This update adds 2 small mini games, which you can use to pass time in the beginning of the game. Otherwise the main focus of this update has been CPU optimizations, mostly in regard to the furniture update loop and overhead when placing buildings and furniture.
I have decided to push back the addition of the statistics window in favor of more important core game mechanics, which have been suggested to me by you over the last couple of weeks, more on that in the next update.
I plan on releasing one more bug fix update to wrap up alpha 7. A hotfix might be necessary in the meantime, as is usually the case.
Changes
- Added 2 optional mini games to boost design and alpha phase during early game
- Marketing should get progressively harder, as you try to reach the remaining consumers, but it should still feel effective in the beginning
- Added "Only use own licenses" toggle for project management
Fixes
- Fixed employees getting stuck loitering
- Fixed accidentally reversing furniture list making employees pick the least favorable piece of furniture to go to first
- IP trading was still broken making the player able to earn too much with no reputation
- Fixed cars and employees getting stuck if removing road below and then building on top of a car
- Staff times still not updating as expected
- Reset feature list scroll in design document when chagning type/category
- Force minimum wall distance before snapping to keep player from building walls with virtually no space between them
- Converted translation files to UTF8 with UNIX line endings as the added lines in alpha 7.6 broke on OSX
Optimizations
- Optimized tree removal and reduced number of room distance calculations to improve building placement/cloning lag
- Only update electricity and water consumption when furniture is turned on and off, instead of all the time (also fixes electricity bills not accumulating when skipping time) Might incur a large bill when loading previous saves
- Only update furniture visibility when necessary
- Remove expensive null checks in update loop
- More rigorous light disabling checks on lower floors
- Cache traffic system pathfinding results
- Ignore furniture at big distances when fixing navmesh to minimize point to line comparisons, which reduces loading times and furniture and room placement lag
