Sorry for bumping my own thread but I just wanted to let everyone know that Alpha version 1.4 of State of Profit will be live tomorrow and the world will be reset at about 20.00CET. It might be a bit later if we find some last minute big bugs but that isn’t very likely at this point in time as we’ve been testing the game for more than a week.
I’m planning to make a youtube movie of the new version and I’ll post it here once it’s finished.
This is a complete list of changes for this update:
New:
Routes! Instead of having to give a start and end station to each vehicle you now create routes and assign vehicles to it, here is a quick break down (an introduction video will follow somewhere around the release of alpha version 1.4):
- You can create several routes and you can easily distinguish between routes for buses, trucks and airplanes
- Each route has a number of halts, you can now have a vehicle go inbetween more than two stations!
- Each halt has the option of full load or quick load, you no longer need to change the load type on each vehicle
- You can rearrange and/or remove the halts easily. Changing the routes around can make the vehicles on the route a bit confused, fix coming at a later stage
- Each route has a name that you can set yourself
- Each route has a number of vehicles, you can quickly add and remove vehicles to a route
- Vehicles that are removed from a route is added into storage, vehicles in storage can be sold or added to a route
- You can choose which halt of the route that vehicles should appear at when added
- Routes have two settings, go from halt A to B to C to D and then restart at halt A (A->B->C->D->A), or you can have it go back the same path (so A->B->C->D->C->B->A)
- Routes have a goto button (or you can right click the route in the list like all other lists) which brings you to the map with the route highlighted so you easily can visualize it
Vehicles now only pick up passengers going to the stations until it passes the current station again, for example, if a vehicle travels along the route A->B->C->D->C->B->A and it reaches the third station © it will only pick up passengers wanting to go to station D, seeing as it then will come back to itself and be able to pick up the passengers going to A and B
Demand! People no longer go wherever you tell them to, instead they are the ones telling you where they want to go! Passengers don’t have a need to travel inside the city, they always want to go to another city
In the city window you can now see how many passengers the city is supplying each day, hovering over it (clicking is coming) splits it up per city where people want to go
In the station window you can now see how many passengers are waiting per destination city by hovering over (clicking is coming) the number of passengers waiting
You can now click on a city on the overview map to see where people in that city wants to travel. The more the people, the thicker the line to the other city
Happiness is displayed in the city window
You can sort the city list on happiness
There is a new analysis called “City happiness analysis” where you can see how happy people are with the different sections: transportation, food and housing as well as how many people came/left during midnight
People now have a specific demand to go to, from and between airports
You can now click on airports on the overview map to get a visualization of where the passengers want to go
When adjusting land you will see how much it will cost to alter the land before doing it
Bringing a lot of logs to a city now increases your reputation
Cities now take logs out of the warehouse each day even though there is no need to build or upgrade a house
You can see the water depth on the zoomed out map
Cities only grow a little bit each day from birth, instead most inhabitants move in-between cities based upon happiness and distance
Trucks can now hold several type of goods, for example pick some lumber and food up and then sell it all at once in a warehouse (it is not yet possible to tell the route to skip the farm if the truck has no space)
There are now different maintenance costs, vehicles in storage only pay 25% of the maintenance cost, vehicles on stations only pay 50% of the maintenance cost, when driving the cost for gas is deducted from the profit when the vehicle arrives at its destination, this gives some interesting tactics around quick load vs full load
Modified:
Moved the data stored on the user’s computer to a less “in your face” place
Station windows now also state what kind of station it is (i.e bus station, farm, warehouse)
When building a farm/lumber mill/airport the cursor resets to the move cursor so you don’t accidentally build another
Increased the income for airplanes and passengers to align it with the demand system
Upgraded to the newest version of LWJGL
Improved the algorithm to spread vehicles out after a server restart
Due to the limited number of people in the world, cities upgrade to better houses earlier
When adjusting lots of land at once the game will first check if you have enough money to alter everything before allowing the action instead of altering a bit and then stopping
Improved the speed five fold of loading in new land when scrolling around (not when zooming in from the map)
Improved the layout of the snow to be less repetitive
Added some random discoloring of the ground to make it look less repetitive (only on high quality)
In the vehicle list on the stations it now shows the route used instead of the other station
The map now consists of continents instead of a big mass with only a little water
Water is now deeper the further away it is from the coast
The cities now have different sizes from the beginning instead of all being of the same size
Cities are more likely to be in clusters than completely random
There are fewer cities on the map
There are now mountain areas instead of only slowly raising land
Higher land is more likely to appear further away from water instead of being completely random
Cities are less likely to appear in mountainous areas
Cities are more likely to appear closer to water
Lumber mills now produce logs twice as quick
Lumber mills can now store four times as many logs
City warehouses can now store twice as many logs
Houses now cost twice as many logs
Logs now sell for half as much money
City growth analysis has been removed
If a city cannot grow in area they start growing in height (if for example on a small island or if someone is trying to hinder the growth
It is now four times as expensive to alter land
Altering land that is under sea level is now more expensive the deeper the water. Adjusting one square above land is 4.000, with one water depth 8.000, 2 depth 16.000, 3 depth 60.000, 4 depth 400.000, 5 depth 20.000.000
When pressing “Enter” to type in chat the chat window is focused
Spreading out vehicles when the server restarts has been improved to take loading time into account
Bugs:
When building a farm/lumber mill it is visible on the industries window without reopening it
Fixed a bug where vehicles could refuse to leave a station and hold up the rest of the vehicles
You can no longer accidentally click on (invisible) cities/stations while on the map
Fixed an issue where there could be missing land when scrolling around as well as artifacts when changing a lot of land at once
Fixed an issue where there was a max networth of about 2 billion
Fixed an issue where trying to open up a warehouse window that is far away from the viewport didn’t work
Buying lumber mills wouldn’t show up as an expense on the economy overview page
Number of vehicles using a station wouldn’t always be correct if you changed the start/end station a lot
Fixed a bug where some Intel graphics cards gave a red/yellow world when looking at vehicles
Happy playing
Mike