[Gameplay]
- Corrected night time lighting
- Added images to the popup for mini tollbooth events
- Added multiple new car levels, each car level will pay more money. New car types are unlocked by road level. You can check the car "tier" by clicking on a car.
- Potholes now slow down cars from the start, progressively slowing them as the pothole gets larger.
- Tweaked the staff-return failsafe to hopefully have less false positives to avoid staff instantly teleporting back to base after repairing.
- Added a notification for the start of major events from HQ to indicate they have started
- Adjusted worker spawn points to avoid them sticking on HQ
- Adjusted keep incidents under x for contracts/objectives to start counting from only start of the event rather than the full day. Increased numbers of incidents permitted
- Cars being abducted by UFO's now stop on the road as originally intended
- UFO's should no longer move on game pause
- Deer movement fixed again
- New games now clear out the carried-over HR state so you don't have workers from the previous playthrough
- Maintenance and security dispatch now uses the best available worker (highest skilled) for each dispatch
- Improved safety directive detection to be more accurate and trigger immediately on achievement
- Jobs being tended to by security or maintenance now get a blue tick above them
- Adjusted protestor major event to only have 2-3 waves for the day with a good break between waves
- Added buffs for safety to speed advisory signs
- Added Safety blitz operation which lowers demand but increases road safety
- Upgrading road tiers improves the passive safety-gain by 10% per tier
- Added minor tollbooth events which can improve safety or give other minor buffs, plus ones which are negative no matter what
- Added some new contracts which give safety and happiness
- Added some "negative" contracts to the rotation (keep happiness under x)
- Added a despawn condition to cars that overshoot the tollbooth to avoid interruption from behind the booths
- Fixed toll worker night time allocations
- Allowed players to click security/maintenance and cancel their job to return them back to base
- Prevented players from being directed to do a task that they cant complete at the current authority level
- Tightened the HQ directives to avoid completion when they actually aren't complete
- Ensured mechanics never fail when repairing craters in road due to the overhead in processing
[UI]
- Added a day/night indicator
- Added reference to authority/directives in the Upgrade Screen
- Animation on button presses added
- Click-through issues in the UI selecting HQ/tollbooths accidentally should be fixed.
- Added quit to menu button in the pause menu
- Directive window tab controls have been fixed so you can lcick properly
- Adjusted options menu tab button colours
- Adjusted mini tollbooth events (popup choices) to resize and avoid unnecessary white space
- Allowed stats screen to grow vertically to avoid a scrollbar where possible
- Adjusted music player shrinking to be more reliable
- Adjusted pause menu grey-out border
- Stopped the bottom right navigation bar from resizing on pause/play
- Changed staff allocation menu to show absent worker capsules as red to highlight an issue
[Other]
- Allowed x100 timescale via console - purely for testing
- Added analytics reporting back to the Tollway Tycoon Database to capture gameplay information
[Known Issues]
- Some contract images and operations control images are missing (haven't added them in yet)
- Deer spawning may be broken - to be investigated
- When allocating a tollworker to the night shift, the booth may not open unless a day worker is allocated. Potentially fixed but to be tested.
[Upcoming Changes]
Improve zombie major again
Potential nerf to heatwave event
Better tutorial flow
Car variety
More major events
Minor event images
