Made product loss by employee salaries more accurate by calculating salary per minute used (refreshed in UI once per day)
Fixes
Fixed uint overflow causing unlimited sales for products when there are no more supported OS users left to sell to
AI companies not releasing anything after buying out all their IP (won't fix active AI companies from previous saves)
Product loss from player printing and OS ports were not calculated
Fixed adding fans instead of removing them when delivering subpar product to followers
Various other fixes
Alpha 9 is finally out!
New major changes include:
Software development has been completely overhauled to focus more on risk management and marketing planning than watching progress bars fill up
Software quality evaluation is now more complex, amount of work done and the quality of that work is calculated seperately
The amount of bugs in a product are no longer known up front making support tasks and bug fixes theoretically endless and instead hinging on good player planning
Project management has been completely overhauled
There is now a clear divide between digital and physical distribution, and the market changes as the years go on
The player has to pay for physical copies of their products upfront to be sold or produce and deliver copies themselves using printers and couriers
The player can make other companies subsidiaries when taking them over to keep them in the game and control their funding
Undo button in build mode
Noise levels are now calculated realistically instead of across entire rooms
UI sound effects
A bunch of UX improvements
Alpha 9 changes the core gameplay a lot. The main focus was to add more player interaction to the early game by requiring more attention and planning from the player during product development and release, while some of the new mechanics add risk and uncertainty to player choices, without being straight up random. Removing the development progressbar could at first glance seem to just be obfuscating information from the player, this is not the case, however. A lot of underlying code has been reworked, which makes the progressbar obsolete, as project progress can no longer easily be quantified to a percentage. The overall timescale of the game has not changed, so don’t be afraid to use your experience from alpha 8, but note that your strategy will probably not be effective in alpha 9, unless you pay attention to the new pre-marketing mechanics.
I will continue to monitor alpha 9 issues for the next couple of weeks, before I move onto alpha 10.
Current plans for alpha 10 include:
Completely overhauled software feature system, to get rid of the "Select all" mechanic and add endless research
Being able to move your company to a different plot
Being able to rent rooms in a larger building
New plot system, that includes plot "chunks" with individual characteristics
Finally, a word on the long development time of alpha 9.
Alpha 9 took at least 5 times as long as any previous alpha did, mainly due to the fact that alpha 9 touched core gameplay, which had to be rebalanced, debugged and required a lot of feedback. Most of the alphas have focused on adding new mechanics, which takes a lot less time than working on existing ones. Having to move a long distance, taking my driver’s license, suddenly not having internet and having a knife-to-finger related injury (almost healed up now) certainly didn’t help, thankfully these are all one-off adventures.
Made product loss by employee salaries more accurate by calculating salary per minute used (refreshed in UI once per day)
Fixes
Fixed uint overflow causing unlimited sales for products when there are no more supported OS users left to sell to
AI companies not releasing anything after buying out all their IP (won't fix active AI companies from previous saves)
Product loss from player printing and OS ports were not calculated
Fixed adding fans instead of removing them when delivering subpar product to followers
Various other fixes
Alpha 9 is finally out!
New major changes include:
Software development has been completely overhauled to focus more on risk management and marketing planning than watching progress bars fill up
Software quality evaluation is now more complex, amount of work done and the quality of that work is calculated seperately
The amount of bugs in a product are no longer known up front making support tasks and bug fixes theoretically endless and instead hinging on good player planning
Project management has been completely overhauled
There is now a clear divide between digital and physical distribution, and the market changes as the years go on
The player has to pay for physical copies of their products upfront to be sold or produce and deliver copies themselves using printers and couriers
The player can make other companies subsidiaries when taking them over to keep them in the game and control their funding
Undo button in build mode
Noise levels are now calculated realistically instead of across entire rooms
UI sound effects
A bunch of UX improvements
Alpha 9 changes the core gameplay a lot. The main focus was to add more player interaction to the early game by requiring more attention and planning from the player during product development and release, while some of the new mechanics add risk and uncertainty to player choices, without being straight up random. Removing the development progressbar could at first glance seem to just be obfuscating information from the player, this is not the case, however. A lot of underlying code has been reworked, which makes the progressbar obsolete, as project progress can no longer easily be quantified to a percentage. The overall timescale of the game has not changed, so don’t be afraid to use your experience from alpha 8, but note that your strategy will probably not be effective in alpha 9, unless you pay attention to the new pre-marketing mechanics.
I will continue to monitor alpha 9 issues for the next couple of weeks, before I move onto alpha 10.
Current plans for alpha 10 include:
Completely overhauled software feature system, to get rid of the "Select all" mechanic and add endless research
Being able to move your company to a different plot
Being able to rent rooms in a larger building
New plot system, that includes plot "chunks" with individual characteristics
Finally, a word on the long development time of alpha 9.
Alpha 9 took at least 5 times as long as any previous alpha did, mainly due to the fact that alpha 9 touched core gameplay, which had to be rebalanced, debugged and required a lot of feedback. Most of the alphas have focused on adding new mechanics, which takes a lot less time than working on existing ones. Having to move a long distance, taking my driver’s license, suddenly not having internet and having a knife-to-finger related injury (almost healed up now) certainly didn’t help, thankfully these are all one-off adventures.
Alpha 9.10.14 includes bug fixes. Final release is imminent, as long as no critical bugs are reported. I know I say this every time and then a critical bug is reported, but there haven't been any for the last couple of patches.
Alpha 9.10.13 is a hotfix for game sometimes breaking when cancelling or releasing a product.
Alpha 9.10.12 includes a bunch of bug fixes.
Alpha 9.10.11 fixes undoing a split either not working or causing the game to break.
Alpha 9.10.10 includes a bunch of bug fixes.
Alpha 9.10.9 changes
The development info window now uses fractions when counting programmers and artists to correctly show employees working in any role
Add team to wage negotiation window and make window scalable
Fixes
Wrong amount of copies set to print when using percentage in project management options
Game could break when updating print job list
Alpha 9.10.8 fixes some bugs in the print job list.
Alpha 9.10.7 changes
Added colors back to print deal labels
Fixes
Print job buttons were applied to all jobs
Hire score column was in currency rather than percentage
Loan total amount column was incorrect
Alpha 9.10.6 fixes loan window.
Alpha 9.10.5 changes
Employees will have even less of a negative impact on quality when working on features they are not good with, depending on their overall specialization level
Refactor and extend listview functionality to allow for columns with custom objects and easier future maintenance
Turn printing job card list into listview
Remove team dev speed penalty and keep better track of employees working on software at any given time
Show what action is being undo'ed when hovering over the undo button
The printing limit feature should cancel print jobs, not suspend them
Ability to auto start print jobs for project management
Ability to skip OS port
Writing % in project management copy automation should order using percentage of followers
Rename project mangement
Completely disabled loading old saves, as people would mistakenly think they were playable when the game attempted to load them
Fixes
Subsidiary column not refreshing in Company window
Game would break when filtering the wage negotiation list by employee request
Sending an employee off to education while they were in a vehicle on the way to work would insta-educate them
Removed possible chance to trigger spawn code when despawning
SCM not being applied for art only contracts
Short circuited logic in room propagation code would cause disconnects for central heating and AC in rare circumstances for very complex buildings
Various other fixes
I'm still investigating an issue when merging/splitting rooms and then undoing. If you experience any issues in 9.10.4 after hitting the undo button, please send the save file using the in-game reporting tool and describe what you did, if possible.
Alpha 9.10.4 changes
Ability to accept multiple deals
OS port warning will no longer show up if there are no valid OSs to port to and will only ever show up once for each product
Fixes
Splitting rooms had small chance to break game or just not work due to floating point error introduced in last patch
Fix sales presentation with more days per month
The game would not mark design work as finished if it had any 100% art specializations, which could halt project management work
Late employee state updates could cause game to warn player about irrelevant employee issues
Elevator highlight beam would turn green no matter what furniture was below or above it
Various other fixes
Optimizations
Optimized pre-simulation procedure
Alpha 9.10.3 fixes infinite loop in courier logic.
Alpha 9.10.2 changes
Increase market recognition dropdown height and put on top
Differentiate between beta and alpha for project management
Est. units in project info panel
Improve contract result presentation
Employees will move away from furniture when it is assigned to someone else
Selecting furniture which is assigned to someone will highlight those employees
Fixes
Couriers would sometimes take too many boxes with more days per month
Room segments on upper floors did not have shadows when viewing lower floors causing holes in building shadow
Press releases would get released for cancelled design documents
Navmesh triangles are sometimes overlapped causing zigzag paths
Wrong height for door nodes in pathfinding system when loading save could make pathing unstable for upper floors
Fixed marketing deals with more days per month
Can build quarter turn stairs so close to wall that they break floor mesh
Room segments were not being validated on clone allowing for things like cased opening to the outside and eventually breaking game
Workitem scrollbar wasn't toggling correctly
Vacation range was not carried over when renaming team
Various other fixes
Optimizations
Optimization work for employee logic and noise calculations
The crash issue is still present, however rare, I suspect they are caused by outdated drivers. I'm including some debug info in this release, if it doesn't uncover any other crash issues, I'll release alpha 9 officially as is.
Changes
Added left and right, half and quarter turned staircases
Added option to auto-configure graphics settings
Updated performance impact label for SSAA and More shadows to be clearer
Added default graphics settings
Info for active deals in deal window
Fixes
Server wiring could cause endless loop crash in rare cases
Alpha 9.10.14 includes bug fixes. Final release is imminent, as long as no critical bugs are reported. I know I say this every time and then a critical bug is reported, but there haven't been any for the last couple of patches.
Alpha 9.10.13 is a hotfix for game sometimes breaking when cancelling or releasing a product.
Alpha 9.10.12 includes a bunch of bug fixes.
Alpha 9.10.11 fixes undoing a split either not working or causing the game to break.
Alpha 9.10.10 includes a bunch of bug fixes.
Alpha 9.10.9 changes
The development info window now uses fractions when counting programmers and artists to correctly show employees working in any role
Add team to wage negotiation window and make window scalable
Fixes
Wrong amount of copies set to print when using percentage in project management options
Game could break when updating print job list
Alpha 9.10.8 fixes some bugs in the print job list.
Alpha 9.10.7 changes
Added colors back to print deal labels
Fixes
Print job buttons were applied to all jobs
Hire score column was in currency rather than percentage
Loan total amount column was incorrect
Alpha 9.10.6 fixes loan window.
Alpha 9.10.5 changes
Employees will have even less of a negative impact on quality when working on features they are not good with, depending on their overall specialization level
Refactor and extend listview functionality to allow for columns with custom objects and easier future maintenance
Turn printing job card list into listview
Remove team dev speed penalty and keep better track of employees working on software at any given time
Show what action is being undo'ed when hovering over the undo button
The printing limit feature should cancel print jobs, not suspend them
Ability to auto start print jobs for project management
Ability to skip OS port
Writing % in project management copy automation should order using percentage of followers
Rename project mangement
Completely disabled loading old saves, as people would mistakenly think they were playable when the game attempted to load them
Fixes
Subsidiary column not refreshing in Company window
Game would break when filtering the wage negotiation list by employee request
Sending an employee off to education while they were in a vehicle on the way to work would insta-educate them
Removed possible chance to trigger spawn code when despawning
SCM not being applied for art only contracts
Short circuited logic in room propagation code would cause disconnects for central heating and AC in rare circumstances for very complex buildings
Various other fixes
I'm still investigating an issue when merging/splitting rooms and then undoing. If you experience any issues in 9.10.4 after hitting the undo button, please send the save file using the in-game reporting tool and describe what you did, if possible.
Alpha 9.10.4 changes
Ability to accept multiple deals
OS port warning will no longer show up if there are no valid OSs to port to and will only ever show up once for each product
Fixes
Splitting rooms had small chance to break game or just not work due to floating point error introduced in last patch
Fix sales presentation with more days per month
The game would not mark design work as finished if it had any 100% art specializations, which could halt project management work
Late employee state updates could cause game to warn player about irrelevant employee issues
Elevator highlight beam would turn green no matter what furniture was below or above it
Various other fixes
Optimizations
Optimized pre-simulation procedure
Alpha 9.10.3 fixes infinite loop in courier logic.
Alpha 9.10.2 changes
Increase market recognition dropdown height and put on top
Differentiate between beta and alpha for project management
Est. units in project info panel
Improve contract result presentation
Employees will move away from furniture when it is assigned to someone else
Selecting furniture which is assigned to someone will highlight those employees
Fixes
Couriers would sometimes take too many boxes with more days per month
Room segments on upper floors did not have shadows when viewing lower floors causing holes in building shadow
Press releases would get released for cancelled design documents
Navmesh triangles are sometimes overlapped causing zigzag paths
Wrong height for door nodes in pathfinding system when loading save could make pathing unstable for upper floors
Fixed marketing deals with more days per month
Can build quarter turn stairs so close to wall that they break floor mesh
Room segments were not being validated on clone allowing for things like cased opening to the outside and eventually breaking game
Workitem scrollbar wasn't toggling correctly
Vacation range was not carried over when renaming team
Various other fixes
Optimizations
Optimization work for employee logic and noise calculations
The crash issue is still present, however rare, I suspect they are caused by outdated drivers. I'm including some debug info in this release, if it doesn't uncover any other crash issues, I'll release alpha 9 officially as is.
Changes
Added left and right, half and quarter turned staircases
Added option to auto-configure graphics settings
Updated performance impact label for SSAA and More shadows to be clearer
Added default graphics settings
Info for active deals in deal window
Fixes
Server wiring could cause endless loop crash in rare cases
I had an accident with a knife and my left thumb, nothing major, but programming is going to slow down for a while.
Alpha 9.9.13 changes(accidentally released 9.9.12 with a missing change)
Remove low skill warning when result is negligible
Fixes
Removed deprecated Unity particle code to try and fix crash issues
Ground level navmesh generation could cause entrances to be shut off without warning in rare cases
Could build road while in basement
Various other fixes
Optimizations
Cache printing job to product binding to avoid lag when a lot of print jobs are active with hard limits
Alpha 9.9.11 changes
Synchronize chair and computer assignments, assignment should follow computer when moving
Offline OSX version now puts all data in "user/Library/Application Support/unity.Coredumping.Software Inc" to avoid permission issues, make sure to move all previous data there when you update
Don't warn about no OS support if there are no viable OSs left to port to or porting is underway
Fixes
Changing team names bugs dev team in project management and doesn't refresh work assignments
In-game reporting window wouldn't attach latest autosave if available
Room segments not at correct height when cloning rooms above ground level
Cubicles would get negative scale when placed at odd angles against walls possibly causing crashes down the line
Employees would take vacation one month early, depending on when they were off
Various other fixes
I would've pushed alpha 9 officially by now, but I've seen a big increase in crashes lately, which I hadn't seen because the crash reporting system was broken up until now. I've updated Unity in hopes that this issue has been fixed, but it is currently out of my hands.
Alpha 9.9.10 changes (Accidentally skipped 9.9.9)
Updated Unity to 5.5.4p1 for crash fix
Limitation of time skipping when bankrupt has been cut down to 3 hours before deadline
Fixes
Clicking cancel when updating a workshop item would decouple files from workshop item disabling updates permanently
Undoing after splitting a room which caused a staircase to be destroyed would bug game
Serializable vector would generate random hashcodes causing save game issues in rare cases
Various other fixes
Alpha 9.9.8 changes
Changed how the topbar barchart represents cashflow
Difficulty should change how much timing impacts pre-marketing
Added percentage to product unit barchart tooltip
Fixes
Review score aggregate would tend to cap at 9.5
Bug when placing room up against room causing wall objects to be deleted and then undoing
Deleting room up against room with a window or door, added extra doors or windows when undoing, which could break game
Objects deleted from changing fence style couldn't be recovered from undo (not applicable in vanilla game)
Wall objects deleted due to no longer being on a valid wall (exterior or interior, outdoor or indoor) couldn't be recovered from undo
Game wouldn't allow transactions with a negative bank balance even if the amount was zero
Bug when having the wall delete tool open on a wall and clicking undo
Various other fixes
Alpha 9.9.7 fixes room split bug and some undo bugs.
Alpha 9.9.6 is a small hotfix.
Alpha 9.9.5 changes
Quality degrade warning should take into account that the most skilled employees might not be adding to quality right this second
Change contract progress label from x - y to x out of y
Fixes
Undoing deletion of wall objects, windows or doors after merging and splitting rooms had chance to break game
Next print countdown when selecting printer was wrong
Various other fixes
Optimizations
Simplified new employee hitbox, as it were causing huge slowdowns from physics updates with more than a few employees/staff in game (Should see huge FPS increases across all platforms)
Disabled hitbox when employee is not visible
Employee arrival times are now only updated at most once per in-game minute
Alpha 9.9.4 changes
Ability to replace wall furniture
Fixes
Undoing room deletion was carried out top-down making the game not create them due to lack of support
Undoing a merge made on a different floor than the current one would place new room on current floor
Undoing moving wall furniture didn't work properly
Print priority sliders weren't refreshed when loading save
Various other fixes
Alpha 9.9.3 changes
Made employee window scalable
Undo furniture replacements
Moved undo button
Undo resets at end of day to minimize abuse
Cooks will now walk to unassigned canteens to serve food if necessary
Added personality localizations and fixed "Please wait" panels
Fixes
Fixed undoing staircase deletion
Selling furniture and undoing could bug game due to furniture being placed back in wrong order
Deleting server farm would not add all its processes to the unsupported list
Various other fixes
Optimizations
Replace dot bar used for personalities with manual Graphics rendering
Fixed legacy plot expansion code
Pushed update for Linux that fixes the refusing to launch bug.
Alpha 9.9.2 fixes
Bug when deleting chair and PC at the same time
Potential fix for end of day crash on computers with specific graphics card drivers
There were no cap on initial funding for subsidiaries
Various other fixes
I've decided to hold out on the discount feature indefinitely and to delay controlling subsidiary releases until alpha 10. I've decided on this, as I want to get moving on alpha 10. Alpha 9 has already taken too long. Changing existing mechanics takes a lot longer than adding new ones and I've been anxious about the response to the gameplay changes introduced in alpha 9.
To make up for not getting discounts and subsidiary control in alpha 9, I've introduced the long awaited Undo button in build mode. When I'm positive the undo button is stable, I'll release alpha 9 officially and move on to alpha 10. In the meantime, the undo button will auto save every time it's clicked with a 5 second cool down, to make sure your game can be recovered.
Changes
Ability to undo in build mode
Delete walls between rooms as alternative to right click and merge
Added names to staff list and ability to assign rooms to staff using a list
I had an accident with a knife and my left thumb, nothing major, but programming is going to slow down for a while.
Alpha 9.9.13 changes(accidentally released 9.9.12 with a missing change)
Remove low skill warning when result is negligible
Fixes
Removed deprecated Unity particle code to try and fix crash issues
Ground level navmesh generation could cause entrances to be shut off without warning in rare cases
Could build road while in basement
Various other fixes
Optimizations
Cache printing job to product binding to avoid lag when a lot of print jobs are active with hard limits
Alpha 9.9.11 changes
Synchronize chair and computer assignments, assignment should follow computer when moving
Offline OSX version now puts all data in "user/Library/Application Support/unity.Coredumping.Software Inc" to avoid permission issues, make sure to move all previous data there when you update
Don't warn about no OS support if there are no viable OSs left to port to or porting is underway
Fixes
Changing team names bugs dev team in project management and doesn't refresh work assignments
In-game reporting window wouldn't attach latest autosave if available
Room segments not at correct height when cloning rooms above ground level
Cubicles would get negative scale when placed at odd angles against walls possibly causing crashes down the line
Employees would take vacation one month early, depending on when they were off
Various other fixes
I would've pushed alpha 9 officially by now, but I've seen a big increase in crashes lately, which I hadn't seen because the crash reporting system was broken up until now. I've updated Unity in hopes that this issue has been fixed, but it is currently out of my hands.
Alpha 9.9.10 changes (Accidentally skipped 9.9.9)
Updated Unity to 5.5.4p1 for crash fix
Limitation of time skipping when bankrupt has been cut down to 3 hours before deadline
Fixes
Clicking cancel when updating a workshop item would decouple files from workshop item disabling updates permanently
Undoing after splitting a room which caused a staircase to be destroyed would bug game
Serializable vector would generate random hashcodes causing save game issues in rare cases
Various other fixes
Alpha 9.9.8 changes
Changed how the topbar barchart represents cashflow
Difficulty should change how much timing impacts pre-marketing
Added percentage to product unit barchart tooltip
Fixes
Review score aggregate would tend to cap at 9.5
Bug when placing room up against room causing wall objects to be deleted and then undoing
Deleting room up against room with a window or door, added extra doors or windows when undoing, which could break game
Objects deleted from changing fence style couldn't be recovered from undo (not applicable in vanilla game)
Wall objects deleted due to no longer being on a valid wall (exterior or interior, outdoor or indoor) couldn't be recovered from undo
Game wouldn't allow transactions with a negative bank balance even if the amount was zero
Bug when having the wall delete tool open on a wall and clicking undo
Various other fixes
Alpha 9.9.7 fixes room split bug and some undo bugs.
Alpha 9.9.6 is a small hotfix.
Alpha 9.9.5 changes
Quality degrade warning should take into account that the most skilled employees might not be adding to quality right this second
Change contract progress label from x - y to x out of y
Fixes
Undoing deletion of wall objects, windows or doors after merging and splitting rooms had chance to break game
Next print countdown when selecting printer was wrong
Various other fixes
Optimizations
Simplified new employee hitbox, as it were causing huge slowdowns from physics updates with more than a few employees/staff in game (Should see huge FPS increases across all platforms)
Disabled hitbox when employee is not visible
Employee arrival times are now only updated at most once per in-game minute
Alpha 9.9.4 changes
Ability to replace wall furniture
Fixes
Undoing room deletion was carried out top-down making the game not create them due to lack of support
Undoing a merge made on a different floor than the current one would place new room on current floor
Undoing moving wall furniture didn't work properly
Print priority sliders weren't refreshed when loading save
Various other fixes
Alpha 9.9.3 changes
Made employee window scalable
Undo furniture replacements
Moved undo button
Undo resets at end of day to minimize abuse
Cooks will now walk to unassigned canteens to serve food if necessary
Added personality localizations and fixed "Please wait" panels
Fixes
Fixed undoing staircase deletion
Selling furniture and undoing could bug game due to furniture being placed back in wrong order
Deleting server farm would not add all its processes to the unsupported list
Various other fixes
Optimizations
Replace dot bar used for personalities with manual Graphics rendering
Fixed legacy plot expansion code
Pushed update for Linux that fixes the refusing to launch bug.
Alpha 9.9.2 fixes
Bug when deleting chair and PC at the same time
Potential fix for end of day crash on computers with specific graphics card drivers
There were no cap on initial funding for subsidiaries
Various other fixes
I've decided to hold out on the discount feature indefinitely and to delay controlling subsidiary releases until alpha 10. I've decided on this, as I want to get moving on alpha 10. Alpha 9 has already taken too long. Changing existing mechanics takes a lot longer than adding new ones and I've been anxious about the response to the gameplay changes introduced in alpha 9.
To make up for not getting discounts and subsidiary control in alpha 9, I've introduced the long awaited Undo button in build mode. When I'm positive the undo button is stable, I'll release alpha 9 officially and move on to alpha 10. In the meantime, the undo button will auto save every time it's clicked with a 5 second cool down, to make sure your game can be recovered.
Changes
Ability to undo in build mode
Delete walls between rooms as alternative to right click and merge
Added names to staff list and ability to assign rooms to staff using a list
Just wanted to note that I have not dumbed down gameplay in this update, the changes to the alpha phase are mostly superficial.
Alpha 9.8.2 fixes
Searching when filtering column would break game
Bug in how patents were transferred from subsidiary
I've been considering whether to skip alpha 9 completely and move straight on to alpha 10, as the feedback has been kind of mixed and I don't want to give a bad impression for first-time players. I've decided to stay with alpha 9 and do one last overhaul of the alpha phase by making code and art progress easier to read using a small generic number, rather than the "lines of code" metric, and putting an estimate of the final value in the design document window.
I want to stress that having a progress bar no longer makes any sense, as the underlying quality of a product can no longer be condensed into a single number without being very misleading, and it would ultimately make the game more confusing.
Changes
Switched to code/art units and added estimate in design document (all current contracts will fail)
Made alpha phase endless, where code quality will very slowly decrease when being over developed
Added ability to filter lists by column values
Add the (Any) indication to leader role labels
Disable confirmation dialogs option
Task type filter now shows everything when all toggles are off, which they are by default
Running out of company names will no longer result in an error but will be logged
Ability to instantly release products using modded software from console
Add in-dev OS dependency warning
Fixes
Newspaper will not mention lack of potential sales for new companies, since it's relative
In-house products should not count towards sequel bonus
Failed steam workshop mods will now show real name in bug report and a list of mods that failed to load are given in the options window
Mod loading code wouldn't note software type name in error message when failing to parse XML
Just wanted to note that I have not dumbed down gameplay in this update, the changes to the alpha phase are mostly superficial.
Alpha 9.8.2 fixes
Searching when filtering column would break game
Bug in how patents were transferred from subsidiary
I've been considering whether to skip alpha 9 completely and move straight on to alpha 10, as the feedback has been kind of mixed and I don't want to give a bad impression for first-time players. I've decided to stay with alpha 9 and do one last overhaul of the alpha phase by making code and art progress easier to read using a small generic number, rather than the "lines of code" metric, and putting an estimate of the final value in the design document window.
I want to stress that having a progress bar no longer makes any sense, as the underlying quality of a product can no longer be condensed into a single number without being very misleading, and it would ultimately make the game more confusing.
Changes
Switched to code/art units and added estimate in design document (all current contracts will fail)
Made alpha phase endless, where code quality will very slowly decrease when being over developed
Added ability to filter lists by column values
Add the (Any) indication to leader role labels
Disable confirmation dialogs option
Task type filter now shows everything when all toggles are off, which they are by default
Running out of company names will no longer result in an error but will be logged
Ability to instantly release products using modded software from console
Add in-dev OS dependency warning
Fixes
Newspaper will not mention lack of potential sales for new companies, since it's relative
In-house products should not count towards sequel bonus
Failed steam workshop mods will now show real name in bug report and a list of mods that failed to load are given in the options window
Mod loading code wouldn't note software type name in error message when failing to parse XML
Alpha 9.7.6 fixes a bug when looking at an employee portrait directly after loading a game and a rare bug in the navmesh generation code.
Alpha 9.7.5 changes
Improved blueprint and employee thumbnails
The arrival time textbox in the staff window now controls arrival time of new hires
Nerf printing deals again
Remember chosen support team
Added port warning when sales have hit OS audience reach
Fixes
Fixed reflection shader breaking game on Linux and OSX
Disable employee bladder and hunger when they are on their way home
Save file size wasn't updated immediately
Fixed path weighting not being consistent in both directions making employees take detours in some cases
Various other fixes
Optimizations
Paths between doors are now cached to reduce significant stress from TA* pathfinding
Improved fetching room edges, which greatly improves room cloning time among other things
Bug in selection code could cause big slowdown with many employees selected
Improved navmesh generation time and object avoidance
Alpha 9.7.4 fixes trees staying when building rooms. Alpha 9.7.3 fixes not being able to load new saves. Alpha 9.7.2 fixes mod loading and marketing warnings on contract work.
Sorry it took so long. I'm hoping to release alpha 9 officially soon, however I'm still not completely confident in how the new mechanics are presented.
Changes
Furniture status now degrades while time is being skipped, this will greatly increase repairs needed for some furniture(PCs and servers should be the same)
Created 2 new product printers and added SFX
Courier now has box capacity instead of product capacity, so copy printing can scale
Added courier animation
Show current shipping capacity in distribution window
Shift+x to close active window
Game should remember its auto save file and not overwrite existing auto saves
Ctrl+S should save to current save file if any, otherwise autosave
Updated marketing tutorial
Turned down noise level of computers
Don't keep products in design for project management when they are done and leader doesn't have any action points, just queue them up for dev
-OffsetWindow can be used to make multi monitor work on Windows if window is not centered
Change vacation end to range with number instead of month
Save past peer reviews
Toggle to see assigned furniture
Balanced post-marketing effort needed to compete
Balanced hosting, printing and marketing deals (Active hosting deals from old saves will give too much money)
Deal filter
Improved all colliders to make selection more accurate, especially for employees
Print deal failure consequence should be to pay half of remaining copies and 5% reputation hit depending on severity
Ability to create team from team selection window
Furniture and blueprint thumbnail generation improved
Added crunch time for teams which makes employees work faster at a cost, excluding founder
List of active distribution deals in distribution window
Added follower warning popup to projects promoted to alpha
Work item buttons can blink red to help the player take action
You can now control name generation for individual company types in mods using the NameGen tag
HR is enabled by default for teams with an HR educated leader and HR options no longer do anything by default (previous saves need to enable wage and complaint handling manually)
You can now see which products your receive or lose royalties from in the finance window
Changed style of snap point indicators when placing furniture
Updated to Unity 5.5.3p3 to get profiler working
Fixes
Quality decline warning didn't account for leaders working any role
Fixed navmesh generation near pallets and tables which could cause an entire room to become unreachable
Audio visualization would crash graphics card on DirectX 9
Fixed employee base skill increase based on work being done
Team vacation end month wasn't saved
Fixed main menu news not showing
Employees taking double vacations
Game would break completely in main menu if settings file was locked
Project management wasn't hyping in dev phase
HR now forces education instantly
Employees would repeatedly be trained for HR by HR if that was the last education chosen by the player
Salaries weren't calculated for employees on vacation or education
Can't move furniture when bankrupt
Wall lowering affected wall segments on lower floors
Employees wouldn't eat at tables with serving trays on it
Destroying a room would sometimes fail to reset people in it making them stuck in the air
Alpha 9.7.6 fixes a bug when looking at an employee portrait directly after loading a game and a rare bug in the navmesh generation code.
Alpha 9.7.5 changes
Improved blueprint and employee thumbnails
The arrival time textbox in the staff window now controls arrival time of new hires
Nerf printing deals again
Remember chosen support team
Added port warning when sales have hit OS audience reach
Fixes
Fixed reflection shader breaking game on Linux and OSX
Disable employee bladder and hunger when they are on their way home
Save file size wasn't updated immediately
Fixed path weighting not being consistent in both directions making employees take detours in some cases
Various other fixes
Optimizations
Paths between doors are now cached to reduce significant stress from TA* pathfinding
Improved fetching room edges, which greatly improves room cloning time among other things
Bug in selection code could cause big slowdown with many employees selected
Improved navmesh generation time and object avoidance
Alpha 9.7.4 fixes trees staying when building rooms. Alpha 9.7.3 fixes not being able to load new saves. Alpha 9.7.2 fixes mod loading and marketing warnings on contract work.
Sorry it took so long. I'm hoping to release alpha 9 officially soon, however I'm still not completely confident in how the new mechanics are presented.
Changes
Furniture status now degrades while time is being skipped, this will greatly increase repairs needed for some furniture(PCs and servers should be the same)
Created 2 new product printers and added SFX
Courier now has box capacity instead of product capacity, so copy printing can scale
Added courier animation
Show current shipping capacity in distribution window
Shift+x to close active window
Game should remember its auto save file and not overwrite existing auto saves
Ctrl+S should save to current save file if any, otherwise autosave
Updated marketing tutorial
Turned down noise level of computers
Don't keep products in design for project management when they are done and leader doesn't have any action points, just queue them up for dev
-OffsetWindow can be used to make multi monitor work on Windows if window is not centered
Change vacation end to range with number instead of month
Save past peer reviews
Toggle to see assigned furniture
Balanced post-marketing effort needed to compete
Balanced hosting, printing and marketing deals (Active hosting deals from old saves will give too much money)
Deal filter
Improved all colliders to make selection more accurate, especially for employees
Print deal failure consequence should be to pay half of remaining copies and 5% reputation hit depending on severity
Ability to create team from team selection window
Furniture and blueprint thumbnail generation improved
Added crunch time for teams which makes employees work faster at a cost, excluding founder
List of active distribution deals in distribution window
Added follower warning popup to projects promoted to alpha
Work item buttons can blink red to help the player take action
You can now control name generation for individual company types in mods using the NameGen tag
HR is enabled by default for teams with an HR educated leader and HR options no longer do anything by default (previous saves need to enable wage and complaint handling manually)
You can now see which products your receive or lose royalties from in the finance window
Changed style of snap point indicators when placing furniture
Updated to Unity 5.5.3p3 to get profiler working
Fixes
Quality decline warning didn't account for leaders working any role
Fixed navmesh generation near pallets and tables which could cause an entire room to become unreachable
Audio visualization would crash graphics card on DirectX 9
Fixed employee base skill increase based on work being done
Team vacation end month wasn't saved
Fixed main menu news not showing
Employees taking double vacations
Game would break completely in main menu if settings file was locked
Project management wasn't hyping in dev phase
HR now forces education instantly
Employees would repeatedly be trained for HR by HR if that was the last education chosen by the player
Salaries weren't calculated for employees on vacation or education
Can't move furniture when bankrupt
Wall lowering affected wall segments on lower floors
Employees wouldn't eat at tables with serving trays on it
Destroying a room would sometimes fail to reset people in it making them stuck in the air