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.
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.
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.
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.
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
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)
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