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changelog.md

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1.0.2

  • fix for chrome painting/scrolling bug
  • better hiding of tooltips when mousing out (they were getting stuck sometimes)
  • minor style and copy tweaks
  • highlight task button when there are no tasks
  • difficulty tweaks

1.0.1

  • fix market z-index conflict
  • added last soundtrack song

0.8.3

  • fix for url param handling

0.8.2

  • soundtrack!

0.8.1

  • balancing

0.8.0

  • tweaked revenue configuration to make things a bit easier
  • introduced a locations/market bonus to revenue to encourage expansion
  • easier space unlock conditions, i hope
  • added a little capture flag icon above your market pieces that can capture the tile
  • some in-market tooltips
  • re-did market share UI to be much more in-your-face
  • product and promo tasks can be repeated indefinitely

0.7.0

  • implemented robot worker system

0.6.3

  • fix for metamaterial research bug

0.6.2

  • added CorpWatch site to see all the bad stuff you're doing
  • made Space product type a little easier to unlock
  • fixed Seasteading State unlock condition

0.6.1

  • products take longer to develop (they scale faster with difficulty)
  • email/event tasks end if you complete them ahead of time
  • minor UI tweaks

0.6.0

  • totally rehauled the Market onboarding. should be more integrated now
  • descriptions in each menu popup to explain what X is good for (e.g. perks, verticals, etc)
  • many other UI improvements

0.5.2

  • fixed bug where event failure outcome would be applied even after assigning employees to the task

0.5.1

  • fixed game-breaking UI bug!
  • re-generated news articles, with a somewhat better markov chain approach
  • nicer loading screen

0.5.0

  • fixes:
    • fixed some recipe combos not working properly
    • fixed bug where, after assigning employees to an email task, the popup overlay would stay and the game would be stuck in pause
    • fixed multiple email messages not properly showing
    • fixed economy bug, which was causing some games to freeze at year ends
    • fixed the outrage effect, which was totally wrong
    • fixed improperly updating stat values in the HUD (would lead to NaNk)
  • clearer unlock messages (explains what category the unlocked item falls under, e.g. "product type")
  • dismissing an email that has failure effects will immediately apply those effects
  • added an indicator in the HUD to show the economy's health
  • added "communication overhead" when assigning teams to tasks: as teams grow larger, their overall efficiency suffers

0.4.6

  • UI fixes
  • unlocked product types that are require a missing vertical now say so
  • the first product develops very quickly, for onboarding purposes
  • some difficulty tweaks (to increase difficulty)
  • fixed event system (many events were broken)
  • added several new events (to increase difficulty, they probably need balancing though)
  • fixed a Market bug where pieces with one movement could not properly attack enemy pieces

0.4.5

  • balancing tweaks
  • now all technologies have some kind of bonus effect
  • fixed bug where AI pieces would sometimes make illegal moves in the Market

0.4.4

  • fixed employees not properly leaving objects (and thus wandering off the map)
  • properly spread out acquisitions' revenue over the year
  • various fixes for event tasks (UI, effects not applying, etc)
  • fixed a bug where AI pieces would not move. this was because they were afraid of each other (the AI considered its own pieces a threat)
  • fixed a bug where the cost multiplier for an item would recurse, making it impossible to buy things
  • fixed a bug that prevented technologies from being unlocked by events
  • UI fixes/tweaks

0.4.3

  • additional tooltips explaining Quantity, Strength, Movement
  • more balancing tweaks
  • fix for decaying uncreative products (was leading to 0 and NaN revenues)

0.4.2

  • bumped up the difficulty a bit
  • fixed UI bug that was making it impossible to buy some things
  • more informative tooltips

0.4.1

  • fixed high score messages
  • reduced base revenue per share (to increase difficulty)
  • fixed transit-related stuff
  • improved how employees work in the campus office
  • many perk tweaks
    • changed names and descriptions to better fit in space
    • made perk objects able to replace other perk objects

0.4.0

  • changed how the Board works, should make things simpler
  • product revenue-per-share decreases with each new version (people want new stuff)
  • perk objects were not loading correctly, and so were not showing up in the office...fixed now
  • can toggle completed research in the research view
  • various bug fixes

0.3.5

  • nicer perk upgrade UI
  • balancing

0.3.4

  • only pay taxes on profit, paying on revenue was brutal lol
  • fix for a bug where the office/clock would not pause while in the Market

0.3.3

  • fixed conflict alert/popup pausing/unpausing
  • UI improvements
    • fade already assigned workers a bit
    • office background color changes depending on the Board's mood
    • the in-game browser should scale better for larger screens
    • perks now say which tech is missing, if one is
  • various UI fixes
  • fix for card lists which would not properly update if they could be afforded or not
  • fixed market AI tile evaluation, which was causing the AI to sometimes not do anything
  • balancing
    • office sizes/upgrade prices
    • promo (hype/outrage) decay rates
    • promo hype generation power
  • entertainment products no longer generate outrage
  • fixed game over checking
  • hack to reset the game after a game over
  • fixed Board growth calculation for negative previous profits
  • fixed employee in-office burnout icon/thought placements
  • tweaked how competitor in-Market difficulty scales
  • fix for navmesh ignoring (where employees would walk through desks)

0.3.2

  • balancing tweaks
  • various UI fixes
  • unlocking system was totally busted, working now
  • outrage was not properly accumulating, fixed
  • added "moral panic" as a new contributor to outrage (caused by bioengineering and entertainment-related products)

0.3.1

  • fix for game-breaking Market bug

0.3.0

  • decreased base revenue per market share to increase difficulty
  • an option to "delegate" fighting in the Market
  • task assignment views show what skills are important (e.g. Marketing for Lobbying)
  • competitor is shown before entering the Market
  • audio muting setting is now saved in localStorage
  • special projects show the prerequisites to unlock
  • product types are sorted by un/locked status
  • successful product recipes just have one name now, and are "versioned" (e.g. yPhone, yPhone 2, etc)
  • better onboarding/intro with the mentor
  • different parts of the game are unlocked at a better pace/in a more sensible order
  • show idle workers & locations in the HUD
  • fixed office upgrading (the button shows up now)
  • message to explain when a perk hits its upgrade limit due to office level
  • some misc UI improvements & fixes
  • sped up time a bit
  • reduced research and lobbying times
  • alerts are animated in
  • added better placeholder music :)
  • the Market
    • messages when pieces are damaged or destroyed
    • other misc fixes

0.2.4

  • various bug fixes
  • various style tweaks
  • additional office upgrade challenges

0.2.3

  • show unassigned workers first in task assignment view
  • "assign all unassigned" button in task assignment view
  • hype reporting/scaling fixes
  • the board looks for growth on last profit made (if it was higher than the target)
  • better tracking of high score (updated monthly instead of b/w games)
  • achievement notification when challenge is completed
  • fixed gliding dogs
  • other small bug fixes

0.2.2

  • renamed Mars Colony challenge to "Exit Strategy"
  • arrow keys to navigate mentor messages
  • esc to close popups
  • fixed tax rate and board profit computation (it was way off)
  • various bug fixes
  • some balancing tweaks

0.2.1

  • hid the HUD challenge (was blocking the menu)

0.2.0

  • added the challenge system
  • balancing tweaks

0.1.3

  • only show available research by default
  • balanced acquisitions (costs, revenue generated, and effects)
  • balanced technology costs
  • balanced perks
  • changed how product bonuses work (i forgot to update them when i rehauled how products work)

0.1.2

  • instructions for how to play the Market minigame can be re-accessed in the Market
  • improved un/satisfied prerequisite highlighting in research cards
  • a filter to show only research which is available to you
  • product pieces show little notifications when they capture a tile
  • pieces are moved in the Market by drag-and-drop now
  • acquired competitors no longer show up in the Market
  • popups pause the game. should fix some bugs and also make gameplay a bit easier
  • fixed some smaller bugs too