Concrete Jungle is a city planning deck-building game. Place buildings using cards in your deck and earn new ones as you progress! A genre-blending game packed with cool ideas that swaps micro-management for a more puzzle-like approach to city planning.
Hello all, I hope you are enjoying the summer! I'm positing today to announce the release of Concrete Jungle 1.1.5. This one has been a long time coming, due to some unfortunate real life stuff delaying my progress.
The good news is though, there's a whole bunch of fixes, both little and large- see the change log at the bottom for more detail. The main addition this patch is additional language support; French and Spanish.
I've been testing this patch for about a week myself, but as usual I'm paranoid that I've broken something somehow, so I'll be monitoring bug reports closely during the next few days and issuing hotfixes if needed. If you catch something in need of fixing immediately, the best way to let me know is through: http://colepowered.com/bug-report/
When I'm sure everything is working as it should, I'll also issue a steam high score board reset. There are some exploit fixes in this release, and a reset is the only real way to level the playing field. The non-steam versions of the game will also be updated at this point.
Change log since last update:
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1.1.5
New Features & Changes:
-Added new language support: French & Spanish (requires game restart).
-The story mode unlocks levels sooner to give a greater variety of game modes to play as you progress.
-Re-designed elements of cards and deck icons for greater legibility.
-Added a link icon to cards with linking abilities.
-Rewording of a lot of card text for clarity and consistency.
-Card selection area given blue tint.
-When using a controller, the selected card is fully visible (displayed infront of all others).
-The amount of XP required for levels above 13 is clamped to greatly reduce grind to unlock cards.
-Removed 'Dormitory' buildings from the pre-made city in 'South Bourbon' level- their card rules could lead to confusion when interacting with various special abilities.
-Redesigned 'Butterworth Farm' level.
-Unlock Level now capped at 100.
-You now get 50% of the XP you would from winning if your loose/draw but complete the level (this was previously none).
Bug Fixes:
-Resizing game window while in skill screen caused skill icons to disappear.
-Jeon's 'Ray of Confusion' was causing issues with some specific buildings (eg. Microbrewery), for both players and AI.
-Right clicking in the deck list area when not over a deck entry would result in the card underneath displaying its card info.
-A bug with the game registering the traffic count- was causing the wrong amount of traffic in some cases.
-Enabling 'view previous city' while on Column #2 would cause the vertical ground graphic to be renderd along the incorrect column.
-With the building point counters turned off, placing a new building would remove counters on empty tiles.
-With the building point counters turned off, placing a point-collecting building on an empty tile with a point value would cause the points counter to stay.
-Game would not check for scenarios where large buildings could not be built, possibly resulting in a stalemate.
-Bug that could result in a Theme Park giving a point to the wrong player's building.
-Skipping turns in vs mode would result in extra/subtracted turns not being recorded properly for your next go.
-An exploit in versus mode to do with the Embassy's land stealing ability.
-Jeon's antlers were overlapping the 'Character Select' text in the main menu!
-The 'language', 'AI speed' and 'Confirmation Step' options were inaccessible when using a controller.
-The green level xp bar in the card database was not displaying progress correctly.
-The text description when the 'Freight Train Yard' card was right clicked was incorrect.
-A small chance the game would crash when resizing the window with shaders enabled.
-Miranda's 'Patent Troll' ability was not working correctly.
-Abilities that steal cards have been greatly improved (they were not as random as they could of been before, and in worse cases prone to error).
-The 'Intel HQ' ability was bugged, resulting in it infrequently cloning 3 cards, and sometimes the wrong 2nd or 3rd cards. It should now work as stated on the card.
-A small visual glitch that could result in a few pixels of empty space between entries in the deck list when cards were added to it.
-Un-maximizing the game in the options no longer results in the game window being positioned half off the top left of the screen (in Win 10 at least!)
-Visual glitch with 'Intel HQ' building, resulting in a transparent line between the two halfs of the building graphic.
-Adjusting the game's window size while on the card database screen, then switching back to the solo mode/vs mode setup screen would result in UI elements being in the wrong position.
-When going to the in-game menu while on the card shop screen, upon switching back again the card text in the deck list would dissapear.
-Cancelling a link ability when placing a building would result in the game telling you it couldn't again be built at that position, until you moved the cursor.
-Weather changes in the first 2 campaign levels could cause the background colour to change incorrectly.
-The glowing up or down arrows corresponding to area effects could display over buildings in future columns that were not yet in the play area.
-In Rick's tech tree it was possible to purchase the 'Selfie Tower' without first buying the 'Theme Park'.
-Jeon's 'Concrete Caribou Jungle' skill wouldn't place a statue on the 0,0 tile.
-The deck list icon for the 'Tenements' card read 'Tenement Tower'.
-If you ended a game with a target in the double digits, the second digit would remain visible during the Game Over screen.
Card & Skill Balances:
-Giles' 'Gurt Lush' skill does not apply to landmark level building draws.
-Economy of 'Invert' card changed from -3 to -8.
-Economy of 'Debt' card changed from -1 to -2.
-3 Stars requirement for 'Randolph' has been changed from 1100 to 650.
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