Promising Prospects Update

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! The last month has been an intense period of development and expansion, and we've been eagerly moving forward to ensure that the New Cycle universe is complete in all its components as soon as possible. We are now ready to launch the content detailed below for the next major update. With our multi-faceted approach, we're working to ensure that the many mechanics and systems work together in harmony and with a method by which every new piece will complement each existing component or form the basis for new systems in the future. Thank you very much for your tremendous support in this process and every contribution you have patiently offered. We believe you will recognize a lot of past feedback that’s been addressed, especially under the headings of improvement and balance. New language expansion The Language tree is expanding, with this update releasing two new languages with all content translated and made available. [list] [*] Spanish [*] Polish [/list] [img]{STEAM_CLAN_IMAGE}/43165427/cd71f99ed7f3c5cd36a7950d4c4933eb1e186093.png[/img] Newly Added Maps, Structures and Resources [list] [*] New and expanded (approximately 1,000,000 Units/Area) map alternatives to the existing (approximately 360,000 Units/Area) playable Meadow variant Primarily, a revamped terrain view and expansive playgrounds that are nearly 4 times larger and equally resource-heavy for all mods. [*] Third-level storage structure: 'Warehouse' The ultimate storage solution for advanced metropolitan areas with high storage capacity and a more industrial-looking form. It will consume some extra energy to stack large containers. [*] Third-level kitchen 'Community Kitchen' and higher-grade ration 'Filling Meal' The ultimate kitchen where mechanized communities can produce daily meals with a faster and mass production approach. It allows for much more output in less time with low product loss and high machine efficiency. Higher food morale output can be achieved with the new ration type 'Filling Meal', currently available with two different recipes. [*] Third-level residential structure: 'Apartment' A new type of not-so-comfortable but sturdy housing for developing and densely populated cities (with several UI plugins for garbage generation and related sub-mechanics not yet active, to be announced for future updates) [*] Third-level customized Mushroom production facility: 'Tubule Cavern' A mostly underground tubular production facility designed as an artificial cave, designed to feed a large population and to counter natural Mushroom resources depleting as time progresses. A labor-costly structure with high energy requirements for humidity and heat management. [*] Second-level 'Cobblestone Road' with elevated road and electricity pylons and optional lighting You can spend Stone and Iron to upgrade or rebuild existing roads for extra Workforce efficiency and added aesthetics. Features a new utility pole system and street props. [*] Early-intermediate product processing structure: 'Small Workhall' A multi-faceted working structure where raw resources are converted into unprocessed food items in the form of intermediate products. [/list] [img]{STEAM_CLAN_IMAGE}/43165427/8fc3e329313968da32a4e51e54c6eefc5e75600f.png[/img] [list] [*] Early-stage consumable health product: 'Herbal Tea' A new product that provides early Health support by processing and translating the raw material 'Herb,' which can be collected from natural sources on the map or produced by agriculture and distributed via the Tavern structure. [*] The ‘Leather’ was replaced with ‘Raw Hide’ material. ‘Tanned Leather’ product added, production trees such as clothing and books were changed to use Tanned leather instead of the old 'Leather'. [/list] New UI Elements and Capabilities [list] [*] Minimap Traditional minimap with access function for instant location change, scalable for fast navigation and overview with higher control, along with an enlargeable display of the playable map. The ability to mark the desired structures on the minimap through the new 'setting' button added to the structure panel, the ability to set the minimap icon type and color. [*] Resource detail cards Left-clicking on any item on the main HUD will now access a new management panel. With this panel, all the detailed information of the selected product, its production and consumption distribution according to specific dates and its history can be quickly viewed. This panel, which can be opened more than once at the same time, will make it easier to compare and track the distribution of certain products. [*] Draggable main UI elements In the main UI view, elements such as general effects, Scout indicators, minimap, season indicator, log entry list, etc. can be dragged to any point of the screen on demand and persist in this condition. The dragged elements self-organize themselves slightly according to the new positioning of left-right and up-down on the screen, preventing aesthetic loss. [*] Create a copy of an existing structure via shortcut key For quick and easy build access, a copy of the selected existing build with the same rotation can be created for instant placement with LeftShift + LeftMouseClick. [*] Save location for quick navigation on the map Currently, up to 4 custom location shortcuts can be created and instant trips to them can be made with the assigned key. [*] Production structures in pause Constructions that are stopped by the player will now have their available labor automatically freed and added to the available labor pool. When the building is reactivated, the same workforce (if available) is assigned to the building as before. [*] Fog density and adaptive distance management Fog density has been modified, and the system is now adapted to work with the user's preference for the camera maximum distance. [*] Special On/Off function for tree layer All trees can be toggled off and on with a shortcut for easier viewing during gameplay. [*] Log panel controls The built-in 'Log' logging panel on the main UI can now be optionally closed and opened, or scrolled through to view historical logs. [*] Workforce and regional construction management via Region Master list view Quick action feature such as assigning workers, building new structures, withdrawing existing ones, etc. for all active regions via the Region main list view panel has been added. [/list] Additional Mechanics and New Developments [list] [*] Aging mechanic The basic mechanics of 'aging' were added, which runs parallel to the population's game-time equation and aims to simulate the normal course of life from adulthood to old age, which can result in natural death or incapacitation. Thanks to the presence of the old-age mortality variable, birth and its influencing factors have been further balanced. [/list] Improvements and Balancing [list] [*] Structures under construction were reworked to return the entire construction cost without loss when cancelled. [*] A number of adjustments and changes have been made to the Bunker construction phase and parallel story fulfillment status conditions within Campaign. [*] Updated the 'Bridge' and 'Tunnel' objects that are terrain and surface dependent on the railroad track, adding 3D assets that are more volumetrically and artistically appropriate to the integrity of the railroad track. [*] The opening and closing animation sequences of UI panels have been sped up. [*] For highly overcrowded settlements, the behavior models of NPC groups have been adjusted according to distance, allowing them to work more efficiently. [*] Performance-oriented improvements have been made to the UI elements that specify the state of structures, as well as to the central working model of this particular UI element. [*] For some structures, LOD components were added and the way they work was optimized according to the camera distance. [*] New improvements have been made to some VFX components to work based on distance. [*] A number of changes have been made to the general production formulas and times for Tier III level production structures. [*] Refactored Train Fuel costs and changed the multiplier based on the active route. [*] A number of multipliers for optional difficulty settings and their associated employee values have been reorganized. [*] Construction costs and durations have been updated for a number of structures. [*] As a background enhancement, an extra check and validation plugin has been added for extremely large road networks. [*] Fixed the resource icons being rearranged on the main HUD after loading a save. [*] Additional checks have been added for some Conveyor Belt connections after load. [*] Updated the buildable area limits of structures to match the camera access limits of the maps. [*] A number of improvements were made to the pathfinding and obstacle recognition methods for NPCs. [*] Updated collision boxes for a number of map components and objects. [*] Adjusted tier multipliers for Ration and Tool requirements for the Specialist social class. [*] Fixed an issue where the Bunker special tutorial would retrigger after every Save load. [*] Added the ability to delete all 'Save' records under the relevant Save register. [*] Added auto save feature on/off status display on save records. [*] Added a button to the 'Gameplay' settings tab to toggle the visibility of some of the main HUD components (Log, Minimap, etc.) on/off. [*] Added a button to revert changes made to the main draggable HUD elements to default in the 'Gameplay' settings tab. [*] Changes to some sound effects (Lightning and thunder, Structure placement Ui effect) distance and 3D reflection. [*] Minor translation fixes implemented. [*] Changed three character images in the message menus that work with low-resolution template forms. [/list]