As the title says, it's update time!
We'll go over the highlights first, and as always, you can find the changelog below.
Family dynamics change
This is just the first step in a bigger overhaul aimed at preventing the population snowball that a lot of you experienced.
Citizens leave their parental home later, though there are additional modifier that change this.
Implemented a progressive chance reduction for couples to get more children, if they already have children.
Relevant info feed during events
One of the things gravely missing when an event happens is a way to see the current status of important resources and social issues. This is no more. Hover the mouse over an event answer, and you'll get a nice, filtered recap of the relevant stats.
Quality of life upgrades
Several tidbits that were requested on the forum and on discord like some added info on tooltips or additional important indicators.
Added event hints to provide more info on the current status of important resources and social issues.
Added some data on the School info panel
More info is now displayed on the Annual panel.
Added colorization to the Annual panel entries to make the very important entries stand out.
Building size (grid-wise) is now displayed on the building info card.
When Health drops too low, an indicator is now shown hovering above the citizen.
Fixed a faulty display of some data on the School info panel
Fixed a couple of glitches on the Annual panel
Fixed an situation in which the game would basically block on the Game over panel
Fixed some typos and general text errors.
In general families will now have less children. Added a progressive chance reduction if the family already has children.
In general adults will move out of their parental home later in their lives and there are several additional tweaks in place specifically aimed at preventing late game population snowballing out of control.
The duration of education directly impacts how fast a citizen advances in class. This is changed from the earlier implemented direct class increase to provide a permanent bonus.
[*]Added the relevant shortcut to change building model when placing some buildings.
And now that's taken care of, let's look at the horizon for a moment. We're still regularly taking in all the suggestions and comments written on all our channels, sort and filter to see what we can do about it (and when). Here's a snippet of what we're working on:
Buildings panel - A "list" of all the buildings you have in your town, along with a quick overview of their upgrade status, a quick way to select them and move the camera to them.
Camera tilting - Not much more that can be said about this.
Gradually implementing modding support - This will definitely all be done at once. We've got the Steam backend to setup, prepare the Mod manager, do some tool cleanup, write a whole lot of documentation and at least some examples. Hence, this will go in several steps.
Automatic trade on docks/harbor - As requested. Also, not much to add to this.
Performance optimization - It's time to tackle this as well
Naturally there will be more done, fixed and implemented, but this is just a taste of things to come.
how about biger warehouses may be made of stone i had more then one game collapse
becouse the warehouses fill up WAY!!!!!!! TO QUICK!!!!..... or fix the maximum limit that warehouses can hold
i set the limit in the box to 999999 did not help at all they still filled up quicker then i could bild them!.