Numerical adjustment: The loan interest rate is adjusted to 3.5%, which is similar to a provident fund loan for buying a house. Optimization: The pasture feed panel automatically enlarges the window according to the number of feed types. Optimization: When switching animal types in the pasture, if there are animals in the pasture, popping up a confirmation box will cause the animals to escape. BUG: The shield soldier has no shield, but the shield block problem is displayed Optimization: When developing other villages, it is prohibited to send hired workers there Optimization: Display difficulty information on the system menu Optimization: The minimum number of animals retained in the pasture has been added to prevent all animals from being requisitioned and unable to breed. BUG: In the pasture interface, when switching animals, the feed list is not refreshed immediately. Optimization: When there is a well in the farmland, priority will be given to drawing water from the well in the farmland where you are. BUG: Harvesting in advance resulted in the problem of no watering or fertilizing in the second year. BUG: After the farmland is checked to prohibit fertilization, the problem will not be cultivated in the second year
This update adds in the GPU Instanced ground clutter system for the entire Libyan terrain.
I've also added in the terrain culling system which hides terrain that is not currently visible (I would recommend setting the maximum visual range in the Video Settings to 25km as you can't see further than that due to the desert haze anyway ːsteamsunnyː)
The ground clutter is basically only there to add a sense of scale, speed and some "frame of reference" to the desert. You cannot collide with anything - the bushes are quite small and assumed to be no match for a flying lawnmower!
I am also quite surprised at how fast the Hind now feels when zooming along 10m off the ground! Likewise, the Gazelle feels great to fly with its wide open cockpit views. Hopefully you'll have the same experience ːsteamhappyː
For testing purposes I have also added a FPS counter to the bottom right of the HUD. This value is your averaged frame rate over the last 30 frames.
For those who want ultra speed and no ground clutter I will be adding an option to the Video Settings to turn it off completely shortly.
Feedback on performance etc is, as always, very welcome ːsteamhappyː
Known Bugs
1. Foliage can now clip through the weapon load out screen again. This is only temporary. One of the awesome things about this system is that I can dynamically remove details from the terrain at run time. Essentially, when buildings etc are placed by the random system they will automatically remove any plant life that clips through them! This will also work for roads, runways etc too. ːsteamthumbsupː
We're rolling out a new update to make your parking empire even more dynamic and responsive. Here are the details of the improvements and new features you'll find after you patch the game:
UI Enhancements: We've ironed out the kinks in the user interface for a smoother management experience.
Vandal Mechanics: Look out for vandals with improved behavior and animations - your guard will now intercept them more effectively.
Cleaner Worker AI: Our diligent cleaners have been retrained to keep your lots spick and span with added polish.
NPC Life: NPCs come to life with new animations, adding more vibrancy to your lots.
Sound Fixes: We've tuned out the car horn bug, no more endless beeping.
Speedy Barriers: Cars now pass through automatic barriers at a quicker pace, reducing congestion.
Achievement Unlocked: We've added a host of achievements for you to discover and earn.
General Tweaks: Along with the major changes, we've made numerous small tweaks to improve gameplay.
Coming Soon: The Basement Level
Many of you have asked, and we've listened. Our next significant update will introduce the highly anticipated basement parking level. Get ready to expand downwards with a whole new level to manage. Stay tuned for more details and sneak peeks in the coming weeks. For now, here's a glimpse of what's to come with some exclusive screenshots.
We're committed to making "Parking Tycoon: Business Simulator" the best it can be, and your feedback is a big part of that. Keep it coming, and happy parking!
I have not worked on the game for a few months now, and I've moved on from Red Nivis. I lost motivation and could not continue working on the game no matter how hard I tried. I spent 2 years working on it, and I don't feel it was even remotely finished. I didn't (and still don't) want to spend another 2 years finishing it, when my taste in games has moved away from what Red Nivis is. Red Nivis will be removed from Steam sometime in the near future. Sorry to anyone who wanted to play my game.
- Slightly updated red smoke behavior to make it clearer - Fixed a bug in spell Conversion (and renamed it Armageddon) - Various small tweaks - Won difficulty 6 during my tests. This one was pretty hard.