v0.1.92
Accounting
Updated accounting valuation on land ownership to 35,000 an acre from 15,000 per acre.
Agriculture
Added field nicknames to the field details page so it can be more easily referenced when working on a specific field.
Fixed missing image for Tobacco at ready to harvest state.
New Cow Breed: Brown Swiss (Dairy).
Fixed pigs not butchering properly into pork in several instances.
Fixed pork not displaying properly in shipping center.
Moved personal butchery of cows to new warehousing system.
Moved NPC butchery of cows to new warehousing system.
Moved NPC Butchery of pigs to new warehousing system.
NOTICE: Next weeks patch all harvested crops will go to new warehousing (2/16). Ability to harvest will be off from 2/14 until patch.
Archaeology
Added default crane depth and weight capabilities to global market listings on Salvage ships.
Added in flight hours and fuel consumption for helicopter flights.
Added in ability to load fuel from warehouse into aviation tank. Must be idle at a port, must have own Jet Fuel in warehouse (Source from players if you don't have your own source!)
Made locking into a specific anomaly possible once it has been shown to be a salvage anomaly.
Opened first iteration of sonobuoy searching (primary searching) for salvages.
Opened first iteration of secondary searching (grid location searching) foe salvages.
Added in Drone/DiveTeam/DSV investigation of found salvages.
Added in plasma cutting of container type salvages to discover interior.
Enabled crane lifting for multiple salvage types.
Allowed helicopters out of nut gallery only access and available to all nauts.
Made update to a couple helicopters models to prevent inaccurate flagging.
Removed using survey ships to investigate legacy (inventory based) anomalies. System will be coming to transition inventory anomalies to the new system if you have any remaining.
Removed using salvage ships to investigate legacy (inventory based) anomalies. System will be coming to transition inventory anomalies to the new system if you any remaining.
Fixed redirect when leaving a port bay with salvage ship.
Added cargo capacity to all salvage ships. This dictates how many supplies can be carried. Abilityt to bring back deep sea salvage finds depends on size of the find. Some finds will require a crane ship to haul back, others can be hauled back by the salvage ship.
Added cargo display to salvage ships details page.
Added ability to load sonobuoys, oxygen tanks and lift bags to salvage ships if in port and idle.
Updated helicopter loading to dynamically update ship cargo information.
Updated redirect on leaving player port with salvage ship.
Added ability to recover sonobuoys at sea with salvage ship. Must be in same area as the buoy. In the near future you will have to reach the buoy within 10 days of it's deployment or it will be scuttled. There is a chance that the buoy will be too badly damaged to be reused. You will be able increase successful recovery odds with research in near future.
Updated grid generation algorithm for generation of specific salvage location once an anomaly has been deemed a salvage anomaly.
Auctions
Randomized end timers for auctions from 50 to 90 hours instead of the default 72 before so auctions will end at varying times.
Reinstated mystery auctions with a more diverse algorithm and prize pool.
Added in delivery forms for vehicles and ships won at auction to allow delivery after payment.
Construction
Fixed bug causing construction assets not able to be seen on NPC construction site.
Fixed bug causing semi assets not able to be seen on NPC construction site.
Corporate
Added in several new calculations to help calculate total number of workers.
Added in visible worker counts for frontline, operations and corporate. At this time we cannot guarantee every single worker will be included in counts, but the goal is that by end of Febuary it will be complete. Most large numbered counts such as factory workers, ship crews etc are already considered.
Updated algorithms to check worker counts to reflect new streamlined system.
Removed two redundant back end items that are no longer used in regards to corporate staffing.
Exchange
Added the ability to page through shipping center pages for people who have more than 35 open bulk loads at once.
Exchange will be phasing out and into a new marketplace, available to you via the Market > The Exchange Option. This area will contain ALL marketplace items beyond the player donator market and diamond den.
Added raw search function to the new Exchange area.
Added finished search function to the new Exchange area.
Added in dynamic pricing for all finished goods, unique to each city.
Removed ability to place material orders on old GE.
Holding Company
Added ability to see driver name and driver available XP in semi transfer screen.
HoS
Fixed missing image electronics requirement in prosperity data table.
Logistics
Made tweaks to load liaison algorithm as it was causing some load types to pay too low and some to pay too high.
Fixed image for Split-10 Robonaut that wasn't working.
Added ability to see ship refueling menu even if a ship is full, allowing planning for pricing even if you don't have a unfilled ship in a given port.
Added ability to add modules to regular cargo ships if a shipyard has them available or you have them available in local warehouse.
Added benefits of upgraded crane network module to be live. (5% boost to loading/unloading speed)
Added benefits of advanced crane network module to be live. (10% boost to loading/unloading speed)
Added benefits of upgraded fuel lines to refueling system. (10% boost to refueling speed)
Added benefits of ship engine efficiency module (10% reduction in fuel use.)
Added in special expiration parameters for dynamic loads that have expired.
Fixed issue with dynamic loads not generating after algorithm update.
Added ability to create dynamic loads with load liaison for bulk ships.
Added ability to still see dynamic and player loads available in a port when loading/unloading/refueling.
Added ability to create and haul bulk sealane loads, which will work like train loads do.
Updated to make ship crews mandatory on all ships, with captains remaining optional. Crews are built into the ships they run on.
Added the ability for captains to gain XP back to live status for all cargo ship types.
Added in auto-hiring of plane crews. Plane crews require $150 a day per crew member IF the plane has flown in the last 72 hours, otherwise a $25 a day fee per crew member.
Added in hiring ability for pilots. Pilots will have to log XP and convert that into perks and flight certifications for aircraft. They will have to start as a co-pilot in an aircraft and log enough hours in it to then be fully certified as a primary pilot. Primary pilots will grant an automatic 10% boost to fuel efficiency and decrease in flight duration. Co-Pilots will provide 5%.
Added in country filtering for trains.
Added in filter retention for pagination on trains.
Made train filter only show options for where you actually have trains.
Made ship filter only show options for where you actually have ships.
Updated bunkering ship redirect when hitting refuel, will now redirect to bunkering ships overview page.
Updated redirect on assigning load liaison/dock manager to a port to properly go back to dispatch building page.
Updated missing flag image for Eswatini in semi details page.
Updated missing flag image for Congo in semi details page.
Fixed load liaison generation error for dry bulk loads.
Fixed issue with departure from player port showing wrong message.
Added several missing ports to port map.
Made it so if no destination is selected for generating dynamic loads, it will fail and error out.
Manufacturing
New Recipe: Coffee Machine, produced at generic factory.
New Recipe: Alternative Charcoal Recipe using Oak.
New Recipe: Alternative Charcoal Recipe using Maple.
New Recipe: Hydraulic Fluid, produced at generic factory.
New Recipe: Molasses, produced at Food Factory.
Recipe Update: Capacitors output increased, with linear increase in input materials.
Added 'Return to City' link to details page for power plants.
New Recipe: Ping Pong Table, produced at furniture factory.
New Recipe: PC - Midgrade, produced at Electronics Factory.
New Recipe: PC - Gaming, produced at Electronics Factory.
New Recipe: Canoe Paddle, produced at Plastics Factory.
New Recipe: FN Minimi, produced at Armaments Factory (RR).
New Recipe: Guitar - Electric, produced at Generic Factory.
New Recipe: Breaching Hammer, produced at Armaments Factory.
New Recipe: Cheese Puffs, produced at Food Factory.
New Recipe: Candy Bar - Chocolate, produced at Food Factory.
New Recipe: Cold Weather Survival Kit, produced at Textile Factory.
New Recipe: Katana, produced at Generic Factory.
New Recipe: Baby Carrots, produced at Food Factory.
New Recipe: Car - Engine, produced at Vehicle Factory (RR).
New Recipe: Bath Robe, produced at Textile Factory.
PMC
Made AK47 addable to PMC facilities and equipable to operators.
Made AK-5 addable to PMC facilities and equippable to operators.
Made FN Minimi addable to PMC facilities and equippable to operators.
Research
Updated 'not live' tags on a few dozen research items that now do have atleast partial activation.
Added 25+ new researchable items for the PMC type subsidiary.
Resource Acquisition
Updated color of 'return to government' button to red.
Added confirmation checkbox for returning land to government.
New Bulldozer: SD32, 18m3 capacity.
Added next/previous page buttons to the bottom of resource listing page.
Removed ability to send drillships to anomalies from ship details page.
Fixed error when trying to send drillship to anomalies area from anomaly details page.
New Wheel Loader: 982XM, 9m3 capacity.
Wiki
Added DSV I, II and III to ship modules section for archaeology articles.
Added descent rates for drones in archaeology articles.
Other
Handled approximately 15 whoops/small bug tickets