Simpocalypse

Simpocalypse

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gamex_games  [developer] Dec 21, 2020 @ 4:54am
Patch Notes v0.5.0.1 -> v1.1 (Jun 1)
Hey all,

We've been hard at work after launch. Here is a quick recap of all patch notes done so far, for anyone who missed them in-game or is wondering how we are progressing with Early Access :)

A ton more improvements are coming in the following weeks!

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Patch v0.5.0.1 - December 16
BUGFIX: Using Russian language caused a potential broken file due to some special character.
BUGFIX: Playing super late game could cause an issue where file wouldn't be properly saved in full.

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Patch v0.5.0.2 - December 17
BUGFIX: Regions on world map will now properly show their explore progress with a bar
BUGFIX: Pending parts popup will now extend properly to window size
BUGFIX: Fixed an issue where building details popup would show production as 1e308 when you had 0 built
BUGFIX: Assigning/unassigning citizens from upgradeable buildings and jobs will now work properly with all assign options
BUGFIX: Fixed settings for disabling various battle sounds
CHANGE: Auto attack territory will now always choose the weakest first
CHANGE: Numbers will now change notation more neatly. I.e. 1000k will now show as 1m (previously it would require 1000k + 1 to change notation)
CHANGE: Research details popup will now automatically refresh if a new research point is gained (i.e. enable buy button)
CHANGE: Objectives widget will now properly show count of all completed objectives within a mission set
CHANGE: Game speed will reset to default of 1x when loading/Starting a new game within a session
CHANGE: Sped up fade animation on changing views when playing at higher speeds to be more fluid

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Patch v0.5.0.3 - December 18
NEW: Setting to ignore/auto-accept events added (unlocked in research) - *extortion will pay bribe if you have the gold, otherwise decline it
NEW: Setting to allow game to keep running during fullscreen popups added (unlocked in research)
BUGFIX: Researchers now properly account teacher bonus for knowledge gain. 1 Researcher now properly produces knowledge equal to that of 100 regular citizen
BUGFIX: Colonies are no longer able to be placed on locked continents
BUGFIX: Removed debugging text from colony tooltips of "CR change per day"
BUGFIX: Prestiging/starting a new game will now properly only display markets you've unlocked
BUGFIX: Map view going blank/black when event shwos up issue fixed
BUGFIX: Fixed an issue where events ending would display the wrong text, making it feel like they appeared twice
CHANGE: Pretified timelapse configs (this is where both new settigns will show up once unlocked)
CHANGE: Some other minor display fixes done on smaller screens

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Patch v0.5.0.4 - December 19
NEW: Setting to prevent minor patch notes from showing up (any major updates will still show)
NEW: Setting to auto-deny events added - i.e. declining paying a bribe (unlocked in research) - *It requires auto accept/ignore setting to be on as well
NEW: Added info of what ammo type a turret/corpus has as it was now impossible to know
BUGFIX: Fixed an issue where on Steam wrong text would show up on Steam version on Mission 12 completion
CHANGE: Increased max tiles gained from each territory by 25%, as it was too easy to mess up early game
CHANGE: Doubled effect of coverage increase upgrades for doctors, policeman, fireman + fixed their descriptions
CHANGE: Increased researcher knowledge gain bonus upgrades from 20%-30% per upgrade
CHANGE: Some other minor display fixes done on smaller screens

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Patch v0.5.0.5 - December 20
NEW: Detailed stats of buildings will now also show starting/prestige bonus
CHANGE/BUGFIX: Current gains of buildings now show actual output with all types of boosts included
CHANGE: Added a security override to try to re-save the game after a certain period, if it was marked as "still saving". This will hopefully solve an issue some of you had where the game would on occassion not save properly.
CHANGE: Several other smaller display/text improvements were done
CHANGE: Increased minimum intensity of earthquakes, as it was weird feeling earthquakes with 0.1 by Richter scale :)
BUGFIX: Mining rate display now properly includes starting/prestige boosts
BUGFIX: When clicking on setup colony, while zoomed in on World map it would sometimes click over the UI into the territory
BUGFIX: Fixed an issue where attacking the last region in the continent would already consider it fully conquered.
BUGFIX: Slightly improved layout of market chart, as sometimes the chart would dance frantically
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Patch v0.5.0.6 - December 21

NEW: Editable hotkeys! You can now customize your hotkeys in Settings!
NEW: Added "assign/build options x100" setting, which changes 1/10/100 options to 100/1k/10k
CHANGE: OCD option will now scale to the nearest multiple of 10. I.e. 10,20,30,...100,200...1k,2k... Making it probably the option you'd want to use in most cases :)
BUGFIX: Fixed an issue where Starting screen for choosing perks would not be fully visible on smaller screens

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Patch v0.5.0.7 - December 23
There's only a few changes this patch, but they're quite big & important :)

CHANGE: Exploring will now always ensure correct average of all resource types given per territory no matter how many explorers you explore with - even if it's done in a single trip!
CHANGE: Vastly reduced scaling of enemy military and economic power if you are not actively expanding. Reduced from 1% to 0.1% increase per week. Note: Scaling based on infamy and notoriety remains unchanged, as the main problems was players idling the game for (game) years without expanding. Also remember you can reduce effects of scaling by up to 50% with diplomacy!

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Patch v0.5.0.8 - December 24
Before we go on a day of vacation or two, here's some more patches:

BUGFIX: Auto exploring to new Regions will now work properly, HOWEVER only for conquered regions after this update. There was an issue where colonization did not initialize some things properly, so this will unfortunately not work for past conquered colonies that had this issue.
BUGFIX: Colonized regions will now properly initialize all territory boosts
CHANGE: Reduced flicker bug of exploring progress bar
CHANGE: Some other minor display fixes done like adding number formatting where it was missing

Many more updates coming right after Holidays, until then- Happy Holidays (if you celebrate or not) :)

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Patch v0.5.0.9 - December 29
This patch just handles a few annoying bugs that many experienced:

BUGFIX: Continent to conquer text always showing 0/7
BUGFIX: Fixed an issue with some players getting "black screen" when speeding through battles. There's a chance it might still happen, but should at least allow you to play without reloading the game. A full fix to this will be resolved with upcoming performance improvements.
BUGFIX: Toxicity sometimes showed as NaN
BUGFIX: Fixed an issue, where last cycle of build queue would not properly refresh the building data
BUGFIX: Fixed an issue with Auto Rations setting, where it would uncontrolably flicker indefinitely

We are preparing a set of much bigger updates, this was just a quick appetiser to fix some most common bugs!

We wish you all the best in the New Year! ;)

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Patch v0.5.0.10 - January 6

BUGFIX: Fixed an issue where market was easily exploited to gain guaranteed profits by buying/selling immediately.
BUGFIX: Fixed an issue where button to start the game was not visible on some devices with bigger display text.
BUGFIX: Connectivity bonus from cars will now be properly recalculated if you sell them/your population changes.
BUGFIX: Colonies will now properly detect if a region is conquered already, or another colony was setup there already, and prevent it from expanding there.
CHANGE: Added info on territories conquered and explored while hovering over regions on world view.
CHANGE: OCD will now allow assigning citizens when you have enough to assign up to max, even though not enough for the next OCD point
BUGFIX: Fixed an issue where "territories to conquer" would not refresh properly when first visiting a region.
DISPLAY: In corpus upgrade, changed text for aura amount to be clearer.
DISPLAY: Removed Average price from market, as it is mostly meaningless, and could lead to confusion about what it meant exactly.
DISPLAY: Changed item prices in market to 3 decimals to work in all cases properly

Let this be a first small taste of updates to come in early 2021 ;)

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Patch v0.5.0.11 - January 7
Just deployed a hotfix to Steam (v 0.5.0.11) where investing in colonies didn't work since yesterday's update.

Apologies for the issue happening in the first place.

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Patch v0.6 - January 20
"Progression Part I" update v0.6 is out!

It is the first bigger batch of several massive ones to come in the next few months. It focuses on resolving some key late-game issues as well as introduces the first urbanistic advancement! If you'd like to see what other big updates are coming soon, make sure to check our public roadmap.

Onto the details of this update:
NEW: Introducing the first urbanistic advancements for housing! When there's a lack of space, build towards the sky! (Available from research)
NEW: Added a new tier of “unlimited” upgrades to Mining Plans, Factories and War Factories. Keep your production on par with your expansion efforts! Works with different Buy Amounts!
NEW: The minimum cost of colonies will now scale with global economic power
NEW: Option to cancel colonizations in progress, refunding any remaining gold invested
NEW: Added estimate of new citizen daily gain, to help clear out the confusion for new users
CHANGE: Added different unlock conditions for formation slots as you buy more of them
CHANGE: House cost increased from 20 to 50 wood, Build time increased from 10 to 20s
CHANGE: Manual pump build time increased from 10 to 15s
CHANGE: Faster gain of research points - gain mx reduced from 1.7 to 1.5
CHANGE: Increased building research production boosts from 5% to 25% per upgrade
CHANGE: Changed research upgrades to be hidden until their predecessor unlocked, to add some exploration as well as simplify the research tree for new users
CHANGE: Updated missing translations (new content added in this update is yet to be translated)
BUGFIX: Canceling/Modifying build queue didn't work/refund properly in some cases (especially with upgradable buildings)
BUGFIX: Demolishing wasn't refunding certain resources properly (mining deposits will now be refunded only if less than half of dirt available was mined
BUGFIX: Fixed a bug where clicking on a region would offset region map
BUGFIX: Fixed an issue where demolishing and rebuilding war factories would keep giving you more corpuses
BUGFIX: Mining rate will now show properly
BUGFIX: Fixed an issue where finished demo saves would not sometimes work when loaded into the full version
BUGFIX: Fixed certain issues with war factory/Corpuses breaking the game sometimes
BUGFIX: Fixed some potential bugs on world map that could break the game
BUGFIX: Tooltips should now more properly hide if a new popup is opened on top of them
DISPLAY: Removed unneeded demolish amount options for upgradable buildings
DISPLAY: Prettified some research upgrade details
DISPLAY: Build queue details will properly show building name now


A bunch of other smaller mini fixes, improvements were done as well

We also basically finished a rework of military colonies to use corpuses instead of gold, but due to a silly mistake of working on a wrong update branch, it became a mess/risky to add it with this update. So that change will be included in the upcoming "Combat Rework" update, along with many other things we still want to include and improve on that we couldn't get done in this update:)

This is just a drop in the ocean of what is coming with the next update batches :) Have fun!

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Patch v0.7 - February 25
Our biggest update to date - "Combat Rework" is out! V0.7.0.0

It took us a bit longer to get this done, but it's worth it, and we can't wait for you to see all the new changes! This update focuses on improving various issues our combat system had – from parts, better progression, to UI & better graphics, it touches on all and sets the game up for a much better experience!

Some notes for existing saves when you first continue them:
- If you had any military colonies up and running, they will be refunded as how they work has been fundamentally changed
- any tanks placed on the battlefield have been refunded/removed, as that is handled differently now
- existing saves might not get the full experience of the vast balance changes, i.e. due to overpowered existing tank parts, which were poorly balanced before

NEW map & combat graphics:
- vastly revamped graphics of all the maps to look much better, as well as improved the procedural generation of it
- new tank images – each tank type (mobile, defensive...) will now have a different image to be able to easily differentiate between them
- improved animations, explosions & sounds in battles
- battle panel improved to be cleaner and clearer
- added different combat formations to help you position your tanks better quickly
- world map and territories will now have different terrain vegetation to make for a much more immersive experience
- starting tank parts and new parts found will also match territory terrain

NEW tank parts & combine system:
- completely reworked the UI of inventory and how parts are utilized
- parts now have an additional speciality based on terrain where you find/get them. Right now this is mainly visual, but allows us to add additional bonuses based on what terrain you are fighting on
- A tank can have only the parts of same type and speciality
- filter & sort options added to inventory
- added a combine system, that allows you to join the same type of parts into new, stronger version. This ensures that any part you find, can help you improve your tanks
- no limit on how many pending parts there can be (i.e. wasting them)
- parts with higher stats or special ammo types will now also have a slight uranium cost, giving uranium a much bigger meaning

NEW combat active skills & research upgrades
- added 2 new active skills that you can use during combat to help you defeat tougher opponents via the support from support planes (unlocked and upgraded via research)
- added ability to have tanks aim at your will and optimize their performance
- added a convenient aim priority option during battles to optimize their performance
- research upgrades added for more inventory slots
- added customizable hotkeys for all these skills

REWORKED military colonies
- they will no longer require gold to operate, but instead you will be able to assign your corpuses towards military colonies
- These military colonies will when conquered bring a much bigger gold profit than economic ones, but at a cost of citizens & tanks lost
- Tanks lost in colonies will also grant you significant experience towards their corpus, making them great to be able to level up your corpuses faster
- military colonies now allow you to gain experience and conquer regions faster

IMPROVED progression and balance
- Parts found will now scale the further you get into the game
- FAR fewer parts will now be found, as finding them will also be a ton more meaningful (average of 2 per region found, plus 1-2 extra as zone rewards when actively conquering them)
- Fixed overpowered parts in early game
- part rarity will now have a more clear affect (only higher rarities can grant you stats above a certain point)
- improved enemy scaling of tanks
- Military power and Territory cost scaling will now be applied partially immediately after each battle/territory purchase, and partially scaled every week. This has been done to prevent exploiting scaling via pausing the game. The weekly rate has been reduced slightly as well to reduce sudden out scaling idling for long periods has
- reduced build time of tanks by about 40%
- reduced cost MX of research points from 1.5 to 1.6 to give out more research points a bit faster
- teacher research bonus increased from 10 to 30%
- researcher research bonus increased from 30% to 50%

IMPROVED performance
- vastly improved performance on various maps and during battle, by caching biomes and optimizing drawing
- fixed various memory leaks, which occurred by doing many battles in a single session
- removed unneeded images, and optimizing a lot of assets


IMPROVED player onboarding
- when enemy tanks with new stats are met on the battlefield, they will be introduced to the player and how to best deal with them
- far clearer sense of progression with parts and combat, makes for a more natural progression curve and one easier to learn
- added a help overlay to battle to help guide new players better

MISC
- added a limit on max aura size
- slightly reduced fire rate of tanks, and increased HP:DMG ratio to extend battles a bit so you can react to them better and use any active skills
- limited some upgrades to full version, as they were missed before (higher upgrade levels of factory, war factory, mining plant...)
- redesigned the research tree a bit to be clearer
- updated translations of languages
- and a bunch of other little things sorted

BUGFIXES
- various issues with tooltips being annoying on maps sorted
- various combat related bugfixes sorted (combat panel not disappearing, reinforcement button not showing up...)
- several other minor bugfixes and display issues fixed
- claiming of parts from conquering zones could add way too many parts as reward

There are many more things we wanted to improve with combat (such as more automation/QoL options), but we couldn't fit it all in this update. We will still be addressing many things in future updates, particularly with the next upcoming major “Nuclear update”, where we will modernize the WHOLE UI of the game! So some things, we deliberately didn't completely polish with this update, as they will be getting a bigger rework soon anyway :)

We hope you enjoy the update – let us know what you think and what else you would like to see changed/added in future updates! If you'd take a minute to rate our game where ever you are playing on, that would also be extremely helpful to us! There is a ton more we still have in store for you :)

- SimPocalypse team


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Patch v0.7.0.1 - March 2
This patch contains some improvements and bugfixes to follow the latest Combat Rework update:

NEW: You can now hover on your own tanks before battle to see their stats
NEW: When combining you will now see how stats were increased from "combine bonuses" + added a tooltip for a bit more info how combine works
CHANGE: Aim priority button visible before battle now
BUGFIX: Fixed an issue where combining could break the manage plans page for some
BUGFIX: Box formations sometimes order weirdly with fewer tanks
BUGFIX: Tank turret rotation fixed when using manual aim
BUGFIX: Fixed Aim Priority not working properly in some cases
BUGFIX: Fixed several display issues with active skills
BUGFIX: Better handling of hiding/showing buttons when managing parts
BUGFIX: Some other smaller display issues and bugs fixed

We're also well on our way to releasing an even bigger Nuclear update later this month :)


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Patch v0.8.0. - March 22

We're excited to deliver you the biggest update to date – a Nuclear update! This update marks a much higher quality standard for our game and sets us up to be able to focus more on content updates going forward.

With the Nuclear update, we revamped the whole UI/Design of the game to bring you a much more modern and sleek experience, and resolve several problems the game had with teaching the players about its deep mechanics. We also resolved a ton of bugs, display issues, and inconveniences, as well as added several new quality of life and settings to customize your experience a bit. You can find all the changes below, but here're few notes on some changes to not confuse existing players:

- By default build costs are now shown via tooltip, but you can change this in settings to show under the button instead.
- We've changed the display of time to use the game's time, as it helps teach the player better and adds some more immersion. You can also change this in the settings to show real-time instead.

We've had playtesters help us prepare this update as best as possible (thank you!), but as this is a huge change let us know if there is anything you do not like about the new UI, particularly from a usability standpoint :)

NEW:
- Completely revamped UI and graphics of the game, for a more modern and cohesive look: Menu, UI, Research, Combat, World, and Popups all now have a completely fresh look!
- New Ambiental music added, created by Jan Aleš Mlinar
- New UI vastly improved player feedback of what is changing/not working etc. that makes it much easier for the user to react
- Added Clear All options to build and produce queues

-Vastly improved player onboarding and guiding. There are now more “auto tutorials” that trigger only after you experience a certain new mechanic (i.e. when toxicity increases)
- Added a Game Guide (a small wiki) which helps the player understand the more used terms, mechanics, and UI options
- Added ability to name your saves by double-clicking on them
- Added x100 buy/Assign options directly to the QoL settings popup
- New settings for disabling sound groups, battle popups, disabling save plan warning popup, displaying real-time instead of game-time
- New Hotkeys for switching between views quickly added to settings
- Added reset all settings & hotkeys options

CHANGES:
- Improved notification system to be far less obtrusive, and also any notifications with a “+” next to them, will show you actual useful information now
- Resource group collapsing works in a more natural/useful way now
- Improved performance and fixed several memory leaks
- Improved scaling of UI for smaller screen
- Improved starting story scene
- Improved positioning of tooltips on World Map
- Earthquakes will now show which buildings exactly were lost (if any)
- better detection/warnings of any broken saves
- improved rendering performance on maps

BUGFIXES:
- various issues with buy/assign buttons not activating/Deactivating properly fixed
- several annoying bugs when placing colonies fixed
- A ton of bugs in combat sorted related to reinforcements, skills, upgrades...
- Several flickering issues sorted, with popups, tooltips and screens
- fixed several play/Pause bugs
- auto-attack territory will properly attack the weakest one
- Several bugs with UI not updating things instantly in some cases sorted
- fixed issue with sounds sometimes not turning off when you restart the game



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Patch v0.8.0.10 - April 6

Today's update contains a Save System file rework, which vastly improves how we store and manage save files on Steam.

What does this update change?

- This update changes the way save games are stored – before it was using Chromium's local storage, now it uses system files. This prevents them from breaking due to weird localstorage limitations/bugs, and also gives “truly infinite” save games potential, limited only by your disk space
- It introduces “Restore points”, which are essentially backups of your game save roughly every month of game time, which you can then re-load/go back in time. Very useful in case of messing up, or trying different builds!
- A few new settings were added under Settings -> General. These allow you to control granularity of game saving as well as these restore points.
- Some additional load/save handling improvements were done, to prevent bugs, or some other issues i.e. When going back to game menu (when game also saves the game again), the game will now prevent any interaction until the game was properly saved.
- We're also testing a mini fix to resources flickering on the resources tab (more flickering improvements to come in next updates)
- It also fixes a bug where the notification row would not display at the bottom
- Some other performance and display bugs were fixed

You can now also access your save files in your folders, usually stored at:
Windows: %USERPROFILE%AppDataRoamingSimpocalypsesaves
Ubuntu Linux: ~/.config/Simpocalypse/saves OR /home/ubuntu64/.config/Simpocalypse/saves

This makes it easier for you to simply copy all saves from there in case you want to make backups. However NOTE: Do NOT delete the sp_game_saves file, as that will make any existing saves not appear in your game anymore. Currently you also can't simply copy other game saves into this folder if you want to add them (you have to go from in-game loading files) – but this is something we hope to also add soon :)

This update was just a necessary stepping stone to prevent some users getting issues with their save files, so we can now fully focus on our next upcoming massive update, which will focus primarily on improving game features, balance and other things to improve your experience and make the game more fun at later stages!

Make sure to follow our Roadmap to see more details about upcoming updates. We are currently fully working on Steam achievements, implementations of Linux builds and working on a set of balance improvements for the next update.




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Patch v0.9. - April 27


Today we rolled out the “New World Order” update, which brings new content, Steam Achievements & Challenges, Game Difficulties and a lot of balance and several big Quality of Life improvements!

NEW:

- 40+ Steam Achievements
-You can now open Steam Overlay with Shift + Tab and easily make game screenshots with F12 (doesn’t work in Linux)
- 6 Challenges
- Introducing various difficulties, including Hard mode with 5 New events
- 6 public buildings now also have advancements
- 4 new citizen assigning automation options, including a massive building management configuration to make your late game life easier (unlocked in Research)
- New effect, where having too many idle/not working citizens will now slowly negatively affect happiness. This gives more meaning to management and citizens at all stages of the game.
- 2 new upgrades to help you gain Research Points even faster in late game



BALANCING
- All buildings will now provide way more jobs, so that all of your citizens will now actually have a purpose
- Amount of max builders is now capped to 1 per every 5 build tiles
- Building without any job capacity will no longer be affected by citizen productivity (positive OR negative) - I.e. Solar Panels, Rain Collectors, Filtering Stations
- reduction of notoriety/infamy is now double
- Military colonies increased in price by x2 to better compare to regular battling
- Lowered event frequencies to not have events be as annoying
- Research Point costs for advancing reduced from 5 to 1 point



DISPLAY
- We’ve reduced the white/negative space of building boxes, so that more now fit on the screen, making management more convenient
- Added some UI improvements to make the game feel a bit more alive & visually appealing (i.e. animations on build buttons)
- Product stock page revamped
- Fixed some display issues in event history views
- Added event trend information next to relevant jobs during events, to make it clearer what needs to be done
- Made it clearer in research which upgrades are permanent



PERFORMANCE
Vastly improved performance (by up to 60%+), particularly in resources view. This should also help get rid of any flicker issues, and allow you to play at faster speeds without a significant performance slowdown.
* Performance in maps/research should be slightly improved with this as well


BUGFIXES
- Added a logarithmic growth to market demand, to not have it grow to insane numbers and bug out things
- Fixed some issues with cursor changing on hover when it shouldn’t
- Fixed some issues with assign buttons sometimes not disabling
- Fixed some issues with some research nodes sometimes not being clear if research can be bought or not
- Fixed some bugs with water sources/toxicity not always properly showing up
- Fixed some bugs with combine and made some things in filtering clearer


OTHER
- We’ve moved several QoL upgrades that required research to now always be available (don’t pause during popups, ignore events etc.)
- All QoL upgrades in research will now be permanent once you buy them (not removed after prestige)
- New events will now always show up the first time in a run so you are aware of it and what it does. You can disable this specifically, but we recommend not to so you don’t get surprised by what any new events we added need you to do :)
- Added a small delay between tooltips show up, to not feel as spammy when you just move your mouse around
- Several other smaller bugfixes, display issues and improvements were done

We hope you enjoy all the changes & the new content :) We are already preparing a lot more, and some significant updates will be added in the next 2 weeks as well!



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Patch v0.9.0.1 - April 28
This patch contains some hotfixes for the latest update:
- Fixed an issue where old saves sometimes didn't start the new mechanic of "idle citizens have a negative impact on happiness"
- Fixed an issue where running the game from a shortcut would fail to start the game (White screen). The game will now run properly, but not that if it is not fired from Steam client, any achievements7overlay will not work properly
- Fixed some issues with certain things being hidden when they shouldn't (health, productivity..)




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Patch v0.9.0.2 - May 3
This patch contains a fix where going to Manage Plans section was bugged in cases where users upgraded their War Factory, as well as corpus capacities were multiplied by some bonuses when they shouldn't be.


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Patch v0.9.1 - May 4
This update contains a ton of bugfixes and improvements in display, quality of life, onboarding, and improves the general polish/quality of the game!

NEW:
- Added resource animations to building, and receiving resources from Exploring. This helps teach new players better of how things work (can be disabled in settings)
- Added some animations to various game icons to make the game feel a bit more alive
- Added much more informative tooltips to build buttons
- The game will now remember the zoom and offsets on all draggable screens (research, maps – can be disabled in settings)
- New settings to hide building animations and to disable remembering zoom/offsets
- Added more information to House, to help teach players better of what is population and how it grows
- Added new icons on top of buildings when they are affected by any event (can be clicked for full details)
- The first 20 parts you find, will now have a very high chance of being combinable (in fact, some are guaranteed to be) – beyond that, there will be some guarantee that every 8th part is combinable as well


CHANGES:
- You will now be able to use up to x4 speed by default (speeds unlocked with research were increased where needed)
- Changed various numbers to be “monospaced”, so they don't move around while changing
- Now you can demolish a specific amount of levels from upgradable buildings – this also prevents earthquakes from destroying ALL of i.e. Your mining plant levels late game
- Made various tutorial animations a bit more clear/bigger to guide new users better
- Improved the clarity of resource costs & gains by adding proper prefixes




BUGFIXES:
- When saving game will now securely encode all data, which will ensure that certain characters (Russian/Chinese) won't break the game saves on load
- Sorted a lot of instances where assign and build buttons wouldn't properly update/disable
- Sorted several issues where health, productivity or citizens information didn't update in the top row
- Objective for upgrading the mining plant will now work even when upgrading the second plant
- Public jobs will now properly show up if the first building is built while there
- Fixed several bugs in manage plans view, where it wouldn't open sometimes
- Fixed some issues with certain views opening up too early
- Fixed some issues where notification board items could overlap
- As explorers find scavengable resources, these will properly update immediately
- Fixed an issue where some achievements wouldn't properly copy over data from old saves
- Added additional prevention of deleting some of the first tank parts
- Fixed an issue where randomize wouldn't fill the whole formation
- Notification board will properly clean up when loading a save
- Fixed an issue (hopefully) where corpus could allow more tanks than possible


DISPLAY:
- Fixed a ton of issues where buttons/UI parts in various languages would not display well
- Made design of tank bars more consistent with the new UI
- Improved clarity of what you own/don't own in Research tree
- Fixed some issues where animations would show over popups
- Made “change speed” icons clearer, to indicate the feature better
- Improved display of yes/no icons
- Improved display of research details popup, and their costs
- Fixed an issue where all research upgrades could show that “this building is not affected by productivity”
- Added tooltips to all active skills in combat
- Improved parts of combat display to make it clearer


We are closing in on our 1.0 version fast, and will try to add as many improvements before that as possible :) BUT, v1.0 is not the end of updates for SimPocalypse yet – we have a lot of planned still, and are already working on follow-up updates!


We are releasing the game out of Early Access on May 11th,
and the more people that get it, the more we will be able to keep updating it :) So if you enjoy the game, we'd highly appreciate sharing it with your friends, - it helps us a lot, thank you!


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Patch v1.0 - May 11

This update mostly contains changes to improve the experience for Steam users.

NEW
- Rich Presence added to Steam – see how your friends are doing in SimPocalypse
- 2 new background music, as well several new sound effects added to spice up the experience better. A big thanks to Jan Aleš Mlinar for creating them! https://soundcloud.com/nomonatur
- Brazilian Portuguese has been added as a new language – thank you to all those helping to translate! * Some translations will still be improved

CHANGE
- Updated several translations from all languages to be more accurate
- More improvements to display of buttons at various resolutions and using different languages


BUGFIX
- Fixed an issue with randomizing formation to better position tanks
- Fixed some inconsistencies with knowledge generated from teachers and researchers

DISPLAY
- Changing teacher amount will now immediately update researchers information


We are super happy to have a stable 1.0 version out, but this is not the end :) We are already planning and preparing a new set of major updates, which will be coming out in the following weeks! You can follow our short-term roadmap here: https://www.simpocalypse.com/roadmap


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Patch v1.1- A Step Forward - Jun 1

We're excited to bring you a major post-release update “A Step Forward”, which contains several new neat features, improves balancing and Quality Of Life.

NEW:
- some extra sound effects added
- Achievements for total citizens will now also award research points (RPs)! (existing saves should get the difference automatically)
- Limit orders introduced to the market, allowing you to place orders that will be triggered when a certain price is hit. Requires unlock in research
- investments feature added to Economy category, which gives some major effects to several aspects of late-game (enemy scaling, research points gained...). Can be unlocked in Research
- Combat automation panel ID added – making it much easier to control your automation from map/battle, especially at high speeds
- added combat automation setting to auto-attack new region
- added 2x more research upgrades for inventory slots (+12 slots)
- Prefered game language will be auto-detected for new users on Steam

CHANGES/BALANCING:
- Research Points gained from knowledge will now be gained slower for the first 15 points, but faster from that point onwards – this helps balance RPs gained from achievements and improves late-game scaling
- assign hotkeys will now NOT require holding down the keys. If you preferred requiring holding it down, you can toggle it back in settings -> quality of life
- when placing colonies, they will now remember the “auto-expand” options from the last time you changed it
- limit orders + investments + research upgrade scaling help improve the main late-game balancing issues of market/combat/research points

BUGFIXES:
- fixed an issue when sometimes starting a new game would display a starting scene in a weird ratio
- fixed a bug where manage plans were sometimes bugged out after a prestige
- product stock progress will now update realtime
- fixed some issues where certain achievement types didn't work properly
- fixed a bug where pressing ESC during continent selection would bug out the game
- fixed a bug where scrolling & zooming in short succession would cause the game to bug out

DISPLAY:
- vastly improved market UI, to make it more useful
- buy/assign quick keys added to the UI, which allow you to quickly rotate between the assign/build options
- changed achievement rewards to show icons instead of text
- added some clearer information to the product stock page
- some text fixes/improvements
- fixed an issue where advancement/under button costs would show /h when they shouldn't
- improved UI in combat view a bit
Last edited by gamex_games; Jun 1, 2021 @ 3:49am
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Showing 1-2 of 2 comments
mitrida May 11, 2021 @ 8:34am 
super nice! gratz for the release
gamex_games  [developer] May 11, 2021 @ 8:36am 
Thank you :)
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