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Patch notes for Alpha 11.7.54

Changes
  • Increased how far employees will travel for canteen to 75 meters from 50
  • Made impossible difficulty a little easier
  • Pillars will now say they are pillars in the info panel when selected
  • Made data overlay list scrollable


Fixes
  • Fixed being able to change game speed while save was loading
  • Fixed grass not refreshing when undoing road changes
  • Fixed reputation changes from deals not applying correctly with more days per month
  • Fixed undoing moving furniture sometimes breaking stuff, if what they were moved from was deleted in the interim (Would often give harmless error messages about snap points when save was reloaded)
  • Fixed overwriting old save file not changing its days per month setting until game was restarted
  • Fixed blueprint groups re-appearing after deleting them and not being able to delete them again
  • Fixed snow and grid z-fighting in some instances
  • Fixed verified bug count when restarting support on a product that already had bugs fixed
  • Fixed multiple chained conveyor ramps and box elevators not correctly picking which way boxes should go

Alpha 11 is officially out!

To continue playing alpha 10, you should switch to the "Legacy" branch in steam, click here for example.
What’s new?

[h2]Graphical upgrade[/h2]
During the development of alpha 11, Lasse, who made the current character model, joined Coredumping and increased the company size to 2 people. He’s already begun improving the art style and creating new art for the game. Here are some of his massive upgrades over the previous programmer art:


[h2]Hardware inc.[/h2]
I finally caved to the most demanded feature request and added hardware manufacturing to Software Inc.

To be honest, I just decided to add conveyor belts to improve the product printing aspect of the game and hardware was a simple shoe-in at that point. Hardware adds an entirely new layer to console and phone development, and greatly improves the potential of mods.

[h2]Unlock new furniture rewards[/h2]
Software inc. has gotten fairly big in terms of game mechanics over the last couple of…*checks date*… Many years! So, to avoid people only seeing a small part of what the game has to offer, I’ve added a new reward system to guide you through the game’s mechanics. The rewards are not gating any major features, can easily be unlocked and persist through all save games. I’ll definitely be adding more as I come up with ideas for rewards…


[h2]New tools to create your dream HQ[/h2]
[h3]Style panel[/h3]
Picking the colors and materials of your software mansion has become a lot easier with the style panel. I’m hoping this change will result in a lot less default grey rooms in your screenshots!


[h3]Rounded and smooth walls[/h3]
You can now stretch walls into circular shapes and smooth over any hard edges.


[h3]Temperature, security and acoustics[/h3]
Building your office in Software Inc. brings forth new challenges for you to plan around and overcome.

The new temperature regulation system means you can build rooftop ACs and distribute cool air throughout your office through inconspicuous floor grills and/or plop down electric radiators in every single room until your electric bill explodes.

Just make sure you don’t watch it all go up in flames due to poor fire safety and lax security systems. Or just get it insured, maybe, I don’t know.

You may also notice a slight echo when placing down the first table in your new office. Big empty halls will now be a horrible place for your employees’ ear holes, but luckily, it’s easy to combat with some well-foamed walls or well-furnished spaces.


[h2]Overhauled software development system[/h2]

The development system has been completely revamped to promote creativeness, make research more interesting and make interdependencies clearer. This change will also have a huge impact on the "update"-update, which you can read more about below.

This change adds the notion of tech levels that are researched over the years to unlock better technology for existing features. Target demographics are now simulated in the form of submarkets, which will impact which features you should pick for your software. Frameworks have been added, which allow you to speed up development by reusing old code or licensing it from competitors. Finally, special features have been added to the game, which contain small scripts to alter the simulation in unexpected ways, fully moddable!

[h2]New employee education system[/h2]

Your employees' educational specializations are now split up into 3 stars, which limit which features they can work on, and their base skill in each role now fully controls their effectiveness and how much quality they can add to a product. You can easily send multiple employees out for education and you'll finally be able to queue up several courses at a time.

Your development staff aren't the only ones with fancy degrees anymore, as leaders now have their own specializations, which control which managerial tasks they can perform, and the Support role has been split into Support, Marketing and Legal, each with their own specialization level.

[h2]Publishers[/h2]
You can now get help with funding, marketing and distribution through the use of publishers, if you're willing to part with a percentage of the profits.

The future of Software Inc.

[h2]Immediate future[/h2]
After keeping up with support for this release, I'll start working on the "Update"-update. This update will include the ability to release updates and extra content for already released software and, in extension, the ability to sell your software as a subscription service. My plan is to push this update out as part of Alpha 11. Which is to say it shouldn't break save compatibility, but I can't guarantee anything at this point.

I expect this update will take a while, as it touches a lot of core systems, which was written anywhere between now and 5 years ago, and it will include a lot of new UI work/rework. So there'll likely be the usual major-alpha-testing-release 3-9 months radio silence.

[h2]Towards Beta 1[/h2]
When the "Update"-update is out officially, the game will move into beta, which means no more large mechanical overhauls and more focus on polish and balancing. The first mechanics I want to tackle in beta are research, subsidiaries, project management and digital distribution. The research and digital distribution mechanics still have some work to go before being completely done and the subsidiary and project management mechanics seem like the usual suspects, when it comes to gameplay issues I see raised in the community.

Patch notes for Alpha 11.7.50 (Testing branch)


Component printers and assemblers will now automatically be grouped into assembly lines, which should result in less pile ups and I'm hoping it'll make them easier to manage.

Changes
  • Component printers and assemblers are now automatically grouped into assembly lines, which can be assigned to active printing tasks
  • Component printers in an assembly line are now stalled periodically when assigned to tasks that don't need them, avoiding extra component pile ups from other tasks that do
  • Updated Manufacturing tutorial
  • Missing recycler message is now only shown for assemblers assembling the final product
  • Added ability to quickly change room to pillar and vice versa
  • Added percent input field when selling stocks and changed percentage calculation when adding more shares, so it is equal to the amount of company share lost
  • Burglars no longer sneak while being arrested
  • Made furniture culling more aggressive when rendering shadows from the sun to improve shadow rendering performance
  • Added more variety to contract company names
  • Added new task filters to filter deals and contracts


Fixes
  • Fixed security getting stuck in sitting animation if going from loitering to standing guard
  • Fixed stock window breaking when player is worth less than $0
  • Fixed cases of staff being stuck turning around due to floating point precision error
  • Fixed employees sometimes being teleported to bus on load if bus was driving away when saving
  • Fixed bug where employees would skip elevator queuing entirely
  • Game will now display the correct error for snapping furniture when the room placement is invalid
  • Fixed rent data overlay not displaying unrentable rooms correctly
  • Fixed first loaded save after launching game generating nav meshes extremely slowly due to the low default minimum thread count in the .NET threadpool
  • Fixed game freezing for a while on big saves due to the aforementioned nav mesh generation issue
  • Doors and rooms will no longer have the inaccessible/blocked marker if they are in the process of generating nav meshes
  • Fixed cooks being stuck trying to get food to a tray with no food in hand
  • Fixed game freezing when placing furniture in rapid succession in rooms with lots of stuff, due to main thread waiting for navmesh generation to finish
  • Fixed room meshes not being batched correctly for shadowing, decreasing shadow rendering performance for complex buildings
  • Fixed rare cases where code that scales furniture to avoid wall clipping could end up scaling something, that was placed near a wall without clipping it, by a high factor


[h2]Patch notes for Alpha 11.7.52[/h2]
Changes
  • Blueprints can now be grouped together
  • Added search + enter to build in blueprint window


Fixes
  • Fixed pillar tool breaking in basement
  • Fixed manufacturing panels not updating printer and assembler counts if they were hidden when new machines were placed
  • Fixed employees complaining about night shifts on the way home from work, if the walk home takes them into night shift hours
  • Fixed product detail window updating at the end of the day, right before all losses were calculated, thereby showing an incorrect loss value until re-opened


[h2]Patch notes for Alpha 11.7.53[/h2]
Changes
  • SSR is no longer scaled by SSAA, which would cause a large performance drop when both were enabled


Fixes
  • Fixed RECOMPILE_DLL_MOD command throwing back the same cached compile result from launch
  • Fixed being able to place acoustic panels on top of eachother

Patch notes for Alpha 11.7.47 (Testing branch)

Changes
  • Replaced grass system with something simpler and more performant


Fixes
  • Fixed being able to place in-floor objects over stairs and elevators
  • Fixed selection detection for corner carpets
  • Made thread safety more robust for pathfinding and navmesh generation, to avoid furniture being marked as unreachable because the navigation mesh was still being generated
  • Fixed NaN progress in alpha stage, if employee with exactly 0% art or code skill was working both art and code
  • Fixed cases of data in list columns not being visible immediately


[h2]Alpha 11.7.48[/h2]
Changes
  • Optimized grass shader
  • Most graphics options now default to lowest setting on intel graphics processors
  • Fixed some furniture textures causing darker furniture after being copied


Fixes
  • Fixed issues with staff randomly not being able to reach certain areas
  • Fixed grass being rendered through floors if mask is refreshed during early hours, due to fog


[h2]Alpha 11.7.49[/h2]
Fixes
  • Fixed grass index out of bounds error
  • Build grid is now rendered through grass always
  • Fixed environment objects, such as lakes and houses, not being accounted for in navigation mesh when loading map, allowing people and animals to walk across them
  • Fixed pathing along actual paths not always being generated causing unpredictable pathing near paths, like walking too close to walls and going in and out of doors along the path
  • Fixed elevators randomly becoming unreachable since waiting area was no longer scaled when elevator is squished against walls

Patch notes for Alpha 11.7.43 (Testing branch)

Changes
  • "Upcoming releases" window has been upgraded to a full calendar view of all upcoming releases and deadlines
  • Added ability to only apply interior or exterior style to rooms using style panel
  • Rounded and Inverse corner carpets can now be placed on the same tile
  • Improved parking space and dead end avoidance for AI cars
  • Garage port can no longer be built on floors that don't have road access
  • Textures loaded from furniture mods are now compressed to preserve VRAM, but take a little longer to load
  • Optimized server wire rendering
  • Increased how far off pallet pickup and drop points can be from a pallet and still work
  • Optimized gamma handling


Fixes
  • Fixed AI releases being too centered on December
  • Made "Rooms inside rooms" error even less likely to occur when just free-building up against other rooms
  • Fixed furniture at edges of room sometimes getting lost when splitting room and undoing
  • Fixed furniture moving to mouse position when rotating while holding alt
  • Fixed style panel not working for furniture in Custom Map mode
  • Fixed people stepping out into the middle of the road if they have nowhere to go and the nearest exit is directly in front of the road
  • Improved loading order when moving company to empty plot, to avoid ID clashing
  • Fixed not being able to place multiple copied wall furniture in some cases
  • Fixed cases of server wires not lining up when server was placed up against a wall
  • Fixed reloading modded furniture not cleaning up old data from VRAM
  • Fixed progress panel on marketing work being incorrect when marketing options are not selected in order


[h2]Alpha 11.7.44[/h2]
Fixes
  • Fixed pallet pickup points no longer working
  • Fixed saves having environment re-generated on load causing doubling of trees, water, plots, etc.
  • Fixed UI breaking when scrolling horizontally using pad or wheel in lists that are exactly as tall as there are items
  • Fixed calendar software filters not working when modded software categories contain no descriptions


[h2]Alpha 11.7.45[/h2]
Changes
  • Made it so you can't select features that depend on a chosen tool, which does not support their specialization (Not relevant for vanilla software)
  • Made burglars more sneaky


Fixes
  • The game will now correctly identify if an area outside is enclosed by rooms and not treat doors from that area as accessible from the outside
  • Fixed burglars not fleeing until they are completely done burglarizing a single large room with no security cameras
  • Fixed burglars walking back and fourth between most valuable items, instead of prioritizing nearest valuable items
  • Fixed server wire vertical offset
  • Fixed employees complaining about benefits getting worse when they are improved, because got older and their priorities changed
  • Added daily recount of product storage to fix any sync issues


[h2]Alpha 11.7.46[/h2]
Changes
  • Added ability to quickly shift grid by 1/2
  • Added a bunch of tooltips to design document detail panel, including new "Wasted interest" stat
  • Added auto balance button to submarket targeting in design document window
  • Added stat to product detail window showing how much OS sales were boosted by supported products (This has always been simulated)


Fixes
  • Fixed pillars in basement
  • Fixed line rendering for path building, wall rounding and roof editing not working since last patch
  • Fixed putting furniture in inventory not retaining atlas index, e.g. for painting and carpets