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v0.1.91

v0.1.91

Agriculture

  • New Manure Spreader: V180

  • New Slurry Spreader: EL48

  • New Crop: Apple Trees

  • Fixed issue that was causing 'Stormy' weather not to accumulate moisture properly.

  • Removed 'Staffing' button from horse details page, now handled at top level for an entire barn.

  • Added new front page form to hire groomers and ranch hands. Form only shows if you are missing one or both at a particular barn.

  • Hiring cost is $150 per day for ranch hands or groomers, and they are considered frontline workers.

  • If a Ranch Hand/Groomer is hired for a barn, it will say so on the barn overview page. Feeding and Grooming happens daily.

  • NOTICE: Starting next week, in addition to 'fuel' costs for field work, there will be 'hiring' costs for temporary laborers to run your tractors/harveters etc. The rate is $15 an hour per worker, and is applied and rolled automatically into your field work payment like fuel is. (Before people ask 1.) No you can't hire laborers for farming, atleast not in short term and 2.) Yes in the future you will be able to supply your own fuel for the farm.)

  • Added ability for horses to age to 24 months (2 years).

  • Turned on advanced training functionality again with new updated algorithms and parameters for horses.

Competitive

  • Added trophies for Atlantic Salmon

  • Added trophies for Walleye

  • Added trophies for White Perch

HoS

  • Updated prosperity level requirements to show for level 3 prosperity cities.

  • Starting at level 3, electronics are required.

  • All cities are getting a 6 month "Hall Pass" on requirements. So if you make it to a level, you will not lose that level from now until June even if demand is not met. This is to allow me to finish up advanced manufacturing and flesh out more of the HoS program, but use this time to stock up or get your levels up to where you want them before summer hits!

  • Added in new column headers 'Maintain Need' and 'Growth Need'. Starting next patch this will show the data to 'maintain' the current level if the city is above 0 prosperity.

  • Started on backend framework that prosperity will tie to NPC sales in a given city, one of several enhancements planned to give more meaning to HoS and the Prosperity system.

cont.

Logistics

  • New Model for 2024 LT semi, all new purchases get new model.

  • Updated dock managers to annotate they are doing work hourly for a ship making that ship fall further down in the next ship queue.

  • Updated dock managers getting their assignment to also annotate when they start work, again for the above.

  • The two above changes should make it so that the next ship button should only reach dock manager operated ships after all other recent arrivals.

  • Added in first phase of load liaisons. They are ready to do work for you on any type of ship except bulk.

  • Note that load liaisons will generate 3 to 5 jobs to the city you request, for the cargo type of the ship you are on. They also will respect the ships size and generally will find loads that will fill 5-10% of capacity FOR THAT SIZE SHIP. Loads expire after 72 hours. If 3 or more dynamic jobs are outstanding in a departure port, no more will be able to be generated. Plan accordingly.

  • Updated player created shipments to have gold outline and be placed prominently in top area if they are assigned to a shipment company.

  • Added CID of load creation company to player shipments assigned to another player.

  • Updated cost of Large Dispatch to $3.25m in correction from $32.5m, and changed construction level from 7 to 4. Anyone who bought at the wrong rate will be reimbursed within a week or so.

  • Added in additional fixes to help with certain situations causing bulk train loads not to spawn as intended.

  • Updated NPC delivery code to help eliminate instances of NPC non-delivery on raw/finished goods via SEMI.

  • Fixed inability to send survey ships on NPC jobs after selecting and taking an NPC job.

  • Unlocked contracting system for all Nauts, no longer restricted to just Nut Gallery.

  • Made several algorithm changes to reputation gain formula for contracting.

  • Updated NPC reputation load generation to include more companies and generate in broader areas.

  • Added Middle East region to potential contract generation.

  • NPC contracting orders now show expenses.

  • Fixed issue with dock managers refusing in some instances to find work for Timber, Liquid, Cryogenic and RORO vessels.

  • Removed ability to see helicopters that are currently aboard ships in your main logistics list for aircraft.

  • Fixed issue with gas stations not being able to load fuel sources from warehouse. Should now be able to properly both buy and overload fuel from WH to station for all fuel types. Note this is still an early feature so please report any other issues, selling of non-diesel to NPCs coming next patch.

Manufacturing

  • New Recipe: Incendiary Grenade, produced at Armaments Factory (RR)

  • New Recipe: AK-5, produced at armaments Factory (RR)

  • New Recipe: Pumpkin Pie, produced at Food Factory.

  • Updated bay fees as in some instances maintenance bay fees didn't show correctly for ship yard visitors.

Resource Acquisition

  • UPDATE: Mine sites can now be surface surveyed/prospected and can have work begin on their shallow deposit/timber WITHOUT having to core drill. Core drilling is now optional and is only required for when you want to find out or extract the deep resource from a site.

  • Fixed another instance of duplicating oil entries.

  • Updated depleted oil sites to not continue potentially giving oil to FPSO ships on extraction duties. FPSO's will now return to idle status in the local port once extraction has been depleted.

  • Updated that when an oil site is depleted, you can send your tanker back to shore and it will offload and remain there.

Other

  • Handled ~12 player support and whoops issues.

 

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