Hi everybody,
Build 255 is now live in the stable branch. Thanks to everyone in the beta branch helping to test this build. Along with a few minor bugs, this build brings a few new features and balance changes.
Language
As I mentioned, I had some problems with reliable translator services so have been working to have this fixed. This build features an entirely new German translation, and updated Italian, Portuguese, Russian, French and Turkish translations for recent entries. Please let me know any issues and I will get right on that. I am aware of some missing characters in Korean, this will be resolved soon.
Area of effect
This build brings a few more fixes and balance changes following the last major update. Most noticeably, you can now see the area of effect (AoE) of all items of the same type. I.e. if you are placing light, you can see what area is already illuminated by another light. If you are placing a bin, you can see what area of the station is already covered for use by commuters by another bin.
Thanks you guys!
Thanks so much to those who have taken the time to both file bugs, test the game and also to leave reviews on Steam. Sarah and I read all these and it means a lot. It's also super important in terms of the Steam algorithm and helping the game succeed, so all are much appreciated!
And more besides.
Build 255:
-Updates to Gamemaker 2 runtime 2.2.5 (includes marginal path finding optimisations)
-Updated option menus to draw on flat background (not transparent)
-Updated area of effect (AoE) when building to only cast to areas of floor connected to the floor under the object in question (i.e. game will no longer draw AoE on cells on the same floor but not in same "island"/block of concourse, more accurately reflecting commuter use of objects)
-Platform flow finder operates correctly if you sell a lower number platform if you have more higher ones
-Kiosks cannot be built where some cells may block access to something
-Substations cannot be built where some cells may block access to something
-Staff have white labels that show what type of break they are on (was it scheduled, by autorest, or did you manually force them to take a break by deploying them in there).
-Substations correctly save and load. Previously saving a substation from a loaded game caused the substation to disappear on reload.
-Prevented crash on loading staff in staff room.
-Dead plants labelled as litter on pause
-Staff pick up dead plants as litter
-The AOE of light cast now matches light level of the light correctly. Commuters will not feel GLOOMY if on a cell that has an AOE light icon.
-Kiosk purchase logic checks if kiosk exists to potentially prevent rare crash (this was filed last night but with no save game or additional details I can't verify if it will help, but it is the only report I have ever had of this crash)
-updated issue with walls disappearing when reotating mid placement with AOE
-fixed crash with placing staff zone
-added text that displays above staff when in staff room to show why they are there (Automatic rest, timed break, or manual when you place them there by hand)
-fixed bug where commuters were not drawing on lower levels if floor focus was enabled
-fixed bug where commuters were not drawing on lower levels if floor focus was enabled
-gastric flu patients use handwash
-updated debug menu
-if you can afford to build item, cost goes green (not red)
-staff label above staff is in English
-Rats only spawn in areas of tube that are connected to an entrance
-Entire new German translation
-updated Italian, Portuguese, Russian, French and Turkish recent translation entries.
-Staff only zones much cheaper
-Area of effect (AOE) is drawn for existing objects when you place them. E.g. if you are placing a light, you can see all the areas already illuminated
-Lights use less power
-the alerts on the side of the screen are much faster
