Cars Incorporated Changelog

What's new in Cars Incorporated 0.34 Alpha

Jun 30, 2014
  • New Features:
  • The main change is a complete revamp of the way races work. From the looks of it you will probably not yet notice many differences as the visuals have not been touched. Or almost. What you probably will notice when you zoom in is that the cars behave VERY differently now. This is due to the fact that the AI now actually drives on the road instead of just being moved along it depending on their performance and handling data. Or, to put it another way, instead of moving along a straight line that only looks like it has curves, the cars are now driven "with the arrow keys" by the AI, which follows the actual road. This eliminates many of the problems the old system had: The cars no longer just alternate between being left, middle or right - instead they can use the entire road. They also no longer appear to go faster on the inside of a curve, which had the same distance on the inside and the outside before. Now it actually takes the car longer on the outside of the curve to get through it, as the distance really is longer. (This looked a little awkward before) Basically all the things you'd expect when a car drives are working far better now, without tricks for them to appear driving (which also reduces the source code length for the race simulation). And the new system has a lot of potential for improvements and expansions - even up to an actual driving simulation for v0.50, if the support for the game keeps growing. This one was actually a player request: It is now possible to scale the game window to better fill larger screens. The resolution doesn't change so this will cause the image quality to go down but if you are sitting at a distance from the screen this might be helpful. If you enable the option you can rescale the window by grabbing it's border. The additional setting to keep the aspect ratio will prevent the image from being skewed.
  • Other changes:
  • As I mentioned above there is a visual change to the races that works independently from the internal changes: Wheels are now turning and steering
  • The camera can now be moved in closer than before
  • Slightly reduced the random factor in engine and chassis resizes
  • Added an easter egg to the races. You will need to have shared a car on facebook in the current game session and press a specific key during the race to enable it.
  • Fixed bugs:
  • Fixed a bug that caused the factory preparation to freeze when there where extremely high numbers of applicants
  • Fixed a bug that caused the amount of applications to show up as 0 when there too many
  • Fixed a bug that let worse image cause better sales on early cars with negative internal scores
  • Fixed a bug that caused the game to crash if a music file was missing
  • Fixed a bug that caused cars to not show up again when zooming in during later parts of races
  • Fixed a bug that caused the AI to always build HUGE engines when playing with imperial/US measurements
  • Fixed a bug that caused engines between the introduction years of the previous engine generations to have no upper horsepower limit
  • Very short trunks on gen 3 cars will no longer result in the car having a cut off end

New in Cars Incorporated 0.33 Alpha (May 7, 2014)

  • New Features:
  • Some of the players with larger amounts of cars in production have asked for a way to filter the production view. So here is a first step of that: You can choose to view or hide cars, the different parts and/or empty lines. More optimizations will likely come before I finish up v0.3x.
  • Another user requested detail was the ability to see the same distribution info you get through the small info icons on the distribution screen (from the factory lines) in the shipping screen for single deliveries from the storage area. Well, here you go.
  • Other changes:
  • Holding down SHIFT while dragging one of the handlers in the body editor will now drag the point slower, allowing for smaller adjustments
  • A manually set amount to produce in a factory line will now also act as a limit to the production so you can adjust your production targets more precisely - the previous versions simply adjusted the amount of workers and changed the produced amount to that achieved by the workers which could result in overproduction of parts
  • Changing the amount of workers, deleting a production line or raising the factory level will remove the above production limit again
  • The automatic rotation of cars when idle in the editor or on the awards or sales screens can now be turned off in the game's options
  • The datatype for the amount of workers and engineers has been changed so that more than 65.000 employees should be possible now
  • The game now memorizes where you came from when you enter the body editor. As a result you will be returned to the car or body you have been viewing in the science list instead of always ending up in the body research
  • You can now turn off the automatic update detection the game usually performs when it starts. If you turn this off and don't use the facebook sharing option the game will never access the internet.
  • Added a Steam Greenlight logo and the corresponding link to the greenlight page to the menu screen
  • Weblinks are now suppressed on the menu's subscreens
  • Some unnecessary debug data will no longer be generated
  • Fixed bugs:
  • The distance of large cars from the camera has been corrected to avoid cut offs on the awards or sales screens
  • The updater now ignores the Windows setting for caching files and always loads the latest update information file, so all updates should be visible immediately, not after the next emptying of the internet cache
  • Improved a problem with flickering racetracks by increasing distances
  • Fixed a couple of typos, including the change of "breaks" to "brakes" on the racing preparation and sales screens and "price money" to "prize money" on the month end ledger
  • Fixed a bug that caused a car to rotate behind the factory screen after changing the region
  • Fixed a bug that caused the AI to always improve on their oldest instead of their newest engine and chassis, resulting in abysmal parts in later game years
  • Entering the distribution menu on the factory screen will no longer throw you back to page 1
  • Fixed the transparent borders around the image bars for the cars on the sales screen
  • Fixed a problem where shipping costs would be calculated from the last visited location instead of the actual region of origin
  • Fixed the huge decrease in sales between 1897 and 1902
  • Tech award scores can no longer be shown with negative values
  • Renaming a prototype after it has been put into a production line no longer forgets the company abbrevation before the Car name in the factory line
  • Script / Modding:
  • The $goto_screen_ function has been split into three versions: $goto_screen_ will still set your page counter to 1, but will remember where you came from. $return_screen_ will reset the page number to the one $goto_screen_ remembered and $switch_screen_ will change the screen number without changing the page number (good for pop ups or subscreens)
  • See more at: http://www.cars-inc-game.com/index.php/en/en-blog/81-en-rel033#sthash.nHvwayPr.dpuf

New in Cars Incorporated 0.31 Alpha (Dec 2, 2013)

  • Other changes:
  • The brown box behind the seats in a gen 1 car with no engine hood has been replaced with a model, representing an early 19th century style engine
  • The menu screen has been rearranged and cleaned up, options like language settings have been moved into the options sub-menu. Options from the office have also been moved there.
  • You can now paste text to an non-numeric input field like the registration number field from the system clipboard by pressing the usual key combinations: Ctrl+V or Shift+Ins
  • The behavior of the key delay in input fields has been optimized to be more in line with the usual system behavior. Holding down a key will cause the game to wait longer before it accepts it as a continous input after the first input but will speed things up after that
  • The amount of cars or parts you want to produce in your factory can now be entered by clicking on the amount and entering how many you want. The game will assign enough workers to meet that production goal provided that you have enough. The endresult can however be slightly higher as that amount of workers may produce more cars while one worker less could not produce the desired amount
  • The backdrop of the awards screen now uses the newer logo
  • The prices you can win in the annual awards have been reduced
  • A new button to link to the new indiegogo campaign has been added to the menu screen
  • The buy now buttons have been updated for non-registered players
  • Fixed bugs:
  • The type detection for sports cars should now work correctly
  • A bug has been fixed that prevented the game from loading AI data correctly from savegames (*)
  • A faulty warning light about missing parts on the factory screen has been fixed(*)
  • Fixed a bug that could cause the game to report the completion of a new factory line setup when there was none(*)
  • Workers and engineers will no longer strike when you don't employ any(*)
  • Fixed a bug that could produce debug data in the savegame directory(*)
  • (*) These problems were previously fixed in a hotfix.
  • Script / Modding:
  • Body descriptions accept multiple components after a curtech condition or if clause. If one of them is present the condition will count as true.
  • The text size and color of adjusters can now be manipulated with adjustfont
  • The text of an adjuster can now have a shadow. Use adjustshadow for that.
  • See more at: http://www.cars-inc-game.com/index.php/en/en-blog/74-en-rel031#sthash.sbkZURBX.dpuf

New in Cars Incorporated 0.30 Alpha (Oct 25, 2013)

  • Other changes:
  • The game time has been expanded from 1895 to 1950.
  • The year the game starts in can now be selected (1895-1930). The trial version is still locked to 1900-1905.
  • The AI opponents don't rely on pre-defined cars and prices anymore but will create their own now
  • A new screen for components has been added to the research department
  • The empty pages in the research department have been filled with some basic information for new players to understand the game
  • The empty page of the car development page has additional buttons to get to body, engine and chassis development
  • The dropdown lists to select the parts for a new car from, now have science buttons beside them that will take you to the approriate research department
  • The car development and body development pages now display the bonus points gained by components
  • The "Most advanced car" awards now take components under consideration.
  • The consumption of a car has become more important to the "Most advanced car" award
  • The amount of research required to develop parts has been changed to avoid exponential research requirements in later game years
  • Some values for parts like weight or carrying capacity will now be shown during development and will become more accurate as the development continues until the research completes
  • The body editor has received a floor and a poster of the Vitrucian Man by Leonardo DaVinci to represent a 1.75m big human for size reference
  • A new splash screen has been put into place, as has a new logo and a new game icon
  • The registration key will not be shown on the menu screen by default anymore. This is intended to make it possible to create videos or screenshots without revealing your registration key to the world
  • Some car parts will now be internally united into single parts during races to reduce the amount of objects
  • The link to the Indiegogo-campaign has been removed
  • The menu bar will no longer display the version number
  • Opponent data is not being loaded for the time being
  • Vans and SUVs can currently NOT be constructed
  • The tutorial has been temporarily disabled
  • Fixed bugs:
  • Fixed a bug that caused the game to crash if a race started after the VRAM was flushed and reinizialized
  • Races don't crash the game anymore if they start with less than 10 cars
  • Awards after races don't show variable names anymore if there is no 2nd or 3rd winner
  • The game does not crash anymore when the player clicks on an empty slot during a race
  • The minimum camera height for the editor has been upped from 0.5 to 0.6 to prevent it from cropping the floor
  • Script / Modding:
  • Switiching the drawing color for writing to the screen will now only be performed if the same ink was not already set to improve performance
  • Inputfields can now display shadows with inputshadow
  • If a dragpoint does not have a dragaxis defined for the editor it will no longer be displayed but can be used as a helper point for calculations
  • The new debuglog function will open and close the debug file whenever needed to make it possible to access it while the game is running
  • See more at: http://www.cars-inc-game.com/index.php/en/en-blog/70-en-rel030#sthash.unyFtOAa.dpuf

New in Cars Incorporated 0.26 Alpha (Jul 31, 2013)

  • Other changes
  • Links to the homepage and the facebook page of Cars Incorporated have been added to the title screen
  • Fixed bugs
  • Images with the always-on-top-property are no longer displayed on top of dialogs
  • The function to exit dialogs by clicking outside of them no longer overwrites active buttons you have clicked on
  • New Features
  • A placeholder sent into retirement. While still being simple, merely a 3D-rendered remake of the old version, the new office does look much better than the old Paint Shop placeholder graphic. The final version of the office will become available in the future media update version 0.60 which will improve the look of the entire game.
  • A technical side effect of migrating the office to the new graphics is the fact that you can now close menues in the office by clicking outside of them - the same way it was already possible to close menus on the business and factory screens before.
  • See more at: http://www.cars-inc-game.com/index.php/en/en-blog/65-en-rel026#sthash.zV2YbrHL.dpuf
  • Entries marked with (*) were solved with hotfixes available in the forum in advance. Report new errors or download the latest hotfix.
  • Script / Modding
  • The new function selectshadow can add shadows to the text of selection boxes now
  • Button graphics can now be loaded even if they are larger than the game's resolution
  • The new version is already available for download. Older versions will offer an update automatically if your firewall is configured to let it access the internet. - See more at: http://www.cars-inc-game.com/index.php/en/en-blog/65-en-rel026#sthash.zV2YbrHL.dpuf

New in Cars Incorporated 0.25 Alpha (Jul 15, 2013)

  • New:
  • If you get to a race in version 0.25 you will not see much difference at the first glance. Until you turn the mousewheel or press PgUp, PgDn, Home or End to zoom in and out. Upon closer inspection the colored circles will reveal the car models that have been made in the body editor.
  • And since it looks pretty stupid when the cars always drive in the center of the road and pass right through each other all the time, the behavior of the cars has also been changed. Cars drive to the left or right in order to pass the car in front of them and brake if they get too close.
  • This even makes it possible for slower cars to win races if they manage to not let the faster ones pass. The braking behavior, especially before entering the pit stop area has also been improved. As has the starting point - the cars no longer share one and the same spot when a race begins...
  • The only way to know what your opponents are doing used to be the list of the 4 topsellers for each region with a tooltip showing you the general characteristics of these cars. That basically hasn't changed. Well, not that much. But clicking on the new list icon in the top sellers' list will reveal an expanded report about the top 22 cars. That should be enough to get an idea of what's in the market, right?
  • This new list is also small but nice. It will show you all the parts and cars you have manually shipped to another region in case you forgot. Now they are not invisible anymore.
  • Not really a feature but worth mentioning: The main menu screen now offers the possibility to directly visit the Indiegogo campaign. Maybe that will help the campaign. This "ad" will not stay of course as the game will only display it during the time the campaign is actually on. It will disappear after August, 25th. If you use this link frequently you are already helping the game by improving it's page rank on Indiegogo.
  • Other changes:
  • All race tracks are now available in 4 variations resulting in a total of 24 tracks
  • Savegames can now be deleted on the save or load game screens
  • Input fields will now accept the arrow keys or backspace as multiple keystrokes if the key is being held down with a waiting time of 200 ms
  • The factory distribution system has a new icon
  • In order to save some space the bulky measuring unit cu ft has been shortened to cuft
  • The measurement unit PS will now only be displayed if the game is set to german AND the metric system. In all other cases the englisch unit hp is displayed
  • The speed indicator in races can display speeds in km/h or mph now, depending on the used measurement system
  • The speed indicator in races is now updated only twice per second, making it less jumpy
  • Fixed bugs:
  • A problem causing the arrow keys, backspace and delete to stop working after the first keystroke in some rare configurations has been fixed
  • A problem has been fixed that reduced the value of all shipped parts and cars to the shipping costs

New in Cars Incorporated 0.24 Alpha (May 15, 2013)

  • New Features:
  • Since the old, ugly und irritating tutorial has been removed in version 0.20 it is now time to reintroduce it in version 0.24 to offer new players an easier way into the game up to their first sold car. The new system used for the tutorial makes it easier for the players and for the author to update, change or expand it.
  • Measurements can be a complicated thing, especially if you are not used to the units you are working with. Almost 25% of Cars Incorporated's registered players come from countries where the imperial or the american way of measurements is the way to go. Because of that v0.24 introduces the ability to switch between the metric, imperial and american systems, or to put it another way from ccm, km and l/100km to CID, mph and mpg. The only difference between imperial and american measurements lies in the consumption values (miles per gallon) as the british gallon is different from the american one.
  • Other changes:
  • Autosave will now save the game every three months instead of once per year. Player requested
  • Input fields and numerical adjusters now allow you to change the cursor position using the arrow keys, Home and End and the deletion by using both backspace and Del. Player requested
  • Fixed bugs:
  • Numeric adjusters trigger a screen update even if the number has been entered directly
  • Closing the game window instead of ending the game will no longer cause it to forget newly entered serial keys
  • The costs displayed for vehicle parts when putting a car together now include inflation
  • A bug causing inaccurate displays in input fields when they were 4 or more more digits long has been fixed
  • The game no longer crashes when you try to ship 0 units
  • A bug that occasionaly made it impossible to enter numbers in the personnel office has been fixed
  • Some typing errors have been fixed
  • Script / Modding:
  • The way variables requesting car data are handled has been completely redone. New instances will now only require an identification to access all details of a car or its components from every page in the scripts.
  • The display parts of input fields now accept variables
  • The functions unblockbutton, unblockadjust and unblockdrop can now exclude elements from blocklayer

New in Cars Incorporated 0.23 Alpha (Jan 16, 2013)

  • New Features:
  • The new control options for the first player make it possible to influence your cars during races. You can set the aggressiveness of your drivers to 3 levels. On the lowest your driver will attempt to save fuel, allowing him to go further without refueling but also slowing him down. On the highest level he will put the pedal to the metal and force your car to go as fast as it's handling permits at the expense of using a lot more fuel.
  • Will your fuel last to the end or not? It could decide the race...
  • You can now select how good of a driver you want in your car for the next race. A 5 star driver is more capable of entering a curve at the highest possible speeds than an unexperienced driver and will gain important seconds this way. But at least the unexperienced driver is cheaper, right?
  • Other changes:
  • Races will last for 3 laps instead of 1
  • The list of cars will now also display which lap they are currently in
  • Cars will now now consume fuel during races, depending on how economic your design is
  • A small fuel indicator has been added for the two controllable cars
  • All racing tracks now have pit stop areas. Cars will drive very slowly in here but their fuel will be refilled
  • Cars will automatically drive into the pit stop area when they don't have enough fuel for the next round
  • Player suggested: You will no longer go bankrupt if you have enough money in your savings account to cover for your regular account
  • Some dialogs in the game can now be closed by clicking outside of them
  • Added 1 new company logo
  • Fixed bugs:
  • A problem that has caused the game to crash upon creation of a new body in rare Hardware/Software environments has been fixed.
  • The game will no longer crash when a company logo used in a saved game is missing. The logo will be replaced with a default logo instead
  • Script / Modding:
  • The new option barautorefresh can be used to force display bars to refresh themselves every .5 seconds
  • The variable $hotfix can be used to display the current hotfix number if any
  • The noclick option for buttons has been replaced with a noclick area function
  • The function for changing internal pages with buttontarget has been replaced with the button command $goto_screen_xxxx

New in Cars Incorporated 0.22 Alpha (Jan 3, 2013)

  • New Features:
  • For this update the menu controlling the distribution of your cars and parts has been revamped. The new version does not only look better, it also provides important information next to your settings to prevent you from having to go back and forth between screens to look over your sales.
  • The menu will now show the total amount of cars or parts to be exported each turn, so you can easily adjust it to your production output. A new information tooltip will also show you the amount of newly delivered and ordered cars as well as the total amount still waiting for delivery in the respective regions.
  • Player requested: The amount of engines available in a region does not concern you? Or is it all you need to see? From now on you can choose which of the 4 groups of parts (cars, bodies, engines and chassis) you want to see on each of the storage pages in your factory and in your sales room.
  • The filter can be set for both of these views separately and will also be saved with your game. By default you will see all items in your storage in the factory but only cars on the sales screen.
  • Additional new functions:
  • Races can now be skipped to see the outcome immediately
  • Other changes:
  • The setting for production quality does not require several clicks to get to the setting you want anymore. You can now click directly on the level you want. (player requested)
  • Interest that is paid to your savings account instead of your cash account is now displayed in brackets and no longer factored into the totals in the monthly overview. Players shouldn't get confused so easily now over an apparent discrepancy between reported profits and actual cash flow.
  • The banking screen has better buttons for paying in and paying out now
  • The copyright information has been updated to include the new year
  • internal code optimizations without functional changes
  • Fixed bugs:
  • The deletion of the video memory that occurs when the computer goes into standby, changes the desktop resolution or the user signs off, does not make the research screen fall apart anymore
  • An error has been fixed that could cause the game to crash with a bitmap not found message after a deleted video memory
  • (*) Too long vehicle names will no longer lead to a freeze on the office screen
  • The distribution settings are now deleted when a productions is stopped for good preventing subsequent productions from distributing their output uncontrolled
  • (*) The page selector of the storage portion on the sales screen is no longer limited to 3 pages
  • (*) An error that could cause the production quality selector to disappear has been fixed
  • Numerical adjusters will not become invisible anymore if a dialog is shown
  • The eye symbol to select a car in the top list does no longer become invisible if a dialog is shown
  • A scaling error that could cause several lines of text to be displayed on top of each other in the scrap menu for parts with long names has been fixed
  • A rare error that has accepted some incomplete registration keys as valid has been fixed
  • Entries marked with (*) were solved with hotfixes available in the forum in advance. Report new errors or download the latest hotfix.
  • Script / Modding:
  • The new script command buttonseg can segment buttons into several horizontal pieces, triggering different functions depending on where on the button you click
  • The noclick option makes it possible to add buttons that are triggered when NOT being clicked directly or on linked objects
  • By using a ? as a condition you can now compare numerical variables and numbers with the operands , =, >= and

New in Cars Incorporated 0.21 (Nov 14, 2012)

  • The update to version 0.21 introduces several functions and improvements originally planed for version 0.20.

New in Cars Incorporated 0.20 (Oct 26, 2012)

  • Additional functions:
  • You can now set production quality for your factory lines, influencing the quality-image of your cars, production amount and costs
  • A warning light in the factory lines will alert you if a car you want to produce is missing some parts
  • A new button for automatically selecting a part for your factory line will chose a car or part that you need in the region and that you're not producing
  • Multiline tool tips are now possible as well as a grouped style in the tool tips
  • Ending the game through the game's menu will now trigger a security query
  • Other changes:
  • The amount produced by higher factory levels has been reduced to avoid extreme jumps in payroll costs
  • The amount produced by a factory line is no longer linked to the weight of the part, so that lines on the same level and with the same amount of workers will always produce the same amount of parts
  • The suggested price when adding a car to your sales line up has been improved
  • The production costs displayed in factory lines now includes prorated worker wages
  • The reflection texture for cars has been improved to look more plastic
  • The tool tip display has been speed up
  • The old tutorial has been deactivated - it will probably be replaced with a new version soon
  • The game can now display several interface layers above each other to display dialogs amongst other things
  • The screen refresh rate has been limited to 120 fps
  • Fixed errors:
  • The game crash that would always happen due to missing images after the computer awakes from standby or changes it's desktop resolution has been fixed
  • The reconstruction time of factories can no longer be avoided by saving and loading the game again
  • A rare crash that could happen when a tool tip was created at the border of the game screen has been fixed
  • Costs for producing prototypes are now included correctly in the financial overview
  • Costs for building or reconstructing factories are now included correctly in the financial overview
  • Drop-down-lists can no longer be partially outside the screen
  • There are no more mini views of your car when you leave the body editor
  • An error in the text declaring the player bankrupt when he was the last players has been fixed

New in Cars Incorporated 0.11 (May 31, 2012)

  • New Features:
  • Adjustable numeric values can now be clicked and edited directly (prices, number of workers, etc)
  • The month end ledger displays the number of new messages beside the corresponding icon
  • The order of messages in the office and projects in the research department can now be reversed with a new button, so that the newest ones will be shown first
  • Factory lines and sales spots can now be turned on and off to pause production or prevent new orders on your cars temporarily
  • Setting up a production takes 3 months now and costs 1/10 of the construction of a new level 1 factory line
  • Other changes:
  • The text of input fields can now be clicked directly in order to edit it
  • Cars with extremely high prices lose customers rapidly
  • The demand for cars offered below their constructions costs will rise a lot
  • Cars that are one of a kind will now be rated against all other cars in the region
  • Some texts in the tutorial have been optimized
  • Messages are now marked as NEW individually and will be unmarked when you click on them
  • Thumbnails of cars will now be displayed in the car list of the research screen
  • A new button will link to this update info page for future updates
  • 3 new company logos and 1 additional AI data set have been added
  • Fixed bugs:
  • Cars that are the only one of their type will no longer be bought for all prices
  • Cars with extremely high prices will no longer be considered for the average price of a car as part of the demand calculations
  • Parts can now be selected for cars in the science screen even when there are several pages of parts available
  • A bug that caused cars to turn black on some systems when you changed their color has been fixed
  • A bug causing cars in thumbnails to be off-center has been fixed
  • Some small typos in the tutorial have been fixed
  • A tutorial pointer that was in the wrong place due to the new button in the science screen has been repositioned
  • An error that could lead to unfinished, copied cars winning awards has been fixed
  • The costs for factory and prototype construction are now displayed correctly in the month end ledger again

New in Cars Incorporated 0.05 (Jan 23, 2012)

  • New features include a savegame-management system and a monthly financial statement to improve the game's flow.
  • Additionally some minor improvements and optimizations were done to enhance the handling of the game.

New in Cars Incorporated 0.04 (Jan 4, 2012)

  • Fixed a bug that could crash the game on startup if it was installed in the default "Program files"-folder of Windows Vista or Windows 7.
  • An additional button allows selling parts from storage no longer needed as scrap for 10% of their material cost.

New in Cars Incorporated 0.03 (Jan 3, 2012)

  • New Features:
  • The new game setup screen allows adding up to 4 players for a hotseat multiplayer game and set player and company names and logos as well as a starting region for each player. Computer controlled opponents will be added as usual.
  • Additional settings such as start year and cash or loading of data from previous games as opponents is already on the list for future expansion.
  • To spur the player's ambition and add an additional way to make money in the game I have added an annual award ceremony. A price money is awarded to the 3 best selling cars of the previous year as well as the 3 most advanced cars. Since the best-sellers already made a bucket of money the price for most advanced car is twice as much as the best seller price.
  • Other changes:
  • 1 additional AI data set
  • Saves a file containing data from your game at it's end for future use as opponent data
  • Savegames and settings are now stored in the Windows-User-folder
  • The sites page will open at the companies starting region by default
  • Improved parts now get a revision number instead of an entirely new name
  • The check for bankruptcy now removes players in a multiplayer game
  • The check for ending the game is now done after the awards
  • Internal scripts now support "all" as a language
  • Savegames will save statistical data for the regional top 4
  • Total sales numbers are also being saved for later evaluation