Patch #4, 3rd of February

New Cycle

New Cycle is a city building game with focus on survival. After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis.

Heyho everyone, We have another patch coming in, this time adding a rebuild function when a building was destroyed, Key Bindings, Balancing Changes and Bug Fixes - but see for yourself: [u][b]Main Updates[/b][/u] [list] [*] [New] Key Bindings [*] [Fixed] Minerals types are mixed after region load [*] [New] Fast navigation option between regions was needed, added [*] [New] Added recycling raw materials from the building that was demolished to be upgraded [*] [New] Added rebuild option for destroyed buildings [*] [New] Added icon and header images for the newly added Cemetery I and WindTurbine II buildings [*] [Fixed] E key also moves the camera [*] [Fixed] At the pause state, the training building Fill All button was only adding 1 person [*] [Fixed] At the pause state, no color showing the condition of the roads during placement [*] [Fixed] Inability to move around the map during Pause [*] [Fixed] Sometimes all trees disappear when returning to the main menu and starting a new game without ever closing the game [*] [Fixed] “Application run in background" set to active by default (when off by default, some users may think the game is locked when it switches to background) [*] [Fixed] Field camp development button not activated [*] [Fixed] Ruins nesting issue [*] [Fixed] Ruin progress continues when there are 0 workers [*] [Fixed] Class management panel, after selecting Distribution, values are distorted when changing tab before the number rounding animation ends [*] [Fixed] Pub service area perimeter does not start exactly in the middle [*] [Fixed] Even when Conveyor System was not developed, the conveyor can be placed by pressing the blue sockets. [*] [Fixed] In some cases the electricity tooltip panel remained open. [/list] [u][b]Balancing[/b][/u] [list] [*] [Balancing] Revised TIII Lumbermil structure and production formulas of related products [*] [In progress] Increased the number of mining nodes (allowing them to exist in more locations, while maintaining their possible volume so as not to negatively affect gameplay). [*] [In progress] Reduced the global drought minus multiplier for the Meadow biome. (The drought factor, which determines the rate of replenishment of available water resources, has been reduced specifically for the Meadow biome, which offers easier gameplay) [*] [In progress] The direct impact of the lack of available housing on the birth rate has been amplified. [*] [In progress] Adjustments have been made to increase the output of Kitchen II and TII food types (temporary adjustment to avoid making this stage of the game too overwhelming in the absence of advanced developments and buildings such as Kitchen III, dual phase electric ovens) [*] [In progress] Belt system feed bonus effect multiplier regulation on Metalworks [/list]