MEGACITY — Bug Fix.

MEGACITY · published

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.