Sorry for the longer wait for this update, we had various team members out of office at different times, delaying the compilation of the improvements and fixes into this patch.
A lot of important changes and fixes bring big improvements to this build of the Lite Campaign V2. Have a look here:
Additions & Changes
- Big overhaul of all engine sounds
- Implemented "dynamic difficulty" adjustment on first car
- Improved saving times, greatly speeding up month ticks
- Added highscore list and functionality
- Added techpool column in engineering time listing
- Added "Lab Costs" to R&D screen
- Added V1 to V2 save compatibility
- Added engineering familiarity rating into part tooltips
- Added tooltip for body introduction year and cargo space
- Added dependency between factory/plot prices and economy
- Added check for save & exit in lite campaign
- Added safety question for cancelling productions
- Added previous factory settings + colours to factory setup stats
- Changed region economy graphs to show all 3 regions at once
- Changed SPFI unlock year to 1978 (from 1982)
- Color coded effective tech on R&D panel
Bugfixes & Corrections
- Fixed instances of trims disappearing in sandbox
- Fixed display of future tech to +10 years from current year
- Fixed fuel type showing up in list of next techs
- Fixed junior engineers not adding to skill pool
- Fixed "show cancelled cars" buttons in production list
- Fixed market list mode
- Fixed engineering / factory sliders working with mousewheel
- Fixed issue with income/spending graph
- Fixed familiarity progression (now slightly slower)
- Fixed graphs triggering before final testing tab
- Fixed scrap money calculations
- Fixed issues with cancelled car desirability calculation
- Fixed issue where going into lite campaign broke sandbox
- Fixed issue with non-production car breaking markets screen
- Fixed issue with changing platform year in sandbox
- Removed irrelevant secondary factory add-on section
With this most of the bigger issues should be sorted out, but there are more fixes and changes to come before we move on to making the UE4 version of Automation happen.
At this stage the campaign offers quite a challenge with the new mechanics in place and we're looking forward to hearing of your experience with it. Please continue to report bugs and other issues on the forums and with the bug reporting tool, that is all very helpful to us!
Have fun with this update.
Cheers!
