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New Cycle News

This strategy game's historical ignorance made me so mad I became a post-apocalyptic dictator out of spite




One of the first things I realized playing the early access release of city builder New Cycle was that it was pretty broken. Not broken as in buggy, though there are bugs, but mechanically. The numbers are off in some way, too big or too small or too strangely punitive. It took me a while to really nail it down, though, because the wrongness is very well-hidden behind how generally nice-looking the whole thing is. How relatively good it felt to play...
Read more.

Patch #4, 3rd of February

Heyho everyone,

We have another patch coming in, this time adding a rebuild function when a building was destroyed, Key Bindings, Balancing Changes and Bug Fixes - but see for yourself:

Main Updates
  • [New] Key Bindings
  • [Fixed] Minerals types are mixed after region load
  • [New] Fast navigation option between regions was needed, added
  • [New] Added recycling raw materials from the building that was demolished to be upgraded
  • [New] Added rebuild option for destroyed buildings
  • [New] Added icon and header images for the newly added Cemetery I and WindTurbine II buildings
  • [Fixed] E key also moves the camera
  • [Fixed] At the pause state, the training building Fill All button was only adding 1 person
  • [Fixed] At the pause state, no color showing the condition of the roads during placement
  • [Fixed] Inability to move around the map during Pause
  • [Fixed] Sometimes all trees disappear when returning to the main menu and starting a new game without ever closing the game
  • [Fixed] “Application run in background" set to active by default (when off by default, some users may think the game is locked when it switches to background)
  • [Fixed] Field camp development button not activated
  • [Fixed] Ruins nesting issue
  • [Fixed] Ruin progress continues when there are 0 workers
  • [Fixed] Class management panel, after selecting Distribution, values are distorted when changing tab before the number rounding animation ends
  • [Fixed] Pub service area perimeter does not start exactly in the middle
  • [Fixed] Even when Conveyor System was not developed, the conveyor can be placed by pressing the blue sockets.
  • [Fixed] In some cases the electricity tooltip panel remained open.


Balancing
  • [Balancing] Revised TIII Lumbermil structure and production formulas of related products
  • [In progress] Increased the number of mining nodes (allowing them to exist in more locations, while maintaining their possible volume so as not to negatively affect gameplay).
  • [In progress] Reduced the global drought minus multiplier for the Meadow biome. (The drought factor, which determines the rate of replenishment of available water resources, has been reduced specifically for the Meadow biome, which offers easier gameplay)
  • [In progress] The direct impact of the lack of available housing on the birth rate has been amplified.
  • [In progress] Adjustments have been made to increase the output of Kitchen II and TII food types (temporary adjustment to avoid making this stage of the game too overwhelming in the absence of advanced developments and buildings such as Kitchen III, dual phase electric ovens)
  • [In progress] Belt system feed bonus effect multiplier regulation on Metalworks

3rd Patch is the charm..

Heyho everyone,

the first week of our Early Access Adventure is already over and we couldn't be happier with how it went! We see Early Access as the point in time where you as the player can actively take part in the development process and help us push the game to it's best possible version in the end - and you excelled our expectations, delivering constructive criticism and helpful feedback, which is exactly why ...

...we are here with a little more content than the last patches. We have tried to work on all of your feedback, fixing the bugs that survived our recent bug-squashing and (almost) every little feedback that would positively affect the gameplay.

We even added some new features that you were asking for (playing the game in stopped time mode, keybinding, new structures, cursor colour selection, Postfx adjustment, camera movement speed adjustment, 2D/3D ui scaling, Screen adjustment, V-Sync preferences etc.)
Also Bug fixes and balancing operations on certain production trees, fire, lightning, etc. effects were performed - but see for yourself:

Main:
  • Added: Full Time Stop Play.
    that we were able to implement earlier than planned. A Full Time Stop gameplay feature has been added. You can construct buildings, build roads, manage your production options or distribution limits as you wish.

  • Added: 'Season and event based 'LUT' change'
    feature that offers a series of aesthetic changes in the colour theme and Postfx output according to major environmental events, with four seasons and extreme seasons. For those who do not want to use this feature, an optional 'Custom LUT' setting has been added to the setting.

  • Added: 'Cursor synchronised camera'
    Optionally manageable via Setting cursor pan synchronised camera movement to support one-handed gameplay.

  • Added: 16 new customisable Postfx options.
    Especially for those who want to change the brown theme and colour weighting, a setting capability that allows it to be managed with different LUT outputs as desired.

  • Added: New burial ground structure.
    A utilities unit to serve as an early version of the cemetery structure.

  • Added: New Wind Turbine.
    A utilities unit that will serve as an advanced level of the Windmill structure.

  • Save/Auto Save processes were accelerated by 50% compared to the lowest specs.



Newly added Setting Properties

  • Selectable Screen Mode Options
  • V-Sync Options
  • Flare and Bloom preference Option
  • 2D UI Panels Scale adjustment
  • 3D UI Scale adjustment
  • Special LUT
  • Cursor Options
  • Restrict the cursor to the game window
  • Application running in the background
  • Extend camera zoom (experimental)


Bug Fix

  • [FIXED] the value shown in repair cost after fire was incompatible with the desired value has been fixed
  • [FIXED] Music not playing if not winter or spring after load, fixed
  • [FIXED] Bloom setting was not working in some cases, fixed
  • [FIXED] In some cases, it was determined that 'water' resources could not be consumed in the right way. Underground water resources have been reorganised to work with extra control to renew them according to the season and precipitation.
  • [FIXED] New people added to the population, if there is a vacant house, they immediately settle in the house, but they cannot get service from the pub, fixed
  • [FIXED] Resource Camp upgrade itself was tied to the Resource Camp upgrade, could be upgraded indefinitely, fixed
  • [FIXED] Time was changing from 23:00 to 01:00 as the day passed, 00:00 was added
  • [FIXED] When the stockpile was upgraded, the number of raw materials in it was falsely doubled.
  • [FIXED] If the item in the trader inventory has not yet been activated, it will no longer be shown in the trade window
  • [FIXED] Saving the names of npc's whose name is customised
  • [FIXED] When developing a well, the water sources it is connected to are freeing it, this has been prevented
  • [FIXED] Statues are never activated in saved games past cycle 5 with a Supporter pack (to be fixed)
  • [FIXED] ruins were not loading correctly from the save, fixed
  • [FIXED] deleted ruin did not bring back the workers inside, fixed
Balance
  • Production formulae for metal components in the TIII phase have been readjusted.(Ingots, Basic and Power Tools, Machinery)
  • A partial adjustment was made to the production of clothing.
  • Distillery production tree and output efficiency have been reorganised for TIII phase
  • Fire probability and spread of fire in wooden structures have been slightly changed. The chance of successful intervention has been readjusted.
  • The negative multiplier, which suppresses the population in the absence of empty houses and affects the child births multiplier, has been adjusted again.

Bilibili and Weibo Video-Contest

Hello, everyone!
We had an awesome Early Access start, thanks to you - and to celebrate this, our chinese friends over at bilibili and weibo have come up with a giveaway. You are correct, alone because of this it's surely an asia-centered giveaway and might not directly be of interest to our english-speaking community, but we surely didn't want to keep it a secret from you:

We started a video contest campaign at bilibili - open a retweet campaign in Weibo, and actively participate to have a chance to win awesome gifts, the gifts are:
  • beyerdynamic MMX 100 headphones (worth CNY 999, random colour)
  • Keychron K4/K10 Pro Keyboard (worth more than CNY 500)
  • Razer V3 Mouse (worth more than CNY 800)
  • Daedalic publisher games codes


Details of the Weibo retweet campaign:
Please follow Daedalic's official Weibo account:
Daedalic Weibo Account
and retweet the post of the lottery to participate!

Details of the bilibili Video Contest campaign:
1. Work content:
Please create game content around New Cycle and upload it to bilibili, it can be a short experience, introduction, review, or show your construction results, just use your creativity, and the length is not limited.

2. Participation Requirements:
  • Participant account should follow the game publisher's bilibili account @Daedalic
  • The title of the video should have the keyword "New Cycle".
  • After the video is uploaded successfully, please @Daedalic in the comment section of the video.

Participation will be considered successful if the above 3 conditions are met.

3. Campaign Dates
The campaign will end on 30th January.
Participating content will be based on the final submission time presented by bilibili.

4. Winner reveal Date: February, 2nd
We will select 8 players from those who have successfully participated and give away the prizes in the above categories!

You can also watch this video to learn more about the event:
https://www.bilibili.com/video/BV1jT4y1h7wZ/

Hotfix: Water/Food/Minerals etc missing

Heyho everyone,

We squashed a really nasty one that couldnt wait for a bigger patch - so here we go with another hotfix:
  • [FIXED] Players encountered missing water, food or other materials, together with various "weird" behavior of graphics. The reason was a bug in the loading process that corrupted every savefile it loaded.


After this Hotfix, this Loading Bug is fixed, but savefiles, that were loaded with the loading bug, and then saved, will stay corrupted. Your safest bet is to go back to an older savefile that you didn't save in this state.

We are sorry for the inconvinience and lost savefiles this caused, but luckily this lead to a relatively fast fix for such a critical bug - thanks to everyone who delivered information and was actively involved in the bughunt - you rock!