Demo Build v0.28a Has Dropped!
Demo Build v0.28a is the first incremental update since the foundational v0.28 release that kicked-off March. To ensure you are running v0.28a, check the version number listed on the bottom of the Main Menu screen.
This update brings with it a slew of incremental/minor updates and bug fixes (some based off your awesome feedback as always!) and also, more slight tweaks to game play balance.
The more notable changes with this release include changes to fuse life, the checks the Auditor performs, and some changes to what triggers Noise Compliants amongst many more fixes and tweaks...
Change log is below:
Once again, thanks so much for your support!
Note that I still have more things to add on my to-do list that didn't quite make this update...
I will be busily working on these over the coming days/weeks.
Enjoy :-)
This update brings with it a slew of incremental/minor updates and bug fixes (some based off your awesome feedback as always!) and also, more slight tweaks to game play balance.
The more notable changes with this release include changes to fuse life, the checks the Auditor performs, and some changes to what triggers Noise Compliants amongst many more fixes and tweaks...
Change log is below:
- Default fuse life for the Interior Lights (Fuse no. 1) has been increased when first starting the game; also increased its minimum repair value by 45% so it should last longer now!
- Also changed the minimum fuse repair value (+ 50%) and wear rate (-40%) for Marker Light 1 (Fuse no. 4);
- A new interact-capable 'Power Station Tutorial' is now available inside the Sleeping Quarters; this was due to player feedback from those of you who wanted to review the instructions after they were initially dismissed
- Changed the way the Auditor checks the Marker Light. They will no longer check to see if the light is wound-up...it was seldom ever wound after sitting so long and the player would need to 'rush' to wind it up on those Auditor shifts, otherwise they would be fined; the Auditor now only checks the Marker Light's fuse (Fuse no. 4) to ensure it's not blown; to further balance this out however, I have increased the fine for failing the Fuse no. 4 audit from $20 to $50. This is actually in line with the Auditor penalty fees for a failed Gen FIlter however
- In light of recent changes to the reduced supply costs, it should mean you are able to set aside more time to charge the Accumulator without worrying about missing out on generating Funds, so the failed audit penalty for a low Accumulator charge is now $65, not $50 anymore
- Added a new song to the radio and redid the radio 'stations' available on the radio set; the radio will no longer just play one of the songs and then stop; it will play all the songs on the radio in sequence (sequence randomizes each time you turn on the radio) so it should last your whole shift (or thereabouts). Note all music in the game is licensed so please consider any licensing/monetization factors whilst broadcasting your game play if you intend to play the radio
- Bug fix for Noise Complaints firing logic. During the night, there was LESS chance of receiving an NC! (2 in 4 chance) And during the day, MORE chance (3 in 4 chance). This is now correctly switched around
- Made the generator over-speed alarm events (eventually - at a variable/random rate) contribute to noise complaints! This is because now that player can stockpile oil, noise complaints have less probability of occurring. So be mindful of your generator RPM where possible; I know that sometimes the river just flows too fast and it's unavoidable however (there is higher-RPM upgrade that will be available in the full game); also note that in the Demo, you can only receive ONE noise complaint per shift; this may change in the full release however
- Increased 'daily operations tax' bill that player is billed at end of each day shift from $10 to $25 to restore some 'balance' to the game post all the supply cost reductions
- Added warning note to the telegram advising of 62hz frequency to exercise caution when generating at that high sync rate (the generator will heat up faster at higher sync rates)
- Readjusted position of artificial lighting for the Sleeping Quarters as it was lighting up trees at night it seems; also reduced the intensity of artificial light around the outside of the Sleeping Quarters during the day
- Tweaked criteria for boat passage fail penalty amounts; now the player still only gets charged $10 for a failed passage, but only if the player has $0-199 in Funds. Note that if you have $200 or over (was previously $100), you will still cop a 50% penalty 'tax' on a failed boat passage!
- Bug discovered during community play and fixed: if player was interacting with Upgrade Blueprint or Fusebox and then a 'forced rest' phase occurred, player lost all controls and ability to exit game upon completion of resting phase. This is now fixed
- Reduced window dirt accumulation max rate by 50% for all windows (note some get dirtier faster than others depending on their position facing the river or not, but all dirt accumulation rates have been reduced by 50% - I will continue to review and may reduce/tweak further in future
- Updated start tutorials with specific tut on the Marker Light Panel to assist players who are a bit confused by it (you can review this content addition in the new Power Station Tutorial in the Sleeping Quarters too)
- Updated DemoHelp pages 1 and 4 with info on how RPM over-speeds can now contribute to noise complaints; also added a quick note to the starting tutorial around this change too
- Added further 'bird ambience' sounds around the power station. During the day you may scare some birds away; at night, you'll gain a new owl-friend :-)
- More spiderwebs added around the place
Once again, thanks so much for your support!
Note that I still have more things to add on my to-do list that didn't quite make this update...
I will be busily working on these over the coming days/weeks.
Enjoy :-)