: ATS-Ps
Train Number:825M
Type/Destination: Local train to Yamagata
Section where you can drive: Sendai(08:18)→Yamagata(09:45)
Type of train: Series E721-1000 6 cars
Responsible for real voice train announcements: Yamagata unification center
Train Number:3831M
Type/Destination: Rapid train to Yamagata
Section where you can drive: Sendai(11:07)→Yamagata(12:26)
Type of train: Series E721-1000 4 cars
Responsible for real voice train announcements: Yamagata unification center
Train Number:1857M
Type/Destination: Local train to Ayashi
Section where you can drive: Sendai(13:27)→Ayashi(13:57)
Type of train: Series E721-1000 6 cars
Responsible for real voice train announcements: Yamagata unification center
Train Number:837M
Type/Destination: Local train to Yamagata
Section where you can drive: Sendai(13:45)→Yamagata(15:16)
Type of train: Series E721-1000 4 cars
Responsible for real voice train announcements: Yamagata unification center
Saikyō Line The speed display on the screen of some sections will be corrected.
Jōban Line
The pattern of some trains at Tokyo Station will be corrected.
The conductor's announcement at the arrival at Katsuta Station will be partially corrected.
Hachikō LineFix the problem that the driver's voice is not played in some sections.
We will continue to update the product based on your reviews and comments.