Patch Notes v1.0.8

Good Company

Good Company is an in-depth management sim about building a trail-blazing tech corporation. Assemble complex production lines, manage employee logistics, and sell high-quality products on the market to become the best company in the whole county!

Hello CEOs! We have some more bug fixes prepared for you. We’ll release them first on the latest_beta branches via Steam and then prepare to set them live two days later for everyone on 7th July. You can join the beta branch by opening the properties of your Steam game from the library by right-clicking and selecting beta on there. This staged approach will be the standard so we can figure out with the closer community if any follow-up problems are happening or if any bug fix does not work as intended. If you want to participate in this, please visit the Steam Forums, [url=https://www.reddit.com/r/goodcompany/]Reddit[/url] or [url=https://discord.gg/goodcompany]Discord[/url]. Have a nice week! [b]Patch Notes 1.0.8[/b] Beta Date: 5th July 2022 Release Date: 7th July 2022 [list] [*] General: There was a problem with Assembly and Research policies that resulted in effects and buffs sometimes not being applied. This caused many follow up issues resulting in differences of assembly and research speed. Unfortunately this issue can’t be fixed retroactively for employees in save games, but new employees won’t have that problem [*] General: Manipulating the Logistics Connections in the Zone View is no longer possible when the zone is in Automatic Logistics mode. That should have only been possible in Manual Logistics mode and could have broken the logistics in subtle ways when fiddled with. [*] General: Upkeep for tables and machines was not listed in the money flow; this has been fixed. [*] General: There was too much deduction for upkeep of tables and machines. [*] General: Could not change the colour of the Unbreakable form factor. (computer) [*] General: Brightness Sensor was incorrectly available on the Advanced Electronics table instead of the Electronics Tables. [*] General: It was possible that shelves could have a mismatch in reservations and logistic rules leading to employees being confused and destroying items, standing around passively and not being productive. [*] General: Traits did not increase their effect with higher employee levels, this has been fixed for all traits including the CEO abilities. [*] General: Logistic workers now generate more Skill Points. [*] General: Copy Machine was using Medium Polished Chassis instead of Medium Polished Case. [*] General: Fixed an issue with splitters where splitters sometimes pushed items on a belt they shouldn’t, sometimes resulting in blocked belts. [*] General: Fixed an issue with conveyor belts where deconstructing them back to 1 tile could in special circumstances break conveyor connections (logic wise) resulting in items not being transferred between belts anymore. Unfortunately this issue can’t be fixed retroactively in save games, so when you have belts that stopped transferring items, the only way to fix that is to remove that belt completely and rebuild it [/list] [list] [*] UI: A rounding issue in the market panel resulted in market ratings and appeal sometimes being displayed slightly higher than the actual value, making it unclear that requirements for tasks had not been fulfilled. [*] UI: Happiness values were displayed wrongly in the summary tooltip for employees. Those values are actually capped but the cap was not used. [*] UI: Skill categories when training skills to employees are now correct. [*] UI: When loading a game, the values for map size and player amount were switched. [*] UI: Research desks displayed the wrong data icon and not the one they were currently using. [*] UI: Manager skills did not have proper texts in effect tooltips [/list]. [list] [*] Machinery: The construction UI was in some cases heavily blinking and only clickable when the game was paused. [*] Bet on Bots: Fixed an issue where it was possible to skip the last three milestones. [*] A Happy Workforce: Fixed that employees didn’t have a negative trending happiness bar when the tutorial wanted to show you exactly that. [*] Merry-Go-Around: Removed references to Roller Bands. [*] A Happy Workforce: Employees with 100% happiness were not accounted for tasks to get employees above 80% happiness. [*] Rising Markets: First trophy tasks to build 15 Cassette Players was set to reset every week while it should be a tracker for total built products. [/list]