Production Line + DLC GOG

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vastyr
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Production Line + DLC GOG

Post by vastyr »

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Production Line

Genre: Simulation - Strategy - Managerial
Works on: Windows (7, 8, 10)
Languages: Audio and text: English
Features: Single-player
Released: May 18, 2017
Size: 275 MB
Company: Positech Games / Positech Games
Installer version: 1.81d_(64bit)_(33441)
Store page: https://www.gog.com/game/production_line

About: Production line is the new car factory management/simulation/tycoon game that pushes your
organisational and entrepreneurship skills to the limit. Can you build the ultimate optimised, free-flowing
car production line whilst beating the competition and still turn a profit?

A modern car factory is a near perfect example of efficiency, process-management and flow. A massive
army of precision-controlled robots dance to a milimeter-perfect ballet of engineering excellence with
perfect timing. Components snake along conveyor belts to a 'just-in-time' ordering system that leaves no
pauses, no delay, no confusion or congestion. Nothing exists but the perfect flowing efficiency of high
tech car

construction...

...in theory.
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In practice, of course, life is not so simple. When you get to grips with your first factory design, it
certainly will not feel in a state of pure flow...or profit for that matter. Making a handful of built-to-order
cars and breaking even is one thing...but competing with the big multinationals and churning out
thousands of cars for the mass market is a whole new ballgame.

To win market share from the big companies you are going to need planning, an appreciation of future
technology, a careful eye on your bottom line, and an ability to design a factory layout that makes use of
every square meter, and cuts production costs per car to the absolute minimum. Have you got what it
takes to win?

Production line is the new car factory management/simulation/tycoon game from Positech Games, the
developers of Democracy & Gratuitous Space Battles, and publishers of Big Pharma. This game is
designed to appeal to the efficiency geek in all of us, the person who cannot help but organize things for
maximum performance. The closet entrepreneur, the stats-geek, Is that you? if so...welcome to your
dream game (we hope!)
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The key to understanding production line is the division of labor and the merits of purpose-built
machinery. At the start, your factory will be small and the individual slots on your production line will
carry out large complex tasks (like fitting the car body). As you research better methods, and earn the
funds to expand, you will continue to subdivide those slots into smaller (and faster) production areas
which keep the flow of new vehicles flowing smoothly. At the same time, product design researchers will
be working out how to enhance your cars with new technologies such as automatic headlights, power
steering, bluetooth phone support and voice recognition.

its a race to be productive AND a race to be profitable. Are you ready to compete?

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Doors that go like this

Released: May 1, 2019
Size: 5 MB
Store page: https://www.gog.com/game/doors_that_go_like_this

About:
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Are you tired of making cars that are easy to get into? Tired of making cars that look sensible and are
driven by ordinary people? The 'Doors that go like this' expansion contains everything you need for a
billionaires mid-life crisis. Add Scissor doors, Butterfly Doors and Gull-wing doors to the sedan, sports
car and the all new gratuitously expensive supercar body style. Enjoy production of the only car body
style that looks good in bright orange! Find a way to take money from people with way more money
than sense! Join in the global trend for monetizing billionaires insecurities with these totally
impractical but somehow strangely desirable super-expensive car models. Remember... you are not
truly successful in life unless your car has doors that mean you cannot park it anywhere.

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Design Variety Pack DLC

Released: October 24, 2019
Size: 13 MB
Store page: https://www.gog.com/game/design_variety_pack

About:
They say how your car looks says a lot about your personality. Do you want something aggressive and
fierce, or something quirky and fun? what exactly does it tell us about a persons soul if they have
slightly rounded wing mirrors? Such metaphysical conundrums may keep psychologists busy for many
millennia, but what we know for sure is that people like variety in the appearance of that expensive
metal box that takes them to the shops. Now that variety can be YOURS too! This DLC includes a new
design style for each of the car categories in the base game (Sedan, SUV, Compact, Offroad, Pickup,
Sports, Van). The new designs have to be researched, but they are purely cosmetic, much like in real
life.
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Processor: intel i5 1.6GHZ
Memory: 4 GB RAM
Graphics: intel HD3000
DirectX: Version 9.0c
Hard drive space: 500 MB
Mouse, Keyboard

Recommended system requirements - Windows: 7 / 8 / 10
Processor: intel i7
Memory: 4 GB RAM
Graphics: intel HD4000
DirectX: Version 9.0c
Hard drive space: 500 MB
Mouse, Keyboard
► ChangeLog
Update 1.81 (20 October 2019)
1) [Bug] Fixed rare case where some cars would have missing components at specific zoom levels (only painted components drawn) also affected cars drawn in conveyor-placement mode.
2) [Bug] Fixed bug where you could get the demolish tool 'stuck' because it didnt cancel when right clicking.
3) [Bug] Fixed bug where backspace key removed 2 characters instead of 1.
4) [Feature] Added new 'import flow analysis' feature to slots. New arrows on the import tab for the slot window lets you toggle a feature to show the import source for any selected resource. you toggle a feature to show the import source for any selected resource.
5) [Feature] New hotkey: 'P' (remappable) moves the currently selected slot (instead of having to click the move icon at the top right).

Hope you like these changes. TBH 95% of players will not notice, but if you are playing large late-game maps, those bugs may have affected you and you might find the import flow analysis thing helpful for working out why some resources are causing a bottleneck. Feedback on this is welcome.

Update 1.80 (3 October 2019)

Performance boosts, better tutorial, bug fixes etc
14 improvements to the game including an improved tutorial,bug fixes and late-game performance improvements.
1) [BUG] Fixed bug where graphics on RHS of screen corrupted when viewing maintenance overlay on a screen wider than 4096 pixels.
2) [Feature] Search bars on R&D and task picker now create a drop down of items to click on as well as zooming to the first item.
3) [GUI] There is a new button on the showroom screen that allows you to toggle between the normal and (new) summary view.
4) [Bug] Fixed wrong display of points-per-minute on the R&D screen for designs. (purely a visual problem).
5) [GUI] Battery indicator now shows supply values over 100%.
6) [Bug] Fixed bug where if you changed a floor tile using the factory decoration several times, then removed a slot, only the first change is remembered.
7) [Feature] Mods can now include scenarios in the modnamedatascenarios folder and they will be recognized. (still only 1 per map for now).
8) [Bug] Fixed some bugs relating to manufacture of powertrains (upgrades were not mutually exclusive) and stop start engine upgrade not requiring the correct components.
9) [Bug] Fixed rare bug that gave an error about being unable to highlight a tutorial window.
10) [GUI] Improved and expanded initial tutorial
11) [Bug] Aluminium is now available as a resource everywhere once you research alloy wheels OR aluminium bodies.
12) [Bug] Fixed error in the way imported components were being calculated on the components efficiency screen, meaning they were sometimes assumed to be imported when stockpiles were being run-down instead.
13) [Bug] Fixed UI anomaly on the lines showing incoming resources to a slot on huge maps when partially zoomed in.
14) [Performance] major speed-up of the processing of customers for late-game with many customers and cars in showroom for a long time.

Thats all for now :D

Update 1.79 (16 August 2019)

Hi all! Here is a relatively big update to the game with lots of cool stuff...
[version 1.79]

1) [BUG] Fixed timing bug that affected the speed that some slots operated in certain combinations of upgrade.
2) [GUI] You can now scroll on the marketing screen using the mouse wheel.
3) [Bug] Fixed crash bug on certain fixed hour boundaries if a debugger was detected.
4) [Bug] Fixed crash bug when placing supply stockpiles rapidly after one another when frame rate was low or number of slots really high.
5) [GUI] Sort order and direction now remembered for the vehicle design screen, the expenses list and the component (efficiency) list.
6) [GUI] Income screen now has sortable columns.
7) [GUI] The bottom-right screen event messages now have delete buttons so they can be closed immediately.
8) [Bug] Fixed some weird incorrect characters in certain areas of Italian language text.
9) [Bug] Fixed hyper rare crash bug relating to advisors and multithreading.
10) [Bug] Fixed crash bug when moving visual inspection slot with all upgrades.
11) [Balance] Reduced market value of a hybrid powertrain to $7,500. Increased cost of Hybrid Powertrain to $1,950.
12) [GUI] An extremely long list of minor changes and tweaks to colors / positions, fonts etc for various parts of the UI.
13) [GUI] Search bar added at the top of the slot picker!
14) [Bug] Fixed missing resource options for the import priorities tab for non-standard powertrains (hybrid etc).
15) [GUI] Both direction drag now works in map editor create new zone.
16) [Balance] Hybrid powertrain never becomes common now.
17) [GUI] Improvements to UI for placing resource conveyors.
18) [Bug] Fixed GUI bug where the AI-research icons on a research-facility popup did not drag with the parent window.
19) [GUI] Hovering the mouse over the sales/showroom button now expands that white bubble to show a detailed showroom breakdown.
20) [Content] 5 new researchable marketing options: Social media,Sponsorship,Product Placement,Billboards and Banner ads.
21) [Content] Better car light graphics.

Hope ya like all these changes. I think the new lights look cool, and I'm glad I finally got around to expanding on the marketing options. let me know what you think :D

Update 1.78 (17 July 2019)

1) [GUI] Fixed bad formatting of car sales values over $2billion.
2) [Content] Added new researchable upgrade for the visual inspection slot which makes the checks take much longer but very high chance to spot defects.
3) [Content] Added new researchable slot to manufacture hybrid powertrains.
4) [GUI] Improved a number of tooltips and requirements on the research screen to hide pointless tooltip information, reformat short ones, and make requirements more sensible.
5) [GUI] Clicking any box on the market matrix (sales) where you have a design for that price/body style now opens the design window for the first matching design.
6) [GUI] The text on the market analysis window for each car design can now be clicked on to open the vehicle design screen.
7) [GUI] Added visual up/down indicators to the columns in component efficiency and finance expense screens to indicate/reflect the current sorted column and direction.
8) [GUI] You can at last drag-and drop research queue items to re-arrange them!
9) [GUI] Added search bar to the top right of the research screen. start typing in there to find a tech from its name.

Hope you like these changes! Feedback welcome. I have a list of small GUI changes todo, and also plan on looking into some late game marketing options to boost sales for those ultra-huge factories.

Update 1.77 (24 June 2019)

Lots of UI improvements in this one. Here is the complete list

1) [Bug] Fixed crash bug when deleting a smart junction with an open config window for that junction, then adjusting its settings.
2) [Bug] Fixed misleading yellow warning for sunroof on some designs where panoramic sunroof was unlocked and common but not valid on that body style.
3) [Bug] Fixed missing import config options on the fit seats slot for nappa, red and white leather seats.
4) [GUI] Finance screen tabs now autosize where possible to save taking up too much space.
5) [GUI] Expenses tab on finance screen now sortable up/down on each column. Pie charts now sorted by cost.
6) [Bug] Fixed crash bug when marketing window is open at the point when a marketing campaign ends. Also the customer/revenue stats now update in real time.
7) [Balance] Brand awareness from high sales (organic) now easier to achieve and has a bigger effect. This is now shown on the brand awareness box.
8) [GUI] Options screen now includes the option to disable the red flashing and facility pop-ups when no research is currently taking place & facilities exist.
9) [Bug] Fixed bug where you could still click on or right-click-delete a blueprint when those blueprints had been deliberately hidden.
10) [Bug] Fixed hang when connecting resource conveyors to a vast list of unconnected stockpiles with the slot notices activated.
11) [GUI] Vehicle design screen now shows design preview icons by names (if space permits) unless it needs the space for longer names.
12) [GUI] Vehicle design screen feature strips are smaller and the market price has been moved to the tooltip.
13) [GUI] A number of user-interface and formatting changes (improvements hopefully) to the research and development screens.
14) [Balance] Increased both the cost and the research speed of research offices and centers by 10%.
15) [GUI] Changed some of the UI colors and added support for a proper color palette loaded from a bitmap.

These changes mean that its now SUPER easy for me to change the color palette used for the UI, so I'm very open to feedback on that (FWIW its a file inside \data\bitmaps called color_palette.png, you can edit it yourself).

Hopefully the extra data that is now shown when hovering the mouse over a feature on the vehicle design screen is helpful tom players. This calculates the actual real world cost of the resources required, taking into account cases where you are producing some or all of them in-house, and how much the raw materials thus cost. Thanks for all your support, ideas, and kind words about the game.

Update 1.76 (05 June 2019)

Hi everyone! A bunch of cool new improvements covering all areas of the game, here is the complete list:

1) [Bug] Fixed crash bug when using B hotkey twice with task picker closed.
2) [GUI] Improved component tab on efficiency screen shows more stats, in more sortable columns, with only one column now.
3) [GUI] Improved pie charts on expenses chart now highlight the top few component costs as different shades of red.
4) [Bug] Fixed missing LED headlights graphic for sports car.
5) [Bug] Fixed bug where the player was not credited a refund when unused resources were automatically refunded by a slot due to not being used over a long period.
6) [Bug] Fixed bug where the 'prefer local' option for resource importing seemed to work incorrectly.
7) [Balance] Slowed down the rate at which the perceived value of vehicle features change over time in response to competition. This should reduce price micro-management.
8) [Bug] Fixed bug where car designs that used white or red seats, but fewer of them due to body design were using too many and wrong seats.
9) [Bug] Fixed issue where in certain combinations, resources might be ordered badly by slots, notably the air suspension upgrade on fit undercarriage.
10) [GUI] Changed the vehicle design screen so that component cost was using the current purchase price of components, not just the games starting price for them.
11) [GUI] Improvements to map editor to allow placement of import/export on edge tiles, also blocks out and shows the 2 adjacent tiles next to export slots.
12) [Performance] Reduced lag on huge maps when placing new overhead conveyor routes.
13) [Bug] Moving a task-linked supply stockpile now retains its task link.
14) [Bug] The advice to research new body types now will not trigger if you are already researching your first body type.
15) [GUI] When placing a conveyor or the overhead conveyor, ESC key now cancels, as does right-click.
16) [GUI] When design is being researched (or along with normal research) an extra green progress bar appears by the research icon now.
17) [Bug] Fixed zoom limit on map editor with really big maps.
18) [GUI] Zoom in/out with the mouse wheel on the map editor now does zoom-to-cursor.
19) [Bug] When moving an existing slot, disabled upgrades are no longer removed and need re-buying.

Hope you like the changes. I have more improvements planned for the charting and reporting stuff. Some of that formatting could be improved. I also want a more elegant way of breaking down component import costs. Hopefully the game will have slightly less micro-managing of prices now, and for people on massive, slow custom maps, performance should have been boosted a lot.

Please let me know here if this update has introduced any new issues. The known 'problems' I am aware of are:

1) very occasionally cars are drawn with missing components after playing for a long time and slightly zoomed out.
2) very occasionally the screen will go mostly white for a period, which is fixed the minute you re-start the game. I still cant reproduce this yet.

Thanks for all your support in offering suggestions and advice to improve the game, and for continuing to support my little company :D

Update 1.75 (18 May 2019)

[version 1.75]

1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now.
2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched.
3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature.
4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.
5) [GUI] The discounts for the showroom have been moved into a tab on the market screen.
6) [Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game.
7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats.
8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place.
9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game.
10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.
11) [GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them.
12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds.
13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot.
14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked.
15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly.
16) [GUI] Market value of each car now shown in the vehicle design screen.
17) [GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list.
18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense.
19) [GUI] Fixed layout of market analysis screen at 2560x1440 res.
20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds.
21) [GUI] Fixed font problem with the X character in company name.
22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion.
23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed.
24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically.
25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2. Hope you like these changes. I am planning on improving the reporting of what components are costing you on the finance screen for the next update.

BTW the latest blog video can be found here:

Update 1.74 (01 May 2019)
Doors that go like this DLC released

[version 1.74]

1) [Bug] Fixed rare crash involving placing a blueprint for a slot on top of a starting-slot (like chassis assemble), then buying the blueprint.
2) [Bug] Fixed crash when loading a game with vehicles at any very extreme edge tiles.
3) [GUI] Improved usability of scroll wheel on car design price slider.
4) [Balance] New car designs get a sensible starting price when created due to research to prevent accidentally having zero priced cars.
5) [Balance] Increased purchase price of the shipping and paperwork slots by 30%
6) [Balance] Increased purchase price of the fit computer and fit electrical components slots by 80%
7) [Balance] Doubled the purchase price of the make electric powertrain and make electric motor slots.
8) [Balance] Doubled the production cost of the make steel sheets slot.
9) [Balance] Reduced the research cost of smart junctions by about 50%.
10) [Balance] Increased the research time for some types of wheels and seats (design types).
11) [Bug] Changed the export-rate for supply stockpiles so that they could not be overwhelmed, resulting in long invisible queues and an inability to send items out at a reasonable rate.
12) [Bug] Fixed crash bug under certain circumstances when deleting very busy resource importers.

Update 1.73 (17 April 2019)

Right...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better. Plus the rapid shipping thing is cool. And yet more performance improvements (I'm determined to have it running silky smooth for you people with insane-size factories).

1) [GUI] The choose company logo window is now larger if space allows.
2) [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly.
3) [Bug] Fixed resource bug whereby with 'prefer local' setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile.
4) [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out.
5) [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades.
6) [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera.
7) [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction.
8) [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now.
9) [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.
10) [GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen.
11) [GUI] Mod browser now shows red/green for disabled/enabled status on the left hand side.
12) [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly.
13) [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable.
14) [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.
15) [Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go.
16) [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels.
17) [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.
18) [Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled.
19) [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors.
20) [Bug] Fixed bug with global local setting for resource imports.
21) [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors.
22) [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked).
23) [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories.
24) [GUI] Improved the design of the vehicle price slider.
25) [GUI] Fixed UI issue where the width of the 'defects' tooltip for vehicles was too long in rare cases.

Hope you like the changes. if I have broken anything at all, please let me know!

Update 1.72 (01 April 2019)

Hey all! Any update with any crash fixes is getting prioritised for release, so here is another update. We have made a big performance increase that you will really notice if you have big maps or a very low spec PC. We also fixed some obscure crashes, and there are some nice UI tweaks too (I'm especially happy to finally get that click-production-schedule notice thing in there!). Hope you like the changes :D

1) [Bug] Fixed crash when a supply stockpile window is open, and linked to a specific slot while research completes for an upgrade that would add new resources to that slot.
2) [Performance] Sped up calculation of maintenance effect overlay which might fix a crash bug for the maintenance facility.
3) [GUI] Added hotkeys for finance screen ('f'), Vehicle design ('v'),Research ('t'), Sales ('m'), Efficiency ('e'). All are remappable.
4) [Performance] Much faster route finding, which should boost performance during load and also when placing new slots or resource importers/conveyors.
5) [Bug] Fixed error where the token 'SHARE' was shown untranslated in one event pop-up window.
6) [Feature] A new button at the bottom of any slots 'imports' tab gives you access to a screen which lets you change the global import setting for all current & future imports.
7) [GUI] You can now move individual items up and down within a production schedule using new up and down buttons.
8) [GUI] You can now click directly on those pop-up notices at the start of a production line to go directly to the production manager screen for that slot.
9) [GUI] You can now click anywhere on a closed drop-down list to expand it.
10) [Bug] Fixed bug where saving a game and then re-opening the save game list shows two copies of the same game.

Hope you like the changes. More GUI tweaks and balance tweaks to come in the next few weeks. Plus maybe some cool new content... :D If you like the game, PLEASE leave us a positive review, it is so appreciated when people do that and only takes a minute or two!

Update 1.71 (22 March 2019)

Hey everyone. This is mostly a bug fix update, but we also added in much requested sliders for both autosave frequency and camera panning speed to the options menu. Here is a complete changelist:

1) [GUI] Added sliders in options screen to adjust camera panning speed and autosave interval.
2) [Bug] Fixed some issues that allowed nonsensical combinations of some features such as pollen filters without aircon, or large batteries with a hybrid powertrain.
3) [Bug] Fixed crash bug when clicking on the notification message that a world event has recently ended.
4) [Bug] You can now no longer place down cosmetic items on walls on locked areas or in facings that cannot be seen.
5) [GUI] Changed the reporting of customers per hour on the market screen so it shows 'average' customers per hour, not the number for the previous hour.
6) [GUI] Changed the 'next slot not found' error so it reports the next unlocked slot, not ideal slot. Also fixed word-wrapping on those messages & partial car rendering.
7) [Bug] You can now move existing slots regardless of whether or not you could afford to buy a new slot of that type.
8) [GUI] Fix for display problems when any financial figure exceeded roughly 2 billion.
9) [Bug] Fixed crash when selecting the research button when clicking to see details of a rivals recent research.
10)[Bug] Fixed bug relating to deleting resource importers with items bound for a supply stockpile in the queue which could lead to supply stockpile problems later.
11) [Bug] Fixed crash bug when hovering mouse over details window for rivals research, closing it, then launching the features tab of the efficiency window.

We plan to revamp some of the pathfinding code before the next update which will lead (hopefully) to better performance on really large maps (especially custom ones with lots of extra importers). I also have plans to work on the following: A button to toggle off all blueprints A button to reset the advisors advice so you can see it again after toggling it off. Allowing you to change the order of items in the production queue.

A big thankyou to everybody has been buying and reviewing the game. If you are enjoying it, and have not already done so, please leave us a positive review, its one of the best ways for us to get attention for the game!

Update 1.70 (13 March 2019)

Quite a small patch this time, just to address some items that came up now we have a larger playerbase hammering the game. Here are the changes.

1) [GUI] Word-wrapping works on the blueprint slot names now.
2) [Bug] Fixed bug where it was possible in some circumstances to skip specific slots on the line.
3) [Gfx] Tweaked the animation for polishing paintwork so its scales nicely with the progress of the slot.
4) [Bug] Fixed crash bug when trying to toggle off the upgrade for the maintenance facilities.
5) [GUI] You can now type non english (supported characterset) characters into text edit boxes like company/vehicle name.
6) [GUI] Added an explicit fullscreen button to the resolution picking screen under options to reduce confusion on how to enabled fullscreen.
7) [Sounds] Reduced volume of slot placement sounds.
8) [GUI] Added an extra line in the tooltips to show any applied discounts to the price on cars in the showroom.
9) [GUI] New statistic displayed on vehicle design window: 'in production' to show partly assembled cars of that type.
10) [Bug] Hopefully a fix for the rare 'too many path objects' crash.

We have a list of things we will be working on over the next week or two, including a fix for the financial totals screwing up if they go beyond 2 billion dollars, improvements to the UI to allow changing the order of car production, better explanations for which slot is missing next, and making camera pan speed configurable.

I'm also aware of a bug where music stops after a certain amount of time for some players, and that there is a crash bug relating to the maintenance facility for some players. I'll also be looking into making it easier to copy existing lines at some point, and looking into some code optimisations too.

Eventually we will get working on an expansion too :D
Update 1.68 (01 March 2019)

Hi there! This is the last feature-update before we come out of In Development. The next week is likely to just be bug fixing and usability/UI tweaks and fixes. Here is the list of new stuff:
[version 1.68]

1) [GUI] Changed vehicle renaming so it doesn't annoyingly add (1) to a duplicate name until you leave that screen, to prevent driving people MAD.
2) [GUI] Component prices on the finance screen can now be sorted up or down by either name or price.
3) [GUI] Added remappable shortcut key (B) to toggle blueprint mode.
4) [GUI] Redesigned layout of car design screen to accommodate longer languages.
5) [Feature] Added Swedish translation and improved others.
6) [Bug] Fixed bug when adding items to a supply stockpile where some categories would occasionally not be shown.
7) [GUI] Smart junctions now retain their list of designs when switching in/out of design mode, and also add new designs to the default list.
8) [Bug] Fixed crash bug when moving existing paint drying slots.
9) [Feature] You can now move supply stockpiles, and they keep their configuration when moved.
10) [Bug] Fixed bug where if you changed floor textures under office space, then moved existing office facilities, the default office floor texture was not re-set.
11) [Feature] Added researchable make electric motor and make electric powertrain slots.
12) [GUI] Canceling a slot or facility movement action snaps the item back to its old location.
13) [Feature] You now get a brand awareness boost of up to 20% automatically if you have high number of sales over the last four hours.
14) [Bug] Moved slots now remember their import preferences.
15) [Feature] Telling a supply stockpile to copy a specific task's requirements now links it, and it auto-updates to account for new research. Any manual change to the slot breaks the link.
16) [GUI] You can now place down conveyor belts as blueprints.
17) [GUI] The production schedules at the start of each line are now saved if you move that slot.
18) [GUI] Slight gradients on the vehicle design price slider now mark out the different price ranges.
19) [Content] Some new items have been added to various slots, to show gantrys, dashboards, shock absorbers, speedometers,automated platforms & scisssor lifts.

Hope you like the new stuff. feedback most welcome, as are bug reports, we really want a bug-free emergence from In Development. Many thanks to all your support while the game was in development. Suggestions for future updates also welcome. if you like the game and have not yet left a review, it is much appreciated!

Update 1.67 (12 February 2019)

Hi everyone! A quick update before we add swedish translation and translations for the new in-game playerguide. Hope you like these fixes and improvements to the game:
[version 1.67]

1) [Bug] Fixed building zone unlock costs all being zero.
2) [GUI] Conveyor placement now cancels if it would make the player bankrupt
3) [GUI] Changed R&D screen to ensure connections to items not currently on screen are still visible to avoid confusion.
4) [Feature] Added a new in-game player guide (F1 or ? button) to explain game to new players. Also launchable from the main menu.
5) [GUI] Some extra tutorial windows have been added to explain demolishing items and the canceling of the resource conveyor placement tool.
6) [Bug] Fixed display-only bug where the component cost of vehicles with some options (like red leather seats) was miscalculated on the car design screen.
7) [Feature] new icon at top right of a slots window allows you to reposition that slot at no cost.
8) [GUI] New button with a car icon on the features window lets you re-launch the post-research screen to assign features to designs.
9) [GFX] The rear window is now applied visually to the vehicle when the other windows are fitted now, instead of when the windscreen gets fitter.
10) [Feature] Camera controls can be remapped using a new option on the options screen.

Hope you like these changes. We have now raised the price to $24.99, as we get closer towards the release out of "in development". We also plan to add a few more remappable keys, and maybe improve some aspoects of the GUI before release, please vote on the priorities from within the game. Thanks for your support, it is much appreciated! BTW the latest developer video blog showing off some of these features can be found here:

Update 1.66 (28 January 2019)

Hi everyone. This new update marks us declaring that the game is now BETA. That means we are not planning any more major new features pre-release (although we are very likely to continue updating the game post-release). This also means we will be shifting direction more towards bug fixes, tweaks and improvements to stuff like the tutorial.

PLUS WE ARE PLANNING ON RAISING THE PRICE. (We cannot do this until 12th Feb, which is when it will go to $24.95).

Here are the changes in the new version released today:
version[1.66]

1) [Bug] Fixed some graphical glitches with overhead conveyors appearing behind things they were in front of, and vice versa.
2) [Feature] Added new 'world events' to the game which start in the late game and affect prices / demand / features etc.
3) [GUI] Research queue names are now cropped to elipsis (...) rather than word wrapped, which caused issues in German.
4) [Feature] cars now open their hood/bonnet (or trunk/boot for sports cars) to have engines worked on.
5) [Bug] Fixed some mixing or badly translated text in various locations.
6) [Bug] Doubled memory pool for routes to prevent this error: "Too many Path Objects requested!"
7) [Bug] You can no longer change the floor texture of floors 'outside' the factory zones.
8) [Content] Potential, unbuilt export slots now show a shuttered slot rather than just a gap.
9) [Content] New researchable 'type 2' resource importer speeds up resource importing by 20% (also stacks with general speed upgrade research).
10) [Bug] Fixed rare crash bug on launching the production manager screen.
11) [Content] Lots more wall texture options!
12) [Content] New wall-clocks for sales dept, world map for shipping department and animated CNC milling machine for engine block manufacture slot.

Hope you like these new changes. Don't forget to tell your friends who may be thinking of getting the game that the price goes up soon! If you have any feedback on this update please let me know. Like I say, we are mostly looking to tweak, balance and improve the tutorial at this point.

Thanks to everyone who continue to support the game, it is much appreciated, this game would not be as good as it is without the supportive community here and on our website, reddit etc. BTW our latest developer video blog is here:

Update 1.65 (11 January 2019)
Better Stats GUI, Raised platforms Map editor overhaul

1) [GUI] Some improvements to the interface for the map editor.
2) [GUI] Component efficiency window now displays a dash '-' for production in cases where there is no option to produce a resource locally.
3) [Feature] You can now click and drag to edit the wall graphics just like floor tiles in the cosmetic editing feature now.
4) [Balance] Tweaked difficulty slightly easier by adjusting a number of parameters, especially relating to competition and AI research.
5) [Bug] Fixed a few places in the GUI where resource icons like the paint-tin were drawn wrong.
6) [Bug] Fixed a bunch of z-order bugs that drew things weirdly in the factory.
7) [Bug] Fixed occasionally corrupt text on repay loan button.
8) [Bug] Fixed bug where load game screen is stil open if you use the load icons instead of double clicking.
9) [GUI] Changed market screen height so it never obscures the speed buttons.
10) [GUI] Changed production schedule UI so it never spills off the screen bottom on really low res monitors.
11) [Bug] Fixed bug where some robots would not animate at the right times.
12) [Feature] Cars now go up and down on platforms when getting wheels,tyres fitted etc.
13) [GUI] New stats window in the efficiency screen now shows more factory-wide data.

Hope you like these. I do plan to (at last!) start working on world events soon That will include stuff like regulatory changes affecting seatbelts & airbags, increased demand for electric & hybrid vehicles (or changes to resource prices due to global events) and so on...

Update 1.64 (24 December 2018)

[Balance] Job creator achievement requires an extra 200 employees (now 1,200).
[Balance] Production at scale achievement now requires 6,000 not 5,000.
[Bug] Deleting a save game from the load game dialog now works.
[Bug] Fixed bug where sometimes you could not toggle off the advice on certain types of advice dialog.
[GUI] Clicking the research icon on the top menu when it is flashing green (for no design research) now auto-switches to the design tab of the R&D screen.
[GUI] When the research screen is launched to show a specific unresearched item, the screen now temporarily highlights that item to make finding it easier.
[Content] New researchable upgrade for some slots: Liquid-Cooled Welding. (5% faster. All welding slots are 2.5% slower now before this upgrade).
[Bug] Fixed occasional crash bug on some maps when switching to blueprint mode.
[GUI] New rotate buttons now allow you to preview vehicle designs in all four directions.
[Feature] New cosmetic placer on the slot menu lets you change the floor textures (drag place) or place down a few cosmetic items.
[Bug] If you run out of money, and the only available loan will not cover the financial shortfall, it is not made available now.

The liquid cooled welding, rotatable previews and the new customisation options for factory floors etc are likely the most important changes in this build. I've also started work on improvements to the usability of the level editor, which will be in the next patch at the start of next year.

Please let me know if this update causes problems or introduces any new bugs etc. Also thanks to everyone buying the game for your support over the last year, and many thanks to everyone who likes or tweets our developer blogs, and tell their friends about the game, its much appreciated!

Update 1.63 (09 December 2018)

Time for the roll out of a new update. Here is the list of changes in this build:

1) [Bug] Fixed crash bug when deleting a facility that is displaying a details window.
2) [GUI] Vehicle details window now shows the correct sale price of the vehicle when finished, assuming no components are missed and no defects found.
3) [Feature] A system of advisers give helpful pop-up window hints now during the game.
4) [Bug] Processing order of slots now regularly randomised to prevent bottlenecks happening where production lines converge.
5) [GUI] In R&D screen where an upgrade is applicable to multiple slots, its shown as researchable if only the easiest (highest in the hierarchy) slot has been unlocked.
6) [Bug] Fixed crash bug when going from main menu to new game then back to main menu then selecting mods.
7) [GUI] Main menu interface redesigned. Thanks to Perseco.
8) [Bug] Fixed crash bug under certain circumstances relating to large numbers of component manufacturing slots and multithreading.
9) [Bug] Fixed bug where researching electric powertrain made the post-research GUI think you had locked the same upgrade twice.
10) [GUI] Support for new changelist update window on main menu.
11) [GUI] Update notification for non-steam builds also now shows nicer color-categorised and sorted list of changes.
12) [Bug] Fixed bug where on 1280x1024 res monitors some of the speed buttons could not always be clicked.
13) [Bug] Fixed bug where the selected features for smart junctions in feature mode were not properly saved and re-loaded.
14) [Balance] Rework is now researchable earlier and at lower cost.
15) [Bug] Fixed bug where some resources, like directional xenon lights, did not have resource importer strategy options.
16) [Feature] Custom maps are now embedded in save games, so you can edit custom maps and not have them wreck existing save games based on that map.
17) [Feature] New production manager GUI. The big changes are probably the new adviser popups and production manager although you will also notice changes to the layout of the main menu, and hopefully a bunch of small gui tweaks and improvements, plus a lot of fairly obscure bug fixes. Fix #4 is also quite significant I think as it will lead to fare better flow of cars where multiple lines converge.

Thanks to everyone who playtested some of these features in the unstable build as that was good feedback on the advisers, which are now less annoying!

All feedback and suggestions are most welcome!

Update 1.62 (19 November 2018)

Chip research, Preventative Maintenance, Smart Junction varieties & more

Hi all! I just pushed build 1.62 out to everyone! here are the changes:

[version 1.62]

1) [Feature] All car colors are now unlocked in freeplay modes.
2) [GUI] ou can now click and drag around the Research screen in both axis with the left mouse button held down. You can also use middle mouse to do that annoying autoscroll thing too :D.
3) [Content] New feature (researchable): Active spoilers for sedan & sports cars. (powered spoilers requiring sensors and servos).
4) [Content] New upgrade: preventative maintenance. needs researching and can be carried out at each maintenance facility to reduce breakdown chance by 50% in inner radius, 25% in outer radius.
5) [Bug] Fixed visual anomaly where setting a car design colors to chrome, then removing that option could mean some cars changed color when zooming in or out.
6) [Bug] Fixed crash bug (assertion error) when deleting some resource importers.
7) [GUI] Clicking an un-researched upgrade at a slot now takes you automatically to the research screen to show where the research item is.
8) [GUI] Yellow and red warning icons now also show in car design screen on categories where an item (of greater value) in that category has become universal or common.
9) [GUI] Manufacturing slots now show an error message if the export stockpile is not connected, and they will not run until this is corrected.
10) [Bug] Fixed crash bug on some occasions when leaving the slot details window open for a long time on a manufacturing slot.
11) [GUI] Valve and Engine block manufacture now depend on the research of engine assembly manufacture.
12) [GUI] A whole bunch of windows that could not be dragged around can now be dragged. Also icons added to facility/slot details title bars.
13) [GUI] Upgrade strips on the slot details window now show icons for each upgrade instead of pointless cash icon.
14) [GUI] Some pie chart and other chart colors adjusted.
15) [Content] New researchable manufacturing facility and resource: Silicon and Chip manufacturing / Ai chip manufacturing. Adds new employee type.
16) [GUI] Game will no longer allow you to rename or name designs so two designs are exactly the same (caused chaos!).
17) [Bug] Fixed a bug where sometimes applying a tech on the post-research screen did not seem to work.
18) [Feature] Smart Junctions now have side and 3 exit variations. Art not final. New 'default' option simplifies assigning designs.
19) [Balance] When deleting a manufacturing slot you also now get a refund for the value of any stock in the export-stockpile for that slot.
20) [GUI] On the imports tab for slot windows, there are no longer misleading import strategy buttons for raw materials that cannot be made locally.
21) [Feature] Red and White leather seats can now be researched in the design studio and installed in the sedan and sports car.

Hope you like the new stuff. Advisers coming soon. As ever, all feedback is welcome, don't forget to vote on our priorities from the main menu, and if you really like the game, a review is always welcome and a tweet, Facebook or Reddit post is always super-welcome too!
Update 1.61 (30 October 2018)

Loads of cool stuff this time :D

1) [Feature] Loans can now be re-paid early, assuming you have the funds, at a penalty of 12 hours interest. This was widely requested, and I kept putting it off because I felt that it would lead to an unbalancing in the games difficulty, but actually now I’ve tested it for a while I think I’ve got it about right and am glad its in there.
2) [GFX] Conveyors use less obtrusive graphics
3) [GUI] New screen for market analysis to show breakdown of demand, production and sales. I find this new screen really helpful when playing the game towards the later stages when there is a lot to keep an eye on. I worry its not immediately obvious how it works, but I do think its a usability improvement for managing supply and demand.
4) [Content] New researchable upgrade & feature: large touchscreen. To make it obvious some cars are tesla-level expensive, and some are more Ford Ka level… :D
5) [GUI] Vehicle design screen now hides categories entirely if there is only a single default option.
6) [Bug] Fixed design research queue bugs where you could adjust first and last items up and down, causing a crash.
7) [Bug] Fixed bug where the second-nearest import bay for each stockpile was sometimes calculated wrong, meaning inefficient routing. Also major route calculation speedup.
8) [Balance] Major increases in the cost and value of electric car batteries (large and small) and touchscreens.
9) [Balance] Increased the power draw and process time for making wheels.
10) [Content] New researchable feature: parking sensors. Now a pre-requisite before reversing camera. Fitted at bumpers. Amazing we went so far without these, as they are getting so common now. Also handy to be able to add a new feature without requiring yet another resource as ‘sensor’ is already in there. Plus it gives some much needed upgrades to the bumper slots.
11) [GUI] Revamp of the ‘apply options’ screen post-research, which adds price category indicators and selective coloring, and new buttons to apply a feature to a whole category at once. This makes things much quicker when you have 20+ designs, and you don’t really want to make a more nuanced decision other than ‘add this new widget to my expensive ranges’.
12) [GUI] Music and cruise control are now feature-categories, where the more expensive versions include the resources, value and features of the cheaper ones.
13) [Content] Self-driving! new researchable tech, new resources and feature category for high-end cars. This is very late-game stuff and requires quite a bit of research, but then you should have expended your factory enough to have a good dozen or two dozen research facilities at this point.
14) [Balance] Boosted the impact on marketing campaigns on showroom visits by 25% to increase total market size possible with current campaigns.
15) [Bug] Fixed bug where sometimes the warning on the design screen about common or universal features missing would be skipped if the feature had a category.
16) [Bug] Fixed bug where changing the color of a car design could lead to duplicating the price slider GUI.
17) [Bug] Fixed bug where the correct price-category adjusted market value of a feature was not being displayed in a number of places.
18) [GUI] Double clicking a car in the showroom now launches the vehicle design screen for that car’s design.
19) [Content] New researchable vehicle body style -> The small van.
20) [Bug] Fixed bug where the car renders in the showroom screen did not use the correct shader.
21) [Feature] Smart Junctions now have a new mode: Feature mode, where they filter cars left or right depending on if they have or do not have a selected feature.
22) [Bug] Fixed bug where the percentage progress on the research center pop-up window did not update in real time.
23) [Bug] Fixed crash bug launching research screen under certain circumstances.
24) [Bug] Fixed bug where tooltips for some conveyor belt resources were wrong.

Update 1.60 (10 October 2018)

This is an update I've been looking forward to setting live, as it has a bunch of cool stuff in it :D here is the full list:

1) [content] Cars now have a range of different wheel options to be researched upgraded and introduced: matte black, 5-point, turbine, high-tech and gold-plated!
2) [GUI] Certain mandatory included features like emissions checks no longer listed in car design or feature availability list.
3) [Bug] The resource imports tab for slots now also shows options for combination resources such as heated and folding wingmirrors, and crops their name to fit.
4) [GUI] Resources are now 'unlocked' over time by the research that requires them, to limit the huge list of resources otherwise shown during the early part of the game.
5) {Bug] Conveyor belts now don't get 'stuck' visually briefly after exiting the research screen.
6) [Content] New researchable upgrade and feature 'air suspension' which requires 'air suspension bag' resources.
7) [GUI] The research button will now flash green, instead of red, if there are un-researched design items, and no current design item being researched.
8) [Bug] Hang when running a large map on a PC with more than 8 available cores is now fixed, max cores set at 20 and never causes problems even above that.
9) [Performance] Increased responsiveness of load/save game dialog when a number of large save games exist.
10) [Balance] Breakdowns now do not start until later in the game.
11) [GUI] ESC key now brings up quit to main menu dialog.
12) [Feature] New auto-renew feature for marketing campaigns which can be toggled on or off form the marketing screen.
13) [Bug] Fixed Bug where cars stopped counting towards the min spec achievement.
14) [GUI] Added explanatory tooltip to the defects tab of the vehicle defects screen.
15) [Bug] Fixed issue where with some upgrade and powertrain combinations, redundant resources were ordered by certain slots.
16) [GUI] Redesigned the layout of the R&D screen, including a slightly compressed version for very small screen resolutions.
17) [Content] New chrome paint option in the vehicle design screen allows for a polished metal look to the cars.
18) [Balance] Defects do not start to appear now until 50 hours into the game.
19) [GUI] Design tech tree now has its own separate research queue.
20) [GUI] Holding shift when clicking an item in the research screen adds it to the queue (or researches it immediately if no other research is active).

Update 1.59 (13 September 2018)

Hi, here are the latest updates:

[version 1.59]

1) [Balance] Budget cars can now never consider a sunroof to be common.
2) [GUI] Redesign of the showroom car details screen.
3) [GUI] Showroom vehicle icons now have a warning or error icon on them depending if they have defects/missing features (error) or uninstalled features (warning).
4) [GUI] New options added to options screen to toggle the 'no export room' and 'insufficient resources' notices on and off.
5) [GUI] Redesign of the income screen so it shows revenue breakdown as a pie chart by category and by body style
6) [Performance] Reduced size of save games.
7) [GFX] Added new animated battery cell production machine.
8) [Feature] New upgrade for paint-rooms: next-gen paint compressors.
9) [Balance] Make brakes now produces 2 at a time, takes slightly longer, and costs more to place, uses more power.
10) [Balance] Cost of valves doubled, cost of engine assembly +$200. Value of basic car $+200. Production time & power use of manufacture valves increased.
11) [Balance] Value of a stop-start powertrain increased by $500. Cost of component increased by $350.
12) [Balance] Touchscreen component cost increased by $300.
13) [Balance] Cost of wood increased by $200.
14) [Balance] Production time to make servos increased from 3,900 to 4,200.
15) [GUI] New category-based system for the car design window to make toggling between mutually-exclusive options much more obvious.
16) [Content] new researchable powertrain options (also manufacturable): Fast and Super Fast powertrains (ICE/electric variants)
17) [Balance] Loans are now capped at $5million and no loans are offered if bank balance is above $10million.
18) [Performance] Fixed a few memory leaks that could theoretically cause issues with really huge maps over long periods.
19) [Simulation] Car-production slots now re-stock their stockpiles assuming the next car will be the same model as the current one, which should reduce the amount of refunded resources ordered.

You can find the latest developer video blog, which talks about some of these changes here:



The upcoming changes in the next build are likely to include some UI improvements, along with the addition of extra wheel and front grille options. We are also experimenting with glossier rendering for the cars. Don't forget to vote on your priorities at the main menu, and thanks to everybody wwho reviews the game.

Update 1.58 (29 August 2018)

1) [Tutorial] New tutorial popup for completing research of polished paintwork or aircon to make it clearer these are new slots.
2) [Bug] Fixed random crash bug in vehicle processing.
3) [Bug] Fixed long running bug where the warning/error icon on the vehicle design button was not always in synch with the designs to show missing features.
4) [Bug] Placing down car conveyor belts over the top of existing belts or slots now gives an appropriate refund for the cost of the existing slots to prevent double charging.
5) [Content] New researchable upgrade for export slots: Larger sales teams.
6) [Bug] Fixed bug with the display of some slot upgrade time reductions.
7) [Bug] Fixed bug where research and design studios researched differently at each game speed, also clarified true points generation per game minute.
8) [GUI] Holding down shift when clicking a resource import strategy button now applies that to every slot of the same type.
9) [Bug] Fixed bug where zooming in to put a currently highlighted and window-connected slot offscreen, then scrolling the world resulted in the window-connection lines screwing up.
10) [Feature] Maintenance facility (researchable) can speed up breakdown repairs, plus new breakdown feature (optional) where production slots can stop working.
11) [GUI] Buyall option for upgrades no longer closes window behind it.
12) [Performance] Major framerate boost for massive maps.
13) [GUI] When zooming out, max zoom out now correctly limited so you can see the whole map and nothing else.
14) [GUI] The lists of upgrades and imports on a slot window are now sorted alphabetically instead of seemingly randomly.
15) [GUI] List of car features at the bottom of the showroom screen is also now sorted alphabetically.
16) [Bug] Smart Junctions can no longer break down. (They lack the UI to show progress on repair so this seemed fair).
17) [GUI] Camera zoom is now non-linear to improve usability (hopefully :D)
18) [Feature] Export slot can now be broken down into paperwork and shipping. All previous upgrades are now paperwork upgrades.

Feedback on the new maintenance stuff is very welcome. I'll be working on improving some minor usability things in the next few days, and also investigating some reported issues when it comes to headlights and resources being refunded and re-ordered. There should be new artwork arriving soon which will mean a bunch of new content to come over the next few weeks.

Update 1.57 (10 August 2018)

1) [Bug] Vehicle design screen now correctly re-calculates the price and profit etc whenever an option is toggled.
2) [GUI] Supply stockpile window now greys out text and adds a new tooltip to show when import priorities are not researched.
3) [GUI] Improved car-price setting GUI.
4) [Bug] Fixed bug where AI research could stop updating.
5) [Bug] Fix for a faulty 'not connected to resource network' error when a slot needed a resource that was being produced by a connected and upgraded manufacturing slot.
6) [GUI] Percentages now shown in vehicle pricing screen plus gross profit highlighted.
7) [GUI] Notices informing you of resources not being connected now show the unconnected resource icons.
8) [GUI] Icon for computerised and expedited sales techs now show the export slot.

Update 1.55 (18 July 2018)

1) [Bug] The early-game QA slot now also detects defects during the visual inspection.
2) [Feature] Added new scenario style: Freeplay with all tech pre-researched.
3) [GUI] Added menu buttons to toggle slot/vehicle notices and conveyors on and off.
4) [Bug] Fixed crash on showroom screen with really large number of cars in showroom at high speed.
5) [Balance] Raised the construction cost of the design studio from $122,000 to $205,000.
6) [GUI] Added tooltips to readouts at top of efficiency screen.
7) [GUI] The tooltips for each vehicle in the showroom now show the hours in the showroom, plus viewcount is now total views, not just those leaving feedback.
8) [Design] The pricing model has now changed. The player sets the fixed price of a vehicle, and it never changes without them. Profit estimates per vehicle are now shown.
9) [Balance] Increased the price of imported climate control unit from $530 to $780
10) [Balance] Increased the price of camera component from $55 to $110.
11) [Balance] Increased price of imported airbag from $110 to $225
12) [Balance] Increased price of sodium azide from $220 to $440
13) [Balance] Increased price of alarm from $123 to to $199
14) [Balance] Increased price of chip from $68 to $99
15) [Balance] Increased price of leather from, $200 to $269
16) [Balance] Increased price of lightbulb from $8 to $21
17) [Balance] Increased price of satnav from $116 to $199
18) [Balance] Increased price of speaker from $62 to $105
19) [Balance] Increased market value of xenon lighting from $375 to $499
20) [Balance] Increased market value of led lighting from $429 to $559
21) [Balance] Increased market value of stop-start engine from $494 to $675
22) [Balance] Increased price of imported spoiler from $96 to $175
23) [Balance] Increased price of imported sensor from $50 to $70
24) [Balance] Increased price of imported servo from $41 to $55
25) [Balance] Increased time to manufacture servo from 2100 to 3900
26) [Balance] Increased time to manufacture sensor from 4500 to 6200
27) [Balance] Increased construction cost of sensor manufacture from $21,000 to $39,900
28) [Balance] Increased construction cost of servo manufacture from $28,000 to $46,500
29) [Bug] Fixed bug where selecting buy on a placed facility blueprint incurred no cost.
30) [Bug] Fixed potential crash bug with multiple car export slots at high speed.

Hope you like the changes. The pricing model tries to approximate sensible prices from older save games, so its very likely that when you first load in an old save game, you will need to do some price fiddling to start with. This is the last update before I go away on a much needed holiday for 2 weeks soon, so there will be a slight pause in updates, but there will be a ton of cool stuff to do when I get back, especially as I should have some extra artwork content by then :D

Patch 1.54 (09 July 2018)

1) [Bug] Fixed bug where AI research could sometimes skip a rung in the research tree and not research the parent tech.
2) [GUI] Fixed flickering of tooltips on the slot details screen.
3) [Bug] Sound effects volume slider now works again!
4) [Content] New mission map: Detroit (216% bigger than previous largest map).
5) [GUI] Changed the 'New!' text so it no longer flashes but is drawn vertically on the slot selector instead, so it is less irritating.
6) [Bug] Fixed bug where sometimes the backs of company logo signs were flipped.
7) [GUI] Research link button on the design studio details window now links directly to the car designs tab in research screen.
8) [GUI] Reorganised the research tree slightly with some more pre-requisites required for certain techs.
9) [Balance] Increased the research output of the research center, increased price of both research facilities, and increased research cost of some late game items.
10) [GUI] Added new floating notice that informs the player when resources are refunded from a stockpile if seemingly not needed any more.
11) [GUI] Hovering over a building zone 'unlock' icon now shows as a highlight the area that is contained within that zone.
12) [Bug] Fixed bug where in some circumstances cars would not sell.
13) [Bug] Fixed bug where custom map delete button was not working.
14) [GUI] Added icon to tech tree entries to indicate when they are already in the research queue.
15) [Feature] New discount scheme feature added to the showroom.
16) [Bug] Fixed bug where the 'defects' vehicle sign could be stuck at the export slot after exported car was sold.
17) [Bug] Fixed crash bug involving using commas in car design names. Commas can now longer be entered in the naming window for car designs.
18) [Optimisation] Reduced size of save game files.
19) [GUI] Slot picker mouseover now shows the number of each item that is created for manufacturing slots.
20) [Languages] Added community-provided Slovenian language translation.

Patch 1.53 (27 June 2018)

1) [Feature] Added screenshot and new post-card mode screenshot buttons to the top of screen button GUI.
2) [SFX] Added a whole bunch of new sound effects in the factory.
3) [Bug] Extra text on the vehicle warning 'slot requirements not met' is now correctly displayed.
4) [Content] New scenario added for the giant map.
5) [GUI] Vehicle notices now have a mini-vehicle rendered next to the text to make it clear they are specific to that vehicle.
6) [GUI] Scenario objectives window now pops up whenever one of the objectives is met.
7) [GUI] Vehicles and slots now have different shaped icons for warnings and errors when zoomed out.
8) [Sounds] Improvements to the code for factory sounds that makes them much more positionally sensible.
9) [Bug] Fixed bug where supply stockpiles might not order items that were second or later on their list in certain specific circumstances.
10) [Balance] Increased purchase cost of research facilities of both types by 10%.
11) [Balance] Reduced the delay at a game start before AI competition arrives.
12) [GUI] Enhanced the 'waiting for resources' notice so that it now shows icons for what resources are missing.
13) [GUI] Save game dialog now defaults to a save name with date, time and company name in it.
14) [GUI] Prices screen on the finance window now shows current wage and power costs and wage pressure history over time.
15) [GUI] Fixed graphical bug where some modal tutorial windows would prevent scrolling but not zooming, resulting in graphical corruption on map.
16) [Content] New battery production slots and research!

Patch 1.52 (08 June 2018)

1) [GUI] Moved the car body design tech tree inside the main R&D screen to make it more obvious how to research new cars.
2) [Bug] Fixed crash bug when buying a placed-already blueprint for a supply stockpile or research facility (or other facility).
3) [Feature] Added slots that require research which produce vents, arches and bumpers.
4) [Balance] Door panels, exhausts and roofs now take slightly longer to produce and cost more to construct the slots. Added employees to make exhaust slot.
5) [Feature] The game now backs up the previous autosave before autosaving the game, to enable recovery should saving a game fail.
6) [GUI] Important status issues like no export room, no resources or no route for resources are now highlighted by flashing yellow/red strips on slot details windows.
7) [Translations] Updated a bunch of missing translations.
8) [Bug] Fixed crash bug when leaving details window for a car open a while after its been exported. (Window now auto-closes on export).
9) [Bug] Fixed bug where compact and other small body styles with 2 doors still used 4 servos for electric windows.
10) [Bug] Fixed main menu bug where achievement icons spilled out of the window on certain resolutions.
11) [Mods] Modding support added.

Patch 1.51 (01 June 2018)

1) [Gfx] New graphical changes, robots etc for when you upgrade visual inspection.
2) [Bug] Fixed crash bug when deleting large areas of the map, especially importers.
3) [Bug] Fixed crash bug relating to placing down a conveyor belt for cars (seemingly random).
4) [Bug] Possible fix for crash on startup relating to sounds not being found.
5) [Bug] Fix for 'SIM_SupplyStockpile.cpp' crash.
6) [Bug] Fixed bug where a placed and then bought blueprint would permanently block other blueprints from being placed on those tiles.
7) [GUI] Changed layout of component window scrolling so its LHS column then RHS column and not alternating.
8) [Gfx] Changed laser scanner animation so its less strobe-effect.
9) [Bug] Fixed crash when clicking a placed blueprint for a facility.
10) [Bug] Fixed bug where blueprints got duplicated when saving and loading the same game.
11) [GFX] Paint nozzle upgrade now adds extra cannisters to the top of the paint room.
12) [Bug] Fixed various glitches with display of the area delete tool.
13) [GUI] Shift-click to repeat place now also works on blueprints.
14) [Bug] Fixed smart junction UI crash bug.
15) [GFX] QA update now retains a partial inspection structure and qa robots and scanners are improved.
16) [GUI] Placing down an office-only facility will now only highlight unlocked and thus viable office zones.
17) [Feature] Cars will now happily go through a slot that carries out tasks they do not need, if this is the only direction they can go in.
18) [Bug] Prevent loading in or placing of duplicate resource conveyors, and fixed bug when area delete does not seem to remove all conveyors.
19) [Bug] Fixed crash relating to expenses pie charts in some unusual circumstances.
20) [Bug] Visual Inspection, Smart Junctions, and performance and emissions checks no longer cause existing defects to worsen.
21) [Bug] Doubled the resource object limit, for people who want insanely big custom factories
22) [Bug] Added a new texture atlasing system that can re-atlas the files and allow the game to run on older video cards that only support 2048 textures.
23) [Bug] UI for mini supply stockpiles now shows correct range for the slider.
24) [Bug] Fixed corrupt save game bug (very rare) happening if a save game happens between a vehicle selling and being removed from the vehicle list.
25) [Bug} fixed bug relating to heated steering wheel production.
26) [Feature] UI for vehicle details now has a crosshair icon that toggles a followcam on or off.

Patch 1.50 (08 May 2018)

1) [BUG] AI rivals now correctly check they have researched pre-requisites for a tech before researching that tech.
2) [Bug] Marketing achievement now correctly triggers at $5million, not $1million.
3) [Bug] Finance summary screen now ignores the current hour for calculating lifetime results, so it is consistent with reporting in the other columns.
4) [GUI] Left-clicking on a blueprint now brings up a menu allowing you to move, delete or buy that individual blueprint (if unlocked and affordable).
5) [GUI] Blueprint layouts are now saved and loaded within savegames.
6) [GUI] Features & components windows now moved to be part of the general efficiency window, and component chart redesigned so it shows production and consumption more sensibly.
7) [Balance] Customers now have a wider potential price range they are interested in, but base number of customers per hour has been reduced, so you run out of customers more quickly.
8) [Balance] Marketing campaign effects on brand awareness are now not as persistent as before.
9) [GUI] Breakdown of where customers come from now added to tooltip on market screen customers indicator.
10) [GUI] Redesigned main menu screens.
11) [Bug] Fixed crash bug when placing down a smart junction blueprint, converting it to a proper slot, then saving the game.
12) [Feature] New facility: Half size (mini) supply stockpile!
13) [Balance] Major changes to the costs of the different marketing campaigns.
14) [GUI] Marketing campaign progress now shown in marketing menu buttons tooltip.
15) [Balance] Make door panels, roof and steering wheel slots now takes twice as long but outputs 2 at a time, to reduce resource importer requirements.
16) [Balance] Make aircon power costs raised and production line raised, but output doubled.
17) [Balance] Make exhaust production time increased but output doubled.
18) [Balance] Slowed down production rate of make wheels slot, added more employees and boosted power demand.
19) [Balance] Increased build cost and process time of manufacture rollcage slot, but doubled its output.
20) [Balance] Reduced process time of manufacturing airbags.
21) [Balance] Increased construction cost of make exhaust slot and added 4 new employees to the slot.
22) [Content] Added 16 more car company logos to choose from.
23) [GUI] Archived designs no longer show up in the smart junction design GUI.
24) [Feature] New defect system, new rework station (and research requirement). Visual inspection slots can be placed anywhere, defects affect sales probability, based on new perceived brand quality metric.
25) [Bug] Fixed potential crash on car showroom screen.
26) [GUI] Slot picker now shows more sensible information on research office point generation.

Patch 1.49 (26 April 2018)

1) [BUG] AI rivals now correctly check they have researched pre-requisites for a tech before researching that tech.
2) [Bug] Marketing achievement now correctly triggers at $5million, not $1million.
3) [Bug] Finance summary screen now ignores the current hour for calculating lifetime results, so it is consistent with reporting in the other columns.
4) [GUI] Left-clicking on a blueprint now brings up a menu allowing you to move, delete or buy that individual blueprint (if unlocked and affordable).
5) [GUI] Blueprint layouts are now saved and loaded within savegames.
6) [GUI] Features & components windows now moved to be part of the general efficiency window, and component chart redesigned so it shows production and consumption more sensibly.
7) [Balance] Customers now have a wider potential price range they are interested in, but base number of customers per hour has been reduced, so you run out of customers more quickly.
8) [Balance] Marketing campaign effects on brand awareness are now not as persistent as before.
9) [GUI] Breakdown of where customers come from now added to tooltip on market screen customers indicator.
10) [GUI] Redesigned main menu screens.
11) [Bug] Fixed crash bug when placing down a smart junction blueprint, converting it to a proper slot, then saving the game.
12) [Feature] New facility: Half size (mini) supply stockpile!
13) [Balance] Major changes to the costs of the different marketing campaigns.
14) [GUI] Marketing campaign progress now shown in marketing menu buttons tooltip.
15) [Balance] Make door panels, roof and steering wheel slots now takes twice as long but outputs 2 at a time, to reduce resource importer requirements.
16) [Balance] Make aircon power costs raised and production line raised, but output doubled.
17) [Balance] Make exhaust production time increased but output doubled.
18) [Balance] Slowed down production rate of make wheels slot, added more employees and boosted power demand.
19) [Balance] Increased build cost and process time of manufacture rollcage slot, but doubled its output.
20) [Balance] Reduced process time of manufacturing airbags.
21) [Balance] Increased construction cost of make exhaust slot and added 4 new employees to the slot.
22) [Content] Added 16 more car company logos to choose from.
23) [GUI] Archived designs no longer show up in the smart junction design GUI.
24) [Feature] New defect system, new rework station (and research requirement). Visual inspection slots can be placed anywhere, defects affect sales probability, based on new perceived brand quality metric.
25) [Bug] Fixed potential crash on car showroom screen.
26) [GUI] Slot picker now shows more sensible information on research office point generation.

Patch 1.47 Hotfix (14 March 2018)

fixed a crash bug

Patch 1.47 (12 March 2018)

1) [Bug] Fixed an issue with fit body where resources would be purged just before they were needed.
2) [Bug] Fixed some translation-related issues with certain special characters, and hacked in a workaround for others. Mainly affects Portuguese.
3) [Bug] Fixed bug, most notable with aluminium body, where even if a resource was not needed for any car, slots would pre-order it (and eventually refund it).
4) [Bug] Fixed bug where cars in showroom might seem invisible if you go straight to the showroom before a car of that body type has been drawn in the main world.
5) [Balance] Increased scientists wages by 25%.
6) [Balance] Doubled the cost of extra robot upgrades.
7) [Bug] Fixed broken customer awareness achievement.
8) [Balance] Quadrupled rubber cost, halved tire manufacture rubber requirements, doubled output and increased production time to make it less resource-hungry.
9) [Bug] Fixed bug where marketing campaigns would persist in future games until the game was restarted.
10) [Bug] Fixed crash bug which eventually resulted from placing a new slot on top of a queued car on an existing conveyor. (Resulted in corrupt saves).
11) [Feature] A new blueprint placement mode allows you to plan a factory without spending any money, and then commit the purchase all at once.
12) [Feature] Factory walls now have signs showing your company logo.

Patch 1.46 (02 March 2018)

1) [Feature] 8 new in-game achievements.
2) [Balance] Slowed down servo production speed and increased cost of servo production slot.
3) [GUI] Efficiency graph component list now shows consumption in the last whole hour, so its more useful (rather than the current hour!).
4) [Balance] Increased rent of expansion lots on all maps by 50%.
5) [Feature] Expanding the factory now has an additional one-time contract signing cost for each new zone you take over.
6) [Balance] Reduced costs of early multi-task production slots.
7) [Feature] Added Dutch and Polish translations
8) [Feature] Added button to pause/resume production slot progress.
9) [GUI] Changed color scheme of R&D screen so it burns your retinas slightly less.
10) [Bug] Fixed bug where cars could get replaced by white squares if a screensaver kicks in or somehow the app loses focus when fullscreen.
11) [Feature] You can now re-order items in the research queue.
12) [GUI] Slot windows now show total time, plus current task time.

Patch 1.45a (02 March 2018)

1) [GUI] New window above each production line-start shows the currently produced car, to draw attention to where the scheduler can be edited.
2) [SFX] Reduced volume of R&D SFX.
3) [Bug] Fixed incorrect warning icon about unselected car features when loading a game.
4) [Bug] Player no longer warned about pre-researched features like visual inspection or emissions checks not being enabled.
5) [Bug] Player no longer warned about missing but incompatible options such as bullbars on a sedan.
6) [GUI] Slot details window bottom tabs now dynamically resize to fit content.
7) [GUI] Some improvements to where the slot error messages appear and what they say.
8) [GUI] Empty office tiles are now highlighted on the map when you try to place an office-only facility.
9) [GUI] Potential import and export slots are now highlighted on the map when you are placing the relevant slot.
10) [Bug] Fixed autosave crash bug, and creation of unloadable autosaves.
11) [GUI] Re-arranged R&D screen so that the top categories are in the same order as the actual production line (chassis first...)

Patch 1.45 Hotfix (21 February 2018)

1) [Bug] Fixed anomaly where the large battery upgrade could sometimes still require a small battery per car as well.
2) [Bug] Fixed visual anomaly where previous games efficiency chart data showed up in empty area of slot efficiency chart.
3) [Bug] Fixed issue where the medium map scenario was confused with another scenario when loading in saved scenario games.
4) [Feature] You can now toggle the fading out of music with zoom feature on the options dialog.
5) [GUI] Nicer GUI style for the objectives screen in-game.
6) [Bug] Added code to auto-select sound driver if current sound driver fails to initialise.
7) [GUI] New icons on the vehicle design screen show warnings if features are researched, and universal or common, but not enabled.
8) [GUI] New window appears, when needed on vehicle design screen to show common or universal features you have not yet researched.
9) [Balance] Slot upgrade costs increased by 20%
10) [Bug] Cars always now face the right direction if stationary on load.
11) [Feature] Game now saves minutes as well as hours in save game for the factory time.
12) [Bug] Display time for a production slot details window now correctly updates to show time to process the current car.
13) [Bug] Fixed bug where the flashing 'new' on the slot picker could be incorrectly activated or deactivated.
14) [Bug] Fixed issue where applying upgrades to cars in the post-research screen failed to automatically enable pre-requisite upgrades.
15) [Bug] Post-research screen feature-applying screen now scrolls in both directions!
16) [Bug] Improved stockpile management algorithm to prevent sudden unexplained refunding of resources from stockpiles.
17) [GUI] Redesigned resource price screen so it shows a single generic graph and more sensible layout.
18) [Feature] The first auto-generated design of any new game now defaults to a 20% price markup to make use of markups more obvious.
19) [GUI] Tutorial window background color changed and text animated.
20) [Bug] Fixed bug calculating total vehicles of all types sold for some in-game achievements.

Patch 1.44 (07 February 2018)

1) [Gfx] Added laser-room to sensor manufacture, and fuel-tank press to fuel tank manufacture.
2) [Bug] AI research icons for polished paintwork and aircon now show up correctly.
3) [Balance] Make valves slot output doubled to 2
4) [Balance] Make engine blocks slot output doubled to 2
5) [Balance] Make hood slot output doubled to 2
6) [Balance] Make horn slot output doubled to 2
7) [Balance] Make trunk slot output doubled to 2
8) [Balance] Make window slot output doubled to 2, plus process time increased from 1800 to 5200
9) [Balance] Make steering wheel slot output doubled to , plus process time increased from 2100 to 6000
10) [Balance] Make airbag process time reduced to 14000 (from 21,500).
11) [Balance] Sodium Azide resource cost reduced from 300 to 220.
12) [Balance] Make steel sheet slot output doubled to 2 process time increased from 1600 to 3000
13) [Balance] Make sensor slot output reduced from 6 to 4.
14) [Balance] Make aircon slot process time reduced from 22000 to 14000.
15) [Balance] Make panoramic sunroof steel requirements reduced from 2 to 1.
16) [Balance] Make axle slot output doubled, process time increased and construction cost increased
17) [Balance] Make headlights slot output doubled.
18) [Balance] Make Xenon Headlights upgrade extra process time increased from 600 to 3,200.
19) [Balance] Make Alloy wheels upgrade now has higher power and speed penalties.
20) [Balance] Reduced the time penalty for the make heated steering wheel upgrade.
21) [Balance] Make powertrain slot process time reduced from 7200 to 5200.
22) [Balance] Make wheels slot construction cost increased from 36125 to 54900, process time increased from 1,060 to 2,300.
23) [Bug] Fixed bug where cars would sometimes seem invisible until you zoomed in closer.
24) [Bug] Fixed bug where save games could not load and gave error: Saved subtask not found..\src\SIM_ProductionSlot.cpp 1369
25) [Feature] New games show screen to pick your logo and company name, also editable from the icons on all of the main windows now.
26) [Balance] Reduced the impact of competition on the desirability of car features (less dramatic car pricing swings).
27) [Bug] Fixed bug where some animations did play on certain facilities.
28) [Feature] Resource importers now periodically sort queued objects so slots waiting for resources for longest get their resources first.
29) [SFX] Slot deletion sound volume now varies properly with the size of the deleted object.
30) [GUI] Improved layout of resource importer GUI.

Patch 1.43 (07 February 2018)

1) [Feature] When placing down a supply stockpile or a slot with a mini-stockpile, the stockpile tile now automatically gets a free overhead conveyor belt added to that tile.
2) [Bug] Sandbox text now displayed correctly on choose mission screen when first shown.
3) [Bug] Fixed flickering effect when dragging a potential resource conveyor that started from a supply stockpile.
4) [Balance] Increased the price of robot upgrades by 50%
5) [Gfx] Cars now rotate to the correct facing rather than rotating early, when taking corners!
6) [GUI] Customers who consider a showroom car to have too-low a spec now do not randomly suggest a missing feature (was confusing players).
7) [Balance] Adjusted market competition so its more reactive to your capital expenditure and bank balance.
8) [GUI] Resource importer GUI expanded to show multiple columns when needed.
9) [Content] New scenario added for the second map.
10) [Content] Finish paint coat now uses a new resource: colored paint.
11) [Balance] Reduced the time that stockpiles keep resources that are not being used until they get purged.
12) [Content] You can now manufacture airbags, using a new resource (sodium azide)
13) [Gfx] Added some racks of electrical cable to various electrical-using production slots.
14) [Gfx] Added new animation to polish machine and glass-bending machine.
15) [Translations] Added Italian, Portuguese and Czech.
16) [Balance] Keyless entry now requires central locking to be researched first. (thanks to trifler500)
17) [Feature] Fit dashboard is now researchable to be split into fit controls and fit cabin.
18) [Feature] Market sales matrix tips now take into account current stock in the showroom.
19) [Balance] Vehicle conveyor speed upgrades are now more effective.
20) [Bug] Fix for the 'too many sales records' bug.(also a memory optimisation)

Patch 1.42a (16 January 2018)

Fixes a crash when loading saves made in version 1.41.

Patch 1.42 (10 January 2018)

Please make sure to start a new game as saves are not compatible between version 1.41 and 1.42.

1) [GUI] Changes to marketing GUI to make active campaigns more distinctive.

2) [GUI] Event notifications in the bottom right of the screen now flash to draw attention.

3) [Balance] Strength of competition now affects how negatively customers perceive missing (expected) features.

4) [GUI] The Task-picker window now shows the color coding used for zoom-out UI when zoomed out, also some colors changed to be more obvious.

5) [Bug] Fixed crash bug when archiving a car design whilst the production schedule window was open and showing that design.

6) [Balance] Customers will now purchase cars from rivals if competition is high and your brand awareness is low.

7) [Feature] Added options to allow the game to run when in the background, and to disable the floating resource-consumed tooltips.

8) [Feature] New start game window allows you to choose sandbox or freeplay mode (no competition or costs).

9) [Feature] Support for scenarios with goals (and a single test goal added for the first map.

10) [Balance] Slowed down the rate at which market competitiveness changes.

Patch 1.41 (21 December 2017)

[GUI] Design scheduler window now has plus and minus buttons as well as allowing text edit.
[GUI] The 'new' that flashes on and off for slots is now disabled if those slots were already unlocked at the game start.
[Bug] Fixed bug where you would get an error notice if a conveyor belt went right past a resource importer.
[Bug] Fixed a bug relating to stockpiles not always accurately reporting when they were disconnected from the resource network.
[Bug] Fixed bug where save games from prior to build 1.4 would show missing slots for cars that were post-qa but not yet exported.
[Feature] Electric cars can now drive straight through the emissions check, because hahaha electric cars are awesome!
[Bug] Fixed bug where in certain circumstances custom lot rents for user-created or edited maps did not save correctly.
[GUI] Layout for the efficiency and marketplace dialogs changed to give much higher prominence to the important stats.
[Music] Added 2 new pieces of original music to the game!
[Balance] There is now a cap on the creation of new loans if you already have 3 taken out.
[Performance] Optimized processing for when there are a very large number of cars in the showroom.
[Feature] Smart Junctions can now be unlocked and used.
[Balance] The price pressure on features, wages and rent is now higher in the long run.
[Bug] Fixed bug where marketing campaigns were not correctly loaded from saved games.

Patch 1.4 (01 December 2017)

1) [GUI] Layout of the car design screen improved so that the horizontal tabs are now lines in a vertical column on the far left.
2) [Feature] The green ticks on slot upgrades can now be toggled to switch upgrades on and off temporarily.
3) [Bug] Fixed crash bug when selecting a car in the bottom pane of the showroom after it was sold.
4) [Bug] Fixed bug where minimalism achievement would not make progress if you had researched any vehicle upgrades.
5) [Balance] Wheel manufacture output doubled, production time shortened.
6) [Balance] Alloy wheel manufacture now requires aluminium, not steel.
7) [Balance] Value of alloy wheels feature increased, and imported wheels increased slightly in price.
8) [GUI] When a slot has been researched and is placeable, but no slot has been placed a flashing 'new' indicator is added to the slot picker.
9) [GFX] Fixed bug relating to invisible metalpress graphics on some slots at some angles.
10) [GUI] Changed power indicator so it has a battery symbol instead of numbers.
11) [Bug] Fixed the 'Too many Path Objects requested!' bug on very large layouts.
12) [Balance] Removed predictive stock control from multi-task slots that receive little or no benefit from it.
13) [Bug] Fixed display bug where R&D Tooltips would not list everything the selected item unlocks.
14) [Feature] New researchable QA specialization allows you to break down the QA process into 3 separate stages.

Known Issues:

1) Those 'new' flashing signs are annoying at the start of a new game. I'll fix that so they have to be unlocked by research for the next build.
2) The red warnings about a slot not being connected to resources might be broken. I need to verify and fix that
3) electric cars shouldn't need emissions tests :D I'll change that...
4) random crash bug. This is very rare, and seems related to sound engine code which we need to really concentrate on for the next build...

Patch 1.39 (21 November 2017)

1) [GUI] Apply model changes dialog (after research) now resumes the game on closing (if it was paused by the previous dialog).
2) [Balance] Some later researchable items have higher research counts now.
3) [Bug] Fixed potential crash bug with slot picker during tutorial.
4) [GUI] When overriding the current research with a new one, existing research gets pushed back into the research queue.
5) [Bug] Fixed anomaly, and eventual crash relating to deleting resource conveyors.
6) [GUI] Some new sounds in the GUI.
7) [Simulation] Doubled the effectiveness of marketing campaigns.
8) [GUI] Percentage completion now shown in achievement matrix tooltips.
9) [SFX] Music now fades out when you zoom in on the factory.
10) [GUI] Achievement popup now shows a car in the unlocked color, if a new color has been unlocked.
11) [GUI] Always present features now white, and dont show availability on the car features list.
12) [Bug] Fixed a crash bug when loading a game, quitting to the main menu then loading another game.
13) [Bug] Finally fixed bug where orphaned 'red' vehicle icons could appear when zoomed out when laying certain junctions.

Patch 1.38 (14 November 2017)

1) [GUI] Research button tooltips now color to show design/main R&D and queued items by different colors.
2) [GUI] Marketing menu button now greyed out until you have placed your first marketing facility.
3) [GUI] Configure imports button is now a tab on the slot window instead of a separate confusing window!
4) [GUI] The sales matrix now greys out and adds a new tooltip for body styles you have not yet researched.
5) [GUI] The list of car options on the design window is now more visually responsive.
6) [GUI] New window created to make the task of assigning newly-researched techs to car models much simpler.
7) [GUI] Clicking on a disabled (due to tech) slot on the slot picker window now launches the research screen focused on the required tech.
8) [Simulation] Supply stockpiles now need import priorities researched to configure them.
9) [Graphics] All animations now correctly stop when game is paused.
10) [Feature] Cars now stop, and slots display a warning, if a feature is on a cars design but cannot be installed at a slot.
11) [Bug] Deleting an office no longer removes the pre-existing partitions.
12) [Bug] Fixed bug where under certain circumstances there would be 'orphaned' zoom-out icons for cars.
13) [GUI] Summary of achievement progress added to the main menu and loading screens.
14) [GUI] Some UI windows now expand to fit available & required room.
15) [GUI] Corrected wrong scrolling on the sales showroom window.
16) [Simulation] Deleting a slot now credits you with a full refund of the value of any stock in its stockpile.
17) [GUI] When a customers budget is high enough, the feedback on insufficient features now mentions a reasonable missing feature.
18) [Bug] Fixed crash bugs and hangs when returning to the game after sleep/lock/alt+tab.
19) [GUI] Hold down CTRL now (not shift) if you temporarily want to bypass the delete confirm GUI. shift selects the conveyors.
20) [Feature] New car feature, upgrade & research item: Side airbags!

Patch 1.37 (03 November 2017)

1) [Feature] Clicking on any point on the options dialog sliders now jumps the slider to that point.
2) [Feature] Hybrid and electric powertrains are now researchable and usable in the game!
3) [Performance] Much better performance for routefinding.
4) [Balance] More fine tuning of the rate at which AI carries out research.
5) [Bug] Fit windows slot now uses the correct red welding robots.
6) [Graphics] The power generators and transformers now have a crackling spark animation playing.
7) [Bug] Fixed bug where a roof or other basic option would not be physically fitted to a car if an upgrade was not installed.
8) [GUI] Moved the slot-picker button and now color it to tie-in with the slot picker GUI, other minor tweaks.

Patch 1.35 (23 October 2017)

1) [Bug] Fixed bug where a clearer better route would not be immediately prioritized over an inferior one when routing resources.
2) [GUI] Expanded the selection box for the +/- expand buttons on the slot picker.
3) [GUI] Copy from slot GUI for supply stockpile is larger and now sorted by name.
4) [SFX] Smoother volume changes for factory conveyor & resource belt sounds.
5) [GUI] Fixed tooltip Z-order bug on research queue in R&D screen.
6) [GUI] Research complete dialog now shows current item being researched (if any), and button text is more relevant.
7) [GUI] Added a small right-click confirm window with timer for deleting slots, which can be turned off under options.
8) [Gfx] Drying fans now look different, and some slots have white parts-boxes.
9) [Simulation] The effects of brand-awareness marketing campaigns now linger for a while after a campaign ends, and slowly decay.
10) [Balance] 20% reduction in the base number of customers that visit a showroom/hour without any marketing.
11) [Performance] Optimisation to the way some GUI elements are drawn.
12) [Bug] Fixed rare crash bug relating to resources that screwed up some save games.
13) [GFX] Welding robots are now red. other robots emit less sparks.
14) [GUI] vehicle details window reduced in size so it does not show invalid values relating to quality & brand.

Patch 1.34 (17 October 2017)

1) [Bug] Fixed crash bug when dragging production line route placer off the map.
2) [Bug] Fixed bug where queued research could disappear and be untriggerable if requirements not met.
3) [GUI] Various usability improvements to the research queue and R&D screen.
4) [SFX] Factory sounds now controlled by SFX volume, and muted during research.
5) [Bug] Fixed bug where after reloading the same games, some cars were invisible at certain zoom levels.
6) [Tutorial] Hint now given if player has not done any research after producing 10 cars.
7) [Graphics] Added a bunch more machine animations for the metalpresses.
8) [Feature] Pickup truck is a new body style option!
9) [Simulation] Sports Cars, Compacts & pickups now require half as many seats.
10) [Bug] Fixed bug where wingmirror painted layers were not painted the right color.
11) [Balance] Adjustments to AI competition and component price variation.
12) [Bug] Fixed bug preventing dragging scrollbars vertically.

Patch 1.33 (11 October 2017)

1) [GUI] The current object under the cursor that will be deleted with a right click, is now highlighted in red.
2) [GUI] You can now place down a slot directly on top of an existing conveyor facing the right way.
3) [SFX] New Sound effects for various things. Ambient sounds scale, slot placement sounds depend on size. Conveyor & car sounds.
4) [GUI] You can now drag a conveyor through an existing slot without the conveyor trying to path around it.
5) [Balance] Changes to the way customers evaluate car values, and more customers at very low prices.
6) [Graphics] Design studio now has dedicated design employees using yo-yos :D.
7) [Simulation] Customers now giove you feedback if a car lacks enough features and is below spec for their needs.
8) [Bug] Fixed crash bug when placing research in some circumstances.
9) [Tutorial] Various tutorial UI improvements.
10) [Bug] Fixed bug where resource importers next to car conveyor belts could give incorrect wrong direction errors.
11) [Bug] Fixed crash bug when starting second game mid-game then clicking on research.
12) [Graphics] Fixed some Z-order anomalies that resulted in overlapping graphics on some slots.
13) [Balance] Adjusted competitiveness of AI.
14) [Balance] Rent of locked factory lots now rises and falls based on level of competition.
15) [Graphics] Drying slots now have single large fans instead of four mini ones. They also animate :D.
16) [Feature] Game Over screen now cannot be closed by ESC, and offers 'crisis' loan if some are available.
17) [GUI] Factory slot windows now have an 'upgrade all' button, plus green tick icon if currently installed.
18) [GUI] Improvements to fonts resulting in better text rendering in lots of places.

Patch 1.32 (27 September 2017)

1) [Balance] The load-balancing algorithm between resource importers has been tweaked to distribute imports more widely.
2) [Bug] Fixed issue where some combined resources (like heated & folding wingmirrors) did not get pre-stocked in the necessary quantities.
3) [Simulation] Changes to the way customers are simulated. They now have target budgets and can cross price & model boundaries and give better feedback. They also consider multiple potential cars.
4) [GUI] Some more resources have been nested under parents in the selection GUI for supply stockpiles.
5) [Bug] Fixed some bugs where the sliders on supply stockpiles could result in a lack of refunds, or phantom resource orders.
6) [GUI] Added day indicator to the in-game clock.
7) [GUI] Drop down lists now support scrollbars.
8) [Performance] Another speedup for pathfinding.
9) [Bug] Fixed it so a few tech upgrades that also applied to manufacturing slots still get the 'edit models' button on the research complete dialog.
10) [AI] AI competition levels now start earlier, and scale in.
11) [GUI] Finance screen now shows operating profit distinct from raw profit.
12) [Achievements] The High efficiency achievement trigger has been made higher.
13) [Tutorial] Some slots get temporarily greyed out during the tutorial now.
14) [GUI] Improvements to the usability of the resource conveyor placer.
15) [GUI] New GUI animations show difference between potential import and exit slots.

Patch 1.31 (06 September 2017)

1) [Bug] Fixed problem where features restricted to a body style, such as bullbars, could become essential for all body styles.
2) [Balance] Loan terms are now half the previous length.
3) [GUI] Production line placer now shows predicted cost on red background if too expensive, and cancels build to prevent you going bankrupt by accident.
4) [Bug] Fixed bug where cars could get stuck at aircon slot if it came after an un-upgraded fit accessories slot and before a fit dashboard slot.
5) [Bug] Fixed bug where vehicle design colors were not saved and loaded correctly.
6) [Performance] Various optimisations for super large factories with low end CPUs, or single/dual core CPUs.
7) [Bug] Fixed graphical glitch where stockpiles did not always remove old graphics in some circumstances.
8) [Bug] Fixed error where the efficiency screen showed car sales/hour instead of production.
9) [Feature] Car design facility can now be researched and placed, with its own separate tech tree GUI to unlock car body styles in parallel with normal research.
10) [GUI] Top strip interface now less overcrowded on small resolutions.
11) [GUI] Research facility pop-up dialog now formatted like the tech tree.
12) [GUI] Changing screen resolution now issues a warning dialog if ysou are mid-game.
13) [GUI] Cleaner design for the explanatory windows on the task picker, plus this now shows more data for some facilities.
14) [Tutorial] Added tutorial popup that explains car colors GUI.
15) [GUI] Finance graph now shown on the game over screen when you go bankrupt.
16) [GUI] Research complete screen now disables 'upgradeall' button if it would cause bankruptcy.
17) [GUI] Unlockable zones now have distinct icons to click and unlock, rather than the entire zone area.
18) [GUI] Market matrix now has better tooltips that give advice on production and pricing strategies.
19) [Bug] Locked car colors no longer assigned in random color cases.
20) [SFX] Added some more placeholder GUI sfx.
21) [GUI] The supply stockpile 'copy slot' GUI now also copies resource requirements for any unlocked upgrades available for that slot.
22) [GUI] Unlock zone dialog now shows total rent.
23) [GUI] The create button on the car design window now copies all the existing cars option settings.
24) [GUI] Research complete window now stays open until you have visited both car design (if appropriate) and research windows (if needed).
25) [GUI] Body style/production scheduler GUI on the slot details window is now much more obvious and appealing.
26) [GUI] Added stock levels and sales per hour stats to the car design window.
27) [Feature] Heated steering wheel.

Patch 1.30 (24 August 2017)

1) [GUI] Upgrade all button on research complete dialog now has cost in tooltip.
2) [GUI] Research button tooltip now also displays the research queue items.
3) [GUI] You can now add items to the research queue that cannot currently be researched, due to predecessors not being researched yet.
4) [GUI] Manufacturing slots now show how many and what components they produce on the pop-up window.
5) [Bug] Manufacturing facilities now do not commence work if the number of free export slots is less than their output, if they have output > 1.
6) [Feature] Different body styles now have a different distribution of market share across each price category. So few budget sports cars etc.
7) [Content] Sports car body style, with new open top option.
8) [Bug] Fixed crash bug when opening the achievements dialog from the main menu before starting a game.
9) [Feature] Color picker on car design window assigns color(s) for each model. Some colors unlocked through the achievements system.

Patch 1.29 (18 August 2017)

1) [Bug] Customers now reflect body-style market size correctly as well as the cost-band (which already worked).
2) [Feature] New layout for achievements, and 12 new achievements.
3) [Bug] Fixed issue where some car components were rendered wrongly when slightly zoomed out.
4) [Bug] Changed design screen so you can no longer select an upgrade (like climate control) dependent on an upgrade (like aircon) which was not selected. Old designs may still have this issue.
5) [Bug] Fixed issue where some of the smaller marketing boosts didn't have an effect on customer numbers in the correct fashion.
6) [Redesign] Changed the resource production and fitting system so that resources are now fully descriptive without those tooltips explaining extra features.
7) [Simulation] Changed the way slot stockpiles work so they only ever queue up 4 car loads of resources, as one measure to prevent blocking.
8) [GUI] Sales matrix entries now have a tooltip to show which of your car designs are in each category.
9) [Bug] Fixed bug where the tooltips for cars in the showroom reported stock numbers for that body style, not specific design.
10) [GUI] Added a horizontal scrollbar to the top of the vehicle design browser to make it easier and clearer to navigate.
11) [Simulation] Improved the algorithm controlling the way resource stockpiles maintain stock.
12) [Translation] Added French Language.
13) [Feature] Added new research queue feature with GUI at top right of R&D screen.
14) [Feature] Premium music added as a new researchable feature.
15) [Feature] In-car music now requires a speaker component.
16) [GUI] Clicking the large image of the selected car in the showroom screen now opens the design browser at that car design.
17) [Balance] Adjusted frequency at which the AI calculates the appropriate level of competition.
18) [Bug} fixed some occasional issues wwhere the pricing and the price category of some vehicles would seem to get out of synch.
19) [Performance] Fixed a memory leak that could cause slow performance on long games with big layouts.

Patch 1.28 (01 August 2017)

1) [Gfx] Glossier rendering of cars.(optional)
2) [Features] Added bullbars as a feature, and support for style-specific features.
3) [Features] Added 4x4/AWD/Offroad body style.
4) [Feature] Car body styles now each have their own variable market share, rather than being equal.
5) [Bug] Fixed bug where you could place some office facilities so they stuck out of an office zone.
6) [Performance] Boost for routefinding speeds on larger factories.
7) [Balance] Sunroof & panoramic sunroof increased fitting/resource/production/feature costs.
8) [GUI] New icons on research screen for in-car music, aluminium body and voice recognition.
9) [Bug] Fixed a bug where the sales matrix and the charts reported wrong number of hourly sales for each model.
10) [Feature] Aluminium bodies now require new aluminium resource, more time and more expensive upgrade cost.
11) [Feature] In-car music now requires a speaker, and is worth more.
12) [Feature] Voice recognition now requires a microphone and is worth more.
13) [Feature] Stockpiles now only remove old(unused) components now if room is needed, as they may be needed for the next car.
14) [Feature] Edge scrolling on map can now be turned off under options.
15) [Bug] A bunch of bug fixes and improvements for the level editor.
16) [Tutorial] Added a tutorial pop-up the first time you place an office in a non office location or vice versa.
17) [Bug] Fixed bug where progress of individual slot tasks didn't seem to pause correctly when the game was paused.
18) [GUI] Improved the usefulness of the data shown in tooltips in the showroom screen.

Patch 1.27 (20 July 2017)

added support for cloud saves to Production Line.

1) [Design] Touchscreen is now an upgrade for fit dashboard instead of fit electronics.

2) [Bug] Fixed bug where the AI would be very reluctant to research air conditioning or polished paintwork.

3) [Bug] Placing facilities and slots is now correctly recorded as a capital expenditure in expenses charts.

4) [Bug] Bubble next to car sales icon now expands to show numbers greater than 999 correctly.

5) [Bug] Fixed visual bug where scrolling in the sales showroom resulted in invisible cars.

6) [Balance] Research costs of some later-game research items have been increased.

7) [GUI] Various improvements to the style scheduler window.

8) [Feature] Marketing campaigns can now be launched to boost brand awareness, and thus visits to the showrooms.

9) [Bug] Fixed crash bug if the game autosaves within a minute of a manual save, the next time the save dialog was launched.

10) [Bug] Fixed bug in slot-picker where expand icon buttons (+/-) would not unlock when research triggered if slot picker was open.

11) [Bug] Fixed bug where the market screen doesnt show the correct market segment of cars until you have viewed them in the car design screen.

12) [Bug] Fixed bug where cars would have a red error message on them if the next slot was a really long conveyor journey away.

13) [GUI] The style scheduler at the start of the production line now lets you edit existing quantities of entries.

14) [Feature] Wingmirrors can now be manufactured, and also have folding and heated upgrades.

15) [Balance] Costs of wingmirrors and alloy wheels has gone up. Making alloy wheels requires more steel.Keyless entry worth more, requires 2 chips.

16) [Balance] Resource prices are now affected by demand from AI competitors.

17) [Balance] Crossing up to a new price category now produces a 'bump' in value which prevents pricing anomalies.

18) [Tutorial] New pop-up explains what to do when you have researched a new body style.

19) [Balance] Increased price of last robot upgrade so its less of a no-brainer upgrade. Also slight increase in power-draw.

20) [Feature] Offices (marketing and research) can now only be placed in office areas zoned on the map. Non office items cannot be placed there.

Patch 1.26 (20 July 2017)

1) [Bug] Fixed issue where some rapid-processing slots seemed to trigger resource-needed when this was not true, and behaved differently if observed.
2) [Performance] Sped up frame rate when placing a new slot.
3) [Bug] Fixed issue where sun roof was universal and panoramic sunroof was not considered an acceptable substitute.
4) [Bug] Fixed bug where sometimes certain slots would refuse to be placed and show as red even when they are placed correctly.
5) [Bug] Fixed bug where the designs of cars in the showroom may be scrambled during a save and load in some situations.
6) [Performance] An improved level of performance in very large factories.
7) [Performance] Major speedup opening the sales screen when there are vast numbers of cars in stock.
8) [GUI] Make Engine Block now sits under Make Engine Assembly in the slot menu.
9) [GUI] Red tooltips for resource items with special features now hidden if behind a window.
10) [Bug] Fixed timing bug where a resource importer always imported immediately after resuming the game.
11) [Bug} Where feasible a production slot now only uses a resource object with the correct set of upgrades (like stop start engine) rather than choosing randomly.
12) [Feature] Marketing can now be researched & facilities placed which generate ideas, but cannot actually be used yet.

Patch 1.25 (26 June 2017)

1) [GUI] Added new mini progress bar for research under the research button on main screen.
2) [GUI] The showroom tooltips show number of customers who viewed each car.
3) [Performance] 8.1% faster now on the main factory screen, especially for large factories.
4) [Translation] Added current versions of crowdsourced Spanish & German language translations.
5) [Feature] 2 New researchable manufacturing upgrades: Rapid Panel Stamping and Advanced Glass Processing.
6) [GUI] Added new window under showroom button which shows the current market breakdown of sales and market share.
7) [Bug] Fixed issue where showroom car models could be the wrong size.
8) [Alpha] Added user-ratings to main menu.
9) [Balance] Changes to some numbers to reflect less customers, but more likely to purchase.
10) [GUI] Design screen now auto-pauses the game.
11) [Balance] Chips, sensors & servos are now 25% more expensive to buy, and correspondingly harder to make. Features adjusted accordingly.
12) [Balance] Engine block manufacture time reduced.
13) [Balance] Values of a number of features increased.
14) [Balance] Panoramic sunroof now requires more glass plus a servo motor.
15) [Balance] Bluetooth phone support now requires a chip.
16) [Balance] Leather interior now takes longer to research and much longer to fit, and is worth more.
17) [Balance] Competition now drives up wages. (not currently exposed to the player).
18) [Bug] Fixed some confusing and wrong reporting of income and profit on the finance summary screen.

Patch 1.24 (19 June 2017)

Hi, not tons of new features, but some much needed bug fixes, here is the complete list:

[Bug] Fixed bug where immediately after loading a game, existing cars in the showroom were invisible.

[GUI] Added new option to only show GUI for resource importers when hovering mouse over them.

[Translation] Added the resources file to the translation folder.

[GUI] Research button no longer flashes if all research is complete.

[GUI] Research complete dialog now shows competitors usage and has an 'apply to all' option for upgrades.

[GUI] Visual changes to the car showroom screen.

[GUI] Added new option to puase game on research-complete dialog.

[Bug] Fixed bug where game would hang/crash if you increased the price to cross two price categories in certain situations.

[Bug] Fixed crash bug if you were in the middle of placing a research facility when the research complete dialog launched.

[GUI] SUV and Compact body-style research now have proper icons.

[Bug] Fixed missing icons when research pop-ups notify you of new body styles being researched.

[Balance] Improvements to the algorithm for customers evaluating car-purchase probabilities.

Patch 1.23 (12 June 2017)

Hi, we just made a new build of Production Line available. This takes the game to build 1.23. here is a full change list:

1) [GUI] Research button now pulses red if there is currently no research set.

2) [GFX] Changes to sunroof visuals so they leave the roof edge in place.

3) [Feature] Reversing Camera and TACC upgrades both now require a new 'camera' component.

4) [Bug] Loans can now never be negative, nor offered unless company estimated worth is at least $100k.

5) [Feature] Cars are now sold and priced in four different price-categories, with corresponding GUI changes.

6) [Feature] New features tab on the finance screen shows information on how popular each feature is at each price category.

7) [Bug] Fixed crash bug when deleting a slot while its configure imports window is open.

8) [GUI] Save game dialog now has a close button.

9) [GUI] It is now no longer possible to keep the conveyor placement GUI active after you hit the bulldozer button.

10) [Balances] Changes to the research times and value of some items.

11) [Tutorial] Added some extra explanatory tutorial windows and highlights.

12) [Bug] Bad conveyor message now no longer shows incorrectly with production slots.

13) [Bug] Fixed crash bug if quitting to main menu when cars with multiple features were in the showroom, then starting a new game, and autosave happening.

14) [Bug] Resources are no longer consumed for upgrades that are not selected for the current vehicle.

15) [Feature] Added new car feature & researchable technology: Touchscreen Interface.

16) [Feature} Added multi-language support.[/list]

The big changes here are the pricing model, where we now have price categories, and availability of research being different for each category, plus (in the long run) support for translations. At some point (hopefully tomorrow) I'll be doing a new guide explaining how the game will handle translated text, and its pretty simple to do, so hopefully if any members of the community are bilingual and able to help with translating the game, we can get support for other languages in there. It will probably make sense to have a separate forum for discussing language stuff too.

Interested to know what people think about the price-category changes. This is only phase one of 'fixing' the sales model, as right now potential customers have no defined income and thus the sales demand for every category (and body style) is the same. that will change.

Patch 1.22 (02 June 2017)

Hi everyone! We just released a patch for the game. Please note that we have a pop-up notice on this one warning you that the build order for wheels HAS CHANGED. Lots of people said we had it wrong, so we changed it, but that will break your existing lines until you re-arrange them. here are the changes:

1) [Bug] Saving and loading no longer transforms all cars into sedans!

2) [Bug] Fixed bug where pallets would sometimes disappear from supply stockpiles and other stockpiles.

3) [Bug] Fixed bug wwhere speed buttons no longer highlighted to show current speed.

4) [Bug] Fixed crash bug when researching powerplant efficiency.

5) [GUI] Pop-up window now warns you whats changed if you delete a design currently being used by a production schedule.

6) [GUI] Better tooltips to show information on the tech tree.

7) [Tutorial] Some extra tutorial windows explaining game features have been added.

8) [GUI] Tooltips are more readable now (different color).

9) [GUI] Various minor GUI enhancements

10) [Realism] Changed fitting order to Brakes, Wheels, Tires as suggested by almost everyone!

11) [GUI] RollCage renamed to Body Shell.

12) [GUI] Fixed inconsistent naming of Engine Control Unit.

13) [Balance] Some late-stage technology is now slower to research.

14) [Bug] Fixes to potential crash bugs and issues with resource delivery.

15) [Feature] Added new researchable slot upgrade: Predictive Stock Control.

16) [Bug] Fixed major timing bug that affected the export of finished components from manufacturing slots.

Don't forget to vote on the priorities. We have new car body styles arranged, but they will take a while. I plan on taking a look at making a better financial model for the next patch.

Patch 1.21 (29 May 2017)

Hi all! We just patched the game again today. here are the changes:

1) [GUI] Research complete dialog now improved, more informative, more data.
2) [Bug] The letter 'c' when typing no longer triggers a debug window.
3) [Feature] You can now archive car model designs as long as you still have one design for each researched body style.
4) [Bug] Fixed bug where the scroll buttons on the vehicle design browser window didn't work correctly.
5) [Bug] Fixed crash bug when clicking a slot category then trying to place it on the map.
6) [Bug] Fixed issue where the unlock status of car body styles was not cleared when quitting a running game.
7) [GUI] Compact car thumbnail is now green.
8) [Feature] Compact car body style now needs to be researched and unlocked.
9) [GUI] Fit Wing Mirrors task now has a proper icon.
10) [GUI] The car design window now shows a live preview of the selected model with its selected options.
11) [Feature] You now cannot select mutually exclusive car model options (sunroof/panoramic, xenon/led etc).
12) [GUI] Changed name and icons for some tech tree items to improve usability.
13) [GUI] When placing slots, pallets are now drawn so its easier to recognise import and output slots.
15) [Feature] The value of the 'base car' now depends on the car body style.
16) [Bug] Fixed bug where right clicking to clear conveyor placement mode would also delete slots below the cursor.
17) [GUI] New tile pop-up notices show you when you have connected a conveyor belt in the wrong direction.
18) [Balance] Calculations for how high a car can be priced and how quickly it sells have been improved.
19) [Bug] Fixed bug where supply stockpiles may refill at different rates depending on game speed.
20) [Balance] Changes made to the way AI does research to improve game balance.
21) [GUI] Features on the design details window are now sorted alphabetically rather than seemingly randomly!
22) [Balance] Research speed slowed by 20%

I know we still have some balance issues, especially financially speaking. We do intend to get a system in place that models different markets for each car body style, along with markets at different price points, which will add some interesting decisions regarding pricing, and also make the game feel more realistic. I'm also very well aware that some of the games mechanics need mroe iun the way of tutorial and explanation, especially the whole process of researching and unlocking upgrades. This patch improves that to an extent, but I knoww we need to go much further.

I hope you like the improvements made in this version.
Patch 1.20 (23 May 2017)

Hi everyone! First of all MANY THANKS for being a part of the early access for this game, I really appreciate it. If you don't already know, I'm a lone designer/programmer and feeling a bit overwhelmed with issues right now!. Anyway...

This update is 1.20 and it contains the following changes:
[version 1.20]

[Bug] Achievements should now trigger immediately, rather than on the next run of the app.
[GUI] Save games now store a small 256 pixel square snapshot instead of fullscreen (vastly speeds up save/load GUI).
[Feature] Loans now take into account existing debt, plus charge higher rates if you have one or more existing loans taken out.
[Bug] Fixed bug where the AI would stop noticing if your profit margin dropped below zero.
[Balance] Universal features are no longer worthless, but only command 50% of their original market value.
[Balance] A whole list of car features can now no longer ever be researched as universal by the AI.
[Bug] Fixed a very rare and seemingly random crash bug.
[Bug] Fixed bug where periodically the body style window on the slot details window could disappear and reappear.
[Bug] Changed display method for the efficiency chart to prevent a rare crazy visual glitch
[Feature] Complete overhaul of the way car designs are handled. Multiple car variants now supported, features set for each variant.

Now I KNOW some of you will be thinking WTF? about number 10, but this is in there because it was already 50% done when we wwent into EA so I couldnt patch the game without finishing it. I am aware that some people have crash bugs, and this is my #1 priority from tommorow morning (I need sleep!). i also think I may have fixed some fo the crash bugs with this patch.

I am fully aware we need some serious tutorial love, and that the balance of the original release sucked! This release is MUCH better balanced.

So TL;DR:
Sorry if you experienced crashes and bad balance, this should help a bit, much more help on the way. Try out the new feature. Explanation coming soon...
► bypass gdrive download quota
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Re: Production Line + DLC GOG

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Production Line + 2 DLC v1.81e_(64bit)_(43767) GOG
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Re: Production Line + DLC GOG

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updated to v1.60c_(24371)
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

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can anyone upload the lastest version for this game? it's already full release
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

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1.70 is out, maybe someone has it, Shaka ?
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

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updated to v1.73a_(28844)
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

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updated to v1.74_(29146)
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

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updated to v1.75_(29607)
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Re: Production Line + DLC GOG

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Thanks for 1.75. There must be a bug in latest version as the expansion is indicated as "not installed" even if you install it.
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Re: Production Line + DLC GOG

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"Doors that go like this" haha :sarcastic:

For those that don't know...
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Re: Production Line + DLC GOG

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GCS wrote: 22 May 2019, 12:20 by GCS » Today, 05:20




Thanks for 1.75. There must be a bug in latest version as the expansion is indicated as "not installed" even if you install it.
I just tried the game, along with the DLC and it works well, it does not present any problem.
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Re: Production Line + DLC GOG

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It is strange! If i install 1.74 + DLC and on top of if 1.75 + DLC it works fine. If i uninstall everything and install 1.75 + DLC, the DLC shows as "not installed"... :crazy:
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Re: Production Line + DLC GOG

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GCS wrote: 22 May 2019, 20:31 It is strange! If i install 1.74 + DLC and on top of if 1.75 + DLC it works fine. If i uninstall everything and install 1.75 + DLC, the DLC shows as "not installed"...
Got the same problem for some odd reason. I've tried re-downloading the files, checked the signatures, reinstalled cleanly, deleted the entire profile, removed entries from the registry but nothing seem to work.
Normally I wouldn't bother for such a small DLC, but unfortunately my game crash anytime I try to click on a car that uses the doors.
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Re: Production Line + DLC GOG

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Re: Production Line + DLC GOG

Post by R3Tr0B8 »

Maybe the new version is the fix
1.75withdlc
https://www.gogdb.org/product/1240786865#changelog
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