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Jun 25th, 2019
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  1. Update v1.3.0.1507a:
  2.  
  3. Removed the CTRL+Hover feature as it was not working properly for some users.
  4. Updated the Localization strings.
  5. Removed Labels from Warehouse Modules.
  6. Optimizing how Pollution Cleaners operate.
  7. Adjusting where the Pollution Fog is processed.
  8. Edited and removes several slides in the Tutorial.
  9. Adjusted the description of the +1 Truck Capacity for better clarification.
  10. Added a Fisherman’s Market Dynamic Event which will spawn Fishing Season when completed.
  11. Adjusted the Copy tool copies all the building Settings.
  12. Adjusted Roads so that they cannot be placed parallel under a bridge.
  13. Adjusted Dynamic Events to show their proper modifiers.
  14. Improved the method of renaming objects in the game.
  15. Adding an option to Toggle the default setting for “Wait til Full” button in Warehouses.
  16. Achievements will now trigger even with Mods enabled.
  17. Adjusted various aspects of the Logistics System:
  18. Warehouse upkeep up to 2.5%
  19. Removed Trucks Depots from the Game
  20. Warehouse Manual Destinations now use Trade Trucks instead.
  21. Updated the Tutorial to match changes
  22. Moved the +3 Destination Slots from Logistics Tree to the Basic Distribution Tree.
  23. Added a Pollution Visualization Map Layer (access with P).
  24. Adjusted world generation to include Rivers at least one River on a map.
  25. Adjusted minimum upkeep to 25%, despite Event effects or a shutdown building.
  26. Adjusted to Auctions, so that when an AI wins, there is no effect spawned.
  27. Moved the Coal Mine in the Tutorial to a valid placement location.
  28. Added the word “Days” to the cleaning time in Pollution Buildings.
  29. Added a toggle option for the Logistics System in the gameplay menu.
  30. Can now turn the Logistics System off/on (default off)
  31. Logistics System recommended for advanced players.
  32. Logistics Depots now disable when they are not connected to their Warehouses.
  33. Removed an old Tooltip helper.
  34. Bugfixes
  35. Fixed a bug where the Pollution Cleaner would not show the time it cleans an area properly.
  36. Fixed a bug where Trucks would veer into the opposite lane at intersections.
  37. Fixed various issues with Trees and the Pollution Visualizer.
  38. Fixed a bug where the Global Prices of all products was too low.
  39. Fixed the Soup Icon in the Recipe book and Tech Tree.
  40. Fixed a bug with the AI, so it doesn’t build their HQ on a Region Boundary.
  41. Fixed a bug that prevented Players from toggle buildings off/on in Warehouses.
  42. Fixed a bug where some events would not spawn a location for goods to go to.
  43. Fixed a bug with changing Transport Modes that caused other Destination Data to change for no reason.
  44. Fixed a bug that is preventing Players from clicking the Contract Destinations.
  45. Fixed a bug that caused the Production Alert to freeze.
  46. Fixed a bug where the Research Queue icon would track the cursor after being placed back in the queue.
  47. Fixed a bug where Warehouses would stop delivering demanded products to Shops.
  48. Fixed a bug where Achievements would not trigger properly.
  49. Fixed a bug where Warehouses would not stop doing Auto deliveries.
  50. Fixed a bug that allowed Players to research Plastic Furniture without researching Plastic first.
  51. Fixed a bug where Warehouses lose their Depots and are unable to rebuild them.
  52. Fixed a bug that causes the icon for Logistics Alerts to not spawn properly.
  53. Fixed a bug where Warehouses would use Trade Trucks when Normal Trucks was selected.
  54. Fixed a bug that caused Asset properties to be set to null.
  55. Fixed a bug that causes multiple destination slots to appear after selecting a Product.
  56. Fixed a bug with the Cycles Tooltip to function properly.
  57. Fixed a bug that caused the State Sale Event to have no effect on import prices.
  58. Fixed a bug that caused AI Warehouses that were purchased to stop selling Products late-game.
  59.  
  60. ***************************************************************************************************
  61.  
  62. Update v1.2.3.2506a:
  63.  
  64. Whew! After a few weeks of changing mechanics and adding new stuff, can finally launch version 1.2! As you guys know, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.
  65.  
  66. In short:
  67.  
  68. Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
  69. Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
  70. Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
  71. Requests and AWH work the same as always
  72.  
  73. Because of these changes, if you import a map from 1.0 or 1.1, you will have to tweak may of your logistic buildings. Because of this, I strongly recommend you start a new map, to avoid any issues.
  74.  
  75. Next item on the list is the "Simplified Production Chains". Some of you voiced out the fact that you want perfect ratios across buildings, so we added a difficulty modifier that makes every single production time rounded to 15 days, making syncing up recipes much easier, for those who want it.
  76.  
  77. Another new toy, is the target selector. When you are choosing a destination for a building, the whole map turns black and white, to highlight the valid destinations. Most importantly, you can straight up click them, without using the list! This should streamline the process a fair amount.
  78.  
  79. Last but not least, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:
  80.  
  81. Pure black = water
  82. Pure white = very high (avoid)
  83. Anything below grayscale 64 is water
  84. Try to have dark or very dark images
  85. Avoid pixel-perfect details
  86. "Posterise" is your friend
  87. Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
  88. Lower the amount of detail by using the beautify or noise reduction tools
  89. Use PNGs without a lot of compression. JPGs produce artifacts
  90. Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps
  91.  
  92. ***************************************************************************************************
  93.  
  94. Update v1.1.0.2105b:
  95.  
  96. Main Features
  97. Warehouses can directly supply shops (this can be disabled if you want)
  98. Can buyout other entities' permits (and the AI will offer you cash for yours)
  99. Warehouses now clearly state if and with what Depots they are connected to
  100.  
  101. Major changes to Logistcs:
  102. Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
  103. It's all more according to how big bulky transportation vehicles should work.
  104. Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
  105. In short:
  106. Automated Warehouse trucks are very cheap
  107. Normal trucks are good for very short range (under 50 tiles)
  108. Warehouse dispatch trucks are good for short range (under 125 tiles)
  109. Trains are expensive to set up, but are fast and good over 200 tiles
  110. Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
  111. Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.
  112.  
  113. Stock Market
  114. Players can now buy up other companies in hostile takeovers, by purchasing their stocks when they are vulnerable.
  115. Be careful as other companies can buy up your stock.
  116. Stock prices go up over time, as the company places more buildings and gains control over more regions
  117. The more stocks are sold, the more expensive they get
  118.  
  119. AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
  120. "Equally": like now: AWH sends stuff equally to shops and producers. This is the default state.
  121. "+Shops": it will send stuff to shops first, then, if there's spare, to producers. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the shop, and then to the farm. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the shop).
  122. "+Users": it will send stuff to producersfirst, then, if there's spare, to shops. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the farm, and then to the shop. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the farm).
  123. "Only shops": AWH will supply only shops and will not care about producers.
  124. "No shops": AWH will supply only producers and will not care about shops.
  125. "All Off": same as "all manual" (AWH disabled).
  126.  
  127. ***************************************************************************************************
  128.  
  129. Update v1.0.1:0705a:
  130.  
  131. Improvements and Changes
  132. Map Labels and Layers options now persist between loading and restarts.
  133. Adjusted how Region Auctions work:
  134. They now spawn less.
  135. The AI will bid on them less.
  136. Doubled the base cost for the Regions.
  137. Updated the Tutorial with some minor corrections and adjustments.
  138. Adjusted the Research Categories, so that it can fit more items.
  139. Adjusted the Career Mode description to better for better clarity.
  140. Updated the Translation files.
  141. Fixed an exploit where you can build roads over trees in another region.
  142. Adjusted the Auction panel to show the correct starting Bid.
  143. Working on fixing the Text on the Headquarters, so it doesn’t block icons.
  144. Save Game and Load game lists now appear with newest games on the top of the list.
  145.  
  146. Bugfixes
  147. Fixed a bug where Trucks did not use both one way lanes when exiting a Warehouse.
  148. Fixed a bug where R&D costs would fluctuate above their set costs.
  149. Fixed a bug where Warehouses would stop sending products to a Contract Destination.
  150. Fixed a bug where the “Hold product until transport capacity is full” option did not work properly.
  151. Fixed a bug where the Traffic Heatmap hotkey is not working.
  152. Fixed a bug where the “Send to closest Warehouse” option did not work properly.
  153. Fixed a bug where Rural T2 Houses would not spawn properly.
  154. Fixed a bug where saving the game would not update the Save Screen.
  155. Fixed a bug where the Water Tower was not getting water Manually from a Water Siphon.
  156. Fixed a bug where a lot of errors were spawned with storage reservations.
  157. Fixed a bug where Trucks would get stuck at Farm exits.
  158. Fixed a bug where Trucks will get stuck at the Warehouse exit.
  159. Fixed a bug where the State location was listed in the wrong region.
  160. Fixed a bug where Contracts would end early.
  161. Fixed a bug where the Logistics Routes shows upkeep costs with no requests ran that month.
  162. Fixed a bug where Pop-up Tooltips would appear with no background color on Linux builds.
  163. Fixed a bug where the Loans Taken data went missing from the Budget Screen after loading a game.
  164. Fixed a bug with Scenarios where they all would have infinite money.
  165. Fixed a bug where Tech Tree Unlocks would flash white when players changed categories.
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