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v0.2.20

v0.2.20

Agriculture

  • Optimized daily cow code for aging and pregnancy.

  • Added the "Agri Equipment" menu item, with subsequent landing page that works like the regular equipment page, but for Agricultural equipment.

  • From the above page you can filter to find equipment, and you can place equipment for sale.

  • Fixed being unable to transfer agricultural land between companies.

  • Fixed being unable to sell an agricutlural building. Reminder: If you perform a sale any animals on site will be removed and removed from your ownership!

  • Updated sugarcane growth cycle. Made it so that sugarcane now takes 30 days to grow from planted state, versus the 12 for re-growing sugarcane. This should prevent it
    being 'easier' and 'quicker' to plow sugarcane under and replant instead of letting it naturally regrow. This now brings sugarcane in line with all other similar regrowable crops
    that are intended to be planted once and regrown versus yearly plantings.

  • On the above, if any other 're-growable' crops are found to be 'quicker' to plow and replant like a annual crop, please report!

Archaeology

  • Added ability to filter owned anomalies by country.

  • Added ability to recycle 5 junk anomalies for one new unknown anomaly. All anomalies must be in same location (use country filter first)!

Construction

  • Added in low level construction jobs geared to young players that have limited equipment requirements like dump trucks, pickups, skidsteers and backhoes.

  • Fixed "Next Page" functionality on equipment pages to allow filtered results proper pagination without losing data after one page.

  • Did some reworking to how often a certain type of job with x job requirements appears based on construction company research levels.

  • Tier 1 and 2 construction jobs no longer require any certified drivers.

  • Modeled difficulty 'jump' at tier 3 of construction jobs, along with increased payout where more materials and equipment will be required as well as hauling in equipment.

  • Slight adjustments to UI for better performance and experience.

  • Organized the 'load from' list to be by equipment type in industrial parking lot for loading onto lowboy.

  • Activated effects of "Mindful Equipment Use" research.

  • Made the start construction button not show after a job had already been started.

  • Activated effects of "Jobsite Refueling" research.

  • Fixed issue with starting construction that could cause notifications to lose structure type and or build location for global notifications.

  • FIxed issue with jobs disappearing in some instances.

  • Fixed issue that could cause an NPC job to be started again after completion in some instances.

  • Fixed issue that could cause players to be able to pull more than 3 jobs as under construction jobs were not counted.

  • Made Delete tag function now remove tags from vehicles AND delete the tag itself.

  • Added ability for backhoes to self drive into construction sites until gooseneck/bumper pull trailers come in for dumptrucks and pickups.

Exchange

  • Added 'Vehicles - Agriculture (USED)' menu item with landing area.

  • Added ability to buy used agricultural equipment off of the newly available market area.

  • Added next page / previous page function to the bottom of buildings pages in exchange.

  • Added information on private political point sales. Now you can see what company you have a private listing to.

  • Added original MSRP to used agri listings.

  • Added original MSRP to used air listings.

  • Added original MSRP to used land listings.

  • Added original MSRP to used train listings.

  • Added original MSRP to used ship listings.

  • Fixed being able to buy from "Player Only No NPC" listings, should now work and allow a way for players to sell to other players without a codelock and without NPCs being able to buy.

  • Added 'Capacity' data for service trucks to front end visibility.

  • Fixed missing flag images for used trailers.

  • Made vehicle redirect to semis when buying used semis on marketplace.

  • Fixed missing image for C4 Cryogenic Ship

  • Fixed Bug #61, incorrect pricing showing in raw goods page in some conditions.

Holding Company

  • Removed the ability to pull funds from Aerospace companies. This was a long term planned pull to keep aerospace companies who progress far enough from using funding to aid other corporate branches.

Logistics

  • Fixed issue with not being able to access large trainyards after activation.

  • Added return to overview button for train details page allowing you one click to go back to your train overview page.

  • Added an additional check parameter on train overview page to idle trains that have arrived at destination allowing them to show 'Idle' without a refresh when going to details page.

  • Added return to overview button to survey ship details page allowing one click to return to survey ships overview page.

  • Added return to overview button to aircraft details page allowing one click to return to aircraft overview page.

  • Added return to overview button to salvage ship details page allowing one click return to salvage ships overview page.

  • Corrected improprer redirect on failure to add train to depot.

  • Added ability to remove a idle train from a depot.

  • Train cancellation after startup hour: To clarify this is already coded, you just need to catch the train when it is in Schedule Prep between jobs.

  • Removed any train at a trainyard from the train overview page.

  • Fixed ability to sell bunker ship on market if it is full on fuel and has no captain while being idle.

  • Fixed issue with the 'Deliver to Site' order not working in dispatch area.

  • Added ability for 'Delivery To Site' dispatch function to also work for construction companies with a site agreement.

  • Added in safety check that bunkering ships priced below $1 per liter will not show up as options for attaching to to refuel.

  • Added in Total Estimated Load Value to plane cargo screens.

  • Added in Total Estimated Load Value to train cargo screens.

  • Made it so that aircraft even loaded with cargo can fly to airport of choice, allowing you to grab cargo for multiple destinations and choose your route.

  • Moved vehicle UID to end of list information when loading equipment in city center for the ability to 'type' what you are looking for easier.

  • Removed fuel use for "Feed The Need" semis used through dispatching function.

Manufacturing

  • Refixed issue regarding shipyard activations and them not wanting to open their bays.

  • Added ability to add new piers to shipyards, as well as bays.

  • You can add up to 2x the starting amount of piers/bays to any shipyard, with a gradually increasing cost.

  • Added in production info hourly for refinery outputs, as well as barrel consumption per day.

  • Added the +/- rate for diesel distribution from a refinery in comparison to it's output.

  • New Recipe: Animal Cage - Medium, produced at Specialty Factory

  • New Recipe: HK417, produced at Armament Factory (RR)

  • New Recipe: Truck Engine, produced at Vehicle Factory (RR)

  • New Recipe: Mine - AP, produced at Armaments Factory (RR)

  • Fixed Armaments Factory - Large to be capable of producing proper recipes.

  • Fixed missing image for Armaments Factory - Large.

  • New Recipe: Ethanol

  • New Recipe: Potato Wedges

  • New Recipe: Turbans

  • Updated Crude Oil NPC base to 92.57/barrel

  • New Recipe: Straw Pellets

  • New Recipe: CIWS - Specter S Camo

  • New Recipe: Rolling Tool Chest

PMC

  • Made live effects of "Training Regiments" research.

  • Began framework for "Boots On Ground" system, allowing PMC companies to have not just special operators, but regular line units of larger size.

  • Made live research effects of "Private Mobilization". Level 1 grants ability to begin utilizing new PMC facility modules for housing/training more troops.

  • Each level of private mobilization grants a unlock to max element size.

  • New Module: Infantry Barracks. Capable of holding up to a Batallion of Troops. (RR)

  • New Module: Motorpool. Capable of holding up to 100 vehicles. (RR)

  • New Module: Munitions Bunker. Capable of holding up to 50,000 units of non-small arms munitions (Rockets, Artillery, Missiles, Etc). (RR)

  • New Module: Air Wing Open Parking. Capable of holding up to 10 aircraft. (RR)

  • New Module: Air Wing Bunker Parking. Capable of holding up to 5 aircraft. (RR)

  • Made it so that if a squad has members active for training or a mission, that squad cannot be selected in mission briefing.

  • Added 100 new operators to the black market.

Resource Acquisition

  • Fixed issue with fuel consuming more than visually indicated. Note, this is a lower consumption than intended for launch, but we will put a 90 day timer on me upping the consumption level for balancing.

  • Added visual indicator of current liters per day on a mine site.

  • Added ability to cancel a fuel agreement from the fuel operations page of a mine site.

  • Added daily fuel consumption estimate to fuel page on mine sites. Will tell you estimated fuel use if all vehicles are working on site.

  • Added in fuel information to favorites page showing if fuel is on site and how much, if equipment is working.

  • Added indicator for if there is a fuel pass and when it expires on favorites page for resource sites.

  • Added site shutdown button that will idle all above and below ground equipment in single click.

  • Added ability to add modules to Drillships.

  • Added all module effects to live status for drillships.

  • Added ability to remove leftover fuel off of a site to local warehouse.

The Beyond

  • Updated bad redirect on galactic market purchases in certain scenarios.

Other

  • Fixed notifications for ticket replies. Now on any staff reply to a ticket you should receive a notification.

  • Removed errant "LE Coin" area, as this program was never implemented.

  • Added the visible number of perk coins you have stored.

  • Fixed multiple broken image links.

Wiki

  • Updated Iron ore info to show it can be found deep and shallow.

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