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GearCity News

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%.

v2.0.0.6 Patch

Greetings everyone!

I have for you all a small bug fix update. It's mostly tidying up a few things that were reported to me since the last update.

-Engine: Added Additional Error Checking to Prevent Rare Vehicle Design Crash.
-Bugfix: Fixed Borderless windows in-game setting in Windows.
-Maps: Updated UA city names on Base City Map names to IATA standard.
-GUI: Fixed some text alignment issues in the Japanese Language File
-Web: News page is now separated based on which game distribution platform you are using.
-Engine: Fixed issues with the Chat system that prevented it from working on 64-bit builds.
-Engine: Fixed browser not redirecting to an internal error page when a report isn't found or when you're offline.
-Engine: Created offline pages for news and manual. The latter will have a static manual once we complete the manual.
-Translations: Updated Translations, added Ukrainian support.
-Gameplay: Minor tweak to Morale increase when paying good wages.
-Gameplay: The game will now only sell a fraction of shares when you run out of money instead of all your share of a single entity.

v2.0.0.5 Patch

Greetings Everyone,

I have released GearCity v2.0.0.5!

This update fixes a few bugs in the game, mod tools, and settings editor. All our external programs are now running Qt5, which should help with HiDPI issues on all platforms.

The Feature Bounty System has also launched. We're about halfway to our monthly goal to reach the first milestone before the deadline. You can find more details on the forums, the official websites, or our social media pages.

Work will continue on documentation and fleshing out the FBS bounty lists.

Changelog: -Engine: Some external websites in the game are now using HTTPS on 64-bit builds.
-Bugfix: Fixed issue that could cause frequent engineering strikes when many designs are under research.
-Bugfix: Fixed issue that prevented wage negotiations not being applied to all engineering employees if multiple designs are under research.
-Bugfix: Fixed issue that caused the dealership subsidized frequency value to be incorrect.
-GUI: When there are no longer any unlockable designs in the Research Teams window, we use a blank texture instead of an empty blueprint texture.
-Engine: Fixed several issues with saving and loading volume settings and the settings editor.
-Bugfix: Fixed money not being taken away when using the Anti-Trust Bribery option.
-Bugfix: Fixed several issues when losing the Anti-Trust case when selecting the Bribery option.
-Bugfix: Fixed a way for players to break the New Generation System by clicking the format button and changing the vehicle type and name. As a result, this fixes a couple of reports that players can't create new generations of certain vehicles.
-Bugfix: Fixed issue that caused unused factory morale to show 100 when it could be less.
-GUI: Player will no longer get a memo for unused factories with low morale.
-Bugfix: Fixed incorrect country in McLaughlin achievement.
-Bugfix: Fixed bug that could cause marketing efficiency to grow too fast at first. Made additional adjustments to marketing efficiency monthly growth values.

Mod Tools: -Bugfix: I Added a MapFileLocalSave.xml that stores the local path for the exported map. "MapFileForModTools.xml" uses relative paths which may not load when exported.
-GUI: Implemented Turn Events Editor buttons.
-Bugfix: Increased all localization ID max values.
-GUI: Added load, edit, and save music comments to music editor. I also fixed sizing issues.
-Bugfix: Fixed AI Editor clustering value limits.
-Bugfix: AI Editor can now accept -1 values. This value forces the game to generate a random value.
-GUI: Tool clears racing restrictions when making a new series.
-Bugfix: Fixed OSX drawn issues.
-Tool: Upgraded to QT5.

Settings Editor: -Bugfix: Fixed error prompts when downloading files from Steam Workshop.
-GUI: Added missing music settings.
-GUI: Removed full screen resolution lock.
-Tool: Upgraded to QT5.