Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I had completed the first decade of premades, however, Serhiy decided to re-material ID most of the early game cars, thus breaking those .car files (and any saved .car you have based on those meshes). However, this is fine, as it fixes several problems with painting. He's also found 4 more car bodies not implemented in the game. In anycase, he will be working on predesigns soon. Hopefully we'll be able to fill them before v1.23.1 is released.
In other news, the bottom panel has been completely redesigned. It now includes much more information, although hidden behind a couple of buttons. (More clicks! Yay!) If everyone had 8k monitors, wouldn't have this problem. ;) Anyhoo, there is now an "Estimated" next month's expenses in the bottom panel. This should help with players over spending on things like factories or vehicle designs. Assuming they don't ignore the exclamation point button that appears in the bottom. I may have to do more things to make it noticeable...
Anyway, v1.23.1 is on track programming wise, but it might be delayed a little bit on the art side of things. If that is the case, I will either roll v1.23.2 tickets into v1.23.1 or work on Map content. Either way I'll be busy.
-Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system.
-Gameplay: Predesigned or Custom Design selector when player design a vehicle body.
-Engine: Saved .Car files now included aerodynamic drag data for AI.
-Gameplay: AI now selects a predesigned vehicle body to use for their models.
-Engine: Implemented a predesigned vehicle mod loading system.
-Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.
-Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.
-Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.
-Engine: Added a popularity link for fuels into components.xml files.
-Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.
-Engine: Optimized Historical Player Date information.
-GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.
-GUI: Bottom panel information is limited based on how much screen width the player has.
-GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.
-GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.
-GUI: Added new expanded bottom panel to all "rooms" in the game.
-GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.
-GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.
So good news and bad news. Good news first. Many cars are now more paintable with proper metal and leather paint areas. Some additional accessories have been added, and some accessories are also paintable now.
The bad news is, all car files made before v1.23.1 are broken. So any vehicle body you designed in the last 8 years and saved will no longer work. I have implemented a system to delete your old .car files so it will not clutter the system.
Since the artist broke the old .car files. I decided to take the opportunity to fix all sub-contracted artwork's broken "English" for the morph animations on the cars and accessories. This means no more (hopefully) misspellings and more descriptive terms used animations.
So v1.23.1 has been pushed back indefinitely until the artist finishes what he's doing and switches over to what I asked him to do (make premade cars). I do not want to break .car files again. Hence the delay. I am hoping it will not take more than 2 weeks, but I can never guarantee when it comes to sub-contractors. Sometimes they work fast. Sometimes they're horribly slow (guy working on the new translation site for example).
In the meantime, I will switch over to map data and possibly start working in smaller v1.23.2 tickets into v1.23.1 while we wait.
-Gameplay: Reduced munition's revenues during WW1.
-Bugfix: Fix munitions manufacturing popup when countries that you only have branches in goes to war.
-Gameplay: Modification system can only be done once every 2 years for components.
-Gameplay: Increased Modification system's exponential costs.
-Engine: Implemented a revision system into the .car loader system
-Engine: Implemented a checker and delete system to purge un-useable user created .car files from the game.
-Engine: Switched default renderer for new purchases to OpenGL.
-Artwork: Improvements made to UV coords of many models.
-Artwork: Additional paint ID's added to older vehicle models for slightly better player painting.
-Artwork: Renamed morph animations for all models to better improve terminology and fix misspellings.
Most morph animations used in the car designer have been renamed. I completed this task several days ago. This should clear up many grammar, logic, and spelling issues in the game.
I've knocked out several bugs that have been reported to me the last few days.
Over the weekend, the hard drive on my Slackware machine failed. This machine controlled my accounting software, site data, mod tool development, community and media relationship stuff, and all Linux development including various tools to help develop the game in, and much more stuff. Sadly I was not able to make a full image of the drive, but I have been able to save much of the unbacked up data. No code was lost in the failure. However, I was unable to backup most of the build files, so I will have to spend some time setting things back up.
The new hard drive for the Linux machine does not arrive until Wednesday evening. As such I have started my move to virtual machine development prematurely. By moving to virtual machines, it will be unlikely any future machine failure will disrupt workflow any significant amount.
So between now and Saturday, I'll work resetting up the Linux port. Do some play testing, knock out and hopefully finish Base City Map data. And wait for more premade cars to be made.
-Bugfix: Fixed regression causing the game to not be able to load unicode save games.
-Gameplay: Restrict saving .car files to Latin (ASCII) characters.
-Bugfix: Fixed bug with Human Resources system not displaying proper data.
-Gameplay: Reduced Steam Fuel's weight by 20%.
-Engine: Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall.
-Engine: First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design".
-Gameplay: Removed the ability to bid on contracts with designs that are in development.
-Bugfix: Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing.
-GUI: Added list pages to R&D component selection, modify components, and modify vehicle lists.
-Gameplay: 146 Predesigned Cars added.
-Maps: Completed Military History.
-Engine: Fixed line ending issue when moving .car files between Windows and Unix.
If any of you have a large late year (after 1960) v1.23.1 save games that you have been playing for at least 30 games years and have more than a dozen or two active models. If you could email me the save file, I will appreciative it. I need a new base file to make turn time optimizations and a few other tweaks to the game. http://wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder#sending_a_save_game
-GUI: Disabled hotkeys when tutorials are active.
-GUI: Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely.
-GUI: Clock, door, and globe will continue glowing until clicked for the tutorial.
-GUI: Disable reports popups until end of the tutorial.
-GUI: Did You Know is now read in order at a random starting position.
-Content: Fixed some spelling and grammar issues in the Did You Knows.
-Content: Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps).
-GUI: Cities listed in Human Resources are now in alphabetical order. Starting with country then city name.
-GUI: Cities in the Mega Menu are now in alphabetical order. Starting with country then city name.
-GUI: Assign Contract lists are now in alphabetical order.
-GUI: Contract bid components and vehicles are now in alphabetical order.
-Gameplay: Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.)
-Gameplay: Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down.
-Gameplay: Increased components effect on vehicle manufacturing requirements.
-Gameplay: Some minor adjustments to sub component manufacturing requirements effect on components.
-Gameplay: Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period.
-Gameplay: Increased Research team's effect on skill rating growth.
-Bugfix Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases.
-GUI: List pages added to Outsourcing and View component and vehicle lists in RnD.
On a side note, I have successfully moved my Slackware 14.1 development install to a VirtualBox virtual machine. This is now rsynced to my zfs file server. Thus reducing any potential harddrive crashes effect on development.
-Gameplay/GUI: Replace old design checkbox added to "New Generation" vehicle. If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands.
-Gameplay: Maximum Supported Torque effects for Gearboxes was reenabled.
-Gameplay: If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance.
-Gameplay: Increased price's effect on buyer rating.
-Gameplay: Adjusted used car sales rate for lower cost vehicles.
-Gameplay: Increased the amount of time you have to bid on a contract.
-Gameplay: Furloughed employees are now cleared out when your country goes to war.
-Gameplay: Adjusted furloughed employee's effect on morale and strikes.
-Bugfix: Fixed bug in the start of war code that could clear out government contracts for your HQ nation.
-Gameplay: 5-10% total turn time improvements. More to come.
-Gameplay: Stock system evaluations is now more weighted toward revenues instead of book value/equity.
-Gameplay: Changed global market economy's effect on stock values.
-Gameplay: Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear.
-Gameplay: AI will no longer be forced to sell to players when players try to buy shares.
-Gameplay: Increased the frequency in which the AI sells more of their shares and shares of companies they own.
-Gameplay: Removed vehicle and component designs from book value and net worth calculations.
-Maps/Mods: Added major independence events up to 1933 into the news paper. More to come soon.
Probably a few more unmentioned things that I didn't document while trudging around the buyer rating and stock systems.
I have a little more tweaking to do to stocks. But after that I will work on an Continental Auto Production restriction. Then I will bounce between finishing up the last few newspaper articles for the maps and some easy v1.23.3 tickets.
-Gameplay:Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions).
-Gameplay: Adjusted Top Speed calculations
-Bugfix: Missing factories not in use from factory expense report. This is a regression caused by optimization.
-Bugfix: Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations.
-Artwork 50 additional premade designs.
Also a few more newspaper articles were thrown in as well.
Here is what's been done over the last week or so.
-GamePlay: 5-10% improvements to turn time due to optimizations.
-GamePlay: Replaced "Driveability" rating with a "Handling". Placed Gearbox effects on Driveability rating into luxury ratings. Boosted remaining specs and sliders effects on the Handling rating.
-GamePlay: Consolidation will now automatically create a new marques with your former company name and logo. For example if Foo merged with Bar you will now have FooBar, Foo, and Bar marques.
-GamePlay: You can now save component and vehicle slider positions to a file for use in other save games. This only does sliders and not sub-component selection.
-GUI: Fixed unpopular fuel type confirmation not clearing out advanced engine designer windows.
-Bugfix: Fixed crash when using view prototype system in early game years due to 0hp engines.
-Bugfix: Fixed issue with overtime (past 2020) gameplay values not resetting when returning to main menu.
-Bugfix: Reserved units not being calculated properly in the Average Transpiration costs for districts.
-Tutorials: Audio for all 44 Main Tutorial windows have been added. (Still a little post-processing work to be done, but still better than my "saliva" filled voice :D )
-Tutorials: Auto Tutorial Audio Play Checkbox fully implemented.
-Tutorials: Tutorial Audio volume dynamically adjusted with sound effects volume slider.
-Tutorials: Tutorial "Continue" button stops tutorial audio.
-Tutorials: Disabled Stand Alone Car Designer when Main Tutorial is enabled.
-Tutorials: Background Music is paused when Tutorial Audio is playing
-Tutorials: Fixed World Map Cities not being selectable when world map Main Tutorial is running.
-Tutorials: Fixed several missing glow effects and tutorial text issues.
-Tutorials: Added more tutorial checkpoints to the game so if the player stops in the middle of the tutorial, they can resume more closely to where they were.
-Tutorials: Fixed End Turn repeating some parts of the tutorial audio over and over again.
-Translations: Preliminary testing of the user side of the new translation system has been completed. Export and user functions have also been implemented. Hopefully the full system will be out by next weekend.
-Gameplay: Renamed Monthly Revenues, Expenses, and Profit Chart to Monthly Revenues, Expenses, and Cash Flow. Added Taxes to this chart and included interest income into income.
-Gameplay: Towing calculations have been adjusted to minimize hitting the minimum tow weights.
-Gameplay: Reduced engine power ratings quarter decline values.
-Gameplay: Adjusted the player/ai influence on smaller city growth. Separate bonus values are now used for economic and population growths
-Gameplay: If manufacturer employment in a city is close to a city's population, the city will have an automatic boost in population.
-Gameplay: Increased factory idle costs by 10% of full production costs.
-Gameplay: Branch costs have been increased on hard and ultra hard difficulties base on the population and income of cities. This can be toggled in the new game options.
-Gameplay: Limited the number of branches that can be built per year on Hard and Ultra modes. Only 3% + 1 cities or territories can be built on if this option is enabled. This can be toggled in the new game options.
-Gameplay: Monopoly lawsuits if your company gains over 75% market share for an extended period of time. This may cause fines or your marques be stripped away. Above 90% market share has stiffer fines and the possibility to completely break up your company into multiple companies. This can be toggled in the new game options.
-Gameplay: Increased the effect of costs that sub-components have on components.
-Gameplay: Decreased the costs effect of some sliders.
-Gameplay: Some adjustments to component pricing. This may need some more testing however.
-Bugfix: Fixed hitbox bugs in 2010 winter office and 2010 safe. (Might not be the correct years.)
-Translations: All single quotes ( ' ) are now escaped in the database side. No more need to double the single quotes in the localization/translation files. Some more testing may be required in case I missed places.
-Gameplay: Six additional lawsuits against your company have been added.
-Engine: In game chat has been moved to Quakenet due to incompatible upgrades to Esper Net's web client. We will eventually host our own ircd (and upgrade our browser) at some point.
-Gameplay: Lobbying protests have been added to the game.
-Gameplay: Some minor adjustments to slider effects on torque and rpm.
-Gameplay: Various rates and inflation are now capped when playing with random history enabled.
-Gameplay: Mass production discounts only have a static effect instead of an accumulative effect on production costs.
-Gameplay: Mass production discounts now takes into account the factory lines amount settings for the map.
-Bugfix: Fixed Monthly Sales Amount Achievement Memo firing every time it is reached.
-Gameplay: Estimated lost sales random values are now calculated at the end of the turn instead of every time a factory line is selected.
There is probably a few more things that I failed to document that I've done (and hasn't been ticketed). I would guess 1-3 more weeks before we're ready to push out v1.23.3.
-Bugfix: Fixed a couple of New Marque Spin off Exploits.
-GUI: List pages for view competition in Branch Distribution Windows.
-Translations: Hitting Alt-T in the main menu will now display word ID numbers before text. Do this before starting a new game and also before loading a game started with this feature enabled.
-Translations: Approximately 15,000 duplicate or unneeded words removed from the game text. This is a 15% reduction in non-news related text. 18% reduction in the number of entities needed to be translated.
-Gameplay: Inherit Branch Shipping Distances now works for districts locks and district selections.
-Gameplay: Reduced Brake Specific Fuel Consumption for engines. After a certain amount of fuel economy (based on the fuel type's fuel rating) it becomes exponentially harder to increase fuel economy.
-Gameplay: Switched "hp to weight ratio" to "torque to weight ratio" in the vehicle fuel consumption calculations. (Still working on the balance for this one.)
-Bugfix: Fixed bug in AI gearboxes that could cause high fuel economy in finished vehicles.
-Gameplay: Reduced small volume contract per unit payment amounts.
-Maps and Mods: Finished National Independence news articles for Base City Map.
-Maps and Mods: Added major historical news events between 1900 to 1960 to Base City Map.
Most of my efforts the last week were getting Base City Map news events to 1993. And documenting/fixing errors in the v1.23.3 that cropped up.
I continued working on the map data after completing v1.23.3. I am now in 2001. Once I complete the remaining news articles, I will begin porting the news events to other maps. Sadly, this is a long process which makes it seem like not much work is going on. But it is a lot of work. We're at nearly 1,000 static newspaper articles with 408 historical photos in the game. A painful task for someone who hates writing. Anyhoo we're almost done with it.
Also premade cars were added up to 1960 base models. So you should have around 1900-1974 worth of premades in this build.
So what all the hubub over a computer? Well Vipre is GearCity. I built this computer in 2008 and started working on Beardgine (the game engine) shortly there after. I started GearCity in 2010 on that machine. Since 2011, It did nothing else except work on GearCity. 95% of the code, 90% of the 2d artwork, 80% of the writing all done on that computer.
*Shed a tear*
Luckily since it was just a hardware failure when the machine is under stress, I was able to clone the hard drive (for safety sake) and virtualize the machine. So now both Linux and Windows development is being done in Virtual Box. When it rains it pours. I'm down to one dev-capable machine (I don't count OSX as use-able let alone working in it, but worse comes to worse, it's still working).
This is not all bad. I planned on doing this anyway for Long Term Support of GearCity after release. It's just a bit premature since the game isn't finished yet and thus not in LTS...
Oh well, Eulogy and Rant done. On to what you really care about.
Luckily, working in a VM doesn't slow me down too much (yet). Here's what's gotten done since the last HF.
-Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled.
-Bugfix: Fixed Limited Branches exploit when using Build Branches in District.
-Gameplay: Many older established AI no longer immediately go bankrupt.
-Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled.
-Gameplay: Created a setting for Automatic GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and do not want the game to automatically remember the locations and never automatically center the windows.
-GUI: User selected units and measurements.
-GUI: Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see.
There one or two other things that I failed to document. Mostly really tiny bug fixes.
-Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.
-GUI: The City Information Window displays the Import Tax rates if the feature is enabled.
-Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.
-Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit.
-Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares.
-Gameplay: Player can now cancel component selection when using the prototyping system.
-Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! ;)
-Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating.
-Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists.
-Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.
-Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to.
-GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50.
-Mod Tools: Implemented Regional Names to the Map Data Tool.
-Settings Editor: Added Autosave GUI and Unit Types.
-Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.
-Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.
-GUI: Rename component textbox will have the old component's name automatically entered.
-GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .
-GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.
-Bugfix Fixed chassis outsourcing filtering.
-Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.
-Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. :) )
I think that just about covers it! Time to get my mop and bucket and start GUI cleanup!
readjustment of base vehicle popularity values. Previous values were created in 2010 and were based on roughly an average of how popular a vehicle type was at start and 2010. The new values are now how popular the vehicle type was at release. This means in 1900 pickup trucks won't be 8% popular in North America. Instead they will start at 0.8% and move up over the years. Mimicking historical shifts in demographics. Dynamic growth rates for vehicle popularity types have been reduced, however, they now effect more broadly. Thus allowing for more player influence on mid-popular vehicle popularity over time.
Over the next week and change I will port most of the Base City Map data over to the other game maps. I will have to manually go through city events on all maps however. After that is some play testing and balancing of the Territory Maps.
Here is a list of what I have completed the last couple of days:
-GUI: Fixed inconsistent close button sizes.
-GUI: All windows should have titles in the title bar.
-GUI: Fixed Mega Menu Clipping of really long names
-GUI: Added horizontal scrolls to several lists, including the side panel.
-GUI: Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.)
-GUI: Newspaper stocks now show 2 decimal places.
-GUI: Added fuel type information to several view engine and view vehicle windows that were missing it.
-GUI: Added some missing information from the Auto Commands Mega Menu Help Buttons.
-GUI: Licensing List show now refresh after you make changes.
-GUI: Fixed World Map/Mega Menu charts that were showing revenues instead of units sold.
-GUI: Fixed several graphs and buttons in the showroom.
-GUI: Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.)
-GUI: Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release.
-GUI: Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release.
-GUI: Fixed several overlapping text issues when playing the game with large font.
-Bugfix: Fixed bug in racing competition view, that did not show player's race team if they were not using default team name.
-Gameplay: Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates.
-Gameplay: Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time.
-Gameplay: TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added.
-Maps: Added Static Vehicle Popularity growth rates for all vehicle types.
-Mod Tools: Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor.
-Gameplay: Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file.
-Gameplay: Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types.
-Gameplay: Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types.
-Bugfix: Fixed exploit that allowed a player to use in construction factories to produce war munitions.
-Bugfix: Possible fix for low definition textures and showroom crashing for extremely low powered GPUs.
-Bugfix: Fixed buffer overflow when purchasing a company with over 4billion shares issued.
-Bugfix: Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned.
-Bugfix: Fixed late game bug that was causing R&D estimated GearBox unit costs to be higher than the designed price.
-Bugfix: Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!)
-Bugfix: Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle.
-Bugfix: Fixed bug causing Auto Production not to update production quantity after factory reconditioning.
-Gameplay: RnD->Mod->Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message.
-GUI: Added growth trends arrows to Body and Fuel demand charts.
Work continues on the maps. As the last few days have mostly went to play testing, building a list of things to fix, and editing content. It's a long and boring process, but it needs to be done.
-Maps: Ported Newspaper articles to all maps except Classic Map.