v0.1.95
Agriculture
Hotfixed issue related to inability to harvest sugarcane.
Fixed missing image for planted strawberries.
Fixed missing images for various Cacao crop states.
Fixed issue with being unable to lime fields (due to them trying to find it in old warehousing system.)
Created and began testing 5 starter missions for new player experience.
Archaeology
Fixed issue in which in limited instances relocating between search grids could take longer than it should.
New Building: Antiquities Restoration. This facility is used to refurbish and restore antiquities found through archaeology operations.
Fixed issue that was causing sonobuoys not to be recovered properly by ship pickup.
Slight updates to hunting algorithms for travel time, distance covered.
Slight updates to probability checking in regards to revealing site type.
Framework preparations to begin adding in unique and historical finds based on area of the globe the search is conducted in. (This means you wouldn't have a chance of finding a Japanese Zero underwater off the coast of the US, but you might if you are somewhere in the South/East Pacific).
Corporate
Added in dispatcher capacity data on front end view for large dispatch buildings.
Fixed issue with not being able to hire workers to large dispatches.
Exchange
Hotfixed issue that would allow you to submit a sell order without a 0 in the minimum to keep, which would cause the order fee but no actual listing. Now it defaults to zero unless you change, and is required for order submission.
Hotfixed issue with improper redirect on raw good order creation.
Hotfixed issue with improper redirect on finished good order creation.
Hotfixed issue with improper removal of raw goods from warehouse when creating a sea bulk delivery.
Added in location information to material warehouse searching.
Added in location information to raw warehouse searching.
Made live the ability to set a private company ID for bulk sealane shipments.
Fixed issue causing shipments without PSID to not generate fully for bulk sealane shipping.
Made it so that warehouses without raw materials in them would not show up in dropdown as selectable warehouse.
Fixed improper/lack of charges when transferring raw materials from one company to another using sale function in new exchange.
Added ability to cancel raw goods sell order.
Added ability to cancel finished goods sell order.
Modification of orders coming this week, will be a 1.5% fee on whatever amount you are continuing to sell for modified orders.
Logistics
Fixed naming issue with Split-11 Dragon Ship.
Fixed missing image for Split-11 Dragon ship.
Hotfixed an issue regarding being able to see the details area of Large Dispatch Buildings.
Fixed issue with Timber ships being unable to properly load new bulk style loads.
Fixed issue that would cause some bulk loads to 'overpay' for a shipment being loaded onto a ship.
Removed ships in 'Dock Manager' status from 'Next Ship' queue.
Made updates to reputation gain for semi logistics companies.
Created and began testing 5 starter missions for new player experience.
Framework is now in for trainyards, and testing will begin this week, with hopeful release in the next 2 patches for baby version.
Manufacturing
Temporarily removed consumption of peat/coal from powerplants while we transfer it fully to the new warehousing system.
Resource Acquisition
Fixed issue with tunnel mine blasts not working in some instances using ghost miner perk.
Other
Handled ~ 15 player whoops tickets
Handled multiple small item fixes/updates.
Began writing 'mission text' for tutorial missions for new player experience system, these will be available on the wiki in near future, and each 'blurb' will be available to the player when they have that mission active for their given operation.