- [p]\[Fixed] The ‘General Sound’ settings have been updated and some adjustments have been made. The settings tab where you set the general sound level will now work in more precise ranges and the maximum output will be stronger.[/p][p]Quick Reminder: After the sound range and output power updated, when you load your old games, the current sounds may seem too loud. We would like to remind you that this range, which you can adjust as you wish, may cause such discomfort on a one-time basis. We sincerely sorry for any inconvenience this may cause.[/p][/*]
- [p]\[Fixed] The newly added video-supported ‘Hint’ messages appear too early at the start of the game. Although the conditions for generating the messages work correctly, they appear too early because I entered the wrong time interval. The intervals have been extended, and the gap has been defined to ensure that players who use the features directed in the hint content will not see these messages.[/p][/*]
- [p]\[Fixed] When 3D indicators are displayed at angles parallel to the surface, they become slightly blurred due to atmospheric effects. The necessary adjustments were made, ensuring the correct rendering of 3D indicators in the universe, primarily the status indicators of structures.[/p][/*]
- [p]\[Fixed] After loading, the camera returns to its original starting position. The camera has been adjusted to start at the coordinates where the Save action occurred.[/p][/*]
- [p]\[Fixed] The newly added ‘day-night cycle and adjustable lighting time panel’ was not functioning correctly during the save/load process and was reverting to the original start interval. This has been fixed.[/p][/*]
- [p]\[Improved] Exterior cladding feature. This newly added feature was initially applied to Tier-II structures because it looked more aesthetically pleasing on their surfaces. However, the early release of cladding materials in the universe and their inability to be used on Tier-I structures caused some confusion.[/p][p]Therefore, as a minor adjustment, the exterior cladding feature has been made available for Shack, Depot, and Medical Shed structures as well.[/p][/*]
- [p]\[Improved] The cobblestone city square props are not accessible in Cycle IV. The activation of these props has been assigned to the ‘Divided Layer’ development. They will become accessible once this technology is enabled.[/p][/*]
- [p]\[Improved] The 3D component of the outbuilding in the garden area of the depot was not functioning correctly and was causing the camera to jitter by drawing twice; this has been fixed.[/p][/*]
- [p]\[Improved] The ‘Deformed Brick’ cladding used for exterior customization was operating with incorrect Normal Map and Lighting settings; this has been fixed.[/p][/*]
- [p]\[Improved] To provide better lighting and atmospheric ambiance effects, the time intervals assigned to the newly added ‘Day-night cycle management panel’ have been rearranged.[/p][/*]
- [p]\[Improved] The distance ranges controlling the visibility of the 3D components of the Forge-I, Small Workhall-I, and Kiln-I structures have been reset, and their premature closure has been prevented.[/p][/*]
- [p]\[Improved] Some English typo errors such as “ProcessingYard” and “Standard” have been corrected.[/p][/*]
- [p]\[New] As a temporary feature, once the main campaign is complete, even though the story mode ends, a new setting has been added so you can continue your session in free play with the city you have built.All your game settings and universal core mechanics will continue to function as usual, offering endless gameplay for now. [/p][p]In the future, we plan to introduce gameplay featuring ‘Vanishing Natural Environment’ systems that will become increasingly challenging and push you to find new solutions. Since this expanded Endgame mechanic was not part of our original plan and is not yet ready, we wanted to offer a temporary solution so you can continue playing with the city and community you've invested your time in.[/p][/*]
