Endgame Major Update
Power Network Tycoon » Devlog
v0.9.000
This major update includes changes, optimizations, bug fixes and massive update to the endgame content. The following is a summary of the update's contents, without giving away spoilers.
- Massive change to how the end-game gameplay works including new objectives, resources, functionality, game modes and challenges. These are spoilers, so no details will be provided.
- 5 new Steam achievements to unlock
- Added dropdown setting for choosing framerate limit (applied when v-sync is not enabled)
- Added shortcut for holding Ctrl + clicking (or equivalent for gamepad) to repair failed asset
- Termite mission will better randomise which pole is chosen
- Adjustments to volumes of some sounds, particularly if played in UI rather than normal gameplay
- Optimization for the procedural generation code related to the environment/map
- Optimization in star movement code
- Optimization improved for loads switching between peak and off-peak current draw. Transition occurs for every load connected to a substation at the one time with substations timing staggered, rather than staggering every load individually.
- Optimization in path calculation when adding/removing new assets. Also a once-off popup tip that having many loops in a network slows performance which will popup if the user has a significant performance stutter.
- Adjusted cost of research for solar, wind and batteries research. Solar now costs 1SP, wind costs 2SP and batteries costs 3SP plus $10K. Previously these three didn't cost science points (SP).
- Optimizations for when large numbers of Loads are connected
- Rubble on placement, previously only used for roads and buildings is now shown for placement of all assets. Buildings also now rise out of the ground with more interesting animations.
- Added new "Next" and "Previous" button to the EPR/GRP panel as an alternative to clicking the asset on the map (e.g. the next substation). This is important for gamepad users who won't have a mouse given the maps assets aren't UI buttons.
- Fix to camera movement where it would jump view slightly if you pressed Q or E (pan left or right) after having zoomed out or in.
- Fixed bug where you could start a mission requiring solar panels before you had researched them.
- Fixed bug where a star can get in the way of the preview of an asset (shown as a white box)
- Fixed bug where synchronization of generators UI could show for generators on a secondary network (but wouldn't work as only one network is allowed).
- Fixed bug where the bottom UI bar in the Final Map Audit would not fill up (visually) when the full required amount was obtained. Text also now changes to green to clearly show map is complete.
- Fixes to how maximum renewables penetration is calculated relative load sharing on the network
- Fixed bug when moving from an all renewables network to a network with power generators, where the generator would think it's on a secondary network.
- Fixes to show localization not showing for certain UI panels (e.g. the 'Are You Sure You Want To ...' Restart, Quit, Naming the island etc)
- Mouse-over of an Energy Hub Substation while building conductors will now tell you how many free connection points are left.
- Fixes to button navigation using gamepad on for some UI.
- Fixed bug that had potential to not show earthing visuals on Energy Hub Substation.
- Fixed bug where if user is using gamepad, then alt-tabs to another program or uses the Steam overlay, the mouse will be locked to the center screen.
- Optimizations with how reliability and status of assets is calculated.
- Fixed 'install angle relative to wind' value for conductors which was showing at 0. Used as part of conductor thermals calculation.
- Fixed localization issues, such as for "On Strike!" button
- Fixed EPR/GPR UI glitch which would briefly play ambience sound after pressing save or changing assets.
- Fixed bug where the protection panel would not detect conductors on one side of a substation so could not give a recommended overcurrent protection setting. Also fixed the recommended overcurrent value choosing the highest current carrying capacity rather than the lowest.
- Other minor tweaks and bug fixes
Files
Power Network Tycoon.zip 357 MB
2 days ago
PowerNetworkTycoon.app.zip 360 MB
2 days ago
PowerNetworkTycoon.x86_64.zip 368 MB
2 days ago
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Power Network Tycoon
Build and manage the ultimate power grid on a developing island using real electrical physics simulation methods
Status | In development |
Author | David Made This |
Genre | Simulation, Educational |
Tags | City Builder, electrical, energy, engineering, Indie, Low-poly, Physics, power-grid, Procedural Generation |
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- Quality of Life ImprovementsMar 15, 2025
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