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Captain of Industry News

Patch notes for v0.4.1b

* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --reset-all-settings

Patch notes for v0.4.1a

* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle" etc.
* Increased starting resources, mainly concrete.

Patch notes for v0.4.1

* Improved how quantity counters (right toolbar) work. Instead of global quantity, now they show just quantity in storages. This means that they no longer include items in machine buffers, transports, trucks, etc. This should make the displayed numbers more useful since they represent the amount available for use. Please note that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes. Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree harvester has no trees to harvest, the notification will not only appear in the top right corner, but also in the inspector when the tree harvester is selected. This should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.

Patch notes for v0.4.0l

* Fixed quantity in recipe previews that was sometimes not displayed properly.
* Fixed balancer that was sometimes not able to split I/O evenly if had previously prioritized I/O.
* Fixed animations on loose storages that were in rare cases not initialized properly.
* Slightly improved shadow quality.

Captain of Industry released in Early Access!

Ahoy Captains! We are incredibly excited to announce that Captain of Industry is now released in Early Access!

We would like to take this opportunity to thank all of our generous backers who pledged and helped us to make this game better over the last year and we would like to also give a warm welcome to all the new Captains who have just embarked on their journey to build industrial empires on their islands!

We would also like to thank content creators who spent their time covering our game. Here are some of the just-released YouTube series:

Charlie Pryor: This Early Access map is cool! - Captain of Industry - 01 - Early Access Gameplay
Nilaus: Lets Try Captain of Industry: New Factory/Colony Sim Early Access | 01 | Lets Play/Guide/Tutorial
Raptor: Most realistic Factorio BUT with City Colony Building Survival & Naval Fleets | Captain of Industry



It’s been a long journey to get here, we (Marek and Filip) have started working on this project more than 6 years ago. We've been pouring our time and resources into the game as we were evolving its mechanics and content. Eventually, we managed to settle on a firm direction and around a year ago we decided to resign from our corporate jobs and work on COI full-time and all this has led to today's release. It has been both scary and exciting journey for us.

We are also here to thank our wonderful community that kept supporting us for the last year and who managed to shape the game through their awesome feedback.

While this release is a huge milestone, it is just an “early access” – we have so much more planned for you! Check the roadmap below that has a list of items we’d like to work on or explore. If something is missing, you might like to see, let us know on our Discord or we have this great suggestions site where you can place your suggestion or upvote the ones you like.

And if you encounter any issues, please report them on our bug tracker and we’ll do our best to fix them. Finally, if you already played the game, consider writing us a review. It means a lot to us.

Roadmap


[h2]Early phase - high priority[/h2]
Advanced modding support
  • Expand modding support - mod management, APIs, documentation
  • Steam workshop integration
Map editor
  • Enable the community to create their own maps in the in-game editor
UX improvements
  • Keybindings
  • Allow copying & cutting transports
  • Work on intuitiveness and tutorials
Features
  • Trees replanting
Investigate possible integrations
  • Linux
  • Mac
  • GeForce Now

[h2]Ongoing efforts[/h2]
Tasks that we will be working on continuously as iterative efforts.

Performance improvement
  • Keep improving the game to handle more and more complex factories.
Quality of life improvements
  • keep adding more tools, analytics, shortcuts, and improvements
  • keep working on better intuitiveness
Graphical improvements
  • particles, textures, models, polish
Sounds effects
[h2]Future work[/h2]
Priorities and exact tasks are not set in stone and everything is subject to change based on feedback.

Features
  • Achievements
New content (examples, depends on community feedback)
  • more features for mining
  • more industrial chains
  • more options for settlement - services, housing
  • decorations, customizations
  • power management (power lines, substations)
Improvements
  • Visualize products in unit storages and on truck beds
  • Enable concrete and other custom surfaces on the ground
  • Allow players to choose starting location and position of their first settlement
Areas we would like to explore (subject to community feedback and preference)
  • Scenarios / challenges - things that could alter the gameplay in different ways
  • End game mechanics
  • Roads
  • Investigate multiplayer in case of large interest
  • More mechanics around world map


And that's it for today's announcement, thanks for being part of our community and see you around!
~Marek and Filip