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gamex_games  [developer] Dec 21, 2020 @ 4:54am
Patch Notes v0.5.0.1 -> v0.6 (Jan 20)
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!

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.

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

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

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

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

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

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!

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) :)

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! ;)

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 ;)

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

Apologies for the issue happening in the first place.

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!
Last edited by gamex_games; Jan 20 @ 4:10am
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