Release notes

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TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:24 am

v1.06.03 - Adds support for Marketing and Malpractice

This is the first version which supports the Marketing and Malpractice DLC. Make sure you have this version of the base game if you want to play with the DLC.

New features:
  • Supports Marketing and Malpractice DLC
  • Added 'Reset Progress' button to options menu
Balance/Tweaks:
  • Improved balance of ingredient distributions. There are a few less ingredients in each scenario which will reduce the number of duplicate cures and also force the player to get new location research earlier.
Bug fixes:
  • Fixed bug where challenge 'Full Unlock - The Big Five' stopped working
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:25 am

v1.06.07 - Bug fixes and balanced tweaks

Change log:
  • Tweaked the following challenges because the recent reduction in the number of ingredients and addition of booster effects made them impossible to complete on master rating: "Two is the magic number" (renamed to "Three is the magic number" - its original name!), "Good press", "Huge portfolio"
  • In challenge "Aiming to please", demand is shown as a decimal per day e.g. (4.0/d) as opposed to as a percentage so that it is consistent with the numbers on the cures tab in M&M DLC.
  • Added boosters to Free Build mode
  • Added boosters to Custom Game mode. There is a slider which allows you to choose the number.
  • Fixed bug where if you start then stop a trial and then start another one and allow it to complete, the game crashes.
  • Fixed bug where you could not proceed with gameplay if you have Briber perk and complete a trial with a negative cash balance.
  • Reduced time it takes to research Subzero Training and Deep Sea Exploration as reduced number of cures make these necessary for many more challenges than pre-DLC. Some challenges would be too hard without these reductions in research time.
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:26 am

v1.06.08 - Bug fixes

Change log:
  • Bribes in free build are now possible.
  • Fixed hover on challenge window for operating profit based challenges.
  • Fixed graphical issues with ingredient/export bubbles above sockets - turning grey and background disappearing.
  • Daily profit includes daily repayment of loan, rather than just interest.
  • Stopped AI assigning executives to old products.
  • Fixed bug where AI would research the same project multiple times when reloading a game.
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:29 am

v1.06.11 - Bug fixes and balance changes

Hey all, the latest patch is out for Big Pharma. The majority of the fixes affect the Marketing and Malpractice expansion only, but some of the bug fixes also affect the base game.

Changes:
  • Fixed bug where there was a very small chance that a trial with no disqualifications still received bad publicity.
  • Trial results now update immediately after a trial is completed
  • Executives are not returned until completed trial results are confirmed. This prevents a bug where two trials on the same product could be completed.
  • Prevented hack where you could increase price after selling a product to win a "product with price greater than" challenge. You have to sell a product at the required price for it to count now.
  • Increased price requirement for Big Money Products challenge slightly but decreased number of products needed for Master.
  • Fixed glitch where buttons above sockets would become hoverable when you switched tabs, even when zoomed out.
  • Reduced Expert and/or Master level requirements for various challenges: Bottom Line, Game of Margins, Show Me the Money (also reduced time limit), Not for Profit, Regulation Business.
  • Added an extra forest ingredient to the following scenarios: Intermediate, Advanced, Crippling Debt, Room to Maneuver, Full Unlock.
  • Fixed bug where custom games did not always have 1 of every catalyst requested.

Discussion
After lots of playtesting and based on some feedback from players I decided to add an additional forest ingredient to many of the scenarios. This eases the competitive pressure a little in the early game, especially in the scenarios where you have two opponents.

This makes the requirement to go up to Desert exploration a little less pressing (although still highly viable) and enables additional viable strategies such as getting an early Multimixer and going for Level 1 Catalyst cures.

In addition I've tweaked a number of the expert/master ranking requirements just based on my own playtesting. Some of these felt overly tedious or dam right impossible to achieve and so I believe the changes I've made should help that.
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:30 am

v1.07.00 - Borderless windowed mode (Windows), improved AI and bug fixes

Big Pharma v1.07.00 brings with it improved AI, balance improvements and all-round goody goodness.

Note: In this update I have added borderless window mode to the Windows version. If you are curently using the "-popupwindow" launch command, you should remove it and switch to borderless window mode via the options panel in-game.

Here are the specifics:
  • Added Polish language support for the DLC.
  • AI can use the multimixer and shaker more efficiently now. This means that they follow you up the tech tree more effectively. Expect the AI to be hot at your heels for the entire game now.
  • Improved AI pricing algorithms in Marketing and Malpractice DLC.
  • AIs don't patent things quite as often.
  • AIs now have staggered start times so they don't all flood the market at the same time in the early game.
  • Reduced the extent to which ingredient prices increase in base game in reaction to oversaturation. It was squeezing low level cures too intensely.
  • Increased value of all level 1 and some level 2 cures in base game.
  • In the base game, there are now only 2 AIs in Advanced, Quick Start and Room to Maneuver scenarios. This is balanced by the improved AI algorithms mentioned above.
  • Fixed bug where hover for "Average Saturation" was shown on the wrong column on the company tab.
  • Fixed some typos in event text.
  • Machine process times can never go below 1 (was possible before using mods).

To summarise, I've tried to decrease the difficulty in the early game which was caused by all the AIs rushing the market and filling it with level 1 and 2 cures.

This is balanced by a more difficult mid and end game because the AI is much more proficient at keeping up with the player as they build higher level cures.

These changes affect both the base game and the Marketing and Malpractice DLC.

Give it a go and let me know what you think, I think it makes the game a lot more interesting!

Tim
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:31 am

v1.07.03 - Bug fixes and small UI improvement

Changelog
  • Tweaked ingredient price fluctuation and capped at extreme values to
    prevent erratic behaviour.
  • Fixed bug where ingredients prices would saturate quicker at lower basic demand values, which is the opposite to desired behaviour.
  • Fixed bug where tick number would stop increasing in very long games (500 years+!)
  • Added alphabetical sort to the active effects column on the company tab.
  • Fixed a typo in event text.
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Mon Aug 01, 2016 11:33 am

v1.07.03b - Bug fixes

Hey all, just another small patch with a few more bug fixes. Details below.

Changelog
  • Fixed bug introduced in the last patch where cures could not be permanently "cured".
  • Improved hover over tooltip for the graph on the cures tab in M&M DLC.
  • Fixed bug where Genius perk did not affect the ETA on research items with no researchers assigned (did not affect gameplay).
  • Fixed bug where AI would incorrectly use player upgrade levels for Pill Maker, Syringe, Creamer and Sachet.
TwiceCircled
Big Pharma Developer
Big Pharma Developer
Posts: 440
Joined: Wed Jun 03, 2015 1:23 pm

Re: Release notes

Postby TwiceCircled » Thu Oct 27, 2016 2:10 pm

v1.07.04 - All sorts

Hey guys, quite a big patch this one with lots of little UI improvements and bug fixes. Nothing that's really game changing but all of it based on community requests/feedback.

Changelog
  • Improved ingredient generation so that there is guaranteed (I really hope this time!) 1 of each 1st level cure in Free Build mode.
  • Fixed ingredient generation so that ingredients with boosters can have any starting concentration.
  • Fixed multiple cure product sales getting counted twice.
  • Price changing buttons in M&M DLC change quicker the longer you hold them.
  • Added a leave game button to the tutorial window.
  • Fixed typo in first tutorial.
  • First right click deletes stock gate only, instead of entire belt.
  • Corrected color of fixed direction corner belts.
  • Stop AI from adding two boosters of the same type to a product.
  • Cannot forget products with trials in progress or complete but not confirmed.
  • Cannot dismiss a trial complete message.
  • Removed superfluous "Max strength concentration" from boosters - it had no gameplay effect.
  • Changed hit box on options menu to stop clicks passing through to the Marketing and Malpractice enable/disable button.
  • Added a missing string to the Polish translation.
  • Added "icon" tag to research.data so that mods can create new research projects but borrow the icons from official game research projects.

For the next patch I'm hoping to get some more notable UI improvements in, again based on suggestions from the community.

As always, please let me know if you notice any new bugs after playing with this update. Keep the feedback coming and I hope you continue to enjoy the game. :)

Tim

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