Greetings, esteemed comrades of the Soviet Republic and beloved fans of this extraordinary game. As July unfolds and the holiday season takes hold, temperatures rise in central Europe. It's a time when we cherish moments with our loved ones, so the entire team has taken a week off. We understand that this may slow down the development process, but we believe it's essential for the team to recharge before our final push towards release. Taking a collective break allows us to maintain coordination in our work.
In the past few weeks, we've dedicated most of our time to bug fixing and fine-tuning mechanics. For instance, we resolved a bug that caused workers to consume less water than intended. Additionally, we addressed an issue with the pricing of toxic waste in dollars. We introduced pipeline connections to farms and enhanced the unloading speed of waste at customs. Furthermore, we reevaluated walking distances for citizens to align them with the new pathways. Now, citizens can comfortably walk up to a maximum distance of 480 meters on the best pathways. While we've also begun working on some new features, they are not yet ready for release.
Nevertheless, we do have a few smaller improvements to share that may pique your interest. We've finally implemented dynamic barrier arms for buildings, allowing vehicles to pass through their gates in more realistic way. This feature will be available for more buildings, not just the ones shown in the pictures.
In addition, our talented comrades Daniel366Cobra and Robs074 embarked on some decorative experiments, focusing initially on gates and fences but also exploring other possibilities. We are delighted to share these images with you.
Now, let's delve into something more complex. Our minds are already contemplating the next update. Even as we work on addressing reported bugs from the waste management update, we strive to look ahead. We're considering sound effects enhancements, improvements to the tutorial, and the gradual replacement of the tutorial with engaging scenarios. Developing scenarios requires time and careful thought, particularly in weaving a narrative to infuse it with flavour, which goes beyond mere coding. We also recognize that some players prefer a guided experience rather than inventing their own paths, so striking a balance is crucial to ensure both fun and engagement.
We understand that this report may not be as thrilling as some others, but we wanted to keep you informed of our progress, even if it's not immediately apparent. We appreciate your understanding regarding the slight delay and encourage you to embrace the summer vibes in your own lives. Take a few days away from the office, away from keyboards, mice, and screens, and immerse yourselves in the beauty of nature, the warmth of the sun, and the refreshing embrace of water. It is from this reality that we draw inspiration and translate it into the virtual world. Yet, we acknowledge that our computers are not powerful enough to fully replicate such intricate complexity. So, remember to relish life, have fun, spend time with your loved ones, and stay tuned for our next report.
Thank You for Your support
3Division Team
I wrote a long time ago that double slip switches are needed on the railway, the so-called english. Building junction stations without them is very complicated. Do it finally!
I propose innovations: 1) Construction of a cemetery. The accessibility of people to it will increase the rating of religion. 2) Closer to the 2000s, the development of mobile communications, with appropriate equipment (mobile towers, etc.) accessibility to these benefits increases the joy of residents.
The game does not message if there is no water in one of the apartments. Is this real? Because then it would have to be developed quickly.
очень хочется чтобы чтоб добавили ужд
Yeahh,I would like to see the movement of gantry, overhead and portal cranes at the unloading points as soon as possible, and the movement of attractions upon the arrival of cars. Bridge junctions are strongly needed (congresses and arrivals of automobile cranes).