1. Software Inc.
  2. News

Software Inc. News

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

Patch notes for Alpha 11.7.42

Changes
  • Added option to use solid ground instead of void as world background
  • Adjusted fog distance based on camera zoom level


Fixes
  • Added fail safe to avoid components suddenly not printing
  • Fixed being able to place furniture inside each other up against walls using scaled grids
  • Fixed deleting wrong style in style panel if selected object had unsaved style
  • Fixed couriers giving up completely if trying to fetch boxes from a blocked garage port
  • Fixed top floor being unreachable in Hardware Inc map

Patch notes for Alpha 11.7.40 (Testing branch)

Changes
  • Added ability to place and rotate furniture, rooms, doors and windows with no grid by holding Alt
  • Added red outline to intersecting furniture when placing new furniture


Fixes
  • Fixed some list content not being visible at first until interacting with it
  • Fixed furniture silently becoming unreachable if moved in a specific order under certain conditions
  • Fixed cost not displaying correctly when dragging conveyor belts or just moving furniture
  • Fixed server dropdowns not updating instantly when server configuration changes
  • Fixed specialization panels not updating instantly when new specializations unlock
  • Fixed game sometimes breaking when deleting a room outside of build mode in the same instant an employee decides to use a furniture in it


[h2]Alpha 11.7.41 (2021-02-12)[/h2]
Fixes
  • Fixed corner and inverse corner carpet boundaries being reversed, making impossible to place properly in room corners
  • Partly fixed bug where rooms could be marked as inaccessible if the room leading up it is divided into multiple areas using furniture and each area has multiple separate entrances
  • Fixed not being able to freely place furniture from inventory if you can't afford full price
  • Fixed corner fence posts missing from outdoor areas in some cases
  • Made "Rooms inside rooms" error less likely to occur when just free-building up against other rooms
  • Fixed game suggesting room auto-completion when it would create invalid rooms with very low angles