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New Cycle News

2nd Patch incoming!

Heyho everyone,

When you have a run, you shouldn't stop - so here it is, our 2nd Patch (4th update) in 3 days:

Main Updates
With a particular focus on Save/Load and balance, this intermediate fix pack solves several UI issues and prevents problems during long gameplay sessions.

Fixes

  • [Fixed] For our users reaching a 1-2k population, the loading error that sometimes occurred during the Load phase and caused corruption in resource nodes has been fixed.

  • [Fixed] The demolition button on the UI of the cemetery and maintenance building has been activated.

  • [Fixed] A bug that caused the negative impact of winter seasons on Greenhouses has been fixed.

  • [Fixed] The situation where the Lumbermill building remained accessible and allowed to be installed during the Tutorial phase.

  • [Fixed] The overflowing problem of the main indicator of the City Attractiveness UI has been fixed.

  • [Fixed] The bug that inanimate resources such as stones and trees in the terrain after the load are renewed with the new year cycle has been fixed.


New

  • [Added] The 'Space' key will no longer switch the game to the standard pause screen. Instead, it will be used for a quick transition to 0.05 universe speed. The ability to set universe speed with the amount "1-2-3" has been retained.

  • [Added] The ability to edit FPS limit setting. (The FPS limit setting only works when V-Sync is deactivated. Unfortunately, changes to the V-Sync setting are currently not saved yet and are only active where you make them - Keep in mind that Starting/Loading a game, returning to menu and exiting the game will revert changes to the V-Sync setting.)

  • [Added] The editing feature to define names for NPCs. It can be edited by clicking the name panel on the NPC card. (It seems those names get not saved yet and have to be renamed for each play session - we are on it)

  • [Added and adjusted] New triggers for Campain mode to support the smooth continuation of the main story flow.

  • [Added] The "Move camera with WASD keys only" feature is now also available for the region map camera.


Changes

  • [Changed] The balance between TII and TIII production structures for Wire was adjusted.

  • [Changed] In the TIII phase, the production time and output efficiency values were balanced for belt-supported 'Motor' and 'Steel' production.

First Patch after Early Access Launch

Heyho everyone,

It has been now a little bit over 1 and a half days since we started our Early Access Journey and we couldn't be happier about your reception of our game. As usually, there were a few hiccups here and there for some of you, but the majority already put a lot of game-time into New Cycle and gave us a lot of feedback. If you want to be an even more active part of the development process, feel free to join us on our Discord Server

Be assured that in the upcoming days and weeks, we will look into each and every one of your points and see what we can do about it, to ensure the best possible version of the game, it can be - for now, here is the list of our recent fixes and changes to the game:

Main Updates

  • [New] Auto-save feature added. The user also can change save intervals via the settings menu. At a minimum, every-other-day save capability is offered but not recommended for low systems.

  • [New] Progressed Campaign mode. It's the option to start the game from Cycle V by selecting a future date starting.

  • [Fixed] Setting the correct state of active tasks during saving/loading. The content, status, or requirements of the tasks are correctly saved now.

  • [Fixed] Tasks that request raw materials will automatically draw as many raw materials as they need from the warehouses as soon as they start.

  • [Fixed] Save/Load feature. Extra controls have been added for the Save/Load process, and several new measures have been taken to make these processes safer and more stable. (For the massive cities, the allocated save time will be 3-4 seconds longer, but it is a time that needs sparing to the computer to avoid any problems.)

  • [Fixed] The problem of the camera moving uncontrollably in a specific direction continuously, which some users experienced, has been solved. As an additional precaution, in case this problem persists, a new feature has been added to the 'settings' menu that can be toggled on/off to prevent the camera from moving unless the 'WASD' keys are pressed. This feature will start disabled by default, and the player should activate it manually.

  • [New] The 'Physical Keys' feature has been activated before we update the settings required for the key assignment. It is a feature that allows you to use the camera movements performed with the WASD keys in the same way on any keyboard, regardless of which key is located in the position found on 'Q' keyboards. Whatever physical keys are in the same position as the WASD keys on your keyboard, you can use for camera movement with them. ⁠(More Context: The Physical keys option allows you to map key codes to the physical keyboard layout, rather than to the language-specific layout that may vary between users in different regions. For example, on some keyboards the first row of letters reads “QWERTY”, and on others, it reads “AZERTY”. This means if you scripted specific controls to use the well-known “WASD” keys for movement, they would not be in the correct physical arrangement (like the arrow-key arrangement) on an AZERTY-layout keyboard. With Physical Keys enabled Unity uses a generic ANSI/ISO “Qwerty” layout to represent the physical location of the keys regardless of the user’s actual layout. This means if you specify the “Q” key, it will always be the left-most letter on the first row of letter keys, even if the user’s keyboard has a different letter in that position.)

  • [Fixed] The bug that caused the mission "Risk of accidents" to fail. The mission and all subsequent functions are now available.


Secondary Updates

  • [Fixed] The problem with the sound on the transition screen from the menu to the game screen rising momentarily for a second

  • [Fixed] Maincamp collision with vault position.

  • [Fixed] The partial bug in the outline drawings of Mine II and Greenhouse Variant 03 Buildings.

  • [Fixed] The problem where building names that overflowed to double lines appeared on a single line in the 'NPC' list.

  • [Fixed] The issue with the Scroll feature working backward on the 'development tree' page.

  • [New] In line with feedback provided, we implemented a new feature that the game will start in 'pause' mode when the Load process is complete.

  • [Change] The greenhouse structure no longer produces mushrooms. Vegetable and Herb production has been added, and the labor force has been reorganized. A new structure will be introduced for indoor mushroom production.

2nd Hotfix

And here we are for round 2,
Together with your feedback we were able to squash some more nasty bugs out here and we are not even 12 hours in.... that's a great prognosis for the future - this time on the list:


Main Updates
  • Fixed a Problem with the automatic language assignment feature: To be more stable, the automatic language switching feature based on the system language has been disabled, the game starts in English by default, until the user changes any language. This prevents multiple weird behaviors and bugs players encountered in the early hours of our early access launch.
  • Fixed Mainhall New Cycle access screen: Added an extra check for the case of not being able to up the next cycle even if the conditions for the new cycle are met.


Related to the Bug Reports
  • [Fixed] Fixed UI error between the actual output and the output shown in the UI in Ration production.
  • [Fixed] Fixed prematurely activated upgrade UI element and related warning in the build upgrade screen.
  • [Fixed] ⁠Fixed Missing Children Bug. During the Save phase, the necessary correction was made to ensure that the number of children present was recorded correctly.
  • [Fixed] Unable to place a buildings on half of the Tundra map : Fixed the 'Tundra' map-specific inaccessible region bug that was activated on ultra-low settings. The fix also works for existing savegames (of the release version) However, the graphical issues of the maps persist when using savegames of that map, only when starting new games the map is correcly displayed.

Hotfix

Heyho everyone,

We are blown away by the overwhelming reaction after we just launched into Early Access - but we immediately went back to work preparing the first hotfix for you - Included in the fix:
  • The async feature at the first moment of entry has been temporarily disabled.
  • The percentage bar on the loading screen has been removed.
  • To start the game with async enabled, enter "-enableasync" into the launch options to enable it."


This should solve the majority of issues connected with the loadingscreen bug and everything that followed after it.

Thanks for being withus in this exciting time of development!
Penta, Community Strategist
Daedalic Entertainment

New Cycle is OUT NOW!

Attention everyone!

We are excited to announce that New Cycle just started it's Early Access! We can't put in words how much we are looking forward to see you test out all that we got in store for you - and will have during the upcoming months of Early Access!

[previewyoutube][/previewyoutube]
After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis. Ensure the survival of your people against all odds - Even in this desperate world, one thing remains true: As one era ends, another era begins. It is time for a new cycle.

https://store.steampowered.com/app/2198510/New_Cycle/