Hi everyone,
Firstly, I’d like to apologize for the extensive balancing changes for Beta 14 (and the 14.1 hotfix). I know how annoying rebalancing is for you as a player, but it is unfortunately unavoidable while we’re still in Early Access.
One week after the release of Beta 14, I can confirm that it’s probably the most bug-free release so far. I only spent the weekend + Monday fixing bugs. This took almost two weeks for Beta 13!
This means I’ve already been able to start work on Beta 15.
The devlog gives a sneak peek into what has been developed on the game over the past week. It is not a new release and is not available yet. New features are always released as official Beta releases.
Beta 14 Changes
🔵 Fixed product’s “Today’s Revenue” which was showing the incorrect amount.
🔵 Fixed “completed contracts” in company window which was stuck at 20.
🔵 Rebalanced potential users gain to fix the issue with negative gain between 7000 and 9000 quality points.
🔵 Changed “Today’s Revenue” to “Today’s Income” to show actual income after expenses (amount in parentheses is revenue only).
🔵 Rebalanced feature bonuses to avoid negative response times.
🔵 Added new time machine functionality to avoid timing issues (slower computers would previously execute this incorrectly).
🔵 Changed employee upgrade salary raise from $1500 to $3000.
🔵 Decreased employee training speed by 33%.
🔵 Fixed bug causing 12-hour clock being shown as a 24-hour clock, but with am/pm appended.
🔵 Added 12hr support for employee working hours.
The Feels Update
This update is a big one for me personally. I’ve really been looking forward to coding this part of the game. In short, the update adds personality, demands and feelings to all of your employees. This week I have been working on emotions. Employees will now express feelings through speech and thoughts.
R.I.P. Work Environment Rating
Work Environment Rating or WER has confused players for a long time. I’m now dealing with this. Beta 15 will include neither WER nor the “office bonus”, but instead introduce employee demands. A demand can be specific furniture, benefits, a desk type or short work days. For each demand you fulfill, the employee will receive a speed bonus and will also stay happy for a longer period of time. Employees can generate new demands over time.
Do you have suggestions or ideas for the game?
Check out our Conflux board.
That’s all for now. Thanks for reading. I’ll be back next Friday :-)
All the best,
Jonas