Here's another day of post-release hotfixes, fixing the following issues:
- Dendr mission: The mission goal failed to trigger if you were at the exact required amount of genes or culture. You no longer need 103% effort to complete the mission. - Vattori mission: Some connections to phase shifters were incorrectly disallowed as crossing a rift. - Vattori mission: The connection preview between planets did not take rift edges into account. - Dendr mission: Pinned colonization options failed to disappear when a vault was built on a planet, causing all sorts of problems. - Run records: Some campaign resource icons failed to display correctly in run records.
After these hotfixes, the version numbers should be up to v1.3(b1050) on Windows and v1.3(b1051) on Mac.
Patch 14 is out featuring localisation and animals!
We wanted to make this game more accessible to as many people as possible regardless of location or background. We've gone through and converted the entire Ui to support a whole host of additional languages:
Albanian
Arabic
Bengali
Chinese
Dutch
English
French
German
Hindi
Hungarian
Indonesian
Italian
Japanese
Korean
Polish
Portuguese
Russian
Spanish
Swedish
Ukrainian
Welsh
I also had many requested for animals to be put in even though I don't consider them finished yet. They have basic animations and snap points for backpacks and armour, but the movement system doesn't support their walking animations yet. All 76 Animals are located in the "Entities tab".
Some additions Tweaks:
Made 400 additional props available in the Demo version
Full unicode support
Collider tweaks
Scroll to rotate now snaps to multiples of 5.
Shift + Scroll on input fields now increases the normal scroll amount by 3.
Random start timing on spawn animations to desync idles.
Some minor bug fixes.
Should you encounter any typos or misspellings, or would like to help make the game accessible in other languages please get involved over on the discord: https://discord.gg/mJntEJ2kzC
This update brings a new Advance version of the popular map Cambes en Plaine! In future updates, we plan on converting more Clash maps to Advance as we feel the maps tend to flow better and have a better sense of progression. The Clash versions will still be available while we see what players prefer.
This update also has some loadout changes and a huge list of map changes and fixes, all of which can be seen below.
Bug Fixes
Fixed a bug where the paratrooper radio call-in would not work.
Weapons
The M1897 shotgun now has tigher spread and does slightly more damage.
Loadouts
The M3 Greasegun and Springfield are no longer available by default for US Radio Operators and Tank Hunters.
The M1 Garand is now available by default for US Combat Engineers.
Replaced the Thompson 20rd. with the M3 Greasegun for US Corporals.
Soviet Tank Hunters no longer have access to the explosive satchel on every map.
Adjusted availability of default Mosin Nagant variants on many Soviet roles.
Soviet Assault Troopers now have access to the PPD-40 on most maps.
German Radio Operators now have grenades.
German Combat Engineers no longer have access to the Gebalte Ladung on every map.
German Tank Hunters no longer have access to the Gebalte Ladung on every map.
Maps
Cambes en Plaine
New Advance version is now available.
La Fiere
Added advancing minefields for both teams.
Fixed Causeway objective spawn locations.
Decreased Axis Machine-gunner roles from 3 to 2.
Myshkova River
Adjusted lighting to be less off-putting.
KV-1E now properly activates on objective capture.
Reduced the players required to capture the first two objectives from 8 to 6.
Decreased Axis Machine-gunner roles from 3 to 2.
More obstacle constructions are now available.
Freyneux
Fixed a bug where the map would always end in a draw if the time limit was reached.
Eindhoven
Changed game mode to Domination.
Kharkov
Reduced artillery for both teams.
Fixed objective bugs that were preventing Bridgehead and Church from closing.
Fixed some holes that allowed players to get under the map.
Added more cover for Guard's House objective.
Added more tanks and tank slots to make the map suitable for the armoured server.
Added sandbags around Church objective to give defenders more cover to hold objective.
Hill 112
Baron-Sur-Odon is now recapturable.
Re-balanced tank loadout.
Edited objective layout and added a new objective.
Vieux
Fixed missing last objective.
Added more cover around the map.
Replaced incorrect winter hedges with summer ones.
Removed objective spawns due to persistent spawn camping.
Added more radio triggers.
Debrecen
Changed game mode to Domination.
KrivoiRog
Changed game mode to Domination.
Carpiquet Airfield
Added objectives spawns for Allies.
The Allies now have 2 Churchill tanks.
Fox Green
Added missing overview.
Increased Allied artillery strikes from 2 to 4.
German Village
Added missing overview.
La Feuillie
Changed objective flow in the final caps so that only 2 objectives are open at once instead of 3.
Merderet
Fixed a bug where the Allied victory song would be from a different faction.
Fixed Axis main spawn issue that could cause tanks to spawn inside each other.
Added SdKfz. 10/5 and SdKfz. 251 for the Axis.
Reduced Tiger spawns to 2 but made 1 unlock just before Bridge objective.
Removed duplicate Axis mortar role.
Valko
Fixed a bug where the minefield timers were too short.
A quick patch fixing a list of bugs (for once there were not so many of them and nothing major) and a short note to talk about the future of the game.
Fixes and Changes
Mixed use zones had a reduced security rating [reported by Aarki]
Slums had a hard time finding a spot to spawn.
Cleaned up debug texts in old census tool [reported by Omnius]
The new census tool was not displaying the correct icons for mixed use buildings.
A stage 2 mixed use building was offset. [reported by surreal cactus]
Reduced airport immigration capacity (-25%). Reduced base immigration flow (-15%).
The airport capacity was inaccurately retrieved to compute the bonus on immigration.
Fixed a rare missing road tile
Fixed a clipping issue affecting bridges and the new cliffs.
Corrected and added various prop and car positions on lots. (does not apply to anything built before this patch)
Reduced car engine volume. Removed gear change FX. [suggested by Elhoim]
The mayor's car was turning left slightly in a straight line. Improved car handling and follow camera angle. [reported by BiOxYdE]
The custom density button for mixed use zone was bugged. [reported by BiOxYdE]
Pollution from congested road now start to be emitted at 80% usage (before 100%). Maximum pollution now clamped at 320% usage (before 200%).
Updated news priority hierarchy. The conservatives will not congratulate you that much anymore.
Slight update of post process effects.
Traffic congestion number in stats was never green even when very low.
The StateCopter was spawning on a road just after taking the mayor's car for a drive.
I've received 2 reports pointing at issues with rail tracks but I was not able to reproduce the bugs on my end. This might be related to compatibility problems with older versions. I advise to zoom in when building rail tracks, so you can make sure the tracks have no holes and that intersections are built correctly.
I often don't take the time to thank or respond to each of you personally for your feedback and bug reports, you guys have been very responsive, your help has been decisive in fixing and developing Citystate. Thank you!
As some of you know my family and I will be relocating back from Asia to Europe in just a few weeks and so the rate of updates is expected to slow down during summer. I should still be able to put out a small update just before leaving. Besides, 2 other bigger updates are still on my roadmap but with no definitive release date. This fall it'll be a year since the game initially released and at that point I'll have to decide whether I should work on additional content for Citystate II or if I'd better start working on a new project entirely.
Bakso is an Indonesian meatball. The word bakso may refer to a single meatball or the complete dish of meatball soup.
Have you ever dreamed of having your own bakso restaurant? Dream no further, because now you can do it all with Bakso Simulator! In this world, you will own your own bakso restaurant with your old friend Help the townsfolks by doing their quests and uncover all the secrets in town!
Features: - Create your own bakso restaurant - Lots of characters to interact in the city - Follow the exciting story about the city - Done working? Go back home to sleep and don't forget to design your house according to your liking - Don't forget to pay your employees - Guard your bakso from flies, thieves and ghost - Explore the city!
And most importantly, collect the money and make your bakso restaurant the best in the world!
The statistics update has been added. This means that you get bonuses for stats you have and that you can earn experience to gain further stat points. This is a huge change so balance may take a little while to resolve.
We hope you've been enjoying Forts and the new High Seas DLC. As always we've been beavering away in the background, cooking up a new and improved version of Forts. This is another mixed bag of minor and not-so-minor improvements, but the modders out there should be the most excited.
The headline is the new dynamic tool tip system. The game will now automatically generate appropriate tool tips for materials, devices, weapons and ammo, and append them to the end of those already specified. They include the tech requirements, upgrades, ammo types that a weapon fires, various properties, and so on. Mass and hit points are appended to the item name, too. They are instantly updated when items are disabled or enabled. We hope this will improve accessibility.
Since the tool tips can now be more than a few lines long, scrolling is sometimes required in the expanded HUD, triggered using the Q key, or by pressing the graphical button on the HUD. When hovering over an item, you can hold Ctrl and scroll the mouse wheel in order to view the obscured lines.
Modders will no longer need to be concerned with writing detailed tool tips, and combinations of mods will be reflected correctly. We recommend modders revisit their published mods and remove tool tips now duplicated by the new system, particularly technology requirements. In some cases you may want to exclude upgrades from tool tips; you can set HideFromToolTips = true on the upgrade to achieve this.
Another much requested modding feature is the ability to use the path variable during load time of a mod's script.lua. This will allow modders to better organised and reuse their scripts.
A change has also been made that allows projectiles to trigger similar projectile conversions that beams have had. The following example, an addition to the howitzer projectile's Effect table, will allow a sniper to create a flaming howitzer.
The full change list is below for your interest. As always we invite you to provide constructive feedback here or via the Official Forts Discord, Have fun!
Cheers, EWG
Change list - dlc2 21 r12906
Add: dynamic tool tips for materials and devices to show upgrades, tech requirements, consumption, etc. Add: (Upgrades table) HideFromToolTips to avoid upgrade inclusion in dynamic tool tips Add: (GetMissileTargetProjected) returns the distant missile target for the AI Add: (standard forts) missing High Seas clipboard files for FortMid, FortShafts and Leviathan Add: (tool tips) hit points and mass next to device and material name Add: IsDeviceBeam script function Add: New script function SetUnlimitedResources(int teamId, bool unlimitedMetal, bool unlimitedEnergy) to enable/disable unlimited metal and/or energy Add: queue for ranked map pools to avoid late changes Add: View.HUD.ToolTips.LineMaxLength constant to limit length of dynamic tool tips (set to 200)
Balance: (Deckgun 1) reduce build time from 100s to 90s (-10%) Balance: (Deckgun 2) increase build time from 80s to 90s (+12.5%) Balance: (Deckgun 3) increase build time from 60s to 90s (+50%) Balance: (Eagle Eye) reduce GaugeDamageHitpoints from 3150 to 2250 (-29%) Balance: (Hardpoint) reduce build time from 60s to 30s (-50%) Balance: (Scattershot) increase GaugeAttackHitpoints from 6000 to 9000 (+50%) Balance: (Scattershot) increase GaugeDamageHitpoints from 1500 to 2250 (+50%) Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3150 (+40%) Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3375 (+50%) Balance: (Thunderbolt ammo) decrease build time from 27 to 24 seconds (-11%) Balance: scale deck gun kick back with number of barrels
Fix: (ammo, Deckgun, dome, hardpoint, Harpoon, Orbital Laser, Runway) debris of destroyed weapons need updating Fix: (beams) BeamRetriggersImpactProjectile defaults to false, preventing revival of impact projectiles Fix: (beams) BeamRetriggersImpactProjectile is not taken from ammo Fix: (Bolt from the Blue) objective not satisfied if Paveway bomb destroys Thunderbolt ammo Fix: (Buster) typo in DU effect sprite name Fix: (commander selection menu) description text can overlap scroll bar Fix: (Deck Guns) require Munitions to switch between modes Fix: (Deckguns) explodes with derrick debris Fix: (decoy, planes and orbital ammo) debris is that of a derrick Fix: (Dry Dock) absence of no-build zones allows player to cheese mission Fix: (Dry Dock) not clear Warheads are obtained from upgrading Swarms Fix: (Fort Falls) missing and overlapping terrain visible when zoomed out Fix: (Fort Falls) rope attachments can be Made to underwater terrain, allowing cheese Fix: (French) missing {HighSeas} token in Shockenaugh description Fix: (Hillfort) precipice in front of forts and peak of hill are not symmetrical Fix: (HUD) standardise the unit of comparison for materials to one grid division Fix: (ListBox) list scrolling sometimes fails Fix: (ListBox) the last line after word wrapping retains additional spacing that makes word wrapped lines irregular Fix: (Lobby) chat text can overlap the scroll bar Fix: (Magma-beam Pt2) confusion over normally buildable surface Fix: (Magma-beam Pt2) player's Ironside doors inoperable during repair Fix: (Magma-beam Pt2) some metal bracing over the smokestacks cannot be drag-replaced into another material Fix: (map editor menu) highlight clipping Fix: (Map Editor) block details text overlaps Fix: (Moonshine) some weapons may not have EMP icon due to GetDeviceTypeSplashDamageByIndex referencing obsolete variable Fix: (orbital laser mk2) droopy trajectory preview when selected ammo is not available Fix: (orbital laser) fails to fire when beacon lands on an invulnerable material Fix: (Phantom) move ability cannot drag-move weapons to locations inside their aiming gizmo Fix: (propeller) repair cost is inconsistently high Fix: (report) "Send" button background highlights when disabled Fix: (report) local file path too long causing zip and upload to fail Fix: (runway) explodes with derrick debris Fix: (Russian) 'Mine' is incorrectly translated Fix: (Scattershot) Control ammo gets 2 prediction lines (which are different) Fix: (Scattershot) Dome gets a trajectory preview Fix: (shields) internal disabled shields are not drawn as bracing for enemy Fix: (ShowTipChecked, IsDeviceTypeAmmo) script function documentation issues Fix: (skirmish howitzer) flaming version has different balance than regular (e.g. flaming stops at ropes) Fix: (The Squirrel) foundations are weak Fix: (Thunderbolt, Nighthawk) debris trails make mortar flight sound Fix: (Volcano background) clipped and overlaps grid Fix: (Warthog active) beams do not receive second chance Fix: (Workshop screen) inconsistency in highlight position Fix: both weapons and ammo tabs are highlighted after an upgraded weapon is selected Fix: ClearOnFocus for editbox clearing text incorrectly wrt cursor Fix: context menu is not refreshed when an upgrade is enabled or disabled Fix: crash when rolling over context menu upgrade button in team death match Fix: desync when player has init.dat in a map folder, setting the random seed Fix: Filters popup overlaps scroll bar Fix: ground devices can be built over neutral structure Fix: HUD items flicker in when e.g. selecting a device after being in the materials tab Fix: import of standard forts doesn't work from pack files Fix: language selection screen is missing titles Fix: local player past Seasonal medals do not appear correctly next to each seasonal Fix: low frame rate on Linux when using High Seas functions Fix: Maps/Mods forced to require DLC if they include a mod supporting (but not requiring) DLC Fix: mod selection screen content overlaps scroll bar Fix: NoDrawEdges, NoSplash, NoBuild and CanBuildOver key shortcuts missing from input keybind tab Fix: NoDrawEdges, NoSplash, NoBuild, CanBuildOver have no stringId Fix: OnLinkHitBeam not called when strut is invulnerable Fix: overlap of map name with scroll bar in editor menu Edit tab Fix: projectile-projectile AirImpact effects can't terminate the projectile Fix: projectiles with max age > 60s start invisible Fix: released key events don't have their consumed flag cleared, preventing handling in some cases Fix: some languages are missing the trailing space for key modifiers Fix: SoundEvent = "effects/device_explode" missing in some cases Fix: string building when async uploading files is not thread safe Fix: various list highlights and scroll bars are overlapping Fix: window shows 'not responding' when clicking during initial loading Fix: projectiles can be attracted to themselves, causing invalid position calculations
Improve: (commander descriptions) DLC icons can be inserted mid-string, and multiple Improve: (commander selection menu) increase line spacing for readability in some languages Improve: (details panel) show zero fire cost for weapons with no default projectile Improve: (expanded HUD) if cursor is not over an item, show the description for the currently selected one Improve: (GetMissileTarget) returns actual missile target Improve: (Hillfort) lower wind floor, turbines have 83% efficiency at top Improve: (Hillfort) move workshop one strut forward to allow sell off of rear material Improve: (Hillfort) shift mines to allow construction of 6 without deletion Improve: (HUD tooltips) have word wrap to handle long descriptions and dynamic lists Improve: (report) can now click anywhere in edit box to enter edit mode Improve: (report) no longer need to press enter to commit description text (send button updated while in edit mode) Improve: (Reporting System) add reason to reporting system Improve: (Reporting System) add Warning/Ban for false/spam player reports Improve: (Reporting System) create additional Ban/Warning types so players get better feedback on their bans Improve: (Reporting System) increase chat history logged in player reports Improve: (Reporting System) remove report button from disconnect messages for players who briefly joined and quit a lobby without interacting Improve: (Reporting System) rename "Quit" button to "Forfeit" button for host in active MP games Improve: (reporting System) separate "Host has forfeited" message for when a host quits a match in progress Improve: (script.lua) set path variable before load to allow dofile to work on secondary scripts Improve: (Thunderbolt, Nighthawk) explosion effect moves forward instead of backward Improve: (tool tips) larger font for Commander name Improve: (tool tips) offset from HUD moved to constants Improve: (tool tips) title and header fonts moved to constants Improve: (tutorial 1) hide the reactor bar to avoid confusion around a partly visible HUD Improve: (Vanilla) lower wind floor, turbines have 83% efficiency at top Improve: add 'Use: ' prefix to High Seas weapons for consistency Improve: added extra hardpoint debris and removed some from Turret and dome Improve: added gunners to debris Improve: description 'attaches to soft ground' changed to 'attaches to any ground' Improve: early tutorial link build instruction changed to 'peform action' and make it just once Improve: environment mod preview image support - will check the root mod folder for environment preview if none found in the environment sub folder Improve: increase spacing in tool tips for Chinese Improve: invalid SaveNames are removed from device and material prerequisites Improve: remove invalid upgrades and upgrade prerequisites in device post process Improve: removed edge case in script function AddResources for setting unlimited resources Improve: unlimited device & material tool tips (list navigation controls can be used in expanded HUD, hold Ctrl + scroll when cursor over button) Improve: updated English commander descriptions with High Seas specifics Improve: validate environment overriding to ensure players can only override non nested built-in environments
Optimise: (ListBox) only use the control's bounds to detect mouse-over for scrolling
Remove: device storage from details panel (no icon, now shown in dynamic tool tips) Remove: fire cost from weapon preview when there's no default projectile Remove: obsolete test01.lua surface scripts and commented references Remove: start-loaded built-in mod