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Beta 1.3 out on unstable branch

In this update you can build atriums using the atrium tool and balconies by splitting the upper atrium areas as you would any other room.

Note that the atrium tool probably isn't 100% stable in some edge cases, so be sure to save often when editing atriums (CTRL+S to quick save by default) and please send a report with a save file and steps to reproduce, if your atrium is bugging out, by pressing P in-game.



Click here to see how to join the Unstable branch.

Patch notes
Changes
  • Added ability to build atriums and balconies


Fixes
  • Fixed watches still rendering when employees leave
  • Fixed some missing localization strings

Patch notes for Beta 1.2.4

Atriums are pretty much finished, but I've decided to add support for balconies as well, which will take a little while longer to finish.

Changes
  • Added glass and railing type fences


Fixes
  • Fixed splitting room with rectangle room tool being more expensive than using free angle tool
  • Fixed quarter turn stairs that wrap around wall mistakingly being re-parented to adjacent room on load
  • Fixed bugged insulation calculation from last patch

Patch notes for Beta 1.2.3

This update took a little longer since I was hoping to add atriums, but they aren't quite ready yet, so they'll have to wait for the next update.



Patch notes
Changes
  • Large windows will now merge with other adjacent large windows across room corners at or below 90 degrees
  • Pre-marketing tasks are now shown for project management tasks
  • Added more info to development progress detail window about requirements and unqualified employees
  • Made shortcut list animation more obnoxious since people still aren't noticing it
  • Added visualization to see where rooms are in basement when viewing ground floor and vice versa


Fixes
  • Fixed game breaking after undoing merging a pillar and a room using wall drag tool
  • Fixed windows and doors not snapping to a wall when wall is about 1 meter wide and diagonal at a grid intersection using standard building grid
  • Fixed cases of being able to clone rooms on top of one another in certain circumstances
  • Fixed thumbnail generator in furniture editor broke in last patch
  • Take-over notification now differentiates between whether company was bought out or went bankrupt
  • Fixed not being able to select security cameras when ceiling furniture is hidden
  • Fixed conveyor belts being turned off on a custom rentable map


Beta 1.2 officially out

In this update

Beta 1.2 overhauls the digital distribution mechanics, requiring you to develop and support your distribution platform and compete directly against the AI companies with their own platforms.
This update wraps up beta 1.2 testing with a bunch of fixes and some improvements to the manufacturing mechanics.

Lasse and I are currently working on a larger graphical overhaul of some elements of the game, which is why this patch is smaller than usual. I will post more details once we get closer to release.

Patch notes for Beta 1.2.2
Changes
  • Added 3 tiers of conveyor belts for building tight assembly lines
  • Added ability to highlight all boxes on the premises related to a printing job
  • Split up "Select furniture types in rooms" to make it more useful for selecting specific furniture
  • Added warning when conveyor belts are facing each other
  • Improved work progress detail window
  • You can now reload a single furniture mod with the RELOAD_FURNITURE_MOD command


Fixes
  • Fixed door signs sometimes being visible on lower floors
  • Fixed subsidiaries being able to open digital stores
  • Fixed not gaining access to add-ons when taking over project management projects
  • Employees will no longer offset their arrival times due to slow commutes by more than 4 hours, since some saves had people arriving 27 hours early
  • Fixed game thinking work was missing applicable employees due to active iteration in alpha phase
  • Fixed game not highlighting project management tasks when issues popped up referring to tasks in project management
  • Updates and add-ons are now considered when determining how long it's been since player's last release in a software category
  • Employees will now try to arrive near a lounge in case there are no applicable team rooms or PCs
  • Fixed creating new company in a custom building would set that building as auto-save target and break it on save
  • Fixed being able to use server group that doesn't exist by moving into building with servers from the future on the premises
  • Fixed using arrow keys to change slider values in furniture editor not moving by 1% increments for some sliders
  • Fixed not being able to edit new alt styles in furniture editor until reload
  • Fixed being able to release distribution platforms as consumer products by assigning it to a subsidiary

Beta 1.2 out on unstable branch

Please note that save files from Beta 1.2 are not compatible with Beta 1.1, so if you think you want to go back to Beta 1.1, make sure you don't overwrite your save files in Beta 1.2. Beta 1.1 save files will work fine in Beta 1.2, but your digital distribution platform will be reset on load.

Click here to see how to join the Unstable branch.

Patch notes
Changes
  • Overhauled digital distribution so all companies can open their own store and digital products have to be sold through them
  • Digital distribution platforms now require software to be developed and maintained for them
  • Player can make exclusivity offers to only sell a product in their store
  • Separated digital distribution and manufacturing tasks into 2 windows
  • Moved utility interface from finance window to its own window
  • Overhauled main bottom button panel and added new Logistics category (Code mods can add their own buttons and categories as well)
  • Added window to manage an assembler's component queue
  • Added K to toggle max interaction distance visualization for selected furniture or furniture being built
  • Bottom left info panel will now say when an employee is working on secondary tasks
  • Rebalanced support ticket generation speed
  • ISP cost reduced
  • Added RelativeServer record to features for modding that multiplies/divides server requirements rather than adding up
  • Added quit confirmation if last save was > 1 minute ago
  • Increased number of rooms an employee will search for a fridge, from their desk, to put their lunch in, from 2 rooms to 3
  • Assemblers will now throw out the least developed assemblies first when full, for chance to actually finish an assembly, in case player has balanced it wrong
  • Added warning when product is too expensive and losing sales
  • Tech levels will now lose revelancy more slowly to avoid products being outdated on release due to the update system
  • Wall mounted furniture can now be placed right up against wall split if angle formed by walls is above 180 degrees


Fixes
  • Force recompilation of code mods, due to breaking change in last update
  • Fixed AI sometimes engaging in cross-holding, allowing for infinite money exploit
  • Fixed rotation of corner tables when mirroring rooms
  • Software updates didn't add new bugs due to bug
  • Fixed tutorial videos not always playing
  • Helicopter pads built from basement floor are now blocked by roads above
  • Fixed collision issues when building furniture under roads or roads above furniture
  • Fixed employees getting stuck on stairs when they had their pathing interrupted
  • Fixed staff receiving company car benefit on hire
  • Fixed features not being auto selected for sequels when new forced features have been unlocked for software
  • Added way to break out of save loading screen on computers that are way below minimum requirements
  • Fixed update ETA being wrong