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Release Version Changes Since Open Beta RC1

With today's merging of the branches we bring to you a rather substantial patch that has many fixes since last Friday's release candidate 1 (RC1). For you who have played the open beta we'd like to thank you again for your support in finding and reporting issues, as well as your patience.

This is change log for RC2, which will be the public release version coming out today:

B190227 Additions
  • Big rework/improvements to engine sounds
  • Added Isle of Skye photoscene
  • Added autosave (like sandbox) in campaign play in addition to manual and yearly saves
  • Made car windows allow fixtures to be stamped
  • Added 40s, 60s, 80s and 00s offroader bodies
  • Added 00sHypercar bodies
  • Added 90s Flatnose, 90s SUV
  • Added 00s Van and 60s Van bodies
B190227 Tweaks & Improvements
  • Tweaked engine bay sizes to be a little bit higher and a tiny bit wider
  • Campaign saves are now ordered by saved time & date
  • Extended maximum loan repayment time to 10 years
  • It is now possible to engineer an engine without a factory
  • Added that factories can have new configs added through factory manager UI
  • Added tooltips to hub demographic screen to explain what is shown on each demographic
  • Simplified RON - AKI conversion to be AKI = RON - 5 for better playability
  • Reenabled undo / redo button for fixtures when no fixture is selected
  • Losses now show in red in the production calendar timeline
  • Now displays alerts when engine projects are finished
  • Tweaked cost progression of team funding and tooling optimization in engineering
  • Pushrod engines now have a starting familiarity rating of 35%
  • Editable text boxes now correctly show the text edit mouse cursor
  • Unified country selection widget & added more information
  • Added on-hover info for trims in grid-view project manager
  • Added more info to the campaign end screen
  • Added tooltips on Trims Produced By Factory in 3rd tab of factory setup
  • Added tooltips on "Sales Price and Margin" in Production and Sales tab
  • Disabled currently unused buttons in Production and Sales tab
  • Improved visuals to indicate what you're working on when making a facelift
  • Signing off nothing in mass-sign off now takes you back to the hub
  • Added Familiarity display for engine family
B190227 Art / Car Fixes
  • Fixed issues with trim paint in 00sVan body family
  • Fixed 50s Saloon default tire diameter being really small
  • Fixed 40sSedanLarge_Wagon from being offset from all its morphs
  • Fixed issues with materials and weight/cargo calculations on 70sCoupe02
  • Fixed some fixtures being blue / red and duplicated
  • Fixed extra cam pulley spawning in cylinder 1
  • Switched pause and play icons on top bar
B190227 Fixes
  • Fixed paint changing related crashes
  • Fixed engine projects never setting older facelifts to superseded
  • Fixed factories being editable when not selected
  • Fixed forecast parameter buttons not having a selected state
  • Fixed facelift renaming not working
  • Fixed temporarily disabled engine factories never becoming active again
  • Fixed the campaign hub demographic scores only using Gasmea's scoring
  • Fixed being able to click world-map through car project UI
  • Fixed clicking + or - in markets screen deselecting the region
  • Fixed deleting items not updating grid in manager
  • Fixed cloning trims & variants auto-collapsing everything in car/engine manager
  • Fixed exhaust piping sometimes extending to another room
  • Fixed old savegame issue with engine architecture
  • Fixed "Select Countries to Compare" in markets screen
  • Fixed car archetype scenarios not working
  • Fixed switching the test track spawning more track list items
  • Fixed deleting a trim or variant from factory production list not updating the UI
  • Fixed gear ratios tooltip not updating when switching gearbox type
  • Fixed seat count resetting when changing body variant
  • Fixed missing data in engine factory widgets on engine factory manager screens
  • Fixed factory UI to only show current and future state, never past states
  • Fixed inconsistent time alignment between engine and car factories with their projects
  • Fixed the family and variant bump forward a year when reloading / importing a model
  • Fixed max shifts not being possible to change
  • Fixed showing in engine engineering how many engines are being made
  • Fixed being able to set the marketing level negative, breaking calculations
  • Fixed crash when clicking the little disclaimer button in launcher
  • Fixed car stock not updating once it is no longer being produced
  • Fixed sign-off screen showing wrong number of produced cars for multiple-factory setups
  • Fixed being able to edit a family after signing off the first facelift
  • Fixed galvanized monocoque chassis not showing steel presses requirement
  • Fixed car exporting from campaign projects manager
  • Fixed production number of cars / engines not changing with engineering sliders
  • Fixed bug in familiarity system gaining in wrong categories
  • Fixed pausing and resuming of production
  • Fixed facelifting making a duplicate of non-facelifted trims in the production calendar
B190227 BeamNG Exporter Fixes
  • Fixed BeamNG Exporter hanging on Sourcing Lua Data


We're going continue to patch this big LCV3 update until it plays well enough to move on to implementing the LCV4 features.
Cheers!