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Software Inc. News

Patch notes for Alpha 11.7.61

Changes
  • Added car model LOD to improve performance with many cars on screen at once
  • Updated main font, to make period and comma clearer, and monospace current time and money, to avoid jittering
  • Ability to refill refillable furniture from the bottom left info panel
  • Assembly line window now lists the effectiveness of printers and assemblers in each group


Fixes
  • Fixed last column in finances window cutting off data if looking at a previous date in yearly or quaterly mode
  • Fixed outdoor navigation mesh not refreshing after undoing curving wall on ground floor, potentially causing issues navigating until something else changes
  • Fixed cases of furniture not being reachable even though it should be
  • Fixed bug that could cause burglars to break if they entered a room with an elevator and a security guard in close proximity

Patch notes for Alpha 11.7.59

Changes
  • Added nav mesh building as a step in game loading to avoid starting up with blocked areas for big saves on very slow PCs
  • Added ability to see how long current vacation is going to last for selected employee
  • Added window to analyze competition in product detail window
  • Modded furniture can now snap to multiple different types of snap points at a time
  • Ability for furniture mods to group snap points together, so only one can be used at a time, by assigning an ID to the Group record of a snap point
  • Added EXPORT_FURNITURE_POINTS command to export snap and interaction points into modded furniture file


Fixes
  • Fixed issues with snapping furniture in basement
  • Fixed OS showing up in port window while already being ported to, if it was fully released in the meantime
  • Fixed pallet points not connecting up reliably at angles due floating point precision
  • Fixed game breaking on rented maps with player owned pillars, because game tried to generate grids inside them as if they were rooms
  • Internal rotations for snapped furniture are now reset on load to avoid incorrect rotations when duplicating rooms and furniture


[h2]Alpha 11.7.60[/h2]
Fixes
  • Fixed furniture rotated the wrong way when cloning after last update (also rotates chairs back to face table in borked saves)
  • Fixed competition analysis window having wrong max number on y-axis label


Patch notes for Alpha 11.7.55

Changes
  • Research now provides a 10% development speed boost to applicable features
  • Added custom tooltip to features in design document detailing market targeting and speed modifiers
  • Added submarket analysis window to visualize saturation of markets over time
  • Licenses are now paid per employee per project instead of per company
  • Added overview of tool licensing to product detail window
  • If map seed starts with "NOLAKES", no lakes will be generated
  • Rebalanced employee weighting of waiting to use furniture vs walking longer for it
  • Added diagonal interior highlights to selected rooms
  • Better handling of errors in level 3 feature scripts from mods
  • Increased starting capital of hardware based companies to reduce chances of bankrupting early


Fixes
  • Fixed instances of assembly lines not being updated correctly after undo or putting in inventory
  • Fixed bug causing all rooms to become inaccessible to a team after renaming it, if no room on the map was assigned to any teams
  • Fixed converting room to pillar deleting valid items on the other side of walls
  • Meeting rooms no longer need to be assigned to a team
  • Fixed not being able to manage parking spots above pre-built roads in city and town maps
  • Employees will now discard reservation of computers as soon as they go to leave, to avoid making them unavailable for employees just arriving
  • Furniture will now discard employee reservations immediately if they are unable to approach them
  • Fixed snow on top of pillars in basement
  • Added shadows to road elements when "More shadows" is enabled
  • Garage ports can no longer be placed facing fenced areas, as it would break pathfinding


Patch notes for Alpha 11.7.56
Changes
  • Added option to disable diagonal room highlights
  • Halved license costs for player on easy difficulty
Fixes
  • Fixed saves breaking if they already had garageports facing fenced areas before 11.7.55
  • Fixed burglars sometimes being able to skip past guards at full game speed
  • Fixed assemblers not correctly assesing recycler access in particularly snakey assembly lines
  • Fixed cleaning staff refusing to clean the room they are currently idling in, if it gets dirty after they finished cleaning it


Patch notes for Alpha 11.7.57
Fixes
  • Fixed case of burglars getting stuck
  • Various other fixes


Patch notes for Alpha 11.7.58

Fixed bug causing performance to degrade slowly every time an object had been highlighted

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.