In this update you can build atriums using the atrium tool and balconies by splitting the upper atrium areas as you would any other room.
Note that the atrium tool probably isn't 100% stable in some edge cases, so be sure to save often when editing atriums (CTRL+S to quick save by default) and please send a report with a save file and steps to reproduce, if your atrium is bugging out, by pressing P in-game.
Beta 1.2 overhauls the digital distribution mechanics, requiring you to develop and support your distribution platform and compete directly against the AI companies with their own platforms. This update wraps up beta 1.2 testing with a bunch of fixes and some improvements to the manufacturing mechanics.
Lasse and I are currently working on a larger graphical overhaul of some elements of the game, which is why this patch is smaller than usual. I will post more details once we get closer to release.
Patch notes for Beta 1.2.2
Changes
Added 3 tiers of conveyor belts for building tight assembly lines
Added ability to highlight all boxes on the premises related to a printing job
Split up "Select furniture types in rooms" to make it more useful for selecting specific furniture
Added warning when conveyor belts are facing each other
Improved work progress detail window
You can now reload a single furniture mod with the RELOAD_FURNITURE_MOD command
Fixes
Fixed door signs sometimes being visible on lower floors
Fixed subsidiaries being able to open digital stores
Fixed not gaining access to add-ons when taking over project management projects
Employees will no longer offset their arrival times due to slow commutes by more than 4 hours, since some saves had people arriving 27 hours early
Fixed game thinking work was missing applicable employees due to active iteration in alpha phase
Fixed game not highlighting project management tasks when issues popped up referring to tasks in project management
Updates and add-ons are now considered when determining how long it's been since player's last release in a software category
Employees will now try to arrive near a lounge in case there are no applicable team rooms or PCs
Fixed creating new company in a custom building would set that building as auto-save target and break it on save
Fixed being able to use server group that doesn't exist by moving into building with servers from the future on the premises
Fixed using arrow keys to change slider values in furniture editor not moving by 1% increments for some sliders
Fixed not being able to edit new alt styles in furniture editor until reload
Fixed being able to release distribution platforms as consumer products by assigning it to a subsidiary
Please note that save files from Beta 1.2 are not compatible with Beta 1.1, so if you think you want to go back to Beta 1.1, make sure you don't overwrite your save files in Beta 1.2. Beta 1.1 save files will work fine in Beta 1.2, but your digital distribution platform will be reset on load.
Overhauled digital distribution so all companies can open their own store and digital products have to be sold through them
Digital distribution platforms now require software to be developed and maintained for them
Player can make exclusivity offers to only sell a product in their store
Separated digital distribution and manufacturing tasks into 2 windows
Moved utility interface from finance window to its own window
Overhauled main bottom button panel and added new Logistics category (Code mods can add their own buttons and categories as well)
Added window to manage an assembler's component queue
Added K to toggle max interaction distance visualization for selected furniture or furniture being built
Bottom left info panel will now say when an employee is working on secondary tasks
Rebalanced support ticket generation speed
ISP cost reduced
Added RelativeServer record to features for modding that multiplies/divides server requirements rather than adding up
Added quit confirmation if last save was > 1 minute ago
Increased number of rooms an employee will search for a fridge, from their desk, to put their lunch in, from 2 rooms to 3
Assemblers will now throw out the least developed assemblies first when full, for chance to actually finish an assembly, in case player has balanced it wrong
Added warning when product is too expensive and losing sales
Tech levels will now lose revelancy more slowly to avoid products being outdated on release due to the update system
Wall mounted furniture can now be placed right up against wall split if angle formed by walls is above 180 degrees
Fixes
Force recompilation of code mods, due to breaking change in last update
Fixed AI sometimes engaging in cross-holding, allowing for infinite money exploit
Fixed rotation of corner tables when mirroring rooms
Software updates didn't add new bugs due to bug
Fixed tutorial videos not always playing
Helicopter pads built from basement floor are now blocked by roads above
Fixed collision issues when building furniture under roads or roads above furniture
Fixed employees getting stuck on stairs when they had their pathing interrupted
Fixed staff receiving company car benefit on hire
Fixed features not being auto selected for sequels when new forced features have been unlocked for software
Added way to break out of save loading screen on computers that are way below minimum requirements
Added ability to colorize windows and doors + added different looks to standard door
Added ability to put signs on doors
Police will now ignore parking assignments
Added unfixed bug count to collapsed support work item
Reduced width of the wall-mounted conveyor belt so it fits right up against walls
Fire inspection fines now scale with company size
Added button to view/select servers in server window
Server connections are now preserved when cloning rooms or building blueprints
Room use limits no longer apply to pass-through, e.g. a designer can pass through a programmer-only room to get to another room
The "center" of a room will now move if it is not within the room itself, e.g. if the room is U shaped
You can now see path connections when building or removing paths
Added button to select all of the same segment type in a room, e.g. all doors, works the same as "Select furniture types in selected rooms"
Added ability to change lead designer for project management design tasks
Fixes
Fixed furniture editor not handling holdable points correctly
Fixed not being able to open add-on details from distribution window
Environment overlay now shows furniture impact on environment
Fixed patent list in company detail windows
Fixed pie chart labels in design document window
Fixed missing lead designer for subsidiaries notification not dissapearing when company is closed
Fixed instances of prematurely finishing game load, when another wave of navigation mesh generation was expected, causing rooms to appear unreachable on load
Fixed normal mapping not working for furniture atlas shader when RGB mapping was disabled
Fixed framework boost not being scaled by framework quality in design document window
HR will no longer hire designers with demands
Fixed daily hiring pool for HR management not having a limit if player or other HR team had made no similar searches
Fixed employees being able to go through a blocked passageway one-way, leading them to get blocked-in on the other side
Blocked passage warning for elevators and stairs are now visible on both floors
Made anti z-fighting scaling on cubicle walls more subtle
Fixed single team selection not working properly after filtering by search and then picking with mouse instead of enter
Fixed missing spec warning in update window not refreshing after reopening
Fixed ambiguity of distribution deal notifications
Cancelling a project management task didn't unhide any running update tasks
Fixed position of tools in update window sometimes getting jumbled
Fixed employee education filter not filtering out employees with big brain trait ready for education in locked specializations
If an employee fails to find a path to a furniture that wasn't ruled out by team assignments, they will skip any other candidates in the same room to improve performance
Employee satisfaction effect from salary changes no longer decays while they are gone
Final release window is now scaled to always fit on screen independent of UI scaling
You can now switch between windowed and exclusive fullscreen, enabled by Unity 2018 upgrade
Room auras are now globally capped and mood aura calculation has improved
Added ability to click arrows in material preview panel to scroll between styles
Fixes
Made gable generation more robust, e.g. for ramp shaped roofs
Autosave now happens after wage negotiations have finished
Fixed bugs when merging rooms using wall drag tool inside an outdoor area and undoing
Fixed update teams for project management not getting updated when renaming teams
Game will now remember when a name generator failed to find a unique name and exit early to avoid simulation slow downs
Game will now fallback to built-in company name generator if modded company name generator fails to find anymore unique names
Fixed buggy interactions between wind turbines and blueprints
Fixed Hardware Inc. map conveyor belts not being switched on by default. Can be fixed in older saves by power cycling them using connected conveyor belts
Game will only warn about missing lead designer progress once, to avoid spam caused by trainer mod
Failed to get cursor position: Success messages from Steam Deck now ignored
Fixed temperature output usage estimations in UI to account for room size
Highlighting for selected carpets and signs has been added
Default buildings are now loaded from RAM, so custom buildings can be cloud synced with Steam
Fixes
Fixed Gas boiler, Heat pump and Roof AC usage estimations, that would otherwise make them break too quickly and make them seem cheaper in the build menu
Fixed bug that would make game think manufacturing process was invalid because a step was skipped
Fixed an infinite loop bug when dragging a wall in cramped spaces
Fixed divide by zero error in add-on sales calculation
Fixed walls also being lowered for pillars when toggling walls
Fixed component printer or assembler being marked as sending to an invalid destination in cases with many splits and merges along the assembly line
Fixed staff not picking closest furniture if they had assigned rooms and the furniture was placed directly above on another floor
Fixed being able to place wind turbine in the middle of road and vice versa
Fixed bugs that would cause employees to get stuck until reload when deleting elevators they were using
Fixed game sometimes failing to restore stolen or burnt furniture
Patch notes for Beta 1.1.18
Changes
Made it take a little longer before lead designers quit over unmet demands
Team changes in project management is now also applied instantly for support, marketing and update tasks
Moved notifications out of the way of the money label in build mode
Added option to update tech for project management
Fixes
Fixed wall furniture not getting collisions updated when dragging wall out
Made lead designers move computer if they are at work when they demand a private office and made them better at picking private offices when it happens
Fixed employees sometimes not waiting for IT to finish fixing their assigned computers before moving onto another free computer
Patch notes for Beta 1.1.17
Changes
Save files and some settings are now synced with Steam Cloud
Canteens and lounges are no longer treated as special rooms when assigned to teams, so employees stop avoiding them
Furniture that contains perishables can now define a expiration date, to avoid paying for a full refill every day
Fixes
Game will no longer load mods with invalid name generators instead of failing silently during gameplay
Fixed a couple of edge cases when placing single room duplicate in existing room, using wall drag or rectangle split causing game to break