News Liste New Cycle

Big Farming update!
New Cycle
23.01.26 18:16 Community Announcements

Hello everyone!

[p][/p][p]As part of our new policies aimed at more frequent content releases, we are back with a rather mid-sized patch: This update, which includes a series of changes to the core production mechanics, advanced structures that enable new alternative formula production, and a number of other innovations, provides a structure that deepens the functions of the universe (without leaning towards micro-management) and makes organic resource production more suitable for the late game. (We were not able to finalize the russian localization for this update yet and will deliver it as soon as possible)[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/f3aa136991230473462be65936454e3645b4ee03.gif"][/img][/p]

Game mechanic changes

[p]We’ve introduced a set of refinements and systemic changes to several gameplay elements that directly impact gameplay, with a stronger focus on precision and player control.[/p]
  • [p]Production efficiency is now directly tied to terrain quality[/p][/*]
[p]We have reworked the operating logic and efficiency calculations of buildings that produce based on soil conditions and near-surface resources. Previously, agricultural production buildings such as Farms, Kaleyards, and similar structures relied on predefined, point-based resource indicators located in biome-specific fertile zones.[/p][p]This system has been completely removed.[/p][p]In its place, we have introduced a new terrain-driven backend that reads the biome surface directly. The new model evaluates the ground cover textures of the terrain and applies at least 12 different efficiency variables to determine a building’s actual production capacity.[/p][p]This allows us to simulate a much more organic and realistic production model—where barren land, gravel-heavy ground, and lush green surfaces naturally result in different output levels.[/p][p]In early eras, primitive production buildings are heavily affected by surface-based efficiency values. As you progress into later eras, newly unlocked technologies—such as advanced production facilities, alternative production formulas, and mechanized farming—allow buildings to operate with a higher and more stable production capacity, becoming partially independent from raw surface efficiency.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/193dc472e368cdc7e1b85f3e78f9076fa467d788.gif"][/img][/p][p]*New, terrain-based efficiency output computation and UI presentation*[/p][p][/p][p]This new system has now been fully rolled out to Pit I and Pit II.[/p][p]Previously, the Pit’s production model was completely independent of terrain conditions, allowing Stone, Sand, and Clay to be extracted at equal efficiency from just below the surface, regardless of where the building was placed.[/p][p]With the new system, these three raw materials are now tied to terrain-compatible resource beds. Depending on the surface composition, a Pit can operate with higher or lower efficiency for each material.[/p][p]Pits placed on rocky, steep surfaces now enable significantly more efficient Stone extraction, while built on dry, barren, vegetation-free terrain will perform better at Sand and Clay production, depending on the surface texture.[/p][p]This new system does not have sharp boundaries. You can still do some farming even on the most barren patches of land, or even pits that have not been built on rocky surfaces can produce some stone on green terrain. Just like in the real world, common resources tied to the land can be found everywhere, but the main question is how much effort it will take to access them and whether we will consider it worthwhile.[/p][p]This choice is entirely up to the player. Additionally, new regulations have been added that slightly improve location-based productivity, such as ‘aggressive irrigation’ and ‘soil rehabilitation’, but can also lead to different outcomes.[/p][p]Below is the full list of buildings updated with this system, along with brief explanations of how each one is affected:[/p]
  • [p]Farm[/p][/*]
  • [p]Kaleyard[/p][/*]
  • [p]Orchard[/p][/*]
  • [p]Barn[/p][/*]
  • [p]SheepYard[/p][/*]
  • [p]Apiary[/p][/*]
  • [p]Pit[/p][/*]
  • [p]Quarry[/p][/*]
[p][/p]

New Minor Side Mechanic

[p]We are introducing a new building form for production support. A building has been added that can be constructed to designate ‘pasture’ areas directly related to animal husbandry. (Only Early Stage buildings)[/p][p]This new building type has a secondary role that aligns with realistic asset justification. When raising livestock in primitive buildings such as Barn I and Sheepyard I, you can optionally allow these buildings to utilize a pasture, enables production with higher efficiency.[/p][p]However, each pasture can support a certain number of production buildings, and as the number of structures sharing the pasture increases, the ‘efficiency’ bonus obtained from it is distributed proportionally according to the number of structures. In addition, the location where the pasture is placed is calculated according to the new land-based efficiency system, creating the total bonus value that the pasture will produce. Advanced industrial livestock structures cannot use pastures, but they make it possible to achieve higher production volumes in smaller areas with new animal feed mixtures.[/p]

For the near future

[p]The following feature is planned for the next update to integrate new Terrain-Based system more meaningfully and deeply into the game flow and place it at the heart of one of the fundamental environmental struggles of its universe.[/p]
  • [p]Declining efficiency in soil-based organic production over time Calculated based on location and soil composition, efficiency will decline over time due to factors developing in parallel with the main story (For campaign) and intensive agricultural activities, causing the soil to lose its fertility. This change will occur at different rates depending on Biom types and certain regulations chosen by the player. We are planning a series of sub-mechanics and developments to support the struggle for survival against this change by choosing between advanced technological solutions and applications. This late-game problem-solving flow has not been added to this update content as of today, as it requires the presence of ‘chemicals’ and some sophisticated technological adaptations in the universe.[/p][/*]
[p][/p]

New Buildings And Vehicle

[p][img src="https://clan.akamai.steamstatic.com/images/43165427/bfa4972e92316ed419af84581883b78741519d47.gif"][/img][/p][p]A series of new structures, primarily for agriculture and livestock, or advanced versions of existing structures have been added. The 3D visuals of two existing structures have been re-modeled and updated.[/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/68929e90b39801a3710f09c3c7e74113617e10a4.png"][/img][/p]
  • [p]Barn II - Cattle Feedlot: Advanced livestock farm, unaffected by land and weather conditions.[/p][/*]
  • [p]Farm II - Industrial Farm: a facility that offers the ability to practice agriculture using both traditional methods and advanced machinery.[/p][/*]
  • [p]All models, textures and animations of the Cow family have been renewed. Additionally, at least 4 different skins have been added for each individual.[/p][/*]
  • [p]New vehicle - Combine harvester : An advanced motorized land vehicle equipped with a mechanical plow and specialized harvesting components.[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/43165427/6249c81b413f547a2ac39a1782b4c5addd260a37.gif"][/img][/p]
  • [p]Kaleyard II - Industrial Kaleyard :A production facility that enables more efficient vegetable farming with its advanced infrastructure, such as automatic irrigation and pesticide injection systems.[/p][/*]
  • [p]SheepYard I - Sheepyard: A production facility for sheep herding in its simplest form. Productivity varies depending on the terrain. Adequate pasture support increases productivity.[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/43165427/34ba456bd650b3516cf40a38a376d024e6aaa51f.gif"][/img][/p]
  • [p]SheepYard II Sheep Fedlot: Advanced Sheep farm, unaffected by land and weather conditions.[/p][/*]
  • [p]Pasture : A designated grazing area used to support livestock husbandry. Can sustain up to five nearby sheepyards or barns simultaneously. Efficiency bonuses vary depending on terrain location.[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/43165427/0ae546e742408de793a0956202412bb8a70116b0.gif"][/img][/p][p][/p]

New raw materials and products

  • [p]Wool : Raw animal fiber obtained from sheep. Used in textile production and advanced manufacturing.[/p][/*]
  • [p]Feed Pellet : Compressed feed pellets produced from a balanced nutrient mix, used in advanced livestock facilities. Improves efficiency and supports high-density farming[/p][/*]
  • [p]New Meat formula for Sheepyards and Sheep Fedlot[/p][/*]
  • [p]New Diary formula for Sheepyards and Sheep Fedlot[/p][/*]
  • [p]New Meat Formula for Cattle Fedlot[/p][/*]
  • [p]New Sub Formula For Grain[/p][/*]
  • [p]New Sub Formula For Clothe[/p][/*]
  • [p]New Sub Formula For Fabric[/p][/*]

New Props

  • [p]Metal Plate Wall[/p][/*]
  • [p]Construction site and scaffolding (Postponed)[/p][/*]
[p]Minor change:[/p][p]A series of changes and improvements were made to the system showing the interaction status with ‘service buildings’ that can be accessed nearby during the placement of residential buildings.[/p][p]We attempted to resolve this fundamental issue of differentiation, which was frequently mentioned in the community's feedback, by striving to present visual feedback in the simplest and most understandable way possible without causing excessive UI complexity.[/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/ee2949539bd3063a2d3120e6343fb0e6b5b0ad5b.gif"][/img][/p][p]New Service Provider Connection Check and UI Presentation[/p][p][/p][p]Minor effect expansion:[/p][p]During open-field livestock activities and pasture use, lightning strikes may occur as environmental damage. This situation will result in the death of animals, and the relevant structure will suffer a negative impact in the form of a temporary loss of productivity.[/p][p]This situation does not occur in advanced structures that carry out closed livestock activities or in primitive structures under lightning arrester protection.[/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/f1b079b7c83a0c4766f6bead0bb1118616f9ab11.gif"][/img][/p][p][/p]

Fixes and improvements

  • [p]Fixed the issue of the building inventory list for cycle transition was being randomly refreshed after saving/loading.[/p][/*]
  • [p]Fixed: Advanced ‘Bronze Ingot’ production was incorrectly displayed on the Conveyor Belt requirements UI.[/p][/*]
  • [p]After Cycle V, in line with the overall level of development, point-based disasters such as fires and lightning strikes will no longer cause negative bonuses affecting the entire city.[/p][/*]
  • [p]In some cases, holes in the working area belonging to ‘Pit’ structures that were demolished by the player could remain without the terrain being flattened, this was fixed.[/p][/*]
  • [p]In the shadow generation methodology for the entire universe, a series of changes were made to improve performance by affecting the calculation layers and pixel density.[/p][/*]
  • [p]Some surfaces (field floors, cement roads) experienced a strong light effect caused by excessive reflection in the dynamic tracks and puddles that formed on them during rainy weather. It was readjusted.[/p][/*]
  • [p]With the participation of new advanced production facilities, a series of adjustments and changes were made in livestock-based meat production.[/p][/*]
  • [p]To properly support the new animal husbandry production cycle in the early stages of the universe, the number of ‘herb’ source locations across all active maps and the harvestable volume of these sources have been increased.[/p][/*]
  • [p]Updates have been made to some bush models and to the settings for illumination, surface, and subsurface reflections.[/p][/*]
  • [p]The issue of the lightning arrester building's visual appearing too early during the construction phase has been resolved. The visual of an incorrectly positioned electrically charged cloud cluster at a specific height on the same structure has been fixed.[/p][/*]
  • [p]A series of changes and improvements were made to the color change system and color palette of plants that are affected by seasonal transitions.[/p][/*]
  • [p]The issue of the Tier II Mine structure's casing not displaying correctly has been resolved.[/p][/*]
  • [p]‘Barn’ structure was moved up two levels in the development tree and linked to the ‘Crop Rotation’ development. (Moved from cycle 6 to cycle 4)[/p][/*]
  • [p]‘Dairy’ and ‘ToddlerFormula’ were also moved from Cycle 6 to Cycle 4. Instead of the same development as the barn structure, these products were linked to the development of a ‘tin-plated electric oven’ to better reflect the processing requirements and the actual flow of work in real life.[/p][/*]
  • [p]‘Industrial Kaleyard’ Cycle V development group has been added to the development of pressurized systems. This stage has been set as the appropriate connection point for technologies such as time-controlled irrigation or spray pesticide infrastructure.[/p][/*]
  • [p]Changes have been made to farm production formulas. With the introduction of advanced industrial farms into the universe and the availability of mechanized farming, the output of primitive farm structures has been reduced slightly. Production costs were also recalculated with the intention of maintaining balance.[/p][/*]
  • [p]Minor corrections and adjustments were made to the 3D visuals of various structures.[/p][/*]
  • [p]Changes and improvements were made to the wind-dependent movement-based responses of large-scale trees.[/p][/*]
[p][/p]

And more on the way!

[p]We would like to thank our entire community once again for your patience and support, stay tuned for further insights![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/43165427/6ddecc4b7e129664bf4900b01170b9c033028f90.gif"][/img][/p]
Logo for New Cycle
Release:18.01.2024 Genre: Simulation Entwickler: Core Engage Vertrieb: Daedalic Entertainment Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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