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high rated
Changelog for Patch A7.3:2910c (added 30 October 2018):

Additions
* Halloween is here!-- Added some spooky music and lightning to get everyone into the mood of the season.-- Replaced some Rocks with pumpkins.

Improvements and Changes
* Adjusted the featured video to show a featured Mod instead.
* Some performance upgrades

Bugfixes
* Fixed a bug that allowed a Player to place multiple HQ buildings by holding Shift.
* Fixed a bug that caused overlapping AOEs to create weird visual artifacts.
* Fixed the Demo Mode which would freeze upon World Generation.
* Fixed a bug that forced Notifications to remain expanded after they have been moused over.
* Fixed a few typos in the Budget Widget.
high rated
Changelog for Patch A8.0:2911a (added 30 November 2018):

Important stuff:
* Trade Routes are now Trade Requests (aka TheNetwork™). Do the third tutorial to know what they're about!
* Scenarios are in! Some bugs here and there, but they mostly work
* Help Panel removed, replaced by a Wiki (work in progress, link in the main menu)
* Town growth opportunities ready in a week or two

Additions
* Scenarios-- Players will be able to play Maps with specific objectives and challenges built into the map.-- Players can create their own scenarios and export them for others to experience.-- Feel free to come up your most brutal and interesting Scenarios.
* Logistic Networks-- The Logistics Network System has replaced Trade Routes.-- Players can move Product between Warehouses using Trade Depots in range.--- Make a Request at Warehouse, and the Logistic Networks will make sure it gets there.--- Requests include the Product, the amount, the Trade Depot type, and Priority.--- Players will be able to manage their requests on the Requests Screen

Improvements and Changes
* Adjusted the Hill Amount order for better clarity and usage.
* Adjusted the Efficiency Tech Tree for better game balance.
* Updated the Vehicle Dispatch Costs, Capacities, and Upgrades.
* Removed all of the +3 Destination Slots Unlocks for Trade Depots from the Tech Trees.
* Increased the Default Font Size of the Scenario Options recap.
* Adjusted Scenarios to no longer disallow achievements.
* Added a new method of adding names to the Settlement list.
* Added the Water Tower Building to the Farms category.
* Added an Achievement for creating a Scenario.
* Added more information to the Scenario Loading screen for corrupt or incompatible save games.
* Added new Hotkey (Ctrl + D) to reset all graphical settings to their Default setting.
* Added a Delete button from the Scenario Menu.
* Unlocked Tier 2 Upgrades for the Demo.
* Added new Tooltip to the Event Menu in Scenario Creation.
* Added an “Amount of Regions” Select in map creation.
* Resource Tooltips have information relative to the Resource Node.
* Reduced the amount of Raw Resource Nodes spawned.
* Added an Efficiency Dropdown menu to entries on the Building Overview tab on the Production Screen.
* Improved the Blur Shader and UI Blur.
* Improved the proximity-based audio.
* Made sure Terraforming remained active while in Edit mode.
* Renamed the Logistics destination category to the Warehouses destination category.
* Adjusted the Scenario Timer for better clarity.
* Matched the Gas Pump Smoke and it’s harvester’s smoke.
* Disabled the Help Panel. Content will now be on the Public Gamepedia Wikia.
* Doubled the Fish Node spawn chance.
* Adjusted the default Volume values:-- Master 100%-- Music 60%-- Ambiance 100%-- UI 100%
* Added Environment Sounds to Ambiance volume.
* Adjusted sound based on camera position and building count.
* Updated the Tutorial and Disabled F11 Key for tutorials.
* Adjusted various events for better clarity and balance.

Bugfixes
* Fixed the Dispatch Priority Order System to function properly.
* Fixed the Flatten Tool, so it doesn’t create Water Tiles accidentally.
* Fixed the Mod Loader to check the code for errors properly.
* Fixed the Injured Employee event to properly fine the player.
* Fixed a bug that allows Truck Depots to function when disabled.
* Fixed Scenarios where terraforming was not allowed if in debt and bankruptcy is disabled.
* Fixed the Menu layouts so that there is no overlapping text.
* Fixed Train Terminals to properly connect when loading a saved game.
* Fixed the Mod system to function properly with an asterisk.
* Fixed the Starting Money values for better clarity.
* Fixed a bug where Deutsch was not selectable at first run of the game.
* Fixed the Permanent Events feature on the Scenario Creation screen to function properly.
* Fixed a bug that disallowed Farms from retrieving water from Warehouses.
* Fixed a bug where the State Window would not change languages properly.
* Fixed a bug that made Wholesalers change the product they are sending the Player when they run out of the selected Product.
* Fixed a bug that would cause AI buildings to spawn fake full storage alerts after being bought.
* Fixed a bug where /n command would not work in Korean.
* Fixed a bug where the HQ would disappear upon saving and loading after relocating it.
* Fixed a bug where Ghost Towns would appear when creating a game.
* Fixed a bug where a completed contract would not disappear from a player’s contact list.
* Fixed a bug where players would not be able to place Oil Drills on an Oil Resource.
* Fixed a bug where Trucks would freeze while they were en route to their destination.
* Fixed a bug where an event that awards grants would reward it twice.
* Fixed a bug where the Copying tool would copy the wrong Recipe.
* Fixed Shops to display the correct amount stored in them.
* Fixed Zeppelins to work properly.
* Fixed a bug where a Production building in the range of a Warehouse wouldn’t accept resources.
* Fixed a bug where Train Terminals would only work when the Priority is 0.
* Fixed a bug where you could not place roads over Train Tracks.
* Fixed the Livestock Farm so players can change its product while using manual targeting.
* Fixed issue where changing Request amounts would mess with various things.
* Fixed Tooltip for Transport methods to work properly.
* Fixed Trains so they transport the correct amount of units to its destination.
* Fixed a bug where the Copying Tool would not copy manual targets.
* Fixed the Trains to have cars when they are transporting units.
* Fixed a bug where deleting a Warehouse would not remove any requests.
* Fixed Destinations so that pressing Pause would stop deliveries to the building.
* Fixed the Cotton Plantation so units of Cotton are dispatched properly.
* Fixed Logistic Network to allow Warehouses to send a Product which is Requesting that Products.
* Fixed a bug where players could not open a Scenario.
* Fixed Regions to function properly, especially in Scenarios.
* Fixed the Tech Tree to function properly in Scenarios.
* Fixed a bug where the Wholesaler Destination would remain after completing a contract.
* Fixed a bug where Redistribute would spawn twice and cause a cumulative effect.
* Fixed the bug that did not include Bottles when researching Orange Soda.
* Fixed a bug where manually loading a save would not function properly.
* Fixed Map Seeds created by Player and the game to be the same amount of digits.
* Fixed a bug that allowed players to place disallowed buildings in Scenario mode.
* Fixed the Plant Grown Tree terraform option to not function in normal games.
* Fixed a bug that caused the Warehouse to stop supplying.
* Fixed Events to spawn with the proper catalyst.
* Fixed the Pause Icon to function properly.
* Fixed Harvesters so they can only store one unit of a product.
* Fixed bug with purchased buildings so that they properly display ownership transfer.
* Fixed bug with purchased buildings no longer maintains their destinations.
* Fixed a bug that caused goods to appear available for the Logistics System when they are not.
* Fixed a bug where Train Tracks would remain after Demolishing a Train Terminal.
* Fixed a bug where Vehicles would appear offroad after loading a saved game.
high rated
Changelog for Patch A8.1:1212a (added 13 December 2018):

Improvements and Changes
* Added the conditional AND/OR for objectives in Scenario Creation.
* Adjusted the Population caps and Settlement starting settings.-- All start with Farmer’s Market and Hardware Store.-- Removed the starting shop, introduced a fourth tier. Towns go back to have 2 starter shops (no initial 3rd shop)-- 80% of Settlements start with 50k to 100k population.-- 20% of Settlements start with 175k to 225k population and one additional shop.-- Adjusted how Settlements level up between Tier 0 to Tier 4.

Bugfixes
* Fixed a bug where Grants would not give players the correct amount.
* Fixed the Spawn rate of Settlements, so most of them do not have a third shop.
high rated
Changelog for Patch A8.2:1812b (added 18 December 2018):

* Added new Christmas themed textures and models for Map Tiles and Trees.
* Adjusted the sun to better reflect the season lighting.
* New camera snow effect.
high rated
Changelog for Patch A8.2:2112a (added 18 December 2018):

Improvements and Changes
* Condensed the Growth Contract Icons into one icon instead of three.
* Added warnings in the Request Panel for letting the player know if there are grave issues.
* Added a Notification alert when a Growth Contract spawns in a Settlement.
* After Notification an Event like Notification will appear on the right side of the screen.

Bugfixes
* Fixed Region Lines to change when the tiles they are attached to are terraformed.
* Fixed some Achievements that weren’t unlocking.
* Fixed some deadlock situations that caused Requests not happening.
* Fixed Region lines not updated when terraforming at the Region edges
* Fixed save games made in the future (???)
* Fixed some animations that didn’t want to play
* Removed the possibility to send Construction Material to Wholesalers when not advancing Settlements
high rated
Changelog for Patch A8.2:2112a (added 24 January 2018):

Additions
* Added Helper Bubbles
* Players will get Helper Bubbles to help guide them through a game of Rise of Industry.
* They will spawn automatically when a Player does an action or something bad is happening.
* They can be turned off in the settings, but also by clicking the [Don’t show again] Button.

Improvements and Changes
* Made many changes to improve performance.
* Removed Berries from the Liquor Tree.
* Updated the in-game Wiki Link to a new guide on the Gamepedia Wiki.
* Adjusted the State to buy Products at 100% Global Market Price instead of 50%.
* Removed the 100% indicator for Products in the Global Market.
* Added a Typewriter sounds for when Player is typing something.
* Adjusted Demolishing to refund 100% of costs if used when the game is paused.

Bugfixes
* Fixed a bug where there would be two production bubbles after buying an AI Building.
* Fixed a bug where Recipes were appearing in the wrong Factory.
* Fixed a bug where the game was showing Players they had zero money at all times.
* Fixed the missing China font Atlas.
* Fixed a bug where switch Languages would not apply until after the game was restarted.
* Fixed a bug where the Low Selling Price Helper was not displaying the correcting information.
* Fixed a bug where clicking the [Show All] button was not functioning correctly.
* Fixed a bug where the Helpers were not translated when switching languages.
* Fixed a bug produced by the Shaders in the Linux version of the game.
Was just gonna pick this up for the a10 update, but glad I didn't. According to this thread the GOG version hasn't been updated in over a month, or am I missing something???
avatar
MajorPayne5811: Was just gonna pick this up for the a10 update, but glad I didn't. According to this thread the GOG version hasn't been updated in over a month, or am I missing something???
GOG version allready updated to ver10. Its a shame, devs dont care to update changlog there.
high rated
Patch A10.0:2202b (21 February 2019)

Improvements and Changes

- Adjusted the State to only be able to Sell Raw Resource Products.
- Changed the length of the day from 10 seconds to 8 seconds.
- Updated Road Icons on the Construction Bar.
- Adjusted Settlements, so they do not place houses within 15 tiles of a Raw Resource Node.
- Adjusted the saving icon, so it is visible all the time when saving on another thread.
- Improved the Ghost Truck Material for better performance.
- Right Clicking when in Build Mode will close Build Mode.
- Fields that have stopped working due to Pollution will turn darker until it is Healed.
- Added a second connector to Warehouses; one entrance and one exit.
- Replaced web page links to work properly.
- Added honking sounds to trucks if they wait around in one spot too long.
- Added Traffic option to the Settings menu:
- Name: Traffic
- Setting: On / Off (On increases difficulty by 75%)
- Description: "Toggles the traffic mechanic. Be careful of grid locks!"
- Defaults:
- Newcomer and Normal: off
- Veteran and above: on
- Added additional Tooltips to the Construction Bar.
- When using the Send to Nearest Warehouse option and that Warehouse is full, that option becomes disabled.
- Hitting Alt will not open Production Bubbles and Truck Queue Bubbles in the following order:
- Production Bubbles
- Truck Queue Bubbles
- Both
- Adjusted the Final Score Difficulty Settings.
- Adjusted the Construction bar to always be the top User Interface.
- Will not appear above the Tech Tree, Production Screen, Budget Screen.
- Changed the building the Dinner Container is produced at:
- Preservation Factory to Papermill.
- Updated the Tutorial and fixed some issues with it.
- Disabled unused Unity Features.

Bugfixes

- Fixed a bug with One-way roads that caused Trucks to only be able to merge via one lane.
- Fixed a bug with the Vehicle Queue that caused Trucks to overlap.
- Fixed bugs with Boats, Trains, and Zeppelins that were caused by Truck Traffic implementation.
- Fixed a bug with Demolishing that caused Players to be able to remove entrances and exits.
- Fixed a bug with the Dirt Road tool where it would create Urban Roads instead.
- Fixed a bug with AI Roads where the Player was able to Demolish them and replace them with One-Way Roads.
- Fixed a bug with Tunnels that caused Trucks to become mostly transparent when leaving the tunnel.
- Fixed a bug with the Truck pathfinding where Trucks would not use One-Way and Two-Way crossroads properly.
- Fixed a bug with Demolishing where players would not be able to Demolish anything.
- Fixed a bug with Water Towers where the increase collection radius did not display correctly.
- Fixed a bug with Interface Settings where options would appear twice without a content.
- Fixed a bug with Help Popups where they would appear even when they are set to “Don’t Show Any”
- Fixed a bug with the Road placement where its starting highlight would not appear.
- Fixed a bug with the Truck Depot where you could not Demolish it if there were Trade Trucks en route.
- Fixed a bug with Settlements where they would place land bridges in weird locations.
- Fixed a bug with Zeppelins where their costs were the same for any distance.
- Fixed a bug where the AI would cause a traffic jam in Settlements.
- Fixed a bug with the Eyedropper helper did not display the Eyedropper Hotkey properly.
- Fixed a bug with the Wholesaler where it would accept non-Contract products.
- Fixed a bug with Offshore Harvesters where their placement shadow would not appear.
- Fixed a bug where Boat was producing Pollution.
- Fixed a bug with Trucks where they were turning into Ghost Trucks for no valid reason.
- Fixed a bug that caused Trucks to treat Road Bridges, Bridges, and Tunnels as intersections.
- Fixed a bug that allowed Trucks to overlap due to high Time Delta.
- Fixed a bug with Bridge Ramps that allowed different network types to build through it.
- Fixed a bug where Trucks from a Warehouse were turning into Ghost Trucks.
- Fixed a bug that disallowed Sand Harvesters from dispatching to the Sand Collector.
- Fixed a bug where One-Way Roads would unlock when Urban Roads are researched.
- Fixed a bug that caused all AI and Player Traffic to stop.
- Fixed a bug with Railway Tracks where it would deduct money continuously while it was being placed.
- Fixed a bug where AI buildings were generating Pollution when they shouldn’t, after loading a saved game.
- Fixed a bug where pressing the ESC button would not bring up the Menu.
- Fixed a bug that caused Players to be unable to place roads.
- Fixed a bug with Water Towers where they didn’t have a proper entrance that didn’t cause Trucks to no ghost.
- Fixed a bug that allowed players to build Urban Roads without having to research it.
- Fixed a bug that would cause the game to freeze when loading a mod.
- Fixed a bug where a player could get infinite money by undoing Buildings during the Fixer Upper event.
- Fixed a bug where trucks would not ghost properly when the direction of a One-way Road was changed.
- Fixed the material on the Warehouse.
- Fixed a bug with the Traffic Manager that disallowed Scenarios from loading.

Work in Progress

- Fixing a bug with Traffic that allows it to produce Pollution when it is disabled.
- Fixing a bug that prevents the Truck Queue Bubbles to function when empties a Warehouse.
- Fixed a bug the AI where it will place an Iron Mine but no Harvesters for it.
- Improving the wait time for saving a game
- Working on adding buffs for the industries based on the Headquarters specializations.
- Working on adding crosswalks to intersections within Settlements.
- Working on a query tool so players can get more information about a selected Building.
- Finding ways to improve building pathfinder performance.
Post edited February 26, 2019 by FlockeSchnee
high rated
Patch A10.1:0503a (05 March 2019)

Improvements and Changes

Updated the Tooltip for the Undo button.

Bugfixes

-Fixed the Plus and Minus signs in the Logistics window so the increment properly.
-Fixed a bug where Farms or Factories were not able to get Products from a Warehouse.

Work in Progress for A10.x

-Working on solving some saving issues.
-Working on adding a Query Tool.
-Working on adding a Crosswalk Texture to intersections.
-Working on disabling the Cursor during intro video and splash screens.
-Working on the incorrect figures appearing on the Production Overview Screen.

Work in Progress for A11

-Working on adding special bonuses to Headquarters when you invest in a model change.
-Working on creating One-Way Bridges and Tunnels.
-Working on getting AI Entities to use all harvesters available.
-Working on making different map layers to condense the information players see.
Post edited March 07, 2019 by FlockeSchnee
high rated
Changelog for Patch 1.0:0205 (added 02 May 2019):

Improvements and Changes
* Updated the Localization for the game.
* Changed the name of the "Mainframe Assembly Megafactory" to "Computer Megafactory."
* Changed the name of the "Meal Packaging Megafactory" to "Meal Megafactory."
* Changed the name of the "Automobile Assembly Megafactory" to "Automobile Megafactory."
* Added the Difficulty modifier to the Pause menu.
* Replaced the animations for the Tutorial and Sandbox.
* Increased the Contract spawn rate by 50%.
* Reduced the PR Event spawn rate by another 25% and increased the time it takes to spawn.
* Updated the Entity panel to show the value based on recurring cash.

Bugfixes
* Fixed a bug with Scenarios where the World Options section was blank and prevented game creation.
* Fixng a bug where the German Translation was disabled in both the Settings and Scenarios menu.
* Fixed a bug where the Event Difficulty has duplicate settings available.
* Fixed a bug where the Reddit button does not function.
* Fixed a bug where empty Trucks get stuck in a loop between a Warehouse and a Farm.

Work in Progress
* Working on a bug that causes the game to exit when trying to return to the main menu.
* Working on a bug where Trucks are not grounded on One-Way Water Bridges.
* Working on a bug where Trucks would get stuck at Farm exits.
* Working on a bug where the Fullscreen option defaults to Borderless.
* Working on the Cash Flow statistic, so it provides more accurate information.
* Working on a bug where bridges could end on a slope.
* Working on a bug where changing a Factory Recipe requires two clicks instead of one.
* Working on a bug where the Logistics Routes shows upkeep costs with no requests ran that month.
* Working on a bug where the State location was listed in the wrong region.
* Working on a bug where Player's could crash the price of a product by having the State Deliver to shops.
* Working on a bug that prevented player's from sending to correct products to make a Train Set to the Toy Factory.
* Working on adjusting the Research Categories, so that it can fit more items.
* Working on making PR events affect the Whole map instead of just a single Region.
* Working on an exploit where you can build roads over trees in another region.
* Working on fixing the Text on the Headquarters, so it doesn't block icons.
* Working on making sure Oil doesn't appear twice in some text.
* Working on improving the Production Panels for Livestock recipes.
* Working on showing the correct starting Bid in the Auctions Panel.
* Working on changing the order of the Save Game and Load game lists.
* Working on improving the Auction Notifications to include who won the Auction and by how much.
* Working on changing the name of Fluff to Stuffing
* Working on updating the Recipe Book to include all the new Recipes.
* Working on updating the Tutorial with some minor corrections and adjustments.
* Working on fixing a compaitibility issue with a name mod that causes incorrect displays.

To do immediately after release
* Going to add Headquarter specialties when players invest in a model change.
* Going to add Town NPCs to Settlements.
* Going to add Production Overview Screen improvements and updates.
high rated
Changelog for Patch 1.0:0305b (added 03 May 2019):

Improvements and Changes
* Updated the Recipe Book to include all the new Recipes.

Bugfixes
* Fixed a bug where players could not change the Production selection of Farms.
* Fixed a bug where Player’s could crash the price of a product by having the State Deliver to shops.
* Fixed a bug where the Difficulty value was being displayed incorrectly.
* Fixed a bug that causes the game to exit when trying to return to the main menu.
* Fixed a bug where the Fullscreen option defaults to Borderless.
* Fixed a bug where there was a duplicated slide that was a translated version.
* Fixed a bug with the Demo where players would start with zero money.
* Fixed a bug with the Demo where Water was not being distributed properly.
* Fixed a bug where changing a Factory Recipe requires two clicks instead of one.
* Fixed a bug where Trucks would get stuck in a loop with no cargo.

Work in Progress
* Working on a bug where Trucks would get stuck at Farm exits.
* Working on a bug where Contracts would end early.
* Working on a bug where Trucks are not grounded on One-Way Water Bridges.
* Working on a bug where Trucks will get stuck at the Warehouse exit.
* Working on the Cash Flow statistic, so it provides more accurate information.
* Working on a bug where bridges could end on a slope.
* Working on a bug where the Logistics Routes shows upkeep costs with no requests ran that month.
* Working on a bug where the State location was listed in the wrong region.
* Working on a bug where Tech Tree Unlocks will flash white when players change categories.
* Working on a bug that prevented players from sending to correct products to make a Train Set to the Toy Factory.
* Working on a bug where the Traffic Heatmap hotkey is not working.
* Working on a bug where PR Events are producing a parsing error.
* Working on a bug where the Losing Money helper was not translated into German.
* Working on a bug where R&D costs would fluctuate above their set costs.
* Working on enabling the ability to Demolish world generated roads temporarily.
* Working on adjusting the Research Categories, so that it can fit more items.
* Working on optimizing building animations when the building is not visible, or the camera is zoomed out.
* Working on making PR events affect the Whole map instead of just a single Region.
* Working on an exploit where you can build roads over trees in another region.
* Working on fixing the Text on the Headquarters, so it doesn’t block icons.
* Working on making sure Oil doesn’t appear twice in some text.
* Working on improving the Production Panels for Livestock recipes.
* Working on showing the correct starting Bid in the Auctions Panel.
* Working on changing the order of the Save Game and Load game lists.
* Working on improving the Auction Notifications to include who won the Auction and by how much.
* Working on changing the name of Fluff to Stuffing.
* Working on updating how the in-game Recipe Book categories open and close.
* Working on updating the Tutorial with some minor corrections and adjustments.
* Working on fixing a compatibility issue with a name mod that causes incorrect displays.
* Working on adjusting Vehicles to have no boxes when returning to their home destination.
* Working on making sure map layers do not reset each time players reload.
high rated
Patch 1.1.0:2105b (21 May 2019)
Major changes to Logistcs:

Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.

- It's all more according to how big bulky transportation vehicles should work.
- Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.

In short:

- Automated Warehouse trucks are very cheap
- Normal trucks are good for very short range (under 50 tiles)
- Warehouse dispatch trucks are good for short range (under 125 tiles)
- Trains are expensive to set up, but are fast and good over 200 tiles
- Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
- Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.

Stock Market

- Players can now buy up other companies in hostile takeovers, by purchasing their stocks when they are vulnerable.
- Be careful as other companies can buy up your stock.
- Stock prices go up over time, as the company places more buildings and gains control over more regions
- The more stocks are sold, the more expensive they get

AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.

- "Equally": like now: AWH sends stuff equally to shops and producers. This is the default state.
- "+Shops": it will send stuff to shops first, then, if there's spare, to producers. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the shop, and then to the farm. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the shop).
- "+Users": it will send stuff to producersfirst, then, if there's spare, to shops. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the farm, and then to the shop. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the farm).
- "Only shops": AWH will supply only shops and will not care about producers.
- "No shops": AWH will supply only producers and will not care about shops.
- "All Off": same as "all manual" (AWH disabled).
high rated
Patch 1.3.0:1507a (15 July 2019)

Improvements and Changes

- Removed the CTRL+Hover feature as it was not working properly for some users.
- Updated the Localization strings.
- Removed Labels from Warehouse Modules.
- Optimizing how Pollution Cleaners operate.
- Adjusting where the Pollution Fog is processed.
- Edited and removes several slides in the Tutorial.
- Adjusted the description of the +1 Truck Capacity for better clarification.
- Added a Fisherman’s Market Dynamic Event which will spawn Fishing Season when completed.
- Adjusted the Copy tool copies all the building Settings.
- Adjusted Roads so that they cannot be placed parallel under a bridge.
- Adjusted Dynamic Events to show their proper modifiers.
- Improved the method of renaming objects in the game.
- Adding an option to Toggle the default setting for “Wait til Full” button in Warehouses.
- Achievements will now trigger even with Mods enabled.
- Adjusted various aspects of the Logistics System:
- Warehouse upkeep up to 2.5%
- Removed Trucks Depots from the Game
- Warehouse Manual Destinations now use Trade Trucks instead.
- Updated the Tutorial to match changes
- Moved the +3 Destination Slots from Logistics Tree to the Basic Distribution Tree.
- Added a Pollution Visualization Map Layer (access with P).
- Adjusted world generation to include Rivers at least one River on a map.
- Adjusted minimum upkeep to 25%, despite Event effects or a shutdown building.
- Adjusted to Auctions, so that when an AI wins, there is no effect spawned.
- Moved the Coal Mine in the Tutorial to a valid placement location.
- Added the word “Days” to the cleaning time in Pollution Buildings.
- Added a toggle option for the Logistics System in the gameplay menu.
- Can now turn the Logistics System off/on (default off)
- Logistics System recommended for advanced players.
- Logistics Depots now disable when they are not connected to their Warehouses.
- Removed an old Tooltip helper.

Bugfixes

- Fixed a bug where the Pollution Cleaner would not show the time it cleans an area properly.
- Fixed a bug where Trucks would veer into the opposite lane at intersections.
- Fixed various issues with Trees and the Pollution Visualizer.
- Fixed a bug where the Global Prices of all products was too low.
- Fixed the Soup Icon in the Recipe book and Tech Tree.
- Fixed a bug with the AI, so it doesn’t build their HQ on a Region Boundary.
- Fixed a bug that prevented Players from toggle buildings off/on in Warehouses.
- Fixed a bug where some events would not spawn a location for goods to go to.
- Fixed a bug with changing Transport Modes that caused other Destination Data to change for no reason.
- Fixed a bug that is preventing Players from clicking the Contract Destinations.
- Fixed a bug that caused the Production Alert to freeze.
- Fixed a bug where the Research Queue icon would track the cursor after being placed back in the queue.
- Fixed a bug where Warehouses would stop delivering demanded products to Shops.
- Fixed a bug where Achievements would not trigger properly.
- Fixed a bug where Warehouses would not stop doing Auto deliveries.
- Fixed a bug that allowed Players to research Plastic Furniture without researching Plastic first.
- Fixed a bug where Warehouses lose their Depots and are unable to rebuild them.
- Fixed a bug that causes the icon for Logistics Alerts to not spawn properly.
- Fixed a bug where Warehouses would use Trade Trucks when Normal Trucks was selected.
- Fixed a bug that caused Asset properties to be set to null.
- Fixed a bug that causes multiple destination slots to appear after selecting a Product.
- Fixed a bug with the Cycles Tooltip to function properly.
- Fixed a bug that caused the State Sale Event to have no effect on import prices.
- Fixed a bug that caused AI Warehouses that were purchased to stop selling Products late-game.

Work in Progress

- Working on improving how the AI places building.
- Working on a bug with Dynamic Events where they do not update Events.
- Working on a bug that prevented from the Product Destination changing.
- Working on a bug that turns the Pollution Visualizer on when you Press P while renaming buildings.
high rated
Changelog for Patch 1.3.4:3107a (added 31 July 2019):

Improvements and Changes
- Made Boat Docks and Fishermen Pier much easier to place by using just one row of tiles to go in the water.
- Adjusted the dead settlement condition game over screen.
- Edited a tutorial slide to include changing the vehicle type when using Trains.

Bugfixes
- Fixed a bug where the Building Upkeep was wrong after Players reloaded a game.
- Fixed a bug where the Bridge Speed was decreased if it went over a Dirt Road.
- Fixed a bug where the “Invest in the Sciences” event would spawn after everything has been researched.
- Fixed a bug where Pollution would not affect elevated tiles.
- Fixed a bug where the Pollution Game Over the screen would not appear properly.
- Fixed a bug where the Chemical Scrubber was researchable without unlocking Chemicals.
- Fixed a few minor errors with SVG settings and Data binding on destination modules.
- Fixed a bug where Train Terminals would lose their inventory when updating game versions.
- Fixed a bug with the Production Overview Screen to display more pertinent information.
- Fixed a bug that prevented the Product from changing what Trucks were hauling properly.

Work in Progress
- Working on improving how the AI places building.