Hello tycooners! I hope you've been enjoying the [url=https://store.steampowered.com/news/app/726840/view/3129445029373219962]dark mod update[/url] I pushed back in March. I know you're eagger for more City Game Studio content, which is why today should be particular interest to you as I officially launch the v1.8.0. [h2]Ultra wide monitor support[/h2] Since February 2019, when City Game Studio release in early access, you keep asking me for new features. One in particular frequently comes up, the support of ultra wide screens. City Game Studio uses Godot Engine, a very powerful Open Source game engine. This engine does not handle resolutions in the same way as Unity3D or Unreal Engine. Lacking experience with Godot Engine I thought that supporting ratios other than 16:9 would be impossible. Nevertheless, I decided to implement this feature. One week later, I manage to create a functional version, yet very experimental. I will have to recreate most of the assets of the game, but also rework all the scenes of City Game Studio. Icing on the cake, by adding the support of ultra wide screens, the camera algorithm of City Game Studio has been simplified. [img]https://clan.cloudflare.steamstatic.com/images//31019566/e1d21e0006f626efa435cb920ce592cdd646dcfd.gif[/img] Getting this feature in place helped me to better understand how to handle different screen ratios with Godot Engine. One thing I can say is that it really is well thought out, much better than some other game engines. Thanks Godot Engine! [h2]Other changes[/h2] While I was working on the ultra-wide screen support, [b]Diminatsis[/b], a modder from [b]City Game Studio[/b], brought up a point. If you publish an online game, then that game stays on the market as long as you don't take it off the market. Unfortunately, when you sign an exclusivity contract with a console manufacturer, you lose the right to remove a game from the market. Therefore, you cannot remove an online game for which you have signed an exclusivity contract from the market. For now on, after one year, you can pull out of the market any title that is exclusive to a console manufacturer. [b]tht014,[/b] another player from [b]City Game Studio[/b] also pointed out inconsistencies while launching an advanced game by shifting the start date to 2014 ( for instance). In such a configuration, when creating a new game, development costs indicated by the interface did not correspond to the real costs of [b]City Game Studio[/b]. Therefore, I looked into this problem, and I noticed several inconsistencies regarding game development costs. I corrected the license costs of some consoles while fixing the bug. On top of that I tweaked the quality of the game reports. Game reports quality, i.e. number of tips they contain, is proportional to the difficulty of the game. [h2]Changelog[/h2] [h3]Feature[/h3][list][*] Game exclusive: Can cancel a game exclusive after 1 year [*] Add Ultra-wide-support[/list] [h3]UI[/h3][list][*] Improve main menu icons [*] Rework several icons to add colors[/list] [h3]Bugfix[/h3][list][*] Game development: Show the right development costs[/list] [h3]Balancing[/h3][list][*] Re-balance post-mortems result ratio per game[/list]