It took us much longer than anticipated but Game Dev Tycoon Workshop support is finally going to make an appearance!
Steam Workshop support will enable players a convenient and familiar way to install and manage mods while giving mod authors greater exposure and a better way to collect feedback and receive the praise they deserve.
Road to release
As of right now Steam Workshop support is in private beta. We are sending out invites to our most prolific modders, giving them a chance to publish and test their mods before we open it up to a larger part of the community. This will hopefully ensure that players will have some great mods to try as soon as Workshop support goes live.
If you want to help us test Workshop support, or you are super-keen on getting your mod listed early, then please send a PM to @Charlie but please be patient with us
Change log
Here is the full changelog for v1.5.0
v1.5.0 06. Aug. 2014
- New: Steam Workshop support (subscribe, publish and update mods).
- New: Language setting synchronization with Steam language settings.
- New: Added selection indicators to make selected items and mods more visually distinct.
- New: Added Tutorial settings to allow turning tutorials off completely.
- New: Added animation quality settings to reduce late-game lag.
- New: Added non-intrusive newsletter widget. If you like the game, why not subscribe?
- New: Added meta information about mods used to save games.
- New: Compatibility check and warnings when active mods don’t match with saved state.
-
New: Added jQuery Timeago translation files (localizing the save/load screens completely).
-
Changed: Improved translation (Arabic, Czech, German, Greek, Polish, Portuguese, Spanish, Swedish, Turkish and Russian).
- Changed: Improved error message display. -
Changed: Improved mod list UI and savegame UI.
-
Changed: Added new events for modders: GDT.eventKeys.gameplay.staffApplicantsGenerated, GDT.eventKeys.gameplay.staffHired, GDT.eventKeys.gameplay.staffFired, GDT.eventKeys.mod.allLoaded, GDT.saves.loaded, GDT.saves.newGame
- Changed: Increased save game slots to five. -
Changed: Refactored the way researchable topics are calculated to make it more accessible to modders.
-
Changed: Exposing more internal review methods to modders.
-
Changed: Exposed more internal methods for managing staff.
-
Changed: moved grid sale calculation to Sales.applyGridSales to allow easier modding.
-
Fixed: gdt-modAPI: Checks.checkMissionOverrides did not return true when it should.
-
Fixed: When using windowed mode the window size starts smaller than 1024x768.
-
Fixed: End game stats crashes if no games are produced.
-
Fixed: Occasional scrolling issues when using the mouse wheel.
-
Fixed: Rarely the “Paused” text displays when the game is not paused.
-
Fixed: Multiple character selection buttons “wiggle” at the same time.
-
Fixed: Sometimes a bankrupt message would appear just after restarting a level.
-
Fixed: Minor typos and grammatical issues.
-
Fixed: It’s possible to start a new game or contract before the previous contract has finished.
-
Fixed: GDT mod data is not cleared when starting a new game.
-
Fixed: Settings are only saved when game is saved.
-
Fixed: When budget sliders in lab have focus, navigating via arrow keys no longer works.
-
Fixed: Several cases of incorrect font sizes when using translations.