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Devlog #3

Hi everyone,

Super busy week! Because of the release of Beta 13, I've been spending a lot of time replying to comments, fixing savegames and hunting down new bugs.

Overall the release has been pretty successful! Lots of players returned to the game. Peak was 188 concurrent players.

Bugfixes this week

  • Fixed error message: "1:1:Uncaught TypeError: Cannot read property 'Web' of null"
  • Competitors list shown as empty or with $0 valuation.
  • Game not able to pause.
  • Components/modules in inventory shows as "NaN" or goes to 0.
  • Wrong symlinks for Mac build.
  • Execute mods safely to avoid game crashes caused by mods.
  • Added versioning for error tracking + background worker tracking.
  • Fixed contracts stock at #21.
  • Execute mod events in safemode, to avoid game breaking when skipping to next day with bugged mods.
  • Fixed bug where first new server would crash instantly.
  • Added backwards-compatibility for some mods (missing enums).
  • Increased potential users.
  • Decreased response time by feature instances.
  • Fixed bug where corrupted savegames would crash the "Load Game" dialog.
  • Cleanup old completed contracts for smaller savegame files.
  • Cleanup deleted employees from managers (caused by bug in Beta 12)
  • When upgrading efficiency, requirements would show as NaN for every 10th upgrade.
  • When creating a new savegame (and not restarting the game), competitors list would be empty after 7 days.
  • Increased (2x) CU and price per day for Large Virtual Server.

In total I ended up shipping 7 hotfixes for Beta 13. It seems to be stable now. I do not plan on shipping more hotfixes for Beta 13, but if something comes up, I'll of course look into it.

Instead, I'm now going to focus on Beta 14. I don't have a list of planned features, but I'll keep you guys updated every Friday.

The New HR Manager

The most annoying thing about the game (right now) seems to be sending employees on vacation. This will be fixed by introducing "Teams". Each HR Manager will represent one team which has it's own independent schedule.

Shared schedule
All employees will now adapt to the schedule defined for the team. No more manually setting the schedule for each employee.

Weekly day(s) off
The HR Manager can now control weekly days off for employees. Enough days off can almost eliminate the need for vacations.

You will also be able to switch between "combined" and "spread" mode. "Combined" will send employees on their day off at the same time. Spread will even it throughout the week.

That's all for now. Thanks for reading. I'll be back next Friday :-)

All the best,
Jonas