Go-Go Town! Major Update 1 - Build + Bustle
Author: obnhoj,
published 1 month ago,
[b]A New build is up (0.5.56.16968EA)[/b]
[u]New Features[/u]
[list]
[*] Play space increase: 5 new areas of the map to unlock.
[list][*]Visit your Friendly and professional Real Estate Agent to unlock new construction areas throughout [/list]
[*] Zone Customisation: Players can now modify and create the location and size of industry zones (Fishing, Forestry, Mining, Farming).
[list] [*] Added 3 new zones for the player to place (Giving a total of 4 of each zone type).
[*] Added New Zone Border Visuals.
[*] Added New ‘Zone’ Section in Build Menu.
[*] Added New Prop “Mining Shafts”: these link to new mining interiors.
[*] Modified prop spawning rules in zones to fit the new dynamic shapes.
[*] Player can now freely move props within industry zones (ie, Trees, Shrubs etc).
[*] Player can give each zone an Icon to help identify them.
[*] Timeclocks can no longer be placed in interior spaces, any timeclocks that were previously placed inside have been placed on top of your zone sign, ready for you to relocate.[/list]
[*] Subways: Help get around town!
[list]
[*] Added 4 Subway lines, each with 5 placeable stations.
[*] Player can give each station an icon to help identify them.
[/list]
[*] Car Parks + Vehicle Racks: Store a vehicle for quick and easy access
[list]
[*] Added Car Park for Road Vehicles.
[*] Added Vehicle Rack for off-road vehicles.
[/list]
[*] New Exploration Maps
[list]
[*] Added two new explorable maps, each with hidden content to find within.
[/list]
[*] 3 Mining shafts
[list]
[*] The player can place mining shafts in mine zones, each accessing a unique mining area.
[/list]
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[u]New Content[/u]
[list]
[*] 6 New Townies
[*] 1 New Vehicle
[*] New Player Cosmetics
[list]
[*] 6 new Hairstyles
[*] 1 new Glasses
[*] 2 new Hats
[*] 1 new Backpack
[*] 2 new Dresses
[*] 1 new Legs
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[*] New Decorations and Props
[list]
[*] Freeway Set
[list]
[*] Highway Barrier
[*] Roadworks Barrier
[*] White Loop Barrier
[*] Road Sign
[*] Bridge Road
[*] Boom Gate
[*] Signposts x 2
[/list] [*] Gardens Set
[list]
[*] Outdoor Setting
[*] Garden Arch
[*] Lamp Post
[*] Hanging Street Lights
[*] Swing Set
[/list][*] Giant Game Pieces Set
[list]
[*] Chess Pieces x 12
[*] Checker Pieces x 4
[/list][*] Classical Set
[list]
[*] Classical Statue
[*] Classical Display Plinth
[*] Classical Bench
[*] Classical Brazier
[*] Classical Column
[/list][*] Beach Set
[list]
[*] Deck Chair
[*] Tiki Torch
[*] Beach Restroom
[/list][*] Hedge Archway
[*] Flowers
[list]
[*] Marigolds, Sunflowers, Tulips in various colours
[/list]
[/list][*] New Terrain Tiles
[list]
[*] Pink Grass
[*] Checker/Chessboard
[*] Hedge Maze
[/list]
[*] 47 New User Icons
[/list]
[u]Bugfixes, Improvements and Fixes[/u]
[list]
[*] Import Menu
[list]
[*] Import App has been re-designed to better help you locate items.
[/list][/list][list][*] Building Menu
[list]
[*] Added Terrain Eyedropper - In build mode you can now press Tab/Y to jump to the terrain tile that is currently under the cursor.
[*] Building menu will now wrap back to start upon reaching the end of the list.
[*] Building menu ‘groups’ are now uniquely styled to increase clarity.
[*] Items are now all stored in correct groups in the Build Menu
[*] Fixed prompts in build mode saying you could delete an item when you couldn’t
[*] Stopped the drone in build mode from triggering an effect when you perform an invalid delete action
[*] Fixed Coop build mode issues where players could place more props than they were given.
[*] Fixed flickering when moving the cursor in build mode.
[*] Shells will now display the name of the Fitout when hovering over the structure in build mode.
[*] Resolved issue where pressing rotate and move at the same time would teleport a prop to 0,0.
[*] Resolved an issue where dropping a prop in the same frame as it was deleted could cause issues.
[/list]
[*] Customisation Menu
[list]
[*] Added Seen/Unseen indicators to Customisation Menu.
[/list]
[*] Storage
[list]
[*] Allow players to lock items in Storage Area.
[*] Fixed issues with Storage Area not correctly updating worker preferences when moved.
[*] Small and Medium storage boxes are now colour-coded based on which zone they are in, and which workers will use it.
[*] Fixed issue where storage boxes would spit out all items when locks were removed.
[/list]
[*] Misc UI
[list]
[*] Phone Nag alerts will now dismiss as soon as you open the phone app, instead of having to schedule a challenge, or install an app.
[*] New icons for townies when their join requirements can be met.
[*] Import Menu : Alphabetically sort items. This is just a quick update to help you find what you’re looking for to tide you over until we give it a helpful redesign.
[/list]
[*] Gameplay
[list]
[*] Adjusted small vehicle collision shape to exclude the rear of the vehicle, should stop players being hit by a vehicle as they run up behind it.
[*] Fixed Pill Bug from being ever-so-slightly off-centre
[*] Added ‘Unstuck’ Option to pause menu to help you if you get stuck in an area you can’t escape from.
[/list]
[*] Autosave Improvements
[list]
[*] Added on-screen indicator while Autosaving
[*] Attempt to not trigger a second autosave on exit when the current save is still valid ( this is to stop churning through autosave slots ).from.
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[*] Misc Bugfixes
[list]
[*] Fixed issue where player could get stuck if they were actively using a tool when a cinematic was triggered.
[*] Fixed issue where Agents were facing the wrong way.
[*] Resolved issues with Storage Shuffle sorting by size and not type.
[*] Resolved issue where a second player could invite a townie without paying the join fee.
[*] Modified seed text on manage menu to say "x Seed Types Available" instead of "x Seeds Available".
[*] Game should no longer freeze when quitting
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[*] Key Rebind Bugfixes
[list]
[*] Fixed issues where using non-QWERTY keyboards could result in incorrect glyphs being displayed
[*] Fixed issues binding with various input types.
[/list]
[*] AI and Pathfinding
[list]
[*] Improvements to Maintenance worker pathfinding which should reduce the amount of time they stand idle attempting to navigate to dirty tiles.
[*] Fixed issue where workers would pick up and drop items if there was absolutely zero storage in a zone.
[*] Resolved issues where AI Pathfinding could take long times on larger levels.
[*] Resolved a lot of the worker juggling issues (Note: There are still more to fix, but this should help in the meantime).
[*] Resolved issues with AI Pathfinding and diagonals.
[*] Maintenance workers should no longer form conga line and all try to grab the same bubble gun/Garbage
[*] Maintenance workers will now idle correctly when they have no active tasks
[*] Resolved some issues with Worker AI and item desirability not being correctly updated when modifying recipes
[/list]
[*] Design and Balance
[list]
[*] New Recipe for Feed for the Food Processor. Given when the player unlocks the Cow Stall. Currently 1 Wheat = 2 Feed.
[*] Added Export Missions for Herbs n Spice, Tomatoes, Feed, and Fluff.
[*] Lowered drop rates for Herbs n Spice
[*] Adjusted Whispy townie spawn requirement to be when 1 Jack-O'-Lantern is placed instead of 3.
[*] Increased the amount of farm plots the player can purchase in the import catalogue.
[*] Various new items added to the import catalogue. Some items must be discovered or unlocked in EGO tech app before they appear in the import catalogue.
[*] EGO Tech updates to support new content: additions to some unlock packages as well as completely new packages to unlock.
[*] Added new Townpedia entries for Subway Stations, Zone Editing and Vehicle Parking.
[*] Recipe for Protein in Feed Maker using Large Mushrooms.
[*] Added Large mushroom seeds to tech tree.
[*] Cactus and Rock Piles from the desert can now be ordered via Import after discovery.
[*] Added a bunch of vehicles to Import which will appear after the player has driven that particular type.
[/list]
[*] General
[list]
[*] Added New 'Gull' critter type, which will appear near non-desert sand tiles .
[*] Each fishing spot now has a unique shadow.
[*] Improved Fog rendering at far distances.
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