v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatible and all new features are available in legacy saves. * In order to enjoy updated maps and improved terrain generation, you need to start a new game. Map editor and terrain generation * Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * New map representation that ensures maps are maximally forward-compatible and future-proof. * Increased maximum map size to 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one starting location. * Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times. * New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines. * All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs. Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps. Custom surfaces & decals * It is now possible to manually place surfaces such as concrete on the ground. * There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance. Improved difficulties settings * Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often. * There are now more than 30 individual game difficulty settings available. - New option to disable death by starvation, starving people will not work though. - New option to keep vehicles running slowly without fuel. - New option to keep ships running on unity when no fuel is available. - New option to keep machines working for some time without electricity or computing. - New option to keep machines working slowly when broken down due to low maintenance. - New option to stop conveyor belts from working when low on power. - New option to keep water pumps working when no water with reduced throughput. - New option to keep world mines working slowly when without Unity. - New option for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier. Additional new features * Hydrogen vehicles - New class of vehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship. * More fuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls. * Ores sorting - When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed in new or existing games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removal of tree stumps, rocks, and bushes. Improvements * Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination. * Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification. * Molten transports and balancers can now be elevated, but must still remain flat. * Initial transport placement no longer requires a valid pillar to start the transport construction. New UI * New user interface for the main menu, map editor, in-game settings and difficulty configuration. * Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked in the UI together with the copyable error message. * Improved sound effects for many UI actions Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents. * Trucks with tank attachments are colored similar to pipes and have a product icon on the side. * Fluid storages have a product icon on top. * Three new deciduous tree variants: birch, maple, and oak. * New terrain props: bushes. * Clouds now cast shadows on the ground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway in the wind slightly. * Terrain rendering now reacts to wetness from weather and ocean. Balancing * Vehicles and cargo ships now cause pollution when using fossil fuels. * Cost of Vehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased output and upgrade levels for world map’s rock mine Changes in the early game * Abandoned radio tower is now set to be recycled by default. * The main ship no longer requires initial repairs, just the dock. * Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that. Modding * Significant changes were made in the modding API, all mods will likely need to be updated and recompiled. * Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface. Fixes * Fixed disappearing large entities under some camera angles in rare cases. * Fixed a slight memory leak after quitting a game to the main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.
v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatible and all new features are available in legacy saves. * In order to enjoy updated maps and improved terrain generation, you need to start a new game. Map editor and terrain generation * Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * New map representation that ensures maps are maximally forward-compatible and future-proof. * Increased maximum map size to 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one starting location. * Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times. * New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines. * All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs. Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps. Custom surfaces & decals * It is now possible to manually place surfaces such as concrete on the ground. * There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance. Improved difficulties settings * Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often. * There are now more than 30 individual game difficulty settings available. - New option to disable death by starvation, starving people will not work though. - New option to keep vehicles running slowly without fuel. - New option to keep ships running on unity when no fuel is available. - New option to keep machines working for some time without electricity or computing. - New option to keep machines working slowly when broken down due to low maintenance. - New option to stop conveyor belts from working when low on power. - New option to keep water pumps working when no water with reduced throughput. - New option to keep world mines working slowly when without Unity. - New option for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier. Additional new features * Hydrogen vehicles - New class of vehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship. * More fuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls. * Ores sorting - When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed in new or existing games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removal of tree stumps, rocks, and bushes. Improvements * Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination. * Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification. * Molten transports and balancers can now be elevated, but must still remain flat. * Initial transport placement no longer requires a valid pillar to start the transport construction. New UI * New user interface for the main menu, map editor, in-game settings and difficulty configuration. * Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked in the UI together with the copyable error message. * Improved sound effects for many UI actions Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents. * Trucks with tank attachments are colored similar to pipes and have a product icon on the side. * Fluid storages have a product icon on top. * Three new deciduous tree variants: birch, maple, and oak. * New terrain props: bushes. * Clouds now cast shadows on the ground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway in the wind slightly. * Terrain rendering now reacts to wetness from weather and ocean. Balancing * Vehicles and cargo ships now cause pollution when using fossil fuels. * Cost of Vehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased output and upgrade levels for world map’s rock mine Changes in the early game * Abandoned radio tower is now set to be recycled by default. * The main ship no longer requires initial repairs, just the dock. * Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that. Modding * Significant changes were made in the modding API, all mods will likely need to be updated and recompiled. * Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface. Fixes * Fixed disappearing large entities under some camera angles in rare cases. * Fixed a slight memory leak after quitting a game to the main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.
Compatibility
* Save files from Update 1 are fully compatible and all new features are available in legacy saves.
* In order to enjoy updated maps and improved terrain generation, you need to start a new game.
Map editor and terrain generation
* Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features.
* Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features.
* New map representation that ensures maps are maximally forward-compatible and future-proof.
* Increased maximum map size to 17M tiles, 4x larger than the largest map so far.
* New maps may contain more than one starting location.
* Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times.
* New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic.
* Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.
* All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs.
Community Hub
* Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/
* Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.
Custom surfaces & decals
* It is now possible to manually place surfaces such as concrete on the ground.
* There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone
* Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!).
* All surfaces now have curbs at their boundary.
* All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors.
* Decals can also be copy-pasted or saved into blueprints
* Vehicles driving on custom surfaces have reduced maintenance.
Improved difficulties settings
* Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics.
* Difficulties adjust factors like production, yields, and resource availability.
* Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop.
* It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans.
* All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often.
* There are now more than 30 individual game difficulty settings available.
- New option to disable death by starvation, starving people will not work though.
- New option to keep vehicles running slowly without fuel.
- New option to keep ships running on unity when no fuel is available.
- New option to keep machines working for some time without electricity or computing.
- New option to keep machines working slowly when broken down due to low maintenance.
- New option to stop conveyor belts from working when low on power.
- New option to keep water pumps working when no water with reduced throughput.
- New option to keep world mines working slowly when without Unity.
- New option for full deconstruction refund.
- Added research cost multiplier.
- Added quick actions Unity cost multiplier.
- Added solar power production multiplier.
- Added contracts profitability multiplier.
- Added loan conditions multiplier.
- Removed power production multiplier.
Additional new features
* Hydrogen vehicles
- New class of vehicles that run on hydrogen instead of diesel.
- Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship.
* More fuels for Cargo ships
- Ships can use Diesel or Heavy oil interchangeably
- New hydrogen ship
* Conveyor lifts
- Vertical transports allowing vertical movement of unit and loose products.
- Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls.
* Ores sorting
- When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials.
- Ores sorting can be changed in new or existing games via new game difficulty settings.
* Loans
- It is now possible to loan certain materials from friendly settlements.
- Loans can help with averting crises or speeding-up progress.
* Props removal tool for easy removal of tree stumps, rocks, and bushes.
Improvements
* Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks.
* Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination.
* Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification.
* Molten transports and balancers can now be elevated, but must still remain flat.
* Initial transport placement no longer requires a valid pillar to start the transport construction.
New UI
* New user interface for the main menu, map editor, in-game settings and difficulty configuration.
* Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories.
- This also prevents auto-saves from mixing between different sessions.
* Mods that fail to load are now marked in the UI together with the copyable error message.
* Improved sound effects for many UI actions
Graphics improvements
* Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents.
* Trucks with tank attachments are colored similar to pipes and have a product icon on the side.
* Fluid storages have a product icon on top.
* Three new deciduous tree variants: birch, maple, and oak.
* New terrain props: bushes.
* Clouds now cast shadows on the ground.
* Improved particle effects for various machines, especially those emitting fire or steam.
* Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles.
* Vehicles now emit smoke from exhausts.
* Trees now sway in the wind slightly.
* Terrain rendering now reacts to wetness from weather and ocean.
Balancing
* Vehicles and cargo ships now cause pollution when using fossil fuels.
* Cost of Vehicle barriers was reduced from 10 to 1 concrete.
* Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile.
* Increased output and upgrade levels for world map’s rock mine
Changes in the early game
* Abandoned radio tower is now set to be recycled by default.
* The main ship no longer requires initial repairs, just the dock.
* Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.
Modding
* Significant changes were made in the modding API, all mods will likely need to be updated and recompiled.
* Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection.
* Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.
Fixes
* Fixed disappearing large entities under some camera angles in rare cases.
* Fixed a slight memory leak after quitting a game to the main menu.
* Fixed settlement health/unity generation when more than one settlement was constructed.
互換性
* アップデート1からのセーブファイルは完全に互換性があり、すべての新機能はレガシーセーブで利用可能です。
* 更新されたマップと改善された地形生成を楽しむためには、新しいゲームを始める必要があります。
マップエディターと地形生成
* 手動で設定されたプロシージャル生成機能のセットとしてマップを編集することができる、完全機能のマップエディタ。
* マップエディターは、単純な形状制御やパラメータ設定から、地形特徴を生成するために2Dノイズ関数をどのように連鎖させるかの変更まで、幅広い設定可能性を提供します。
* マップの前方互換性と将来性を最大限に保証する新しいマップ表現。
* 最大マップサイズを 17M タイルに拡大し、これまでの最大マップの 4 倍に拡大。
* 新しいマップは複数のスタート地点を含むことができます。
* マップ生成パイプラインを改善し、すべての生成ステージの並列化を可能にし、ゲームのロード時間を短縮。
* 地形(特に山と崖)をよりリアルに見せる新しい水浸食シミュレーション。
* 山脈のようなプロシージャル生成された地形は、線だけでなく、ポリゴンとして設定できるようになりました。
* すべての既存マップは再作成され、改善されました。
コミュニティ・ハブ
* 設計図、マップ、MOD を共有するためのコミュニティ・ハブを作成し、立ち上げました: https://hub.coigame.com/
* ハブは、ブループリントの文字列を検証したり、アップロードされたマップの内容を表示するなど、ゲームとのより良い統合を提供します(他のサードパーティのサービスと比較して)。
カスタムサーフェスとデカール
* 地面にコンクリートのような舗装を手動で配置することが可能になりました。
* コンクリート2種類、金属4種類、砂岩2種類、レンガ、石畳の10種類のサーフェスが利用可能です。
* サポーターズ・エディションでは、特別なゴールドの床が利用可能です。
* すべてのサーフェスに境界の縁石が追加されました。
* すべてのサーフェスは、ライン、ストライプ、矢印、数字、およびその他の装飾的な要素のようなデカールでペイントすることができます。8色から選べる70種類以上のデカールがあります。
* デカールはまた青写真にコピーペーストされるか、または保存することができます
* カスタムサーフェスで走行する車両はメンテナンスが軽減されます。
難易度設定の改善
* 新しいゲームフローにおけるゲームの難易度設定は、難易度とメカニクスの2つの部分に分けられました。
* 難易度は、生産量、収穫量、資源の利用可能性などの要素を調整します。
* メカニックは、より重要な方法でゲームプレイを変更します。例えば、車両が燃料なしでゆっくり走り続けるべきか、停止すべきかなどです。
* デススパイラルをなくし、カジュアルプレイヤーにとってより親しみやすいゲームにしたり、ベテランにとってより挑戦的なゲームにしたりすることが可能になりました。
* ゲーム中にすべての難易度設定を変更できるようになりましたが、変更はログに記録され、クールダウン期間によって同じ設定を頻繁に変更することを防ぎます。
* 現在、30以上の個別のゲーム難易度設定が利用可能です。
- 餓死を無効にする新しいオプションを追加。
- 燃料がなくても乗り物をゆっくり走らせるオプションを追加。
- 燃料がないときにユニティで船を走らせ続ける新しいオプション。
- 電気や演算がなくても設備をしばらく動かし続ける新しいオプション。
- 低保守点検のために故障した機械をゆっくり動かし続ける新しいオプション。
- 低電力時にベルトコンベヤを停止させる新しいオプション。
- 水不足で処理能力が低下しているときに水ポンプを作動させ続ける新しいオプション。
- Unityがないときに、世界の鉱山をゆっくり稼動させ続ける新しいオプション。
- 完全な解体の払い戻しのための新しいオプション。
- 研究コストの乗数を追加。
- クイックアクションのUnityコスト倍率を追加。
- 太陽光発電の生産倍率を追加しました。
- 契約の収益性倍率を追加しました。
- 融資条件の倍率を追加しました。
- 電力生産倍率を削除
その他の新機能
* 水素自動車
- ディーゼルの代わりに水素で走る新しいクラスの自動車。
- 水素自動車には以下が含まれる: T2、T3トラックと掘削機、T2樹木収穫機、樹木プランター、貨物船。
* 貨物船の燃料の増加
- ディーゼル燃料と重油燃料の使い分けが可能に。
- 新しい水素船
* コンベアリフト
- ユニットやバラ製品の垂直移動を可能にする垂直輸送。
- 1x2タイルのスペースに6タイルの高低差までリフトアップすることで、擁壁を越えて資材を輸送することができる。
* 鉱石選別
- 有効にすると、鉱山からの混合材料を積んだトラックは、個々の材料を直接配送する代わりに、専用の鉱石選別プラントに貨物をダンプする必要があります。
- 鉱石選別は、新しいゲームの難易度設定によって、新規または既存のゲームで変更することができます。
* ローン
- 友好的な入植地から特定の資材を貸し出すことが可能になりました。
- 融資は危機を回避したり、進行を早めるのに役立ちます。
* 木の切り株、岩、茂みを簡単に除去するための小道具除去ツール。
改良点
* バランサーは、トランスポートやコネクターと同様に、支柱に吊り下げることができます。他のトランスポートやバランサーはそれらの上に構築することができ、真にマルチレベルのコンベアネットワークを可能にします。
* ロジスティクスは、2番目の足がアクセスできない場合、配送ジョブをスケジュールしないようになりました。これにより、トラックに資材が積まれた後、目的地に配送できない問題が解決されました。
* トラックは到達不可能な目標で立ち往生しなくなりました。複数の車両が到達できない目標は、通知によって報告されます。
* 溶けた輸送機とバランサーは昇降できるようになりましたが、まだ平らでなければなりません。
* 最初の輸送の配置は、もはや輸送の建設を開始するために有効な柱を必要としません。
新しいUI
* メインメニュー、マップエディター、ゲーム内設定、難易度設定のユーザーインターフェースを一新。
* ゲームセッションごとにセーブをグループ化するため、セーブ/ロードゲーム画面を刷新。これはディスク上でも反映され、1つのセッションのゲームはディレクトリで整理されます。
- これはまた、異なるセッション間でオートセーブが混在するのを防ぎます。
* ロードに失敗したMODは、コピー可能なエラーメッセージと共にUIでマークされるようになりました。
* 多くのUIアクションのための改善された効果音
グラフィックの改善
* パイプはその内容に応じて色分けされるようになりました。この変更は、急激な変化を避け、内容物が混在するパイプに対応するため、ゆっくりと段階的に行われます。
* タンクアタッチメントを持つトラックは、パイプと同様の色になり、側面に製品アイコンがあります。
* 流体貯蔵庫は上部に製品アイコンがあります。
* 3つの新しい落葉樹のバリエーション:シラカバ、カエデ、オーク。
* 新しい地形の小道具:茂み。
* 雲が地面に影を落とすようになりました。
* 様々な機械、特に火や蒸気を出す機械のパーティクル効果を改善。
* 採掘、投棄、地形崩壊のような地形との相互作用は、塵の粒子を生成するようになりました。
* 車両が排気ガスから煙を出すようになりました。
* 木が風でわずかに揺れるようになりました。
* 地形レンダリングが天候や海からの濡れに反応するようになりました。
バランス調整
* 車両や貨物船が化石燃料を使用する際に公害を引き起こすようになりました。
* 車両障壁のコストは10コンクリートから1コンクリートに減少しました。
* 擁壁のコストは、タイルあたり10から6コンクリート、4から2鉄に減少しました。
* ワールドマップの岩鉱山の生産量とアップグレードレベルを増加。
ゲーム序盤の変更点
* 放棄された無線塔は、デフォルトでリサイクルされるように設定されました。
* 本船はもはや初期修理を必要とせず、ドックだけが必要。
* 初期のアセンブラは電力を必要とするようになったので、電力生産は最初からアンロックされ、初期のディーゼル供給はそれを反映するために増加しました。
改造
* 全てのMODは更新され、再コンパイルされる必要があるでしょう。
* MODは新しいゲームの開始時に選択されるようになり(終了時ではなく)、新しいゲームの セットアップの流れに影響を与えることができるようになりました。
* 全てのMODコンフィグは、IModConfigインターフェイスを導出しなければなりません。
修正
* まれに、いくつかのカメラアングルの下で大きなエンティティが消えるのを修正。
* ゲームを終了してメインメニューに移動した後の、わずかなメモリリークを修正。
* 複数の集落が建設された場合の、集落のヘルス/ユニティの生成を修正。