Hi All,
You may have noticed I had to roll back alpha 109 - this was because of issues caused by moving over to Gamemaker 2.2.3. However, as of yesterday, alpha 110 is live. This brings in all the changes from 109, but I have kept the build in Gamemaker 2.2.1 for now to ensure smoother running.
I'll be looking at jumping over to Gamemaker 2.2.3 in due course, following more testing on the beta branch. I'll keep you posted.
In other news, we just broke 200 reviews (203 at the time of writing!). This is great news, and I wanted to thank you for taking the time to support the game that way. Also, as Overcrowd is a (primarily) management game (though with puzzle-like elements of course) - I wanted to thank you if have you tagged the game as 'management' - this really helps us find our way into the right bits of Steam. Ta!
Stay tuned for more updates!
To confirm those alpha 110 changes:
-Sell track removes any train ready notifications hanging on side of screen if existing
-After selling a room, after loading a game, you can now build on cell where door opened
-Build goals that match your current tech tree (tech level)
-Fixes certain behaviours at spawn (brute, vandal, anarchist) losing there behaviour state after spawning
-Earning all bonds does not elevate "tech gate"/unlock next tech level and associated behaviours until a bond is earned at next station
-prevented sometimes having commuter behaviours in zone 5 before you have unlocked the tech gate to deal with it
-BALANCE: plants do less rep bonus (less frequent).
-BALANCE: staff first aid available in zone 5
