We continue our improvement and balancing works after the major content update.
In this small improvement update, especially the changes and arrangements that we have shaped according to your feedback;
- Change: 'Load capacity requirement' has been removed from the 'Water Pump' structure. We have observed that the water pump's request for industrial logistics support at an early stage of the game was pushing the game to a partially unnecessary difficulty. With your request and guidance, we decided that it did not make sense to make water production more difficult in the mid-game phase and exempted this structure from the system.
- Also, Level II Metalwork and Distillery structures has been removed from the 'Freight capacity' system for the same reasons as in the water pump.
- In some sessions, we saw that the'Cement' material was positioned to be unlocked in Cycle VIII instead of Cycle V. This has been corrected 'Cement' is available in Cycle V once the 'Production Chains' upgrade is complete and can be produced by Kiln buildings. We apologise to players who have been playing for a bit too long up until now and had to advance their game by unlocking 'Cement' in Cycle VIII.
- New Effect: Advanced production facilities that you set up far away from your central location have been receiving a negative 'Load capacity' effect applied to Workforce values due to lack of industrial logistics. With this update, in contrast to this effect, your structures that receive service with a high level of transport capacity (production houses located within the service radius of Central or District stations) will now be able to gain up to +10 Workforce with the positive effect called 'Perfect Freight Handling'.
- As a result of the feedback we received that in some cases the 'blue square' material showing the coverage area of the district freight station and the central station worked problematically and lost its visibility in some places, we made improvements on this part and solved the problem.
- Some fauna (a shrub and a grass species on the Meadow map) were showing a tendency to glare a little too much when the angle of daylight was too narrow. This has been fixed and readjusted.
- It was found that some rocks used for aesthetic purposes during the land arrangement phase after building placement or road construction were not fully adapted to the new land form and were corrected.
- The time sequences that determine the operating intervals of the traffic lights have been extended.
- Since we have not yet expanded the alchemy production tree and fertilizer production, there is no chance for the player to further develop the farming activities of the Field and Kaleyard structures and adapt to the arid climate. For this reason, the 'Water' requirement has been reduced by 40-50% in order not to increase the difficulty of the game.
With these small adjustments, we aim to offer a more enjoyable and highly polished early access experience. Thank you once again for your understanding and support.
We always welcome your feedback.