I'm upgrading from 11.1 to 11.2 to signify the substantial balancing changes I've made. I still have some bigger research issues to sort out.
The game has gotten a lot more stable, and you should be able to play it without running into any major bugs or corruption (pending an Alpha 11.2.2 patch). The game might still have some bigger balancing issues and I will keep my eye on feedback.
The response to fires and burglaries have been pretty split, so I've added an option to disable it. I'm a bit saddened by this, since it removes some of the cool building layout challenges you get from having to consider security and safety, but I know some of you don't care for the building aspect of the game to begin with.
Alpha 11.2.2 (2019-10-14)
Fixes
Fixed bug in save system that would break when serializing a hashset caused by pending lawsuit queue
Fixed bugs in stock system
Fixed face textures not getting applied properly when loading a saved founder in the customization menu
Various other fixes
Alpha 11.2.1 (2019-10-13)
Changes
Completely overhauled how market recognition is gained and how many fans are gained per sale
Made simulation more forgiving of quality and marketing efforts
Reduced marketing effort necessary to break into market
Ability to queue employee classes and improved UX for education
Greatly decreased employee requirements for porting tasks
Added warning to avoid calling couriers unless it's an emergency
Contracts will only wait 2 months before auto-starting and auto cancel if way past deadline
Made Room Repair and Restore furniture buttons pulse to attract attention
Increased effect of severance pay on lawsuit chance
Added lawsuit reasoning if further explanation is necessary
Internal lawsuits will now be bundled to a single class action lawsuit if possible
Employees will now only sue for a specific number of reasons when fired
Clarified research button text
Art contracts now net less money since they avoid bugs
Added software complexity warning to design document
Reduced business rep from support deals and disabled bug fixing
Heavily increased market recognition decay cooldown for software types
Changed how speed decreases during design phase from slowing down at the end of each iteration to slowing down in the last iteration. Overall time hasn't changed
Added option to disable burglaries and fires
Fixes
Undo system now remembers furniture assignment, which also works for restoring furniture after fires and theft
Empty server groups are now preserved after fire and theft to avoid having to re-assign processes
Fixed publishers handling printing and marketing no matter what player selected
Fixed steam workshop buildings not loading at all
Fixed founder having too many specialization points
Fixed reputation gain from design document deals
Fixed specialization progress bars and employee job assignments not resetting after a design phase iteration
Fixed security guards not being able guard doors on elevated roads and incorrectly guarding upper floor rooms
Fixed language setting resetting on launch when using workshop localization
Hopefully patched crash bug occuring due to in-game console
Security will no longer guard entrances that are only accessible from assigned rooms, i.e. bathrooms
Window resize button disappeared after collapsing window
Fixed a bunch of localization issues due to one cool bug reporter
This is a testing release, meaning your saves might break and the game might become unplayable sooner or later. You can enable backups in the options window. I will be watching the bug reports closely and patching often. You shouldn’t play the game right now, if you want a stable experience.
You can find information on joining the testing branch here.
What has changed
Base mechanics The entire flow of the game has changed, with the intention of making the game a little less chaotic and cryptic and making software more customizable and personal. To accomplish this, difficult to follow feature inter-dependencies have been removed. Software is now clearly split up into specializations and you no longer need to toggle all features to achieve good sales. Furthermore, I’ve added tech levels to replace patentable features, which are much more general and allow the market to run procedurally with no hard limits. Finally, I’ve added submarkets to make each product feel more unique and give the player more of a choice to define their product.
Upgrade to Unity 2017.4 The game has been through Unity 4, 5, (5.6) and now 2017. The major reason for wanting to update once again was to solve a bunch of crash issues and benefitting from Unity’s long-term support. The version of Unity I used for Alpha 10 hasn’t been supported by Unity for almost 2 years.
There are some drawbacks here, of course. Mainly compatibility. You can no longer play the game using DirectX 9, which means Windows XP is out (Minimum requirements have always been Windows 7, to be fair). The game no longer supports 32-bit OSX, i.e. it only supports OSX 10.9+, which deprecated 32-bit. To me, these feel like minor concerns compared to the benefit of getting a game that is a great deal more stable, I hope you agree.
Other cool stuff The progressbar has returned to the alpha phase! I know this was a big point of contention for many of you, but the changes I’ve made, coupled with the iteration mechanic, has made the progressbar suitable again.
A lot of you also disliked all the physical distribution stuff (I don’t know if this was because you guys thought you were forced to own printers?), but you can now let a publisher handle all that stuff.
The wall curve tool!
Game engines are gone, and you now have software frameworks instead, which work for all software types.
Check the patch notes!
Modding Old data mods will no longer work. Period. Software has changed completely, both in structure, granularity and file type.
I’ve not yet updated the modding wiki, I’m very sorry. I will get it updated before the official release of Alpha 11, so you have time to check the new stuff out. For now, I’ve uploaded the base game files so you can get an example of how software looks now: https://softwareinc.coredumping.com/wiki/index.php/Modding#In-game_content
You can convert your localization XML files to TyD files by using the console command: “CONVERT_LOCALIZATION_TYD YourLanguageNameHere”
Patch notes
Alpha 11.1.8 fixes (2019-10-08)
Fixed not being able to restore furniture under some circumstances in lease mode
Employees working in alpha phase with their secondary roles didn't gain programmer or artist skill
Fixed employees sometimes failing to work in their secondary roles in the alpha phase
Added missing localizations to founder look customization
Fixed modded furniture appearing black due to accidentally only supporting hex colors
Room dirt score wasn't refreshed on load causing cleaners to ignore room until new dirt accumulated
Fixed specialization progress pop out stuck at 100% for design document iteration 2+
Employees no longer ignore burglars
Fixed being able to change leader during meetings
Not getting any progress done on a contract now also subtracts the up-front income
Fixed stairs going to basement sometimes not punching a hole through the ground on load
Improved education error message
Increased maximum specialization points for leaders to 6
Decreased max bug count for smaller projects/contracts
Added warning when guards are not assigned to rooms with door entrances
Publisher will sue player for funding, if project is released without much progress
Alpha 11.1.7 (2019-10-07)
Changes
Changed market satisfaction bars in the design document window to be clearer
Made it clearer when build mode is deactivated due to fire or burglary
Increased max loan amount to $1,000,000
Ability to hover over red counters in bottom button panel to get explanation
Added server status icons (OK, Overloaded, Fallback or Broken)
Made it a bit easier to make sales in the beginning across all difficulties
Boosted inital market recoginition gain
Increased fan gain
Overhauled marketing deal reputation effect to be easier
Fixes
Game would break when trying to educate employee with maxed specialization points
Pure art contracts would skip directly to iteration 4 during design phase
HR education simulation would break game under specific circumstances
Specialization level check on software projects didn't account for secondary roles
Supporting in-dev operating systems had a bug that would break the game on release
Sinks weren't being repaired as they had no repair interaction defined
Fixed TyD parser breaking if file ended with a comment and no newline
Forgot to remove minimum specialization bar from Team window
Fixed game breaking if assigning security guard to rooms with no main entrance
Software where it was possible to have 0 market satisfaction (anti-virus) would break game if released as such, due to divide by zero errors
Fixed not being able to restore some furniture in some circumstances after fire and burglary in the same room (Only PC addons broke for vanilla game)
Alpha 11.1.6 fixes (2019-10-04)
Cancelling a project with a publishing deal would break the game
Publishing deal would get removed after design phase and cause publisher to not complete printing and marketing tasks
Buggy price evalution during reviews caused it to always say product is overpriced
Fixed bug where lonely employees would end up sitting next to a water cooler and working in the air
Increased required distance before computers are considered in ear-range for social boost
Alpha 11.1.5 fixes (2019-10-04)
A long-standing bug in the save system would break the game when saving/loading with an active alpha work item that was either an Operating System or had an active iteration task. This will fix broken saves, unless they've been saved over more than once after the bug first appeared
Having a publishing deal with marketing would completely break the game and stop the market from simulating. This will fix broken saves
Contents insurance slider didn't update after reload
Having active porting tasks would stop game from loading. This will fix broken saves
Moving company to the town map would fail to generate map and plots
Updated education error message to clarify that employees need XP
Burglar spawn rate has been modified to scale with company inventory value
Alpha 11.1.4 fixes (2019-10-03)
Roads would flicker on OSX
Some geometry became black when looking in top-down mode (Z)
Having SSAA disabled would break mouse projection when toggling top-down mode (Z)
Design tutorial will now continue when marketing window is closed, instead of requiring a press release, to avoid getting temporarily stuck
Having food go bad could break game under certain circumstances
You can now change operating system support in the design document after adding an OS exclusivity publishing deal, to avoid going back and fourth
Publisher wasn't registered properly for printing or marketing, so they never did any
Added publisher information to player release window and product detail window
You can no longer toggle build mode while a modal window is open
Alpha 11.1.3 fixes (2019-10-03)
Game would fail to load if non-existing language was set in the settings file
Save game would faild to load due to (Clone) name sticking around from Unity, saves broken due to this bug should work again
Moving company does not retain leasing mode status in new building
Alpha 11.1.2 fixes (2019-10-03)
Game sometimes failed rebuilding all furniture after fires and burglaries
Error message when clicking on empty areas in specialization star chart
Crash dump and log file location was wrong in Windows build
New default buildings weren't updated
Major changes
Overhauled feature system, with special scripted features
Added submarkets
Added tech levels
Overhauled skill and specialization system
Added iteration mechanic to development phases, removing over-design mechanic and adding back progress bar to alpha phase
Added publishing deals, currently only offered by AI to player
Added software frameworks
Overhauled marketing -> service role and added lawyers and lawsuits
Added wall curve tool
Employee salaries are now evaluated on an hourly basis, which enables part-time employees and adds a monetary penalty for working them for longer than usual
Upgraded to Unity 2017
Minor changes
Added bathroom sinks and germs
Added fires and burglaries
Added contents insurance
Overhauled software peer reviews
Computer price and performance scales dynamically based on available computers on the market
Sitting near other employees with no cubicles or walls in-between will now affect how quickly social need deplete, depending on compatibility
Employees now dislike working at night, but can be compensated for it to increase their mood
Added lakes that will be spread around maps and block plot purchases
Overhauled sun position and color and made it affect skybox and fog
Software needs are licensed monthly during development and operating systems are bought per employee during development
Removed delay phase during development
Added different animals to each biome
UX
Overhauled design document window to be multi paged
Print ordering window now starts out with a suggested value
You can now add and remove operating systems from a porting job and the entire task won't get stuck on an in-development operating system
Added new tip speech bubble that will replace some hints
Changed hiring window compatibility rating to be least compatible person on team, rather than average
Overhauled console to have almost unlimited history and be height adjustable
Added color blindness UI colors
Modding
Added new atlas material for modded furniture, allowing having multiple textures for one piece of furniture that can be mixed and matched by the player
Data mods and localizations are moving from XML to TyD
All mod types can have a Localization folder with relevant localizations and they will be appended to the main localization files
Base features no longer exist
Implemented a compiler/interpreter from scratch to allow custom scripts in software feature definitions
Fixes
Employee skill when hiring is now based on benefits rather than company reputation
Fixed not being able to mod roof and path materials
Fixed furniture interaction sound effects not playing since updating to Unity 5.6
Roofs are now offset based on surrounding rooms, making it easier to build roofs up against rooms
Fixed longstanding bug where the clock would never actually hit 59 seconds, effectively skipping an in-game minute every hour adding up to almost 5 hours in a year
I’ve finished all planned feature overhauls/additions at this point (except for conventions, more below). Now I need to do some usability, bug/testing and balancing passes, and finally rewrite tutorials and mod documentation, before I can release the initial testing build.
Alpha 11 development is now creeping on its 6th month. Alpha 10 took about 5 months from start to the initial testing release and alpha 9 took about 4 months. As the game gets more complex, overhauling core features takes longer, due to all the side effects a change has on the game’s systems. With this in mind, I’m now pretty certain Alpha 11 will be the last major alpha release before I move on to the beta phase, so I avoid spending an entire year on yet another alpha. Beta doesn’t necessarily mean I won’t add new features, it just means I won’t be touching the core gameplay mechanics.
Convention mechanic delayed
I’ve decided to scrap conventions for the initial testing build. I don’t want to delay Alpha 11 any further. In Software Inc. terms, I haven’t even finished the design phase on this mechanic, so I’m putting it off for now.
Curve tool
You can now use a tool to click and drag walls to make them curve. Each segment of the curve must be at least 1 meter wide to allow for doors and windows, but the segment widths can be scaled dynamically while you are creating the curves.
Fires
A number of furniture now have a chance to start a fire when they break. Fires will spread and burn down furniture if not stopped, and die out after some time. All elevators in a building are disabled while the fire is ongoing. You can place fire alarms to alert people in a building and sprinklers to stop fires faster in a room.
Burglaries
Burglars will appear now and again and steal whatever they can. You can place security cameras around your premises to alert the police and hopefully apprehend them before they steal too much.
Inventory lost from burglaries and fires can be recouped by a new contents insurance feature.
Other notable changes
Updated to Unity 2017 for a ton of bug/crash fixes (This will deprecate support for Directx9, 32-bit OSX and Ubuntu version < 14.04)
Improved the porting task so you can add and remove operating systems and not get stuck on in-development operating systems
Software review system has been overhauled to give more control and be less vague
All mods can now contain localizations, which makes localization handling better in mods and allows a single mod to contain translations of its written content in several languages
You can now individually pick specializations in the new game screen
The base mechanic overhaul I wanted to achieve for Alpha 11 is pretty much done at this point and I’ve been working through the new big additions to Alpha 11 this past month. I still have to do a round of bug fixing and balancing when I’ve finished the additions, which could be quick or drag out, I can’t say for sure at this point.
New additions
To reiterate what I wrote last month, product updates will not be present in the initial test release, to avoid delaying it more than necessary. I’m only working on features that would break save game compatibility for the initial release.
Iterative development Iterative development focuses more on working through a project several times, while reconsidering the design and refactoring, to end up at a final product, as opposed to the traditional waterfall model of working out a full design initially and sticking 100% to it throughout development.
You will be able to iterate on your design several times during the design phase to increase chances of creating a good quality product without too many bugs. However, a more effective use of your time will be to iterate during the alpha phase: When you finish a software review during the alpha phase, instead of not really being able to do anything about all the frowning smiley faces, you will be able to temporarily stop development to improve the design, based on your newfound knowledge, and increase the end quality of your product.
Publishing You will now be able to hand off some of your profits to a competitor, to avoid having to print copies or micromanage your marketing efforts. You will even be able to fund projects with a publisher to get your company off the ground early on or to lessen risk later.
Frameworks Game engines have been a special class of software, since they are the only dependency in Software Inc. that requires supporting the same operating systems when using them for development. In contrast to using a 3D modelling or music app for development, you can’t run your game without a game engine once your game is done. This added a bunch of unneeded complexity to the game, so they are being deprecated in favor of frameworks.
You will now be able to create a framework when developing any type of software, which can be licensed to other companies and reused in future projects to reduce development time. Game frameworks will be analogues to game engines.
Service role As all roles now have individual specializations, the marketing role is being deprecated in favor of a new Service role, which can specialize in Marketing, Support and Law.
Lawsuits You can now be sued by your employees or other companies, which requires service employees with the law specialization to fight.
Conventions I called this "conferences" in earlier posts, but it seemed misleading considering what I wanted the mechanic to encompass.
You and other companies will be able to hold and attend conventions in a select number of conference halls with individual booth layouts. Each booth has an area which can be filled with equipment to market and entice convention guests. This will be purely UI based, there won’t be a fully rendered conference hall full of people, as that would require a whole alpha version by itself or maybe just a different game entirely.
Other notable changes
Lakes have been spread around maps
You can now place sinks, which employees will seek out after visiting a bathroom to avoid spreading germs. Failing to place sinks will lead to nearby employees getting sicker more frequently
Employee salaries are now calculated on an hourly basis and automatically scale with their hours, meaning you can now have part-time employees and you can no longer give employees extra hours without compensating them
Employees now dislike night shifts, which you can combat with a night shift compensation benefit
Sun position and color calculation has been revamped, adding a new colorful dusk and more striking shadows at dawn and dusk
Most modding features have tentatively switched to TyD from XML
Computer performance and price now dynamically scale based on other computers available, e.g. a computer from the 1980s wasn’t slow and cheap in the 1980s
Fixed roofs being hard to place adjacent to room walls
Development has been progressing smoothly. I've almost finished the overhaul of the development mechanics, I still need to rewrite software types, balance and bug fix. When the overhaul is done, I have to add some new features, before I can release the initial test version, including conferences and publishing deals (You can read more about it in the Trello). I don't expect the initial test version to have the software update mechanic, as that requires quite a bit of work by itself. I expect to be able to add it without breaking save files, so it isn't worth delaying for.
What has changed
Education and specializations
Specializations are now split up into three separate levels, rather than one continuous value. Each level has a major impact on gameplay, rather than just being a quality multiplier. For programmers and artists each level decides what level of features they can work with and not the quality they add, which means the "minimum specialization" hack I added in alpha 10 is no longer needed. Product quality is now controlled by the base skill of an employee and development speed is simply controlled by employee satisfaction, making it much easier to guesstimate timelines in the game. This change will most likely also bring back the progress bar in the alpha phase, which I know was a major pain point for some of you.
Leaders and marketing employees now also have specializations, which means you no longer send leaders off to a single HR course, instead you unlock HR features by levelling up leaders' HR specialization.
As employees increase their skill in a role, they also slowly earn experience which you can use to unlock the next level for a specialization, making education more RPG-like, but also way simpler and more discernible.
Features and the design document
Most of the feature dependency systems have been removed, to declutter software and simplify creating new software. As such the feature tree has been removed completely. Software now consists of a few main features (up to one for each specialization) and contain a bunch of smaller sub-features that satisfy each target market differently. The main features can depend on other software, like how 2D graphics will depend on having a 2D graphics editor, but sub-features can't have any dependencies, other than their main container feature.
There are no longer patentable features, instead each specialization has a tech level that can be researched and patented. Each main feature has a tech level based on its specialization, which impacts the satisfaction of your target markets and development time.
The design document has been pagified to accommodate the new target market selection screen. It currently consists of 4 pages: General information, dependencies, target markets and overview/team assignment.
Level 3 features
Each "sub-feature" has a level that controls its impact and the required level of employees to work on it. The max level features don't add anything to product quality, but actually change gameplay in some unique way. To accommodate this change I've written an interpreter from scratch, so you can write C# like code directly in your XML mod files, to add new and interesting features to your software types.
Other stuff
Software licenses are now only paid for needs (Not operating systems), and they are paid monthly during development, instead of as a onetime fee at the beginning.
The delay phase preceding the beta phase of development has been removed.
You can no longer "over-design" a product, the design phase just ends at 100%
The skill of applicants no longer depend on company reputation, but company benefits.
I made some 3D animal models in my spare time to practice, which will be spread around the maps.
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.
Alpha 10.10.11 (2019-02-28)
Changes
Added ability to favorite furniture to put it first, and filter furniture by favorites
Added ability to fine tune sliders in options window using arrow keys while hovering with mouse
Fixes
Employees will now attempt to get at a section of path in different ways if it is blocked, instead of just idling
More work towards fixing save state corruption
Benefits requiring money upfront (e.g. company car) would be free when activating them for new employees
Fixed number keys getting translated as being 1 number higher in UI
Alpha 10.10.10 (2019-02-21)
Fixes
Possible fix for rare save state corruption
Fixed error sound still playing after successfully splitting a room
Fixed being able to put furniture in invalid rooms by rotating near a wall while placing
Improved feedback window content sizing at bigger UI zoom levels
Alpha 10.10 highlights (including Alpha 10.9.9)
Changes
Added path system
Added secondary role and task system, so certain tasks and roles can be prioritized over others
Ability to drag selection to rectangle to select employees, furniture and parking spaces (using multi select will filter by current selection)
Added grass (you can increase the amount or disable completely in graphics options)
Employees now walk 25% slower on grass
Added performance column to active deals
Road crossings are now added dynamically to improve look of roads and parking
Added warning to product detail window when product has no more people to sell to
Elevated roads no longer appear blocky in miniatures
Added footprints and direction to dirt, and improved dirt spread
Employees now actively look at what they're interacting with and randomly around when idling and walking
Replaced newsfeed with offline patch notes in main menu
Duplicate shortcut now works for rooms (in build mode) and room clone button works for furniture
Anchor grid is now mapped to G by default and mapping is shown on grid gizmo
Ability to use arrow, esc and enter key in save game window
Price overlay when building will now default to being colored according to current bank balance
Select building now includes roof in selection
Improved how game generates nav and build mesh boundaries for modded furniture when using AutoBounds. Specifically sets minimum width and height for nav mesh and converts build mesh to a line if very thin. This should fix bugs with cubicles, if updated by author (If you are re-using the vanilla cubicle, leaving out nav and build boundary from the XML would be the best solution)
Fixes
Fixed bug causing AI companies to sometimes heavily underestimate physical sales and not order enough copies
Fixed room textures getting purged on Linux when changing resolution (would cause rooms to be black)
Fixed options window spawning new controls every time it was opened
Fixed snow and rain sticking to screen
Fixed undo placing houses and skyscrapers in custom map mode not working
Fixed employees walking through houses in town maps after load
Fixed camera zoom being overridden by default value on load
Coffee liquid held by employees on other floors would stay visible
Fixed wall top edge sometimes having holes or poking out over outdoor areas
Clone/blueprint tool will now correctly handle (recursively) surrounded open spaces in a building when checking for collisions
Fixed FURNITURE_DEBUG lines not being drawn on top of everything else
Fixed path to log file on Linux sometimes being incorrect
Optimizations
Improved dirt mesh data handling
Optimized all particle systems and disabled particle pausing to try and fix crashes caused by particle systems
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.
Alpha 11 plans
As you may or may not have noticed, Alpha 11 development has been delayed quite a few times now. The planned features for Alpha 11 have been quite clear in my mind, but I've been unable to figure how to add those features, without breaking other parts of the game. I've finally figured out how to make it happen, but this is turning out to be quite a big overhaul. Since Alpha 11 might be one of, if not the last Alpha release, I think having it be a major overhaul of the main game mechanics makes sense, as this might be my last chance to rectify the issues I have with the game.
I'll be looking out for bug reports on the new path system, while I plan out how to implement Alpha 11. I'll start implementing Alpha 11 once I'm confident the new path system is stable.
Once my plans for Alpha 11 are finished, I'll have a good idea of how long it'll take to finish the initial release, but for now I'll guestimate it at somewhere between 3 and 9 months. I'll keep you posted at https://twitter.com/SoftwareIncGame
Alpha 10.10.8 (2019-02-11)
Changes
Duplicate shortcut now works for rooms (in build mode) and room clone button works for furniture
Fixes
Fixed bug that would sometimes occur when splitting rooms
Alpha 10.10.7 (2019-02-10)
Changes
Elevated roads no longer appear blocky in miniatures
Added footprints and direction to dirt, and improved dirt spread
Path materials can now be picked for outdoor areas
Color window now changes based on whether selected rooms are outdoor areas
Employees now actively look at what they're interacting with and randomly around when idling and walking
Fixes
Pressing enter to confirm deleting save file no longer causes game to try and load said file afterwards
Right clicking with path and any other object selected didn't group actions properly
Coffee liquid held by employees on other floors would stay visible
More fixes to room clone collision calculation
Optimizations
Improved dirt mesh data handling
Alpha 10.10.6 (2019-02-06)
Fixes
Fixed furniture wall offset algorithm in cases where furniture would get squished
Fixed wall top edge sometimes having holes or poking out over outdoor areas
Alpha 10.10.5 (2019-02-05)
Fixes
Fixed game breaking when modded furniture breaks
Fixed game breaking when assigning project management leader to no team
Alpha 10.10.4 (2019-02-04)
Changes
Improved path related pathfinding
You can no longer place path ends on blocked areas and paths will snap to room boundaries, so they don't get blocked
Added line to show if path is going to connect to a door
Added performance column to active deals
Clone/blueprint tool will now correctly handle (recursively) surrounded open spaces in a building when checking for collisions
Ability to use arrow, esc and enter key in save game window
Price overlay when building will now default to being colored according to current bank balance
Fixes
Blocked path endings no longer break pathfinding and a warning has been added
Adding door near path could make path corrupted and unselectable
Undoing extending path in a straight line didn't work
Optimized broken furniture smoke particles and disabled particle pausing to try and fix crashes caused by particle systems
Alpha 10.10.3 (2019-02-01)
Reported bugs fixed for path system, particle systems (should reduce crashes in Windows) and secondary task system
Alpha 10.10.2 Fixes (2019-01-30)
Game would fail to save if a path system had been corrupted
Fixes to path undo procedures
Alpha 10.10.1 changes
Added path system
Added grass
Employees now walk 25% slower on grass
Added secondary role and task system, so certain tasks and roles can be prioritized over others
Improved selection responsiveness
Snow is now dynamically added to exterior walls, roofs and paths
Road crossings are now added dynamically to improve look of roads and parking
Added warning to product detail window when product has no more poeple to sell to
Anchor grid is now mapped to G by default and mapping is shown on grid gizmo
Replaced newsfeed with offline patch notes in main menu
Fixes
Fixed undo placing houses and skyscrapers in custom map mode not working
Fixed employees walking through houses in town maps after load
Fixed camera zoom being overridden by default value on load
Ability to drag selection to rectangle to select employees, furniture and parking spaces (using multi select will filter by current selection)
Employee walk paths are now drawn when selected
Select building now includes roof in selection
Improved how game generates nav and build mesh boundaries for modded furniture when using AutoBounds. Specifically sets minimum width and height for nav mesh and converts build mesh to a line if very thin. This should fix bugs with cubicles, if updated by author (If you are re-using the vanilla cubicle settings, leaving out nav and build boundary from the XML would be the best solution)
Fixes
Fixed bug causing AI companies to sometimes heavily underestimate physical sales and not order enough copies
Fixed room textures getting purged on Linux when changing resolution (would cause rooms to be black)
Fixed snow and rain sticking to screen
Fixed options window spawning new controls every time it was opened
Fixed FURNITURE_DEBUG lines not being see-through
Fixed path to log on Linux sometimes not working
Alpha 10.9.8 is officially out with reported bugs fixed.
Alpha 10.9.7 adds a new grid manipulation gizmo(2018-12-12)
(You can toggle the old grid manipulation panel in the options menu, if you prefer)
Alpha 10.9.6 changes (2018-12-10)
Objects are now highlighted when cursor is hovering over them, to make selection more intuitive
Ability to bind duplicate furniture key
Reduced complexity of windows and doors during mini map generation when necessary to avoid hitting mesh vertex limit, because some of you managed to add at least 2730 exterior windows and doors in one save!
Alpha 10.9.5 fixes bugs in the Market recognition drop-down and column filtering.
Alpha 10.9.4 changes (2018-12-08)
Furniture builder will now try to keep furniture inside room boundary instead of just giving up placement
Ability to transfer IP to relevant subsidiary using trade button
Specializations picked for HR now affects education choice
Roof points can snap to grid
Fixed some localization pluralizations
Added inline functions to localization system, currently only includes Vowel, Plural, FirstOrCount function
Market simulation now ignores in-house products when determining current highest tech level on market
Shift click a work filter toggle to isolate it
Better handling of error when generated mesh has too many vertices
Improved feedback window message box
Added salary NaN check to avoid game corruption and hopefully locate source of bug
Fixed software type and category dropdown localization
Overhauled options window
Ability to set multi-placement as default mode
Ability to disable rain, snow, thunder and lightning
Added dynamic colorization to popup messages and message boxes
Fixed window dragging and max size when UI is scaled
Alpha 10.9.3 changes (2018-11-16) <-- last official release
Zoom to cursor instead of center of screen
Fixes
Fix dropdown position when UI is scaled
Fixed missing assignment buttons in deal window
Improved handling of generated geometry to try and fix Windows crashes
[2018-11-15] Alpha 10.9.2 is out officially. The only change from 10.9.1 is that the furniture replace window has been fixed.
This update mainly contains bug fixes and optimizations. Notably, I've updated to Unity 5.6 from 5.5 to try and mitigate several crash issues.
Work on Alpha 11 is still ongoing, but it is still in the design phase. Alpha 11 will be the final iteration of the development mechanic, so I want to make sure I don't make any big mistakes.
Changes
Move to Unity 5.6
Added syntax highlighting to mod source code reader
Hold R while placing furniture to randomly rotate based on current angle snap
Ability to control camera with touch using 2 fingers (Only tested on an MS Surface (which does not meet minimum requirements FYI))
Fixes
Saves broken by having the start options mod installed and upgrading to alpha 10.8 without installing the updated mod will now have their difficulty setting clamped on load, if it is out of range
Undoing deletion of rooms in basement could break game
The previous bug could break saves such that altering rooms in the basement and ground floor would behave weirdly. A process to fix save files during load has been added, but might not work in all cases
People no longer talk to themselves in empty meetings...
Mod source code reader would break on long source files
Various other fixes
Optimizations
Optimized drop-down list handling
Random optimization work in market simulation and main game loop
Slanted roofs and code modding is officially out. You can read more about code mods in my last announcement.
I tested Software Inc. on the latest version of Ubuntu and had some issues launching it, which was fixed by forcing fullscreen mode and re-launching and restarting until it just started working, which I guess is par for the course. The launch parameter to force fullscreen is: "-screen-fullscreen 1 -screen-width 1920 -screen-height 1080 -disableresolution", but switch out 1920 and 1080 with your screen resolution. When the game launches successfully you can set the game to fullscreen in the graphics options and remove the launch parameters, if you so desire.
Alpha 10.8.4 fixes
Fixed duplicating outdoor areas
Fixed having to re-validate mods when using RELOAD_DLL_MOD
Full changelog for Alpha 10.7 and 10.8
Added slanted roofs
New Autumn track by Sinnott Soundworks
Added 2 new startup maps, a garage and a skyscraper
Basements are now separated for blueprints and cloning
Doubled starting cash on easy mode
Changing team arrival and leave times will now take immediate effect
Whether project management makes a product in-house will now depend on base product
UX changes
Build menu category list now uses thumbnails instead of checkboxes and text
Added calendar window when date is clicked to see employee and staff working hours
Ability to manage staff room assignment from staff window
Pressing the focus button (space by default) now cycles between all selected objects
Ability to highlight unsupported rooms if cloning or blueprint creation fails
Fixes
Fixed room grouping bugging out when re-grouping rooms
Fixed bug regarding how door blockage is checked for doors to upper floor parking. Doors going nowhere or in basement will now show as blocked
Various other fixes
Modding changes
Code modding
Added system for compiling C# in-game and securing access to certain types
More confirmation has been added before loading new or changed dll mods
Added code mods to the Steam workshop
ModMeta is now an Abstract Class rather than an Interface and the FloorMod has been updated to show examples
DLL mods will now be queried to save and load data from save files
Changed WindowManager interface to avoid misuse of active window lists that would cause crash (Use OnlyHide, StartHidden, Shown and OnClose to control lifecycle)
Game assembly now includes xml documentation to help develop dll mods in Visual Studio (Only some of the codebase have been commented so far, mostly UI stuff)
Improved logged message when an error occurs loading a dll mod
XML modding
Deprecated mesh and snappoint Parent tag in furniture mods and added Parent ATTRIBUTE to all tags that searches everything in the furniture with a name(Use ComponentName tag to name Meshes and InteractionPoints, Name tag for Transforms)
Multiple and custom lights for modded furniture using the LampScript's Lights variable(will automatically find all light components in a furniture if not manually set, at the expense of performance)
Modded furniture can now optionally have the IsIconic variable set to an array of category names, if it should be used as a thumbnail for custom categories
Alpha 10.8.3 fixes further issues with mod loading. Alpha 10.8.2 fixes some issues with mod loading.
You can now upload and download code mods in the Steam Workshop!
First off: Do not download code mods if you don't want to ruin your PC, but also don't want to verify the safety of the mod.
Here are some quick Q&As to explain what this change means:
What is a data mod?
As you most likely haven't noticed, because I literally just changed it, mods in the workshop are no longer called "Mods" but "Data mods". Everyone who has a "Mod" on the workshop should re-upload it to gain access to this new exclusive title. A data mod is basically a mod that doesn't change how the game works, but gives the game more content to work with, which is what mods on the workshop have done so far.
What's the difference between code mods and data mods?
Code mods are written using a programming language and actively change how the game works, add new mechanics on top of it or they pretend to be mods while they quietly mine bitcoin in the background.
Aren't there already code mods on the workshop?
The way code mods work in Software Inc. can pose a serious threat to your computer, since they have the same access to your files and internet that the game has, but have the advantage of not being developed by me. Because of this, I had decided not to allow code mods on the workshop. Clever modders got around it by uploading their programs as text files, which is obviously not an ideal situation.
If code mods are so insecure, why are you allowing them now?
This latest update includes a way to load mods that are still in text format and actively tries to shut off parts of the mod that would access your internet or files. Please note that the mods can still be very dangerous. I will try my best to moderate code mods on the workshop, but feel free to study the files, find and flag any malicious code yourself. The game will prompt you to read the code directly in the game before it loads any new or updated code mod.