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GearCity News

V2.0.0.11

Greetings everyone!

I have for you all another small bug-fix update. The 2nd Gear DLC also got an update. It is approximately 10% complete. You can find the changelog for v2.0.0.11 below.

-Engine: Fixed possible double free issues that could cause crashing when changing rooms.
-Engine: Fixed possible GUI Memory issue that could lead to crashing.
-Bufix: Fixed mismatched type issue that prevented a performance optimization
-Bugfix: Fixed typos in reviews files.
-GUI: Taxes are now included as expenses in the revenues report.
-Gameplay: Automatic deadbeat stock sales moved from turn 1 of negative funds to turn 5.
-Bugfix: Fixed population issues in Medellin on the Base City Map.
-Gameplay: Reduced dealership population effects on low popularity vehicles.
-GUI: Game now allows returning to component selection from advanced designer when acccessing the designer via the vehicle modification window.

v2.0.0.10

Greetings everyone,

Just a small patch today fixing up the few issues reported to me since the last update.

  • Fixed column shift issue in Individual City Sales Reports
  • Fixed import taxes are charged on old sales when countries enter a war phase.
  • Fixed issue causing non-manufacturing racing teams to order a vehicle for racing but not race them.
  • Fixed possible exploit in the chassis licensing system.
  • Adjusted the frequency of economic boom and bust random events when playing on Random History mode.
  • Fixed possible issues with the office contract display windows that were not popping up when racing contracts were unfilled.
  • Fixed possible green listing of unfilled contracts in the office contract display.
  • Fixed decimal numbers appearing in the vehicle reports table columns.


Enjoy!

v2.0.0.9

Greetings Everyone!

I have released GearCity version 2.0.0.9 for everyone and GearCity: 2nd Gear version 2.1.0.1 for FBS contributors.

Version 2.0.0.9 has 11 bug fixes compiled over the last few months. I still have one or two things related to the mod tools that I will work on in the future.

Work on my next game, AeroMogul is making steady progress, although work on the GearCity: 2nd Gear DLC for Feature Bounty Contributors has slowed progress somewhat since the last GearCity update.

If you have any issues with the game, please don't hesitate to contact me. The next update to GearCity will come after enough bugs have been reported and fixed.

Thank you again, and enjoy!


Change Log:

-Bugfix: Stop vehicle end production from centering the window when the window is open.
-Bugfix: Prevent the modify Vehicle System from opening while assisted vehicle designer or vehicle body system is opened.
-Bugfix: Improve estimated sales system for dead vehicle types.
-Bugfix: Fixed text clipping issues for Japanese users.
-Bugfix: Fixed racing cylinder restrictions being incorrectly read from xml.
-Engine: Now shipping openal on Linux, since some Ubuntu based distros no longer include it and Steam's runtime isn't picking it up for some reason.
-Bugfix: Made adjustments to stock IPOs and buyouts since it could be abused to exploit the game.
-Bugfix: Fixed issues in Russian Translation that causes large magazine not to work.
-Bugfix: Fixed issues in the AI racing system that prevented the replacement of old designs.
-Engine: Prevent GearCity: Classic from loading GearCity: 2nd Gear save games.
-Bugfix: Fixed possible issue with the auto production system and contracts when all factories are under limited production restrictions.

v2.0.0.8

Hello!

Version 2.0.0.8 is now out. This update is another bug-fix patch of things submitted to me over the last few months. There is nothing too big in this update. But there are a few moderate and small bug fixes.

Depending on what FBS Contributors fund in our Feature Bounty System, the next update will be in conjunction with the FBS DLC release.

In other news,

The Feature Bounty System crowdfunding milestone is 74.4% funded, and we have four more months to go. We are highly likely to reach the first milestone goal! That means new features in GearCity for FBS contributors. (Eventually, those features will become free to everyone else.) If you want to know more about the FBS system, please view our stickies in the forums.

As some may know, I have spent the last 6 months working on our next game, AeroMogul. AeroMogul is an airline management business simulator. I'm pleased to report that progress is going very well. The graphical client, including airports, routes, and the first iteration of some of the UI, is complete. I would love to share an early teaser trailer, but the Russian invasion of Ukraine has hampered artwork production. So instead, you'll get a couple of screenshots.








I am now working on the economics engine for the game. It is called Beardgine III Economic Engine. It is the next iteration of the economics engine found in GearCity's Beardgine I and Beardgine II. However, it is just an economic engine, whereas Beardgine I and II were entire game engines specifically designed for GearCity. I am using Unity3D for AeroMogul's graphical client. Just a little tech talk for those who are interested.



Change Log:
-Bugfix: Fixed Districting Tutorial's title bar text.
-Bugfix: Fixed contract prices not updating when changing contracts.
-Bugfix: Fixed Redesign button issues in RnD->Modify->Components
-Engine: Help->Manual now directs to the Japanese Wiki when playing in Japanese
-Engine: Updated CEF on MacOS.
-Bugfix: Fixed issue that was causing incorrect new generation when using refit system.
-Bugfix: Fixed TV and Internet marketing date mismatches.
-Bugfix: Fixed massive dropdown box item issues when massive GUI scaling (above 100%/double) is used.
-Gameplay: Disable Static Vehicle Popularity no longer blocks Random Vehicle Popularity at game start.
-Bugfix: Fixed Memo warning moving when resizing memo window.
-Bugfix: Fixed list page reset when using Mega Menu End Production and Stop Selling tools.
-Bugfix: Fixed rare condition that allowed the player to build one extra branch when branch limits setting is enabled.
-Bugfix: Fixed small font in production lists when Auto Production is enabled. This might cause a regression.
-Bugfix: The game will now load the next memo after deleting a memo.
-GUI: The game will no longer recenter the Components Modification window after using end production.
-Bugfix: Removed broken predesigned vehicle.
-Bugfix: Fixed Branch Operations report breaking when city sales reports are disabled.
-Bugfix: Removed misleading window title for refit components popup.
-Gameplay: Player now receives a stock split memo for their own company.
-Gameplay: New component and vehicle type memos are now checked on the 12th month of the year instead of the 1st.
-Gameplay: New racing series memo now appears 13 months before start. Memo wording might cause issues in the future.
-Gameplay: Racing Series and Non-Manufacturer Racing contracts now generate their own memos.

v2.0.0.7

Hello everyone! I have another bugfix update for you.

This time we have ten bug fixes, one of which is an exploit fix. We also have two gameplay changes, one of which may harm your company if you solely rely on racing contracts. And two engine changes, one of which allows you to increase GUI scaling to triple the normal size.

In other news,

The first milestone in our crowdfunding efforts for additional GearCity content is now over 1/3rd of the way funded. We continue to need your support to reach our milestone goal. If you enjoy the game and would like to see more content for it, please consider contributing. You can find more information on our forums under the pinned Feature Bounty threads.

Work continues on GearCity documentation, but my primary focus is on the next product, AeroMogul. It is progressing well, and we have already shown off a few sneak peeks to Feature Bounty contributors.


Change Log:

-Bugfix: Cyrillic font not displayed when using CJK language.
-Gameplay: Reduction to racing contracts unit requests.
-Bugfix: Fixed volume settings reset after updates.
-Bugfix: Fixed Research Teams exploit that allowed the player to enter any value into the text boxes.
-Bugfix: Fixed typo in English newspaper articles.
-Gameplay: The "Enable All Vehicles At Start" option now removes year limits to premade designs.
-Bugfix: Fixed unassigned contracts popup that would appear when you are not producing the monthly requirement, even if you are producing more than the remaining units needed.
-Bugfix: Fixed Munitions Factory Destruction Memo from firing when you are not making munitions.
-Bugfix: Added contract sales to Total Delivery Costs calculations
-Bugfix: Fixed sorting issues with Datatables for numbers with '$' and ',' characters.
-Engine: In-game settings now allows for a +200% increase in UI Scaling. This is up from our +100% scaling.
-Bugfix: Fixed bug that prevented the components redesign button from showing if you clicked certain models in a certain order.
-Engine: If you launch the game "offline," the game will now periodically check to see if you have connected to the game distribution client to log your achievements.
-Bugfix: Fixed a problem with our internal scripting that was causing unnecessary files to be uploaded to distributors. Those extra files should be removed with this update.

[h2]Hotfix #1[/h2]

-Bugfix: Fixed code point issues on Japanese and Chinese fonts, which caused text not to appear in the game when using either language.

[h2]Hotfix #2[/h2]

-Bugfix: Fixed regex issue causing sorting problems on some Datatable columns.

[h2]Hotfix #3[/h2]
-Engine: Limited Auto-GUI Scaling for OSX HiDPI displays to +100%.