This version might be in testing for awhile as there are many new systems to debug. All employees in previous saves will have randomized styles to fit the new character model and all fridges will be replaced with vending machines.
Known issues: Faces turn black on DirectX 9 New version of Unity has increased game size for debugging purposes and they don't plan on changing it. Biggest impact on OSX.
Changes
Added canteen and cooks
Character model replaced and customization system reworked
Added unofficial support for .NET mods
Update to Unity 5.3.4, should fix NVidia Optimus issues
Ability to change gamma
Censoring on toilet
Improved employee status info in UI with progress bars
OS devtime should not have effect on porting
Only employees talking should increase noise significantly and cubicles should control how much noise an employee makes
Add hint about how more employees do not make development faster
Different types of tasks should have different stress factors
Companies with less than 4 employees shouldn't have to fulfill social needs
Independent employees should be more independent, as their social needs only relate to their working hours
Made it so interaction points can have a minimum requirement, warning appears if less than the minimum is unreachable
Fixes
Fixed central heating and AC calculation
Fixed leaders not being social with employees at computers they own
Fixed leaders yoyo-ing between socializing with employees and working for no reason
Fixed bug in how AI companies calculate feature dependencies
Fixed game freezing when there are errors in room edge definitions
Handled case where room edge definition had the same start and ending edge
Fixed game lagging if cleaning staff can't get to a dirty room
Fixed degenerate triangles in navmesh causing buggy paths
Fixed path weighting issues
Work tasks sometimes stop updating
Extend inner walls to outerwall to avoid window see-through
Unavailable furniture should be ignored for room cloning and handled in blueprint info screen
Optimizations
Improved performance when wiring server clusters by preserving the largest cluster
Furniture is now combined per floor instead of per room to reduce draw calls
This version might be in testing for awhile as there are many new systems to debug. All employees in previous saves will have randomized styles to fit the new character model and all fridges will be replaced with vending machines.
Known issues: Faces turn black on DirectX 9 New version of Unity has increased game size for debugging purposes and they don't plan on changing it. Biggest impact on OSX.
Changes
Added canteen and cooks
Character model replaced and customization system reworked
Added unofficial support for .NET mods
Update to Unity 5.3.4, should fix NVidia Optimus issues
Ability to change gamma
Censoring on toilet
Improved employee status info in UI with progress bars
OS devtime should not have effect on porting
Only employees talking should increase noise significantly and cubicles should control how much noise an employee makes
Add hint about how more employees do not make development faster
Different types of tasks should have different stress factors
Companies with less than 4 employees shouldn't have to fulfill social needs
Independent employees should be more independent, as their social needs only relate to their working hours
Made it so interaction points can have a minimum requirement, warning appears if less than the minimum is unreachable
Fixes
Fixed central heating and AC calculation
Fixed leaders not being social with employees at computers they own
Fixed leaders yoyo-ing between socializing with employees and working for no reason
Fixed bug in how AI companies calculate feature dependencies
Fixed game freezing when there are errors in room edge definitions
Handled case where room edge definition had the same start and ending edge
Fixed game lagging if cleaning staff can't get to a dirty room
Fixed degenerate triangles in navmesh causing buggy paths
Fixed path weighting issues
Work tasks sometimes stop updating
Extend inner walls to outerwall to avoid window see-through
Unavailable furniture should be ignored for room cloning and handled in blueprint info screen
Optimizations
Improved performance when wiring server clusters by preserving the largest cluster
Furniture is now combined per floor instead of per room to reduce draw calls