Taxes and Services tabs in the Economy panel now unlock at milestone 1 and the Production tab unlocks at milestone 2.
This is most welcome
Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
Finally no more industrial (and hopefully soon) commercial zones taking majority of available land
all criminals having the same pathfinding result to queue up to do crime.
Oh I wish I saw that
Adjusted Specialized Industry Unlocking to start from milestone 0.
Yeeeess
Adjusted XP values for low construction cost building.
Welp there goes early game exploit I guess
Fixed specialized industry main building missing.
A day 1 bug! Rejoice!
Fixed driver not included in passenger count and capacity for personal vehicles.
And here we were, convinced that it's a feature
Fixed citizens parking their cars at public transport stations without the intention to board a transport line there.
Oh my gods. Finally no more of that? No more people flooding to a freshly built train station only to park the car and leave in foot? Wonderful
Fixed traffic jams occurring inside Parking buildings.
Does that mean we can finally put up some large parkings without risking clogging the entire neighborhood?
- Fixed trucks keep going back and forth between commercial and industry.
- Fixed commercial companies accidentally exporting goods to other companies.
- Fixed broken pathfinding warning after rebuilding destroyed service building that has extension upgrades.
- Fixed mail getting stuck due to heavy traffic at the cargo terminal by adding a trip needed buffer amount as another cost in resource trade pathfinding.
- Added a penalty for resource pathfinding when the cargo station has more requests or sent out most of the vehicles.
And does that mean that citywide queues to cargo hubs are no more?
Fixed hotel renter deserialization bug causing unknown mayhem for tourist / hotel logic.
So, more hotels will spawn at last?
Fixed a bug where placing a road could cause tooltips to jump between their target positions
Just to make sure, no more overlapping curve/slope/length tooltips?
Pedestrians being able to cross the road without a dedicated crossing is not a bug but expected behavior. That said, we are looking into what we can improve to avoid the situations where they do it so much it causes traffic to back up. What that might look like is still undetermined, but we are aware that it can sometimes be an issue and it's something we're looking at.
If there's a nearby alternative, say, in form of overpass path, they should use that. The penalty for illegal moves should be higher, not only for citizens but for vehicles as well.
Though while we're on the subject of paths, any chance to increase the slope limit? To make a simple path over a busy intersection, required space for sloped one is ridiculous, both ways, a bridge and a tunnel. Not to mention 7.5m minimum height. Should be 5 at most, everything can fit below that. Even the alley has less strict requirements.
And for people who worried there will be no fixes because dev diaries didn't cover them - look, over a hundred.