We are excited to announce some major changes and improvements to Max Capacity, expected to be released in late summer. Here's a quick overview:
Player Abilities:
New abilities to pick up, place, sell, and buy inventory.
No need to hire stockers, sales, or buying agents; you can handle inventory yourself or continue hiring employees for these tasks.
Employee Behaviors:
Employees now work in shifts, enhancing factory efficiency.
Employees will chat with you and each other, providing hints and entertainment.
Improved handling of inventory by employees, including alternative actions if blocked and behaviors upon being fired.
Multiplayer Updates:
Global market price influences based on actions of all players. Option to opt in or out of global market price influences, with a new game required to resume.
More Details
Player Abilities
We realize the early release of Max Capacity focused on employees and machinery over how you play the game, which can become stale. We have been adding more abilities for you as the player.
You will be able to:
Pick up inventory
Place inventory in containers
Sell inventory on the market
Buy from the market
You will no longer need to hire stockers, sales, or buying agents to work with the inventory in your factory. You can do this all yourself now. You can continue to hire these employees to do the work for you if you prefer.
Employee Behaviors
The primary focus of Max Capacity has always been making a profitable factory through your dealings with and interactions with employees. We have added more ways employees interact with you to create more dynamic gameplay.
Employees are now assigned shifts and come and go according to their shift assignments. This should help you create a more dynamic and efficient factory as you schedule work in accordance with your needs. Time will speed up for shifts that have no active employees working.
Employees will now chat with you and each other. Pay close attention to what they say, as their conversations provide hints about what they need from you and add some entertainment.
Employees who are blocked because they cannot add inventory to containers will now try to add their inventory to another container. If that fails, they may drop it on the floor. Either way, you will need to get involved to correct it.
Employees who are fired may attempt to add any inventory they hold to containers before leaving. However, do not count on it, as some of them may be upset and act out by leaving with the inventory or dropping it on the floor, creating a mess.
Factory Environment
When a shift has no active employees, the factory lights will dim. Safety and ambient lights remain on however.
Multiplayer
We are continuing to expand on the multiplayer aspects of the game. If you opt in for global market price influences, the prices listed on markets will be impacted not just by your actions but also by those of other players.
You can opt out of the global market price influences at any time. However, to resume global market price influences, you will need to start a new game.
This new global market price influence feature will create a much more fluid game, and you will need to keep up to date with current market trends to make the most profit.
Internet Connection Required
For employee conversations and global market price functions, an internet connection will be required. Bandwidth and usage charges may be incurred while you play, and these charges are not included in the price of the game. Please consult with your internet provider to understand these additional costs.
We take your privacy seriously. This game does not collect or transmit any personally identifiable information (PII) from you. The only data transmitted to our servers concerns game-related market transactions you make within the game. This data is used solely for processing those transactions and is stored securely.
We will never share any data collected with any third party without your consent.
This will be most likely my last content update. If there are bugs, I will try to fix them and there might be smaller patches to update the localization. But apart from that, I need to take care of other projects and this one took all my spare-time for the last 11 months.
New Shipy
I added an "AI"-Shipy which you can NOT control directly! There is a little menu opening up when you press a key/button or move the mouse, and with that you can tell the ship where to go. It knows the positions of all quests and crates. But be careful! The ship might appear intelligent, but it will fly straight away to its target: if there is an asteroid in its way, it will crash into it!
Bugfixes
Water Alien Enemies (Tier 2) did not respawn after a while
Enemy Laser Projectiles were not be destroyed by shooting at them
Hi everyone! Today, we’re releasing a new update that includes some new features of certain importance, fixes for reported bugs, and some quality-of-life improvements. The most relevant of these new features is the inclusion of auto-saving – we know firsthand how maddening it is to lose your work due to a power outage or computer crash (oh gosh, how much we wish we didn’t), and that’s something we don’t want you to experience, so this was something we wanted to implement as soon as possible.
We’re also including some new shortcuts (check the patch notes below for more details), new maps that use objects from the Enterable collections (that is, the interactive buildings), and tags for lots of objects and assets. Again, please check the patch notes for all the details – we really recommend you read them carefully so you don’t miss anything.
This new version also implements the first parts of Criteria, the scripting language that Multiverse Designer will use to create and automatize rules for your tabletop rpgs. Now you can create character sheets and tables, as well as import and export tables to any spreadsheet editor. Mind you, this is still in alpha version. That means that it’s not just rough around the edges: there might be issues and unexpected problems, and data filled now might get lost, or just not be compatible with future versions of Criteria. Use with caution! If you want to give it a go, you can find tutorials about Criteria on our Youtube channel, and you can always drop by our Discord server to ask questions.
Having said that, here are the full patch notes for this update. We hope you enjoy it!
New features/content
This is the first version of MD containing a part of the Criteria language. You can create character sheets and tables. You can import and export tables to any spreadsheet editor. THIS IS AN ALPHA VERSION. Data filled in this version may be lost or not compatible with future versions
Alt + M now also hides the red warning messages;
Inclusion of the Alt + W shortcut to hide only the red warning messages while keeping the screen icons
The object that loads textures comes by default listing only .png files;
New user preferences menu on the main screen (for now only for the Autosave options)
Autosave (with the possibility of customizing the saving frequency and the number of history files, values filled in the new user preferences menu)
Weather effects are now applied to the trees, grasses and plants of the Jungle level (the weather effects for the landscape itself still need to be included, it will be done in a future version)
Specific tag included for the horse saddle object
Specific tag included for the spline wall object
Rampart tag included for all walls
Tags included to identify Kitbash3D sets (Valhalla, Iron Forge, Medieval Siege, Outpost, Neo SanFrancisco, Secret Lab, Dark Fantasy, Medieval Market, Art Nouveau, Victorian, Ancients and Future Warfare)
Added a new button on the object properties screen that shows its general information (unique identifier number, size and linked tags)
New messages for the map loading screen (thanks for all the suggestions!)
Added new maps that use objects from the Enterables collection (Eastern, Mesoamerica, Jungle, Wild West and Old Desert New)
The cutscene spline can now be selected by clicking on the yellow spline path
New objects placed on the map will always appear over the landscape
Fixed bugs
Fixed a bug in the spline wall object that caused the height of one of the sides of the spline to not be saved
Correction in the arch with floor object
Correction in the gothic cathedral object (floating boards)
Fixed a bug that caused cube objects placed on a map overlapping other objects to lose the scale changes made when loading the map
Modification to not allow the scale in all directions gizmo to be used on objects that cannot be scaled in all directions
Fixed a bug that closed the game when saving a map with an object using the landscape blend texture on a level with landscape (for example, the Jungle) and trying to open it in the Dungeon level
Alternative to minimize the impact of a bug that sometimes leaves the object preview thumbnail always open - now, if it occurs, when clicking on any of the object menu buttons, the thumbnail should disappear
Fixed a bug that left some stones "blue" when they were close to or below the grid line
Correction in the textures of some tent and cloth objects so they can be seen from both sides
Correction of the “grass disabler” object so that it works in the Forest, Castle and Jungle
Fixed a bug that could cause a map to fail to load in some situations
Fixed a bug that could cause copied objects to be created under the landscape
Fixed a bug that could cause water/lava objects to have a distorted texture or even disappear when scaled
Correction in some object pivots (trash can, wall and water)
Correction in some door objects
Merged Tags "Walls" into "Wall"
Correction in the appearance of some trees in the Castle level
Quick fix for Early Access players today to improve backwards compatibility with pre-v1.0 save files.
Bug Fixes
Early Access campaigns that were started prior to the Fury content update should no longer reset the main character's level during party change sequences
Early Access save files loading into the Fire Tower's Main Hall or Emerald River's Thick Woods should no longer have the possibility of trapping players in terrain
The New Boston zone truly never sleeps - utterly covered in the protective dome, its day and night cycles are primarily simulated and controlled district-by-district. So, it's always Update Time somewhere! With tonight's update we have a new room in the safehouse (aha, sweet competition for space!), improved value of Contact Trust, another round of polish for the Steam Deck experience, and a rapid fix for suddenly disappearing DisplayLink cybernetics.
Thanks to everyone playing, posting and leaving a review! We're a small studio, so please consider taking a moment to share our work with other gamers by clicking Review!
New Safehouse Room: Triage Clinic
The Triage Clinic is a boon for merc squads that like to go loud, always find the heist ending in a fire fight or just love hunting for those battle striker missions. Whoever comes home shot up and bloody goes straight into the triage clinic, and while it is not medical ward at one of your Street Docs or Corp Splicer's clinic, immediate treatment and stabilization can help both reduce Injury Time and increase the chance of resisting long-lasting Wounds from developing.
The starting Triage Clinic reduces Injury Time by 25% and grants a +10% Wound Res to all rolls to resist wounds at the end of a mission.
Trusty Favors
As we continue to push on the strategy layer and your Contact connections, we've boosted the value that Trust has on your Contacts favors, nearly doubling it. Work with those you Trust and when they do something nice for you, it will be bigger and there will be more cred in it for you.
Steam Deck Improvements
With this update we've improved how the (X) button is handled in the matrix to make a more clear and useful loop between the parts of the HUD. Also, we fixed an issue when using (X) that would cause the currently active element to get stuck if the first Talent in your list was disabled. Now it will skip to the first enabled Talent or just skip Talents altogether and jump to End Turn.
Disappearing DisplayLink
With the last update, we accidentally made all DisplayLink cybernetics disappear. They have returned! Sorry for the short and sudden removal ... I bet that hurt. Here, want them back? That might hurt too!
Other UI Bugs
We've also fixed a number of minor UI issues reported with F10s - places where clicking with a mouse wasn't working in the dialog screens and places where the UI was overlapping in victory screens.
Also, upgrading Agent EX White Noise Talent no longer benefits Marker Sights (what?!)
v1.7.19 - 7/3/2024
- New safehouse room - Triage Clinic can reduce Injury Time and adds Wound Res for all mercs returning from missions - Doubled the effect of Trust % for Contacts on the value of their Favors - Fixed bug where all DisplayLink cybernetics suddenly disappeared - Fixed issue with Agent EX White Noise upgrades increasing Soldier's Marker Sights duration - Fixed overlapping UI issues in victory screens when merc earns codename - Fixed issue where clicking on some buttons in dialog, legwork selection would not select (had to use key)
Steam Deck Improvements - Improved use of (X) key to jump between HUD sections in the matrix - Fixed issue where using (X) would get stuck if the first Talent in your list was disabled
In celebration of the 4th of July and the independence of our great nation, we are happy to host a special 4 day Golden Time Event! Starting at midnight, enjoy a 3x EXP, 3x Skill, and 3x Drop event!
Event Duration: July 4, 2024 00:00 - July 7, 2024 23:59 Pacific
This Independence Day rate event will only last until Sunday, July 7th, before midnight, so don't wait to take advantage of these increased gains!
We're bringing you another series of community gamenight events, but this time on both Zombie Panic 1 and Zombie Panic! Source on July 6th and 13rd. We're partnering with LambdaGeneration platform who will be hosting and streaming the 'Zombie Night Month' where every Saturday of July there will be a gamenight event with the community in a different zombie game - first two focused on ZP1 and ZPS!
Event will start on those timezones and IP above - July 6th on Zombie Panic 1 and then July 13th on ZPS!
Just like last time, Pikouchu will be providing the Zombie Panic's dedicated servers for us! If this is your first time playing ZP1 or someone who forgot how to set up the mod, Pikouchu created a quick guide just for you! You need to have Half-Life 1 installed and follow all the instructions in the following link: https://pikouchu.com/zombie-panic
Make sure to click on "Set a reminder" on the right to not miss the start of the event day!