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Dream Engines: Nomad Cities News

A couple days until our next update, check out these city-building games

Citizens,

It's been a while since our last update. Thank your for your patience and I promise it won't be much longer, just a couple more days so we can finish testing and some last minute tweaks. While you wait, I'm happy to offer you a few other cool building games at a discount in a new City Builder steam bundle that we're taking part in. We've teamed up with some awesome fellow indies so you can get all these games together at a discount.

This is a "Complete the set" bundle, which means that you only pay for the games that you don't already own, and you'll get a 15% discount on top of any discounts the specific games have (Dream Engines is 15% off right now, so you'll get 28% off Dream Engines when buying through this bundle).

https://store.steampowered.com/bundle/26646/City_Builder_Bundle/

I hope you enjoy these games, and stay tuned for our next major update in a few days!



Update 8 Patch 4

  • Fixed an issue where costs and produced amounts of the "Acid Transformation" recipes were reversed and - converting Acidstone to Acidwood and then back to Acidstone would yield a net positive balance allowing for infinite crafting - which was obviously not intended.
  • Fixed an issue where harvester buildings didn't have any upkeep costs and did not actually use up any workers despite showing them in the building window. This will only affect newly built harvesters, those built before the patch will still have no upkeep/workers.
  • Reduced harvester building worker and upkeep costs.

Update 8 Patch 3

Fixed an issue with the Beaver tribe that allowed buildings to overlap.

Update 8 - Patch 2

Balancing:
  • Tweaked output of acid extraction. These were not meant to produce more acid than was used to create the acidstone / acidwood in the first place. I decided to keep it higher, making this recipe a renewable source for acidshards (at the cost of featherstone/bloodwood), but I did lower their production rate a little.


Bug fixes:

  • Fixed issue when number of workers available for a specific building increased from partial availability to full availability (through population growth or disabling another building) - the actual production rate would not update.
  • Fixed an that caused the whole building's production to be disabled when switching production recipes if there were 0 workers free for that building.
  • Fixed a rare bug when the same building produced one normal and one global item that caused production of that building to get stuck. Specifically this happened in the acid extraction recipes.
  • Fixed a bug that didn't let you change production from the building info window if you opened that window from the building management window.
  • Building management window will now refresh worker assignments when enabling a building

Update 8 Patch 1

Fixed a bug with the new Beavers tribe where you couldn't demolish buildings/rails.
Fixed some typos.