
MEGACITY — Bug Fix.
Four reported player issues were hopefully fixed:
1. Character creation points came back after being spent
Problem: The game kept a "highest ever" record of attribute and skill
points, so spending them could silently give them back.
Fix: Point balances are now tracked as the exact current amount, so once
they are spent they stay spent.
2. Nature crises kept coming back right after being resolved
Problem: Resolving a wildlife or plant crisis only adjusted city-wide
stats, not the actual animal or plant population that caused it, so the
same crisis re-triggered shortly after.
Fix: Resolving a crisis now rebalances that biome's populations and adds a
short calm period, so the crisis does not immediately return.
3. The whole city eventually became homeless no matter what
Problem: Housing capacity only counted a few building types and ignored
housing districts, and the homeless count was a percentage that maxed out
at 100% once population passed that small capacity.
Fix: Housing capacity now counts all housing districts plus every housing
building, and the homeless count is the real shortfall (people beyond
capacity). Build enough housing and homelessness drops to zero.
4. Trading with settlements could be spammed for easy gains
Fix: Each settlement now has a cooldown after trading. Repeat trades are
blocked and the button shows "On cooldown" until it is ready again.
5. Bodyguard conversations could be repeated for endless rewards
Fix: Each conversation topic now gives its reward only once per bodyguard.
You can still re-read the dialogue, but it no longer pays out again.
Verification: Added automated tests for the nature-crisis and homelessness
fixes, and all project checks (types, tests, performance) pass. An automated
code review approved the changes.