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GearCity News

Version 1.25.0.6 Released

Greetings everyone!

We have released version 1.25.0.6. This build features 9 bug fixes, 8 gameplay adjustments, 7 moderate GUI adjustments, some tweaks to the main tutorial, and an improvement to the mouse-clicking system.

Heavy work continues with editing the game’s English files and working with the resizing system to fit translations into the GUI. Our awesome community has made some progress in the translations, although they’re far from done.

I am running behind schedule for retail release. I was hoping to have most of these tickets cleared out before New Year so I can work on the wiki and video tutorials. As it is, I am about a month behind. The more I work on the game, the less bug-free (assuming I don’t make more bugs) the game is. So that is a positive at least.

Version 1.25.0.7 will be a short release. I hope to have it ready to go by next week unless many issues pop up with v1.25.0.6.


Change Log:

-Bugfix: Fixed bug where employee-less department can strike.
-Bugfix: Fixed bug which displayed incorrect $1 current wages in strike action memo.
-Gameplay: Slight bump to Gearbox max torque values when modifying the design.
-GUI: Warn player of price gouging in buyer rating table.
-GUI: Added missing help button text for "Contract Unit Prices" new game option.
-GUI: Made build/rebuild factory production line scroll buttons more sensitive when larger amounts of lines can be built.
-Bugfix: Fixed issue with wholly owned subsidiaries not being purchasable.
-Gameplay: Additional balancing of AI vehicle design type selection
-Bugfix: Fixed issues with can cause Auto-production to over produce vehicles.
-Bugfix: Fixed lobbying efficiency rate being displayed as a decimal instead of a percentage.
-Tutorials: Additional fool proofing of the main tutorial.
-GUI: Hid component selection advice. Some folks read it as the gospel, so it's gone for now until I can tweak it.
-Bugfix: Fixed issue with $250 Billion dollar company achievement triggering at $25B.
-Gameplay: Prototype designs now use a static pre-designed body instead of picking one at random every refresh.
-GUI: Relabled "Edit" buttons to "Save".
-Gameplay: Fixed issue with racing contracts being filled when Auto Production is enabled, and vehicle production has stopped.
-Gameplay: End production of a design will automatically end racing teams using that design.
-Bugfix: Fixed offset contracting years (again...)
-Bugfix: Fixed issue that wasn't allowing contract factory assignment from world map if there was more than one useable factory.
-Gameplay: Some additional tweaks to racing image.
-Bugfix: Fixed issue causing racing teams not to use contracted player designs.
-GUI: Memos window will no longer popup if unread message is no longer in the list.
-Gameplay: Improved Manual Production entry calculation speed for districts. Please note, values might be off by a few units if there are a number of factories.
-Engine: Forced GUI mouse to move after clicking a UI button, thus avoiding any multiple clicks of buttons.
-Gameplay: Made adjustments to the sales price effect on buyer rating.
-GUI: Resized UI in several places to fit translated text.

1.25.0.5 Released

Greetings everyone!

I’m releasing version 1.25.0.5 this morning. This release is early because of the multiple hot patches I had to release for v1.25.0.4. Organizationally, this will allow me to get all 9 builds back on the same code base. Version 1.25.0.5 does not have everything I wanted to include in it. Most of the work I have slated for this update will go into v1.25.0.6. I expect that build to be ready mid to late January unless problems arise in v1.25.0.5...

So what’s in this update? Of note, I have restricted the creation of New Generations to one new generation per model. So, for example, if you create a new generation of one vehicle, to make a third generation, you create a new generation using the second-generation vehicle. I mainly did this to fix a couple of issues where players were creating multiple new generations of vehicles with the “Refit Modified Component” system.

In addition to that, the game will no longer allow you to replace a design that is already being replaced by an in-development vehicle.

We restricted the main tutorial with a lot more “safety” checks. We want people to follow along and click the red glowing things. In the past, I did not restrict the players to this because there were no other tutorials. But now that there are multiple tutorials in the game, we want the player to have tunnel vision on the basic game concepts, then allow them to explore. We’ll see how that works. I am sure someone will break it somehow.



Change Log:

-Bugfix: Fixed Henry Royce achievement triggering before making a v12 engine.
-GUI: Added Parts Inflation settings information to the Load Game screen.
-GUI: Removed white back arrow from all reports, and replaced it with an ascii arrow for only reports that allow viewing previous months.
-Gameplay: You can now only create a new generation of vehicle design once. To create a third generation, you must create a new generation on the second generation vehicle. This is to prevent user from accidentally creating multiple new generations when refitting modify components.
-Gameplay: You can no longer do model replacements if the replaced model already have active replacements scheduled. This is to prevent user errors asking for a model to be replaced multiple times when refitting multiple vehicle components.
-Bugfix: Disabled premade select button if no vehicle design is selected.
-GUI: Disabled the ability to unselect items in lists.
-Main Tutorial: Player can no longer click "Advanced Designer" when "Assisted Designers" are glowing.
-Main Tutorial: Tutorials are reset if player exits out of designer windows prematurely.
-Bug Fix: Fixed select button not glowing when selecting premade designs.
-Main Tutorial: Premade vehicle selection list now glows.
-Main Tutorial: First premade automatically selected.
-Main Tutorial: Player can no longer use custom body designs while in the main tutorial. Audio and text will be moved to a new tutorial.
-Main Tutorial: If the player creates an unuseable design, we reset the tutorial.
-Main Tutorial: Door, clock, and globe now blink.
-Main Tutorial: Fixed some overlapping blinking lights.
-Main Tutorial: No longer allow the player to advance in the tutorial if they do not assign production lines or vehicle price. We now give them a popup warning to read what it says to do.
-Main Tutorial: Fixed bug allowing audio playback when player is loading a different state.
-Main Tutorial: Fixed blinking lights continuing to flash when certain windows are prematurely closed.

1.25.0.4 Hotfix #3

Third, and hopefully last hotfix for v1.25.0.4 has been released. This fixes another text resizer crash on Unix systems when using modify engine. It should also fix a crash when using premade 1940 USMC Compact SUV designs.

The premade fix may cause a crash in showroom/NewTrim/NewGeneration when loading a design that used the unfixed base body. I should have this issue resolved in v1.25.0.5, which I will release a week ahead of schedule. Probably early Saturday morning, my time. Alternatively, the issue is fixed if you start a new save game.

1.25.0.4 Hotfix #2

Another small hotfix this evening addressing marketing windows not opening from the world map, which could lead to crashing issues on Unix systems. This issue was due to the new text resizing systems.

v1.25.0.4 Hotfix #1

Greetings everyone!

I just released a hotfix for v1.25.0.4 that fixes crashes when playing the game in a non-english language. Currently this hotfix is only for the Full 64-bit builds. Demos will receive the update in a few hours, and 32 builds sometime in the afternoon, my time.

Sorry for the inconvenience.