Cliff Empire - Lions Shade
  • Fixed a bug in which, after loading, the drones did not react to some buildings.
  • Fixed the problem with some hangar details disappear
  • Corrected the situation in which the buildings below was unselectable in orthographic projection
  • Added a small camera to simplify of bridges building
  • Increased start-up capital from 5 to 7 thousand.
  • Fixed a bug with invalid cliff names in the administration window
  • Fixed bug with trading portal and bridge
Cliff Empire - Lions Shade

The last few weeks worked on a huge upgrade. The main changes in it - a new map generator, buildings under cliffs, rebalancing, new music. Because of such big changes, old saves will not be visible in the game, because of incompatibility. But I will leave the previous game version available to players who want to finish game there. So it will be possible to switch between 2 versions of the game.

Here is a complete list of changes:
  • You can ride a zeppelin / train in the tourist mode
  • Locations are upgraded to maximize (as much as possible) exact matches with the cells, without empty inaccessible spaces
  • Fields bring the harvest on 25% slowly (from 150 seconds to 220) (the new balance wants use more area under the field)
  • City's luminosity is fixed in isometry
  • Improved cliffs graphic, new variations added
  • Level generator creates cliffs with random placement and resources (so it's not just the location from the set and cannot be same)
  • Saves now also keep which city the zeppelin belong
  • Saves now also keep position and type of camera
  • The efficiency of solar panels is increased (need less space for the same power):
  • -The small solar battery now produces 18 kW, instead of 16
  • -The larger solar battery now produces 72 kW, instead of 64
  • Efficiency of wind turbines is increased (need less space for the same power):
  • -The single wind turbine now produces 10 kW, instead of 8
  • -The wind turbines now produces 40 kW, instead of 32
  • -Darius turbine now produces 6 kW, instead of 5
  • The nuclear power station now produces 190 kW, instead of 180
  • The nuclear power station now requires not 30 and 25 employees
  • The consumption of fish has been reduced from 0.0014 to 0.001
  • Recycling plant has three times less ecology affect
  • Consumption of gadgets is reduced from 0.0008 to 0.00065
  • Increased batteries capacity: battery production time increased from 40 to 80 (twice), consequently, the consumption of the battery is also halved, also the price is increased by 80%. With this change, if you bring 20 batteries from the portal or train - the city will work for them twice as long and it's 20% cheaper.
  • All cliffs now have new names
  • Fixed a bug where nuclear power plants were not turned back after the earthquake
  • In the construction mode with the grid-ON, the turn of the building is twice as fast.
  • Added autosave every 5 minutes.
  • A new building has been added - "Engineering hangar", in which it is possible to produce various parts for the construction of buildings under the cliffs...
  • New building added - "Dock station"
  • New building added - "Capsule generator"
  • 4 new buildings have been added to build below, under the cliffs.
  • The energy below is common to all buildings below, and is not related to upper cities.
  • Buildings below affect the ecology of all cliffs.
  • 9 new music tracks
  • Honor points that are earned for natural disasters is added, and its open new mechanics and locations in future (so just opens under cliff building ability now)
  • The big park gives more bonus to ecology.
  • Triangle Park gives less aesthetics bonus.
  • The parameters of houses and their grades are now aligned, and 4 small houses are same as 2 medium or 1 large house. Grades have the same effect.
  • Also you can ride new huge drones.
Jun 12, 2018
Cliff Empire - Lions Shade
I`m working on huge 1.3 update with new totally random level generation and other stuff according to roadmap.
But unfortunately all your save data will be lost.
Jun 8, 2018
Cliff Empire - Lions Shade

  • Added new triangle wind turbine
  • Added new triangle park
  • Big park graphic improved
  • Street moved from population to social category
  • Small cliffs with ponds now have larger % of fish.
  • Personal Villa for you with personal transport.
  • New achieve
Jun 6, 2018
Cliff Empire - Lions Shade
  • fixed cursor bug
  • fixed bug with storage hint on medicine
  • fixed Contamination achievement
  • fixed Orbital Visit achievement
  • prior system improved
  • saves now have also date in name.
  • tooltip on health indicator (termometr) changed.
  • 3d printed goods price is now equal, and price was decreased to make it reasonable only in mid-late game
  • When selecting building - its describe moved to hint on building name, there also other changes in that window...
  • Mines upgrades parameter changed (no additional time to production)
  • Medical college now don't add aesthetic points
  • trading interface scaled vertically
  • upgrade UI changed
Jun 5, 2018
Cliff Empire - Lions Shade

I am glad to release step 2 according to the road map.
In addition to the previously added labor migration, i add upgrades for uranium and matter mines. Also medicine mechanic was added. Click on a hospital, or any other medical institution to see what factors affect the overall health indicator.
  • Matter mine now consumes 4 kWh
  • Matter mine can now be upgraded.
  • Uranium mine now causes 12 ecology damage and not 10
  • Uranium mine can now be upgraded.
  • Added a new building - medical college
  • Research speed is influenced not only by the university, but also by one of the uranium mine upgrade and medical college.
  • Medicine mechanics is deepened (a new indicator near the population bar) when click on a hospital you can see detailed information.
  • can now built under the bridges
  • The 3D cursor is integrated into a normal cursor
Jun 1, 2018
Cliff Empire - Lions Shade

In this update, a change of the grid, and all that was connected with it is coming out of Beta to public.
Thanks to the active beta test players for testing and discussion.

Continuing work on the second step according to the road map. Labor migrations, ways to improve the ecology are already done, next steps are improvement of mines and advanced mechanics of medicine.
Probably, among it, a new generation of locations will be developed, instead of a set of current levels.
  • The effects of the snow storm are improved.
  • Added a new bridge - the metro, which delivers up to 70 people per trip
  • The air purifier has been moved from the "population" category to the "industry" category.
  • Air purifiers now consume not 4, but 5 kW.
  • Added 3 days without events before each climate change. the pause between events is now 5-6 days.
May 31, 2018
Cliff Empire - Lions Shade
I am glad to introduce a new mechanics in the game - labor migrations.
The unemployed population can now go to work in the neighboring city by train.
People will go to work starting from 5 am in the morning, and return home after 19 pm.
During the stay at home they would be considered as unemployed and receive social benefits, so social payments have also changed, and are accrued only during working hours, while the frequency of payments is doubled to maintain the past balance.
If there is not enough transport connection between the cities, people who could not get to work will stay in the city, and receive compensation, like the unemployed.
If you do not use this mechanics - the balance in the game remains the same, however, when using it, you can create a city without living houses, where people would come to work for half a day, such a city does not need any decorations, or any other prestige, and the city from which people come can focus on prestige, not industry.
  • New mechanics - labor migrations
  • Social benefits are now only charged from 8 to 19 hours. The timer is social payments are deleted, and now the payment is made just every game hour.
  • Maximum camera zoom in orthogonal mode increased
  • Fixed a bug where there was an opportunity to build in space
  • On/off grid is also added to the settings
  • Uranium mine moved from the category of energy to industry
  • I returned large fields, windmills, solar panels.
Cliff Empire - Lions Shade
  • The grid returned, but changed, now it's just decorative, you can turn it off. But it helps plan a city.
  • Added animation of the destruction of buildings.
  • Added 2 new achieves.
  • When Shift is pressed during building placing, mouse scroll now zoom camera (+ and - keys also works)
  • When flying up drones now move slightly toward the target, rather than just flying up. (as result, they deliver goods a little faster, especially if they return from the lower platform)
May 27, 2018
Cliff Empire - Lions Shade
I understand that the disappearance of the construction grid was an unexpected move for some players.
But the future growth of the project and adding of new buildings (with new sizes and shapes) make this change necessary.
For example, in the road map steps 4, 7, 9, there must be new round buildings or buildings with new size 2.5x2.5
Also, increase in agricultural buildings in step 5 would create shortage of 2x2 and 1x1 cells and only strengthen disbalance.

In this add-on, of beta version 1.1.07:
  • Added a grid under the created buildings, for the visibility of the boundaries of it.
  • Added long lines that allow you to better see align to remote buildings
  • Fixed a bug where you could build in a cliff.
  • Added 2 new buildings: air purifier, pedestrian street. (with new 0.5x2 size)
  • The earthquake now acts on all the cliffs.
  • Nuclear stations automatically turn on after the earthquake is over
  • Added a clickable message about the destroyed building, which moves camera to the place of destruction
...