Devlogs
Devlog: Capo 1.1.2
Capo 1.1.2
Thanks to everyone for continuing to submit bug reports and quality of life suggestions! I'm focusing on these for now, and then hope to do a poll at some point on some potential major new features next.
Discord: https://discord.gg/5gC62yBsjY
Testing new features:
- Mid-week interrupts. Patrol and Ambush orders now pause the work-week with a banded-odds modal — Engage/Let Pass, Spring/Hold/Abort.
- Persistent sightings. Yellow "!" badges from passive intel now stick on blocks through the whole week and review phase.
- New Booze panel & map overlay (formerly "Supply") — production, routes, unsupplied warnings, discovered rival routes.
- Continue to test and tweak the different AI leader personalities
Gameplay improvements and bug fixes:
- TopBar animation controls. Play / pause / fast-forward / skip now live with the rest of the turn UI.
- Raid overhaul. Bigger payouts (illegal: 8-14× weekly), 3-4 week closure, +heat.
- Vehicles re-tiered. Jalopy $150 / Sedan $800 (HQ Lv 2 gate), Roadster cut.
- HQ block auto-collects from week 1 — no upgrade needed.
- Budget panel rebuilt. Illegal revenue, HQ auto-collect, booze exports, and operating costs are now real line items.