EA 0.3 The Polishing Patch
A week before EA 0.3 was ready to launch, everything was looking great. And we told ourselves to stop. But then we couldn't help it and tried to fix a handful of bugs through the week, which of course, led to some unexpected things popping up.
Lesson learned - stop while we're ahead! But now we've fixed the fixes as well as added some balancing based on player feedback!
Bug Extermination:
Stuttering / Lag
- We patched up a couple spots that were causing some big lag spikes. Things should be running very smoothly now!
Nightclubs
- Would open without any drinks, which means no customers arrived. Now the Nightclub requires drinks to open
- Fixed that the Coat Check wasn't appearing in BizMan or Econoview
Vehicles
- Fixed Wrong Sound Effects for Mersaidi MGA GT, Anselmo AF90, UMC Desert
- Fixed "slippery" handling for UMC Nunavut
- Fixed issue where vehicles would drive extremely slowly
- Fixed Electric Scooters wouldn't respawn until you reload
- Fixed warehouse UI allowed players to "enter" (teleport) to the warehouse from anywhere
Misc
- Fixed Paper Bags weren't giving any alerts when a cash register was empty
- Traffic lights now display properly again, going Green > Yellow > Red > Green
- Fixed MarketInsider was not properly showing the Providers / Demands of Hair Care Products
- Fixed could enter a building under construction (Installation Firm) by entering through the elevator
- Fixed an issue with Blueprints where packed furniture would appear as "undefined"
- Added "BusinessType" to Blueprints for better sorting (old blueprints will need to manually add this filter)
- Added Standing Digital Scale to Default Supermarket Layouts that included Fruits and Vegetables
- Fixed a couple UI Display/Interaction errors
- Clarified a few UI text, F1 Help, and Translation errors
Balancing / Clarification:
Wall-Placement Grid:
If you were in the middle of a big room when trying to place something on the wall, nothing was visually indicated, so it looked like nothing was happening. We added a faded-red indication of the item, even when your mouse isn't over a wall, so they players know that placement is active.
Hairdresser:
We started with fairly realistic numbers - 20/30 minutes per average haircut process, so 2-3 customers per hour. However, that led to an extremely high number of Hair Stylists and very low profit margins! Furthermore, players really liked having the options of two chair types, but felt punished that one was "worse".
So here are the new numbers:
- Hairdresser Chair / Hairdresser Chair Modern - 5 Customer Capacity
- Hairdresser Head Wash - 10 Customer Capacity.
Security:
In addition to fixing a couple little bugs, a few things were balanced/clarified:
- Jewelry Stores required 3 fully trained Security Guards for maximum coverage. This has been reduced to 2.
- Players weren't sure if they needed to have guards when the store was closed, so security now clarifies that the store is closed/secured rather than showing a lower percentage when the guards are gone.
- Existing Camera Coverage is now indicated when you place a new camera. This would allow you to see what is already covered when you're placing additional cameras.
- The amount of theft has been reduced. Thieves were a little too active.
- Security Guards now have Security Vests to make sure you know they mean business!
Build 2049
A Couple Quick Fixes:
- While fixing one issue for 2048, we apparently locked the freight trucks out of the warehouses. So we fixed that here!
- One change we made to prevent overall stuttering, ended up causing lag when initially entering a building, so we fixed that one here too!
Conclusion
Thank you to everyone for submitting bug reports to help us get everything in good working condition. Be sure to let us know if you see anything else. But otherwise, we'll see you soon as we begin to tease what is coming next!
~The Hovgaard Games Team
PS - Have you tried pushing this button?