This update includes a number of changes to make the overall gameplay more comfortable and to significantly increase the visual and textual indicators communicated to the player.
Especially with the addition of the road network and new buildings, there is a need for revision in the city appearance and settlement plans. A number of changes and some improvements are detailed below, such as expanding the coverage area of the structures that provide services, providing more detailed tooltip presentation about the materials distributed, and a series of changes and improvements that can provide comfort to the gameplay.
- In some cases, the production facilities within the 'Central Freight Station' perimeter were included in the service network but could not fill the 'Freight need fulfillment' effect positively, this has been fixed.
- Health, entertainment, security service buildings, lightning arrester, Store, Gather Camp, Hunter and Water Pump buildings are now set to make the service perimeters of all existing similar buildings visible when they are selected or clicked to be built.
- The service radius of structures providing Health, Entertainment and Security services has been slightly increased according to their level of development. With the addition of driveways, there has been a natural increase in the surface area needed for the general settlement, in order not to harm the aesthetics of urban planning and not to harm the balance by causing the need to install more service structures than necessary.
- In parallel with the above reasoning, the service radius of the 'Store' structure, which distributes daily consumer goods and works with similar mechanics, has been slightly increased.
- In the extremely low health value range, the mortality rate due to disease has been revised and improved so that fewer deaths occur simultaneously. By more realistically spreading out the mass population loss over a period of time, this approach will prevent extreme ups and downs in the game, while maintaining the death/loss approach and not upsetting the balance.
- A number of improvements have been made to the Ui elements positioned for status reporting in the top locations of structures.
- For some developments, the requirements and the types of materials they demand, as well as their values, have been slightly modified and adjusted.
- The feed ring of the Windmill II structure has been expanded. Thus, it was enabled to generate more electricity by feeding from more sources. Compared to the Windmill I structure, the incentive of the transition to this structure in the direction of efficiency has been balanced.
- ‘Unkept Promisses’ Task revision: The repetition interval of the task, which is activated when the target food ration value is missed for three consecutive days and the community wants to achieve the promised distribution rate, has been revised to be less repetitive.
- The functions to inactivate/reactivate and hide/unhide traffic lights have been added to the Ui panel of all junction components.
- The starting materials provided in the new session, which starts from the Cycle V stage with the 'advanced time period' game setting, have been increased.
- In some cases, it was reported that when a new service structure was built from the existing service structures in the universe, the positive effects caused by the distribution could not be triggered correctly. This has been fixed.
- Fixed Freight negative effect warning on building’s top Ui not turning off.
- Fixed Bakery building's top Ui general indicator was positioned too high
- It was detected that the explosion effect of the 1st level kitchen structure after a lightning strike was not working correctly. Corrected
- After the railway upgrade was completed, the effect for 'Regional settlements', which applied a negative efficiency effect due to the lack of a railway connection, was removed. Now only the positive effect will work when the railway is built in the region.
Thank you for your kind support and interest.