- Small change - 23 December 2024
Hello! I've updated the game to get the hydrogen power plant back in action, it was missing from the building menu. I've also done a small change to trade to remove a constraint where selling items would max out at 100 per time tick. This was an old constraint based on how trade used to function. Since I seperated in/outgoing human traffic by adding a distrinct goods transfer capacity type along with a goods port building, this constraint no longer made any sense. So now the amount of goods you can ship and receive depends on the capacity of the city, ie. how many goods ports you have (atmoports add a bit too, but not nearly as much). Updates have been slow this year, primarily due to an insane work load as well as having spent most of the first four months of the year being ill. I also moved in november and just recently got everything properly set up. I'm hoping development of the rem…
- Update to improve calculating connections - 2 November 2024
Hello, I've updated the game to further improve performance when calculating connections. More updates are underway!
- 0.912 is live! - 16 September 2024
Hello! The game has been updated to fix some issues: 0.911 -> 0.912 - Adjusted collider on recently added curved roads - Added ability to paint on low pyramidal curve block. This means painting is now fully implemented on existing blocks. - Prospective fix for stalling calculations thread making money and other things not update. - Fixed being unable to place buildings on the low pyramidal curve block. - Fixed adapting blocks on decorative blocks being enabled when deco block is placed. - Fixed props (trees and cars for example) not following building when rotating it.
- 0.911 is live! - 19 July 2024
Hello, I've updated the game to address some issues and add in additional features: 0.91 -> 0.911 - Changed traffic system (for cars) to properly spawn cars from road nodes rather than from a hidden position under buildings. This way, vehicles can be pooled and reused when needed. Traffic will now appear more regularly, as opposed to roads looking empty when panning to a new area. This system is also more performant. I've also made traffic more dense. There are still a few issues with vehicles sometimes losing their way. - Added being able to paint additional blocks. - Improved mapping of paint on blocks to make collision detection during painting better. - Fixed issue with painting certain blocks (due to a rounding error in a vector). - Fixed part of text missing in tooltip when placing buildings. - Fixed commercial buildings being locked in "Basic city planning" tutorial. - Fixed tuto…
- 0,91 is live! - 30 June 2024
Hello, Small update to fix some issues: 0.909 -> 0.91 - Added fountain prop. - Tweaked distortion effect on atmosphere. - Tweaked industry growth conditions when playing on a flat world. - Changed flat world atmosphere base effect. - Improved lods for a number of residential buildings improving performance. - Increased output from bus stops. - Fixed blocks acting funky in campaign and challenges. - Fixed missing electronics in balancing act tutorial. - Fixed missing translation that would sometimes throw an error.
- 0.909 is live! - 23 June 2024
Hello, Version 0.909 is now live. The primary focus has been to address some bugs and other annoyances, but there are also some other changes to (for example) tax revenue from conglomerates. 0.9085 -> 0.909 - Added additional rock props. - Added paint mode cursor and paint cursor to show if area can't be painted due to low credits. - Added thousand-separators in messages from conglomerates to improve readibility. - Added thousand-separators to values in local economy view. - Added more distinct "border" to flat world atmosphere. - Edited preschool footprint so make it fit nicer with streets. - Cleaned up local economy panel, including fixing text overflow. - Lowered amount of medicine required in hospitals. - Increased (slightly) health output of hospitals. - Increased (slightly) health output of clinics. - Increased performance of setting shader property blocks. - Increased conglomerat…
- Small update (0.9085) - 9 June 2024
Hello! The game has been updated to add some new stuff! 0.9075 -> 0.9085 - Fixed off colored grass on some residential zones. - Added two types of cliff decorations. - Added stone prop. - Added two new curved road types (like an onramp type). - Minor adjustments and fixes. I've started adding in some new stuff to increase city customization. Cliffs: New on ramp type roads: There's also been a bunch of minor fixes, mainly surrounding some colliders being a bit too large. There's more stuff coming, especially when it comes to props, decorations as well as, of course, bug fixes!
- 0.9075 is live! - 19 May 2024
Hello! The game has been updated to improve performance in prop placement as well as fix a bunch of bugs: 0.905 -> 0.9075 - NOW the screen doesn't shake when placing trees... - Switched places for small and normal sized concrete plants in menu. - Tweaked the multi destruct tool so that it shouldn't accidentally demolish stuff that is nearby. - Removed the multi destruct tool on flat worlds. - Lowered population requirements for zones to grow on flat worlds. - Added building props into mesh merger system, starting with trees and cars. - The remaining standard blocks are now paintable. Now only the bigger special blocks are unpaintable - this will be done in the next update. - Fixed issue with roadmerger not removing destroyed road pieces at times. The merger has been disabled for a few versions, but is now enabled again to allow for better performance. - Fixed flat worlds allowing for di…
- 0.905 is live! Fix for building rotation issue and much more. - 12 May 2024
Hello! The game has been updated to fix some issues and expand on recently added features! I have more stuff on my list of needed fixes and known glitches, these will be addressed in the upcoming week and see an update either next sunday, or tuesday/wednesday the week after. 0.9 -> 0.905 - Added lighting to atmofleets, trains and monorail trains. - Enabled painting mode in flat world shapes. - Removed screen shake when placing props. - Added count randomization to prop scatter mode. - Painting now properly deducts credits. - Turned of shadow casting on prop holograms. - Clarified button states in options menu. - Resized prop colliders. - Added sound effects for painting and placing props as well as when removing props. - Removed placement hints for painting. - Fixed messed up rotations for buildings! The issue was due to a non-normalized vector in some obscure optimized code. - Fixed st…
- 0.9 is finally live! :) - 5 May 2024
Hello, The new update is FINALLY live. It's been long overdue, in part because the new stuff came with a greater need for rewriting old, existing systems. As such, there may be some new bugs introduced as well. I will continue testing over the upcoming week and start ironing out any issues as well as continue the implementation of the painting - which is currently about 80% implemented, leaving some blocks unpaintable. The new version features: 0.895 -> 0.9 - Added ability to "paint" blocks, allowing for more customized park areas etc. Also prevents a lot of instances of colliders interfering with placement of structures. - Added props - freely placeable trees (currently, will add more stuff over time). - Probability of finding hidden treasure when demolishing blocks changed. - Pine trees resized. - Pine tree stems no longer green and pine trees also properly follow season colors. - Gri…
- Props! - 21 April 2024
Hello! Block painting is now pretty much fully implemented and functional, so I'm moving on with prop placement. The idea with being able to add props is to make more custom looking cities and bring more life to them. To be able to do this I've had to make a pretty substantial rewrite of one of the core systems in the game - the inheritance tree for all the objects. The reason I needed to restructure it, is that for each object, a lot of information is stored (to be able to save and load cities for example). Most of this data is useless when it comes to props, that only need a position and rotation saved. So I needed to add another level and separate out both painting and props that functionally are very different from all other objects that can be placed. This process, in turn, broke a lot of stuff all over the place and has required quite a lot of recoding and testing for some unexpec…
- On the upcoming update - 14 April 2024
Hello, The upcoming update is proving more challenging than I had first anticipated. The "painting" feature is now functional, but there are still a handful of edge cases that I need to sort out. I've also had to redo quite a lot of work that has to do with mesh merging, and this still requires additional testing so that it doesn't present as missing (or rather invisible) meshes in game. I've also had to do a substantial rewrite to some ancient code in order to get prop placement to work. I've yet to get to work on prop placement, but at least now, the structure is there. I will not promise on a release that for the update, but it should prove to be a nice one once I get there. :) Here are some images of painting in action. As can be seen, this will allow for less "square based" island building without me having to make a tonne of planes to allow gaps to be filled. As mentioned in a pri…
- Painting - 31 March 2024
Hello, There is still some work remaining on the update, but here are some images showcasing what will be possible shortly. Previously, when placing grass, a plane was added on top of blocks as a separate object, this also meant having to have an actual object with a collider in order to be able to remove it. That also meant that there would need to be a lot of separate planes made, which hasn't been feasible. With the new feature to "paint" grass, asphalt and plazas, this is no longer necessary. This allows for example the side of the slanted block to be grass instead of concrete: Since there's no longer a need for colliders, instances where before you couldn't place a grass decoration in a tight space due to there already being a deco nearby will no longer be an issue. This is exemplified here: There's still a bunch of stuff left to do, especially expanding on being able to place sepa…
- Upcoming update - 24 March 2024
Hello! Updates have been slowly, mostly owing to me having been very ill the past month (was bed ridden for two weeks). Work has now picked up properly again and I've finally gotten to a functional prototype of the "block painting"-feature I've been hinting. The way things work today, when placing a grass or plaza decoration on a block, a face is placed on top of the block. This was a simple, cheap and effective way to go about things way back when there were only cube blocks available. Over time, I've added in more and more types of blocks - slanted blocks, curved blocks, bigger decorative blocks etc. Initially, I kept up with some of these by adding corresponding faces to each type of block, so that grass could be placed on those as well. But over time, this becomes very ineffective and each placement also requires a collider be placed on top of an existing collider so that for exampl…
- Small update! - 11 February 2024
Hello, The game has been updated to add additional fixes to the issue mentioned in the previous post. I've also started making tweaks to how depth of field works in the game. It's still a bit messy, so if it causes issues, you can turn this off in the options for the time being or increase the focal distance. I've also added in some more blocks, adding more construction options. The empty gaps that can be seen will be "paintable" in a later update once I get that system going. Paintable as in grass and other stuff. :)
- Small patch to fix issue - 4 February 2024
Hello, I've updated the game to fix a rarely occurring bug for vac-trains. The bug would throw a null-ref error making the city bug out.
- Chinese localization, updated localizations and some additional fixes/additions - 28 January 2024
Hello! First of all, this update has been long overdue, mostly due to getting back to work and schooling in my kid at preschool. Updates should be more frequent from now on. I've primarily focused on getting the localizations up to date. This also includes adding in a localization for simplified chinese. This is in a beta state and there are likely incorrect translations as well as at times poorly fitted text in the UI. There is still more work needed to fully implement the existing and upcoming localizations, for example ensuring text is properly fitted in the UI as well as fixing mistranslations. There's also some of the english, original text, that is in need of updating, meaning more translation will be needed for other languages too. Nevertheless, localizations are now more up to date than before. 0.89 -> 0.895 - Added chinese localization - this is a beta test version, it may have…
- 0.89 is live! - 17 December 2023
Hello! The game has been updated to add in more UI changes. Focus this time around has been on the larger panels, for example the Econopedia and the trade panel. In particular, trade has gotten a substantial overhaul, hopefully making it a bit easier to navigate. As mentioned below, a few minor changes to trade will come in the upcoming updates. The goods tickets have also been removed from the trade panel - in the next update, modifiers will be able to be earned through "resource missions" in the convention center. Modifiers can still be found randomly accross the city as before. There have also been some minor fixes here and there, as I've come accross issues when trouble shooting new updates to the UI. The more substantial ones listed below. The upcoming few updates will also be focused on UI, but I will also start adding in the remainder of the hotel buildings as well as some more i…
- New update live! - 26 November 2023
Hello, Life has been a bit crazy recently, so this update took a bit longer than I had originally wanted. It's fairly limited in scope in terms of new and updated items, but took a while since it involved work on a lot of UI elements. 0.885 -> 0.886 - Policy interface updated. - Tidied up interface in options menu (more to come). - UI transparency option added into options menu. This should help readibility if you find UI transparency gets busy against the background. - Increased tax revenue from R, C, I and H. - Increased loading performance slightly.
- 0.885 is now live! - 30 October 2023
Hello! I've updated the game. I've had continued focus on upscaling UI graphics. Most of it is now done. The remainder will be done if necessary when I start updating all the windows in the game. I've also focused on loading performance, as loading large cities was getting very heavy. These changes should show some noticable improvements, some of which also improve performance when running the city, as loading vehicles should now be more efficient. On top of that, there have been some minor fixes to bugs I've come across! 0.88 -> 0.885 - Changed zone type marker when placing new zones. This is for legibility and visual reasons. - Improved handling of props when loading city which should improve loading speeds significantly (by 5-10% depending on city size, more noticable in larger cities). - Improved handling of loading vehicles, improves load times another percentage point or so and im…